texts:
If I can remove verts data from a mesh? I want to remove ('normal', 'select', 'hide', 'bevel_weight', 'groups', 'index', 'undeformed_co') but leave only 'co' data. so that a mesh with millions of points had less Mb/Gb.
I need to store only points positions. My mesh has no edges and polygons.
I checked data like this:
import bpy

me = bpy.context.active_object.data

for prop in me.vertices[0].bl_rna.properties.values():
    if prop.type in {'INT', 'FLOAT', 'BOOLEAN'}:
        print(prop.identifier)

Print:
['rna_type', 'co', 'normal', 'select', 'hide', 'bevel_weight', 'groups', 'index', 'undeformed_co']


texts: I have grouped together (CtrlG) aome animated meshes (9 of them) and I have used the graph editor (F-curve modifier) to cycle them through my animation but is there a way to offset them so they move at different intervals to create a more realistic effect. Cheers.


texts: Blender 2.90 crashing on rendering animation with smoke?

texts:
I am trying to render a simple scene with some little smoke on the progress bar to allow the emission show better, upon rendering it closes, when I remove the smoke and attempt to render everything is fine. When I am in rendered mode in the viewport with the smoke every thing is still fine but when I click Render > Render Animation to render with the smoke present it just closes. the smoke simulation is from (80-160)s the entire animation is (0-220)s

Intel(R) Core(TM) i7-7500U
GeForce 940MX


texts: Bake hair particle system to textured low-poly mesh

texts:
I got a scene with a lot of fur (really dense hair particles). There are 1000 particles x 750 interpolated ones (with clump curve and kink) per object. Obviously, this is really slow to render and takes too much RAM to render it on GPU or on a render farm.

My idea is:

Create a low-poly mesh consisted of a bunch of planes (like trees in games) that roughly fits the object. It would be nice to adapt those planes in iterations until they really fit the fur.
Unwrap the mesh
Bake all the essential information of the particle system to a texture. Each part of a hair should select the closest (best fitting) plane and gets baked to it
Render the scene in almost no time at all

I'm pretty sure this isn't possible since I am searching for something similar for a while, but are there ways to at least approximate this workflow or parts of it? The only thing I found is this one but I don't know how to use it and if it works in my situation.


texts: How to start modeling headlights of an Audi r8 v10 plus

texts:
Hey guys i´m currently working on an model of an r8 v10 plus, eventhough i´m
a beginner i managed to make it look quite good but for now i only have realy easy place holder lights. I tried a few times to model the proper head and braking lights but i just have no idea how to start. Would you use a texture for most of it? How would you make the material? I just have no idea, it would be great if you could give me an push in the right direction.

Here is an picture


texts: Making an object appear at a certain frame by python

texts:
Blender 2.83
I would like to have objects 'spawn' when a certain frame has been reached, and to do this, I'm having the cube too small to see until the frame I want it to appear, and then it'll in one frame scale to the appropriate size. I thought the following would work:
For the frame my_frame the object cube is meant to start to exist, I apply:
        cube.select_set(True)
        bpy.ops.transform.resize(value=(0.01, 0.01, 0.01))
        cube.keyframe_insert(data_path="scale",frame = 0)
        cube.keyframe_insert(data_path="scale",frame = 3*my_frame)
        bpy.ops.transform.resize(value=(100, 100, 100))
        cube.keyframe_insert(data_path="scale",frame = 3*my_frame+3)
        cube.select_set(False)

(Note that time in my animation moves forwards in 3's, that's why it's 3*my_frame)
So the cube should have a keyframe at the start, and just before it spawns making it miniscule, and then during 3*my_frame to 3*my_frame+3 it should grow 100-fold, so it looks like it instantly appears. Instead, it starts growing from being tiny at frame 0, until it's full size at my_frame - which makes me feel like the 4th line above is being ignored. What am I doing wrong?
What's an alternative approach? (I could repeat the above with data_path = "location" and teleport the object in too, but I imagine I'll have the same issue.)

In the comments it's suggested to do something like the following:
    obj.hide_render = True
    obj.keyframe_insert(data_path = "hide_render",frame = 30)
    obj.hide_render = False
    obj.keyframe_insert(data_path = "hide_render",frame = 60)
    obj.hide_render = True
    obj.keyframe_insert(data_path = "hide_render",frame = 90)

Which does hide obj in the render mode, but I would also like it to be hidden in the standard animation mode, which it doesn't seem to be. I want this since it's easier to move the camera as desired, while recording that part of the screen from another window. Also, having things scale rapidly looks good in my simulation, since it corresponds to creatures disappearing, it looks good to have them disappear rapidly, but not instantly.


texts: I have a Bevel modifier but I want some seams to be tighter than others. How can I do that?

texts: So I'll explain my crude drawing. So I like that the bevel is doing to the outside edges but seams on the inside I want much tighter. Is there anyway to change those?


texts: A slightly messy mesh in blender 2.81 beta

texts:
I'm following the famous tutorial of the donut and the coffee cup from Blender Guru. I just noticed that some vertices of my object are slightly out of place.
I don't know how that happened but I guess it happened after creating the edge loops. Could someone tell me how to correct the position of the vertices exactly so that they are aligned with the rest of the others?

On the other hand I have noticed that in a part of the cup there is a strange flattening. Anyone know why that is?


texts: Animation nodes - Driving scale attribute from a CSV list to create a bar chart

texts:
I'm stuck with the 'For Loop' part of my project in Animation Nodes.

I'm trying to create a bar chart with each of x bars scaled to a high set by some CSV data.  I've got my .blend and it feels so close but I can't make it work.

You'll see that I've created a cube and used the Object Instancer and a loop to create an array of x columns.  By putting the pivot point at the bottom of the cube I can scale on z axis give me the height of the bar chart.  This node tree ends with the scale attribute in the Object Attribute Output.

Below that node tree I have a Text Block Reader that splits the text (by lines) and then another split (by separator) to get my list which I hoped to use to drive the heights of the columns.  This is a string so I've used a node to convert to a float.

Now I'm way out my depth and I can't get the values from the list to drive the different heights of the bars.

Lastly, a nice to have only - If you do have a solution, is there a way to mix between 0 values for Z scale and the values from the CSV list so that I can key frame both and animate the bar chart rising?  That would be perfection.

Just a note that I've been able to get to a solution before by using the Python on Tamir Lousky's Github page but wanted to do it in Animation Nodes.

Many thanks to anyone who can help - this is beyond me but I'm trying to learn.

Blend file:
https://www.dropbox.com/s/hedqgdwqkh6evrf/animation_nodes3.blend?dl=0

Image of node tree:
https://www.dropbox.com/s/kivegj9bm956rps/Nodetree.PNG?dl=0


texts: How to inset faces down to edges rather than faces

texts:
I'm trying to inset faces so that I end up with a row of edges along the faces, so that I get something like this:

Here of course I just get a really thin row of faces, when I wanted edges...


texts: Is chromatic aberration possible in blender

texts: Can I separate individual colors of an image/video and add another color around it in other position to achieve chromatic aberration


texts: How to make cross-section of a blood vessel?

texts:
The cross section or cutaway, allows to show the tissues of the walls of a blood vessel, as described in the figure.
I have been able to model the right cornary artery and place a prosthesis, but: How can I make the cutaway of the vessel?


texts: Exporting the blend file as a python script

texts:
I am looking to automate the steps I took to build the model in the blender GUI as a python script. You can think of it like how it would be if blender had a 'export as .py' which I could take and execute to render the model.

Blender does spit out some python in the window above the file toolbar, but I cant use it to automate the model rendering as it is incomplete and seems to only have the configuration, here is a screenshot:


texts: How to soften the edges/faces of a solid?

texts:
(beginner)
If I have this:

How can i soften the edges in the following way?

It is very important for me to get Softness only along the XY axis, without changing the dimensions of the Z axis.
(sorry for my bad english)


texts: How to change location, rotation, scale and dimensions of more objects at the same time?

texts: I'm trying to change the location, rotation, scale and dimensions of many objects at the same time. It's about 80 planes mapped with different textures. I've imported these planes using the addon "image sequence as planes". After having selected every plane,I see that I can change the value of only one plane. Is there another way to do this ?


texts: Convert an mesh object and its material to byte array

texts:
I tried bytearray(bpy.context.object) and byte(bpy.context.object) and I get object is not iterable.
I tried getting the id(bpy.context.object) and I get an id, I just don't know what to do with it to get the full object in memory.
I want to get the full object from memory so I can send it over the network as a byte array and re-assemble it on another computer.
I can send byte arrays over the network just fine, the problem is getting Blender objects into byte arrays.
How do I do that?


texts:
I use spot lamp as projector with concentric circles.
(mapping wave texture, normal coordinates, rotation via driver)
The same scene give wrong results with blender 2.78b
2.78a is good

Is it some new blender mapping technique or bug?


texts: I have this fish-shaped pastry with a gradient texture which makes it brown around the details. However, I can only get the gradient on the top side of the fish, and I'd like it on the bottom side of the fish too. Is it possible to mirror the gradient effect? Thanks!


texts: How do you control the number of loops on a bevel of a path?

texts: Changing the resolution just doesn't do the trick. How can I control the bevel on a path to change the number of loops it uses to comprise the bevel?


texts: How to render background footage with refractions and reflections?

texts: I've got a tracking scene with some glass and glossy materials involved. I want to render the background footage along with the glass, but no reflections or refractions are appearing. It's just gray. Im using cycles


texts:
I have a shoot some footage of a firefly standing still on a wall at night and blinking every half a second or so. The result is very shaky including some sharp pan movements. Its mostly very dark with just the blinking spots visible.

If I could center the video over the blinking spot it might look nice.

Its possible for me to use a transform effect strip, and create position keyframes at the blinks in order to center them throughout the video.
However, creating position frames in that way isnt very intuitive, and requires entering X and Y values manually.

So I wondered if instead of using the transform effect layer it would be easier to somehow use manual tracking with a marker in the Video Clip Editor.
I tried it but didnt know how to create keyframes for my manually positioned marker (keyframes are auto created when Im using the "track selected markers"). What parameter/channel should I highlight in order to create a keyframe? Is there a better method for doing this task?


texts: texture turns purple when image sequence offset changes

texts: i have this problem with the image sequence where the only frame that appears is the first on while the others appear purple, i made it so the textures appear overlapping but for some reason when i change the offset its purple. i even tried adding the textures over and over again but it didnt work. help


texts: how to prevent arm from twisting with rig

texts:
Right now I have a base mesh of a human with a basic rig structure, I am trying to have him point a finger gun but whenever I raise the characters arms the mesh
twists. (see below)

I don't know what is causing this but I have good topology and the rig vertex groups are all pretty good. any ideas?


texts: Why can't I move the camera as freely as I can navigate in the 3D View?

texts: Just switched from maya to blender and as you can assume, I'm having some troubles. I can figure out the program just fine, but I want to know the reason why the render camera is designed with such navigation restrictions? Why not give it the same movability as the viewport? And is there a way I can change this?


texts: How to save a rendered image that I have added a vignette to in Compositing?

texts: I have a rendered image in compositing with a node set up to add a vignette. It all looks good in the compositing window but I cannot find a method to save this new image.


texts:
I'm rendering a movie in cycles.
When I'm rendering an object (2 objects copied with AltD), a part of the mesh disappears, determined by angle of the camera.

it acts like a render border, but it only effects a "vertex group" of the mesh. The mesh doesn't has any actual vertex groups. Or any of that kind (looked at mesh-data in the Properties editor). I can't find any strange settings.

This is shown in the render view as well as in the viewport. And only when it shows the render view. I tried the internal render. But then the whole render is inexplicable

I can't give a picture of the problem, because I have confidentiality. and can't reproduce the problem because I don't know how it came there.

(blender version is 2.66 or 2.69, same problem on like 30 computers (just with the 0, but its coincidence), re-saved with new name multiple times


texts: My problem is that I dont want the curve applied to all possible surfaces of an object but I still want the whole object to follow the curve. I want the curve modifier to only apply the curve to specific points. These points could then deform the whole object as needed (by separate vertex groups for example). Is something like this possible?


texts: Prevent auto-stretch IK in Rigify with Blender 2.8

texts:
I am looking for the auto-stretch IK feature in Rigify for Blender 2.8 in order to de-activate it (set it to zero).
This feature was under Rig Main Property toolbox in the previous version of Blender (see capture below).

Thanks in advance.


texts: Move selected object with transformation matrix

texts:
I'm working on a script which exports geometry and structure data (BOM and position) from CATIA V5 into blender.
Catia V5 delivers as an absolute position for each part an array with 12 elements. 9 values are reserved for the rotation matrix and 3 values are used for the shift. Applying this transformation to the initial position of the part places the part in the final position.
$$
\text{Catia Array} = \begin{pmatrix}
R_1 \\ R_2 \\ R_3 \\ R_4 \\ R_5 \\ R_6 \\ R_7 \\ R_8 \\ R_9 \\ T_1 \\ T_2 \\ T_3
\end{pmatrix}
$$
To apply a movement on a part and change the position with $T_1$, $T_2$ and $T_3$ along the $x$, $y$ and $z$ axis, is easy:
bpy.context.object.location[0] = T1
bpy.context.object.location[1] = T2
bpy.context.object.location[2] = T2

The problem is much more to use the values $R_1  \dots R_9$ because blender handles very well elementary rotations but so far I know not a whole rotation matrix.
An elementary rotation is a rotation about one of the axes of a coordinate system by an angle $\alpha$ or $\beta$ or $\gamma$, which has to be given.
If the are given, you can change the location:
bpy.context.object.rotation_euler[0] = angle1
bpy.context.object.rotation_euler[1] = angle2
bpy.context.object.rotation_euler[2] = angle2

The rotation matrix $R$ is a multiplication of matrices of elementary rotations
$$R = R_z(\alpha) \; R_y(\beta) \; R_x (\gamma)$$
But what I have are not the angles $\alpha$, $\beta$ and $\gamma$, but the whole matrix $R$ which could look like:
$\text{values for rotation} = \begin{matrix}0.23 & 0.81 & 0.14 \\ 0.54 & 0.91 & 0.45 \\ 0.12 & 0.03 & 0.24  \end{matrix}$
I want to apply this transformation on a selected object in so less steps as possible. In the best case in two steps: 1st rotation with $R$ and 2nd linear shift with $T$.
I also want to apply this rotation in so less steps as possible, and I want to avoid to decompose the matrix $R$ in elementary rotations.
Is there any possibility to apply a rotation on a selected object without creating elementars rotations $R_z(\alpha)$,  $ R_y(\beta) $, $ R_x (\gamma)$?
Until now I found the following method:
bpy.ops.transform.translate(value=(78.53, 450.56, 52.0), orient_type='GLOBAL',orient_matrix=((0.23, 0.81, 0.14), (0.54, 0.91, 0.45), (0.12, 0.03, 0.24)),orient_matrix_type='GLOBAL')

But this delivers no proper movement.
For the worst case I would be happy if anyone could offer a good method in numpy to decompose the matrix $R$


texts: I downloaded my old Blender project from Google Drive which I made in Blender 2.81. Even though I put all procedural textures, everything is pink. The textures are somehow missing. This is how it looks.


texts:
How i can do this in blender render...

https://www.youtube.com/watch?v=NATgpZNYPSY

my particles go all crazy,

I have a empty that is the father of the star and planes that drop particles that makesthe tail of the star... following a path... but the tail of the shooting star is baaaad
its posible to do this in blender?

Thks for ur help


texts:
blender has some presets by default ( xml files )
and user can save his own settings for theme ( Save User Settings )

now, 3 simple question

1- is it possible to create an custom xml file to load when blender will open ?

2- where is saved settings file ?

3- where is default blender theme file ?


texts: How to project a texture from one object to another?

texts:
I have an object with a texture.
I'm putting another object just over it like shown here. The goal is to add a road to a terrain and have the road edge smoothly blend in with the terrain texturing.

From this image, it can be seen that the road and its edge are overlaid on the terrain mesh.

Using cycles, I'd like to be have a shader that projects the terrain texture up to the road bed, along the z-axis, so the edge of the added texture looks like part of the original terrain.

The preference is to do this without baking textures.


texts:
Here are the methods I use to make a straight cut

switch the view from perspective to orthographic
just make a cut then straighten it with s+x+0
shift+7 to align face to view then make a cut
use bisect tool then change the angle
vertex connect pressing J key and then straighten it

There are many other methods too but nothing is as fast as knife cut.

Is there any workaround to make straight cut in perspective view ?

I know we can snap knife tool to vertex & midpoint but it doesn't help in many cases.

Thank-you and sorry for my bad English.


texts:
My question is,I am running a HP Pavilion dv7 windows 7 64 bit  AMD A-6 34000 H D graphics 1.40 GHz can I  download and create with Blender 2.8
Thanks
Ace 59


texts:
I'm not sure when I can dissolve faces or not.
For example I could dissolve the following two faces.

However, I couldn't do the ones. Nothing changed.

I don't understand why the difference occurs. So will anyone teach me the rules of dissolving faces? I attach the top and down views just in case.
top:

down:


texts: Bone Layers in Edit Mode are Different Than in Pose Mode

texts:
I can't figure out why this model won't show all of the bones in pose mode. I think it has to do with the bone layers, but I don't know how to move them. Even with all of the layers selected, only some of the bones appear.

This image shows what pose mode looks like:

And this is what edit mode looks like:

No bones are hidden. Alt-H does nothing. The problem may also be related to bone groups.

Any help would be much appreciated.


texts: VSE: How do you precisely position two video strips

texts: How do you precisely position one video strip to another one?


texts: How to make Save/Load Popup Windows & Preferences Window open on Secondary Monitor?

texts:
I'm using a dual monitor setup (Monitor + Wacom Cintiq).  My cintiq is designated as the secondary monitor, but its where I do all my creative work (blender, photoshop, etc).
I've suuccessfully gotten blender to start up on the Cintiq, but every pop up window (preferences, save/load, import/export, etc), still opens on the primary monitor.  To make things more frustrating, the size of the windows is always just larger than the dimensions of that monitor, so I have to adjust the size of the popup window, then drag it to my cintiq in order to use it.  But that doesnt change where it opens, as it always defaults to being too large on the primary monitor.  Completely takes me out of my workflow every time i have to do it.
Saving the startup file hasnt helped.
Thanks in advance for any suggestions!


texts:
I would like to merge a few images into a single strip with the images next to each other.
Using compositor didn't work out as I expected. Thinking a bit more about it, I would prefer not to use compositor.

And use python for this now I am wondering if the python part of blender could join images like that. Blender is not PIL, so I'm not sure if this is possible. The strip can be either horizontal or vertical.

* UPDATE *
  My alternative option, is to break open the pgn or jpg codec, read images as RGB data, and output a final RGB string basedupon multiple images. while possible i wonder if there are easier methods using Blender python API, can blender python do memory based like image manipulation, like addressing pixels directly to set their values ?


texts:
How can I drive the content of a text object by a value box such as the samples slider?

I want to be able to change the value here:

And have the value show up automatically on this text object, without any type of manual refresh:


texts: How to accurately simulate an anamorphic lens

texts: I am aware of the aperture ratio slider in the camera properties. However, I am wondering if there is a way to actually render squished in Blender, and stretch it out in the compositor later. I honestly don't fully understand anamorphic lenses, so I might be asking the wrong question.


texts: C3D Importer does not work, Context is incorrect error

texts:
I'm trying to import a *.c3d motion capture file into Blender, but when I click the Import C3D button, I get the following error:

What is wrong?


texts: I just added a collection and started to draw an object, and hid the other layers. But I cannot make the previous collection/layer to turn back on. The initial objects Only shows in render mode. in any other view mode, I cannot see the object. only the most recent layer shows up as shown in this image.


texts: Access color channels independently of alpha with Cycles?

texts:
Is there any way you can access  the colour channels of image textures without having the alpha subtracted from them? There is both an alpha and colour output from image texture nodes but colour output uses it for transparency in cycles but not in lookdev (Eevee). This creates a discrepancy between the lookdev output and cycles render. This has mainly occurred as an issue when working with game textures that are using the alpha channel as another texture map and the other maps in RGB channels are then disrupted as it's using that channel for their transparency. I've tried pulling the colour channels individually and recombining them to no avail is there any way I can pull out just the raw colour channels?

I'm not sure whether this is considered a bug. However the behavior in Eevee seemed to me to be correct response as no functionality is lost as there is already an alpha output that can be mixed back with the colour channels if/ when it's actually needed. Alternatively having more output options on the image node would fix this issue.


texts: "stitched" style panorama in Blender? (NOT equirectangular)

texts:
I'm looking for a quick solution to creating curvilinear perspective renderings in Blender. Specifically, I want the kind of panorama you'd get if you shot a panorama on a camera or were drawing a wide-angle drawing of what's around you, turning your head.

Rob Adams has good examples of the goal here:
http://www.treeshark.com/treeblog/?p=301

Equirectangular is close but it seems to be designed to keep vertical lines straight. I'm looking for curvature on both vertical and horizontal lines.

Has anyone done this? I'd prefer to avoid doing this the hard way, stitching together renders into a panorama. A script could do that, I'm sure, but even that would be somewhat clunky in terms of interactivity.


texts: Noise in reflections on non-focused objects (cycles)

texts:
I have a problem with the reflections of light on the more distant objects (drops) in the scene. As it can be seen, camera is focused on front of the stone. Water splashes which are not focused got a noise on their reflections, which is not looking so good. Is there some method to avoid this?

I use gloss filter (0.5), multiple importance, pro-lighting skies addon, clamp indirect (6).

At 1500 samples my render looks this way:

(I know dry stone in water is not such realistic but it is the next step...)

Render consists of three layers in the such composition:


texts: Hey I know why they are there but is there anyway around having edges visible for cutting holes in ngons? I need it gone because the edges for my flashlight cut is visible on the model.


texts:
I am using Blenders Video Sequence Editor and it won't let me render it. The message:

  Timebase 20999/500000 not supported by MPEG 4 standard, the maximum admitted value for the Timebase denominator is 65535

keeps popping up. I don't know what to do. It also won't let me save it either.


texts: Is it possible to use a fluid mesh as a domain for another simulation?

texts:
I thought it might be a cool effect to have a smoke simulation inside of a fluid simulation. If the liquid shifts or separates the smoke behaves accordingly as its domain has changed, maybe swirling around or shifting densities. Maybe even using a fluid as a fluid domain.

It would probably be a nightmare to bake if it is indeed possible.


texts: Object alignment between Viewport and Render are different

texts:
I am loving learning to use Blender for visualization of biological samples.

However, I have run into a problem. In the Viewport, my models are aligned with my input data, as below:

In the rendered image, the models are misaligned, as below:

The pink model (red arrow) should coincide with the grey circle (blue arrow) in the 2D image.

I have almost no experience with rendering and have no ideas about where this discrepancy comes from, which makes getting started with troubleshooting very challenging.

I'd appreciate any input that would point me in the right direction.

Thanks!!
Sam


texts: Recreating a day-night effect on an earth model

texts: I am trying to recreate an effect similar to the one in this video, I have a model of the Satellite and I have worked on an earth model that is decent, the objective is to have an animation that mirrors the one in the video as close a possible (from light to dark with the ocean on the background) ,  I still can't get the day night effect and the intense lighting reflected off of the ocean.


texts: When I Parent my rig, it will offset my model. Why?

texts: I am trying to rig a simple Bvh file to a basic model but Once I do the model is offset of the rig. I parent it with automatic weight. What am I doing wrong?


texts: Cloth is going through the collided ball

texts:
I want to create an animation that, when the ball collied with the curtain, the curtain should shake a realistic way but in my animation, the curtain goes along with the ball, and it's very unrealistic. I have tried so many things. But couldn't get a good result. Give me help with this scenario.
This is what I get,

For the ball, I added Collision physics and for the curtain, I added Cloth physics as well as subdivision surface.


texts: How do I open JSON files using the Text Editor

texts: I've been working with Sverchok (awesome add-on), which allows you to import/export data in a few formats, including JSON. The import function in Sverchok's node editor only allows you to utilize text files that are pre-loaded in the Text Editor window, but the problem is that the Text Editor can't "see" JSON files, and none of the filter buttons seem to make this possible. Am I missing something pretty basic?


texts:
Hello dearest people of the internet,

As a complete beginner, I would like to use your smart brains.

I have a list of objects, named to their specifications of the mesh in it. e.g.
tabletop.200.100.4
In this case a tabletop, 200cm length, 100cm width, 4cm thick

I need to split this into a hierarchie of empty nodes

ItemCategory
-TabletopOption
--LengthCategory
---200cmOption
----WidthCategory
-----100cmOption
------*Object Mesh in here*

Is there a way to automate this? Maybe with Python?


texts:
When simulating fire, the heat attribute gives a scalar representing the heat, but the blackbody node, which converts a temperature to a color requires the heat to be specified in Kelvins, and the heat scalar is not in Kelvin.

My question is, therefor if there is an unambiguous way of converting the heat scalar to kelvin temperature if I already know what type of combustion this is (ie. is it a flame of a candle or burning barrel of oil)


texts: Weight paint not showing on some objects

texts:
I can select the head mesh and weight paint without problems. Other objects the rig controls like shirt are not showing in weight paint - they are staying grey. In weight paint face masking they are showing as Green. In vertex select they can be seen and changed. In weight paint vertex mask no vertex is visible and only the Green surface is shown.

I can manipulate and modify the weights of the other objects but only the Head is shown in weight paint mode. I hope this is something silly I am overlooking because it has left me very confused. Any ideas?


texts: MULTIPLE RTX 2080 GPU's in Blender 2.9 not being utilized

texts:
First up, I am a complete noob when it comes to Blender, so I apologize in advance if I am asking rookie questions.
I am a specialist box builder for the pro level film & video editing industry. I have just completed a build for a client at FOX STUDIO'S in Sydney who uses Blender heavily.
The specs on the machine are as follows:
Thread Ripper 3970X
128 gig ram
2 x Nvidia  2080 Super
Samsung NVME 970 EVO+ 1TB systems drive
2 x Force MP600 series Gen4 NVMe PCIe M.2 SSD 2TB in raid 0
Corsair 1600W AXi digital PSU
Win 10 pro
TRX40-E ROG STRIX RTX40-E-GAMING MB
water cooling, etc.
I installed Blender V 2.9.0 It is seeing and recognizing the 2 x Nvidia GPU's and allows me to select them for the rendering choices, however regardless of the settings that I choose, Windows is only showing 1 x RTX GPU being used. I can get it to use both the CPU and 1 x GPU at the same time, but no matter what I do, I cannot get it to use both GPU's at the same time.
Is this a Blender bug, or am I missing something critical? a setting or driver?
Any help would be appreciated.
Kind Regards
Colin. R. Selby
Eye Candy Labs.
Sydney, Australia


texts: Difference between make local object and make proxy

texts:
When operating on an object linked from another .blend file, what is the difference between the Make Proxy command (Ctrl+Alt+P) and the first option of Make Local Object command (L > Selected objects)

Both of them allow moving the object but not editing it.


texts: Cropping background image when rendering region

texts:
I have this scene with a hand and a knife and I want to get an animation of blood sorta dripping (spraying) from it, but because of SSS I use in palm material it takes forever to render (over 4 minutes!), so I decided to render this image and use it as a background to free calculating space.

I managed to shorten the time of frame render to 25 secs by using the pre-rendered image of a hand and knife as background image and translucent render of current frame mixed by the alpha mixer.

It looked great and it worked just fine. But then I thought I can render only the region where the animation of blood flushing will be (marked it with red rectangle), so I turned on Render Region

Cycles cropped the background image in final render, though in the compositing viewer I see it how I thought it would look: whole and not cropped like this!

Could you kindly explain me what the heck am I doing wrong, is it a bug?


texts: How to toggle Multiframe on/off with keyboard shortcut

texts:
It would be useful to be able to toggle on/off MultiFrame in 2D animation with a keyboard shortcut.
Is there a way to do that? I couldnt find the option in keymaps.


texts: How do I work this Python slideshow script?

texts:
I'm referring to the script located here. This is what I've got:

import bpy
import os

def make_transition(seq, s1, s2):
    effect = seq.sequences.new_effect(name="Cross", channel=3, frame_start=s2.frame_final_start, frame_end=s1.frame_final_end, type='GAMMA_CROSS', seq1=s1, seq2=s2)

def create_slide_show(scn, dirname):

    if scn.sequence_editor is None:
        scn.sequence_editor_create()

    fr0 = 1
    nframes=60
    overlap = 15
    i=0
    prevStrip = None
    for basename in sorted(os.listdir(dirname)):
        if os.path.splitext(basename)[1] in {'.jpg', '.png', '.bmp', '.tif', '.exr'}:
            if 0 == i%2:
                ch = 1
            else:
                ch = 2
            strip = scn.sequence_editor.sequences.\
                new_image(name=basename,  filepath=os.path.join(dirname, basename), channel=ch, frame_start=fr0)
            strip.frame_final_duration = nframes+ overlap

            if prevStrip is not None:
                make_transition(scn.sequence_editor, prevStrip, strip)

            prevStrip = strip
            fr0 = fr0 + nframes
            i=i+1

create_slide_show(bpy.context.scene, "E:\\Jason\\Documents\\2020-01\\portfolio\\vapor_projection\\1080p")

I added the path on the last line, and modified the value of the nframes and overlap variables to suit my needs. In the text editor I hit Atl+p, the script runs, and nothing appears to happen. No errors generated. I've attached a screenshot below. Ignore the errors in the console, they are old errors from previous attempts.

I am not completely clueless on whats happening in the script. I can tell what certain lines of the code do, but I'm having trouble piecing it all together. One thing I don't understand is what seems to be a discrepancy between the names of the modules in the Blender API Reference, and the API calls (is this the correct terminology?) used in this script. This is the first time I've ever tried to do anything like this in Blender. I tried learning Python a few years ago, but didn't get too far.

Any help is much appreciated,

J.


texts:
I would like with python blender, a Gui with two buttons one to enter a forever loop, and an other to break the loop.  I'm afraid that when the loop runs the pause button will be unresponsive.

I already searched the forum ; I found that I can kill blender or Ctrl-c the console windows ; but this not what I want. In the first case i lost the data, in the second the python program is just broke (so i can't safely unpause the process.)

To optimize the process the user should be able interact with the scene and release the process again, If it wants to.

What do you think i can do to solve this ?

Thanks


texts: How do blender units and meters, feet, or yards correlate?

texts: If I'm using blender game engine, how do blender units work in relation to gravity, acceleration, or weight?  Is there a rough physical world equivalent?


texts: How do I use array and curve modifiers, without bending?

texts: I want the bricks to align to each other while keeping somewhat of their shape. Even when I add more edge loops they start z-fighting.


texts: Viewport Not Rendering/No Lights/No Materials

texts: I just did a render 2 min ago. I'm on blender 2.9 and I was playing around with the denoise features. At the time, the lighting was working, and the materials on my object were perfectly fine. I was using Cycles to render in the viewport. So I decided to try a render with the denoising, and the message "Loading render kernels (may take a few minutes the first time". It took way too long for being worth the wait so i just knew i just saved my project, and i alt f4'd. So i relaunch the program, and when I load my project, lighting, materials and none of the rendering engines want to even work. I hit F12 to run a render, and it works there, but not in my viewport. What's going on?


texts:
I render an animation with Cycles Render, Blender 2.78c. There are 2 scenes, one is rendered with the GPU (64 tiles) and the other (smoke) is rendered with the CPU (16 tiles). Sometimes the result rendered frames of the first (GPU) scene are corrupted, showing bright spaces instead of dark ones, but most of the time they are OK. The other (CPU) scene is rendered fine. The following 2 consecutive rendered frames are an illustration of the problem:

[![enter image description here][3]][3]

Later on I rendered again only the corrupted frames and most of them came out OK. What am I doing wrong, or is it a bug of Blender? Windows 10? Thank you.


texts: How to curve the mesh without using bezier?

texts:
i have a little problem in blender. How can i curve the mesh like the image below without using bezier.

Thanks !


texts: Problem with mirroring (mirrored part is higher than the parent object and a middle object)

texts:
I mirrored my car front fender, now the outcome fender of the mirroring is higher than the car body and parent object of the mirroring process.

Left one is the original fender, on the right is my old fender and the new one I created by mirroring (is there a way to edit both objects like mirroring, but by not using the mirror modifier to create a new object?).


texts: How do I add thickness to my cardboard cut-out image-as-plane?

texts:
Greetings fellow Blenderers. This is a continuation of the issue first presented here.
I have a very nice 2d plane that has both my PBR cardboard texture as well as the single image with alpha-channel. Now, I'd like to solidify it. Currently, this is the result:

Now, I completely understand why there is no center. It's just a flat plane and there is no geometry to extrude, per se. My question then becomes: How do I do that? Or, if the answer is (it's too complicated), then how do I fake it?
Thanks in advance for your attention. Hang in there. Like that sun. All smiling and happy. What's his con?..
UPDATE
Okay, I have an idea of a workflow that will work, but I have to get over one really big sticking point:

Keep the existing material because that part works
Go into Illustrator and turn the overall shape of the sun into a single SVG
Import the SVG
Object - Convert to Mesh from Curve
Solidify
Marvel at the truly ghastly default geometry that has been created

Become confused as I can't effectively remesh the resulting geometry so that it has nice, square shaped UV maps.

So yeah, List Item #7 is where I am currently stuck on.
Be great.
Here is a link to my source file. I have pain-stakingly broken out my process flow into individual layer/collections. It should be quite self explanatory once you open it. It's basically a time-lapse of my activities with the shape, trying to make the shape do what I need to eventually receive the texture. I am now amazed at how hard this is.
Update on AM of 7/28 / Thank you for the overnight responses. Specific replies:

Susu: I actually did that, but the resulting mesh (using either fill method) was similarly bad looking, though it was still be best result given all the other bad ones I encountered.
Moonboots: That's actually what I want to avoid. I have a number of 2d images I'd like to convert to 'cutouts' and manually drawing points takes far too much time and effort.
Jachym: Sadly, that doesn't work. When it comes time to apply my texture, I encounter all kinds of display problems. Something about the botched geometry is deforming the results.
General Reflection on this: The 2D import behavior is just wretched. I come from a 2D background where SVG's have mostly behave themselves and worked fine in whatever workflow I happen to find them in. But Blender needs to an intervention.
Glorious (7/29 Afternoon): I have definitely decimated. Included above is a link to the source file. Thanks for looking! Also, projection mapping didn't work. There's something wonky in the geometry that caused it to look mangled.

Thank you all very much for your contributions.
Current Key Observation: I'm having the darnedest time removing the side geometry from my little sun shape. I can't figure out a proper way to auto-select it without completely butchering the overall geometry. What kills me is that I know I did it last night, but I can't replicate it.


texts: Saving Blender File to a Shared Folder Results in "Cannot change old file" Error

texts: I'm trying to save a .blend file to a shared folder that has five computers connected to it, but when I save the file, I get a "Cannot change old file (file saved with @)" error. How can I fix this issue?


texts: Cutting Irregular Shape into an Irregular Cylinder (plane cockpit)

texts:
I've been battling with a problem for a few days, which i'm unable to resolve without creating awful topology/triangles etc. I've tried the Boolean route, but when it came to using subdiv surface / edge looping, the results were terrible due to all the triangles etc...

I've gone back to the drawing board to try and create a cleaner version, but i'm unable to figure out how to cut a cockpit (red line - see image) into the plane fuselage.  I tried subdividing into smaller squares then inset > pulling the cockpit quads down.  But this resulted in loads of triangular teeth around the edges.

Any suggestions on how to cut but retain good topology would be much appreciated!


texts: Why does Blender tell me this upon startup?

texts:
Does this have to do with BlenderKit assets? I just installed 2.81 and I’m working on a file I made in 2.8? I think it was saying this before that though. I’m not too familiar with the computer jargon side of things. What is a token and why is it refreshing?

It’s not preventing anything as far as I can tell but just want to understand/possibly remedy it.

Thanks!

John


texts: Composition is not working (no render, no file)

texts:
I need a setup, where I render an object with transparent background but with reflection.

This is my setup (composition). The picture in the viewer is like expected. If I press F12 I get no file in the tmp folder and a "wrong" picture will be renderd (with plane). Compostion is activated, but its somehow ignored. Does someone has a tip?


texts:
When I create a group instance a plain-axis shape is displayed instead of an actual mesh.

It happens only in one of my scenes, when I create a new scene from scratch groups are working fine. I guess I must have messed up one of the settings?


texts: model and armatures seemed to be rotated in colleada export

texts:
I am trying to export blender models as colleada files for use in assimp + opengl.  I have been having a lot of problems as whenever I seem to export my model.  The orientation sees almost completely random after I export it'. Sometimes my armatures are also rotated as well.  For instance I exported this model a while ago:

and it exported fine as:
.
The skeleton was aligned and I was able to have the animation work fine.  I tried to recreate this in blender as I was having trouble with more complicated models:

However, when I exported it, my model was completely flipped:

Is there some setting that I might not be checking?  Is there some reason that the skeletons might be no longer aligned after I export it.  Any tips would be appreciated.


texts: How to create a universal procedural texture?

texts:
Outlined above is the node setup I used to create a battered metal material which I have succeeded to make for most of the part and said material's output can be seen below on the sphere.

However, things start to get screwy when the same material is applied on a plane whose rotation is 0 and 90 degrees accordingly as seen below.

And the problem gets weirder when said plane is rotated. As it is rotated, theoretically the texture should be uniform and must be indentations, but instead are partly indentations and partly risen as seen below.

Now my question is four fold,[A] why is this happening?[B] How do I fix it?[C] Currently I am using the bottom (Black - White) color ramp to control the size of the indentation / holes, is there a better way of doing this? And [D] can this node setup be baked into texture files to follow a Metallic - Roughness workflow?

Enclosed below is the blend file in case you'tr having a tough time replicating the node setup.


texts: color glitches and weird texture in render

texts: When I look in my preview render everything looks fine (for not having finished lighting) but when i actually render it the color of my doughnut icing glitches and the texture of the table doesn't appear.


texts: I'm used to rendering heavier files but cycles isn't rendering the one I'm currently working on for some reason, it renders just fine in the viewport even with the sampling increased exponentially and it still only takes around 60mb of memory but when I render the scene it says out of memory and doesn't render. plus the model isn't visible through the camera with viewport render.


texts: Sequencer won't show the actual animation

texts: Whenever I have sequencer on under Post Processing only the movie in the video sequence shows up while redering and not the animation. When I turn of sequencer the animation shows up but not the movie in the video sequence. Any advice?


texts: Rock Generator says it doesn't work in 2.8

texts:
I've tried all the steps from searching other threads about using the Rock Generator in 2.8.

Every time I install the add-on  there is a yellow exclamation that says the add-on needs to be updated for 2.8.

Any ideas on how to get it working?


texts:
I have 2 texts, and I want to move them both so it looks like its just one text. How do I combine both of the texts so that I can keyframe just to one?
Do I just have to copy the numbers from one over to the other or can I combine them like I want? I have tried shift clicking then CtrlJ and it doesn't work.


texts: Render passes composite doesn’t match beauty

texts:
i am using nuke for compositing render passes from blender. but when i combined it in nuke, render pesses composite from blender looks different from beauty. i have followed the nodes formula according to blender

i also test for simple scene using mesh from blender.


texts: How to convert an object's location to another's rotation

texts:
I'm modelling a belt, where a motor rotates the belt, thus rotating a cylindrical object on the other end.

I did the belt with a simple plane segment with an array and a curve modifier.
this way I could simply imitate the belt rotation by moving the plane's location, like this:

How can I make the cylindrical object rotate with the plane's location change, so that it looks like the belt actually rotates it?


texts:
So I am trying to make the grate circled by red follow the route marked by black, I am not sure how to make it follow the whole path evenly however. How would one go about making the grate fill in the groove? I need the grate to fill in the groove marked by black without being deformed as well.

File download here:


texts: Blender crashes when I use volume absorption

texts: I recently began using Blender. I was attempting to add volume absorption to a transparent material, however when I did, Blender stopped responding and crashed. It only crashes when I try to render using my GPU. My CPU renders it without issue. Is this a problem with my GPU? I'm using a AMD Radeon RX 580 8GB.


texts: PBR transparent fence texture node set-up not working

texts:
Thanks in advance for your help!

I'm working with a transparent wire fence PBR texture, and I cannot get the space between the wires to be transparent. (I've also tried on a simple plane mesh - same results)

I've tried with two different materials:

Picture 1: https://www.texturecan.com/details/134/

Picture 2: https://cc0textures.com/view.php?tex=Fence06

What am I missing here?


texts: How do I extrude an imported svg along the z axis without clipping the original shapes?

texts:
I have imported an svg and I am using the tutorials here: http://spolearninglab.com/curriculum/software/3d_modeling/blender/blender_02.html

and here:
https://studiogreenleaf.wordpress.com/2013/11/23/inkscape-to-blender/

It seems pretty straightforward, and I even got it to work with one shape, but other shapes are truncated or clipped in strange ways.

For instance, this original svg is simple:

But then when I import it into blender using the above method I get this:

Another one I have is even more strange.  Original:

But then in blender using import svg and extrusion:

Would love to know what I am doing wrong here!  I have gone over both articles several times and not really sure what else to try.

Thanks!

EDIT:  Here are the svg files for reference -

http://elephantlaboratories.com/svg/sol-energy-node.svg

http://elephantlaboratories.com/svg/sol-transmit-tower.svg


texts: How to toggle material view mode by hotkey (similar to Alt-Z/Shift-Z)

texts:
I want to be able to toggle "Material" view mode by using hotkey.
Shift + Z toggles rendered mode and Alt + Z toggles textured mode.
I want my hotkey to toggle material mode.

I tried to assign a new hotkey with the following command I copied from console window:

bpy.context.space_data.viewport_shade = 'MATERIAL'

But it didn't work.


texts: River simulation - different approaches than fluid simulation?

texts:
I am in the middle of a project which needs to have a river flowing in it. (You may be familiar with my recent questions; they are all related.)
Just for reference and imagination, here's a preview of the setting where the river should go.

As you can see, what I need to accomplish is:

1) something like an "ever-flowing river". It shouldn't start flowing from some point and expand from there. The final render (it is for a video) should be continuous and seamless.

2) a "caged" river. You should see it flowing as if we took a slice of it, (just like with the rest of the terrain)

I've been looking for tutorials, but the ones I've found tend to cover typical fluid simulations, which I'm not so sure can help me. I think I may need something more simple. Something like a cloth waving (for now it doesn't need to be realistic).

I ran into this video, and I was hoping for some hints on how the creator did that, because I don't understand... I can tell he used code... Maybe some of you can give me a kind introduction to code in Blender aiming to generate this kind of river.

I'm not interested by now in making something as realistic or detailed as the video, but it happens to fits my 2 initial requirements.


texts: How to get Blender's temp directory via the Python API?

texts:
How do I get blenders temp folder via python (bpy).

I want to store temporary cache files while running Blender and when closing Blender I want them to be removed on exit.


texts:
I follow the tutorial on youtube https://www.youtube.com/watch?v=-2uY7rjhhMs .
At 7 min of the clip, he extruded the faces with rounded corners. Everytime I try, it doesn't look like that one. I think the way I did is pretty much right, maybe that guy using some kinda, trick or something like that.
How can I extrude faces roundly like that guy?


texts: How can I create easily editable stylized hairs and fur?

texts: I want to create stylized hairs game assets or animated characters that I can edit and shape quickly. How can I do that?


texts: Camera tracking: Render only shows model, not background movie

texts: So I've set up the nodes to composite the background video but during rendering the 3D model shows up and not the background. I've set film->transparent and done everything I could find. Can someone help me?


texts: Blender 2.81 - How to install fspy addon?

texts:
Have tried the procedure of importing the fspy zip file to blender 2.81. It failed. It does not appear in the preferences.
Q: How to install fspy addon?


texts: How to import 3D buildings from OpenStreetMap to Blender

texts:
As an OpenStreetMap (OSM) user, but pretty newbie regarding to Blender (I know the basics, but never used in depth because I get lost) or developing, I would like to 3D print some buildings stored in OSM and maybe make some basic renderings/modifications with Blender. After having done some research I've come to two different workflows but unfortunately none of them work for me, so hopefully anyone can tell me how to improve them or provide another one:

Preamble: download OSM data

I have exported an OSM area into OSM's native format *.osm file (which is an xml file) from their website. Full explanations on exporting an OSM file can be found here. For purposes of this exercise I will be downloading this particular area, which looks like this on this 3D Viewer thanks to the work of the community.

The osm file that I am working with can be downloaded here as well.

Scenario 1: Using BlenderGis Addon

BlenderGis Addon provides a lot of interesting features for GIS users. Amongst others it can import osm files geolocate, terrain analysis... it seems great!

Unfortunately the osm importer only imports 2D information of the geometry, and no other osm information is stored (at least I haven't been able to find it).

I would still need to extrude each object and model their roofs, and I haven't found any fast way to do that. I have just created a feature request on their repo, but despite it seems quite active I do not know if it will be accepted.

Scenario 2: Using Blender Geo Addon

Due to those problems I tried Blender Geo Addon which can import buildings in 3D, judging by this awesome video. It seems it has everything I need, except for these annoying issues (for me):

Only buildings that make use of osm's key building:height are extruded. Unfortunately this key is less used than building:levels which is more approximate but easier to get.
All roofs are flat, something which is not always true in most areas. OSM has some keys in order to store information regarding roofs, such as their type (roof:type) orientation (roof:orientation) and so on. (more details on that on this wiki)
There seem to be many overlapping meshes. (less cleaner than the other solution)

This is the result of the import:

The good news is that all this OSM information is stored as custom properties. The bad news is that I do not know how to work with them.

Regarding issue 1. I was wondering if there could be a way to extrude each object by its building:levels custom property without having to review and extrude them one by one.

Regarding issue 2: I do not have any idea on how to solve that. This is really a problem.

Regarding issue 3: I do not know if that's really a problem.

Final steps
In case I could fix the import problem my idea is to use 3D print toolbox and export the model into stl file.

Can anyone provide any clues to overcome these problems?


texts:
So I finished making the bottle, and added a simple red liquid to it. On the render preview, it looked great, but when I hit actual render, it became weird like this:

If I add smooth shading then it looks like this:

How do I fix the reflections and the little stripes around the liquid? I rendered it in these settings: Samples: 300 render, 300 preview...Resolution: 800x800px (80%)


texts: Adaptive Sub Sampling for reducing noise in renders

texts:
I got the idea of using the Intel Denoiser to make a simple algorithm and give different pixels, different number of samples after one low-samples render. I further explain this idea in this video: https://youtu.be/2wnyOolWuLQ
So, in short, the idea is:

Render a low sample (ex. 64 samples) image
Make a denoised duplicate
Find the difference from the denoised and noisy image, this will tell you which pixel needs more samples, which don't.
Instead of rendering from the beginning, overlay the new render on top of the old one. But instead giving each pixel the same number of samples, this time you distribute the samples according to the difference map mentioned before. Also having in mind the neighbouring pixels values in the ratio calculation.

This could be repeated several times with small number of samples. Also, this will preserve more details than just denoising at the end of the render. I think this is a game changer. I want to hear your opinion on it.
I already read an article where adaptive sub sampling is mentioned and based on the details and geometry of the object which is a great idea that lacks an implementation in Blender.


texts: How to smooth out small bumps whilst keep overall shape unchanged?

texts:
I'm working on a model that is a 3D-rebuilt from multiple photos. Due to the limit of such rebuilt procedure, it has many small bumps that is false-generated from color dots. I want to fully smooth away these bumps, so I tried to use the smooth and flatten tool in Blender's sculpt mode. But these tools would also affect overall shape, especially they would make sharp edges round and would swell-up flat parts near sharp edges.
So is there nicer way to make it, either by more "correct" use of blender, or by some plugins/scripts?


texts:
I was planning on smoothing pretty much all hard edges on this model with the bevel tool. But on quite a few of the edges the tool does not work, giving chaotic results as in the picture.
I have tried resetting the scale and rotation of the object and I have removed all Ngons, it still gives this result.
If anyone knows what's up or has a better alternative I'd be pleased to know.
Thanks!


texts: blender image showing transparent on cube

texts: As I place an image texture onto a cube, the cube renders transparent, you know those black & white checkerboards.


texts:
I make a selection of specific edges

indices = [442, 443, 444, 445]
edges = [e for e in bm.edges]
ee0 = []
for vert in edges:
    if vert.index in indices:
        ee0 = ee0 + [vert]

No I would like to get the vertices connected to these edges
So I tried

verts = [v for e in ee0 if e.select for v in e.verts]

the result of verts is empty
How can I get the vertices connected to an edge?


texts: How to get real location (coordinates) of an object

texts:
When I applying modifications like "Track To" or/and "Copy Rotation" to object, it location of the object on Numeric Panel (Transform) does not changes but the object really change location and it see in a Viewport.
Also I tried to got coordinates from Python but unsuccessful, they mirror values from Numeric Panel:
bpy.data.objects["Camera"].location
bpy.data.objects["Camera"].rotation_euler

How I can to get real position and rotation of the object? How to get numeric location that it can to copy and to apply to another object?


texts: Wireframe horizontal vertices - retro video game effect

texts: How am I able to recreate this effect? I have used the wireframe modifier to utilise the crossing mesh on existing models but would love to be able to only have a horizontal vertices that hide the vertices behind to create the shape.


texts: How can I map an image correctly over my texture?

texts:
My image preview is correct in how the image is supposed to look and doesn't look anything like I need it to.

This is how it should look

This is what I got so far, as you can see I need the label to be up higher on the bottle and lower on the bottle


texts:
I'm having a very strange problem in blender (I'm aware that its probably me that is the problem, not blender as I am a newbie but anyway) I have a simple character and when I UV unwrap it, there are some weird lines that occur (I think they are the eyes):

When I bake the texture it looks like this:

When I have all the different textures applied, the body looks fine, but as soon as I get rid of those textures and apply the baked one, there is a strange patch on the lower back, which I am assuming is to do with the strange unwrap.

Does anyone have any tips on how to fix this? thanks :)


texts: Accidently Moved Camera, Get Position Back?

texts:
I accidentally moved my camera using "align to View", which I thought was just for the viewport.

Is there a way to get my camera back to where it was? I'm doing progress shots, so it's essential.

I'm too far out from undo to get it back, and I don't want to risk losing the work I did.

— K


texts:
(check this video for better visualization of problem)

A bone with a limit rotation constraint doesn't rotate on a plane. Why?


texts:
I want to make all of the files in the windows/font/ folder open all at once in blender instead of needing to add each one in the folder individually.
I need all of the fonts to be pre loaded or open so they display in this menu here:


texts: Texture only works in solid view version 2.7

texts: I used a texture map with multiple textures and set them up in the UV editor while in solid view, but when I switch it to textured view to check my lighting the textures appear as lines and the floor has the whole texture map even though I set each face with a different texture. What is going on and how can I fix it?


texts: Blender 2.8 which processes fastest, skinning or bone constraint?

texts:
Just out of curiosity so as not to slow down Blender needlessly:
When rigging solid parts of a character like a robot, which will run fastest:
Mesh that is bone constrained to the bone ?
Mesh that is skinned to the bone ?
I know it probably won't matter for one character but say I start getting a large cast in one scene like 15 characters ?
I guess I'm curious which setup processes the most effectively ?


texts: Why Bezier Interplation of Blender is not as much dramatic and cinematic as of other softwares?

texts: I am working on a project and when i use bezier interpolation, it looks like linear interpolation in real time with no dramatic or cinematic effects at all on the objects. is there some settings which am i missing or is there any solution for this?


texts: Is there a node or combination of nodes that can take an average colour out of a single image?

texts:
This is the opposite of what people usually ask for, where when there is no UV Map for an image texture, an average of the image is applied to the model.

However in this case I am asking if there is a way to use an image to generate a single colour that can then be passed through other nodes.

For example in this Screenshot, the image texture would apply as an image texture to the top half, whereas the same image would produce a single colour, pass through a HSB node to be darkened to produce the bottom colour. Currently I am manually selecting the colour.


texts: Is there a way to control master volume in vse?

texts: I know that you can change the volume of selected sound track but its annoying if you have many of those.Is there a way to change master volume or are there any sound mixer options available?All answers are welcomed :).


texts:
I've got a problem with my rendering! I'm trying to render some objects:

But, this is how it renders:

Can somebody help me out?


texts: What is the most efficient way to paint a 3D Sculpture?

texts:
Hello Everyone,

I am new to Blender and digital sculpting, I've only been at this a month or so. Thus far I've been unable to find a good resource regarding painting digital sculpts that will be used for illustrative purposes. Therefore I do not wish to make low-poly versions. Attached are a few busts I've created of some of my characters ranging from caricature, fantasy as well as cartoon. I'm looking for an efficient way to paint these for rendering in Cycles. Does anyone have any recommendations as to best-practices for painting high-poly sculpts that will be used for digital illustration and not gaming? Is there a some additional software I could get for this purpose?

Thank you in advance for your help!
Best regards,
David Mansch
www.mansch.com


texts: When I use Blender, I get weird triangles on the Blender Window. How to fix it?

texts: I use Linux Mint. I get these weird triangles which block the view of whole blender window. These occur when I have turned on the Matcap. How to fix it?


texts: Mesh Smooth / Remesh on Command Line Interface

texts:
I'm new to Blender, so my question could be ambiguous.
I need to mesh smooth / remesh / mesh clean up on command line interface.
I read command line part of Blender manual but it seems there's no option about mesh.
I found similar question via google but I want to ask these just to be sure.
Q1. In this case, do I have to write python script for this purpose?
Q2. If so, can I use that script on MacOS and Windows CLI both?
Many thanks for reading.


texts:
How possible is to fold and unfold a panel on the TOOLS region that reveals other panels? like cascading panels:
(panel) Geometry>>
        (subpanel1)GET>
        (subpanel2) CURVES>
        (subpanel3) MODIFY> (menu)> item menu1
                                     (submenu)> item1
                                     (submenu)> item2

How do I nest panels inside panels?
thanks.


texts: I'm using 2.8 beta. The option in the settings / general does not seem to work.


texts: Why can I see through the objects in Solid mode ?? isn't it what x-ray mode is for?

texts:
I don't know why its happening but its making me crazy.....
Tried changing the clip start and clip end, tried tweaking some values in viewport display under Object Property tab, tried to find out where the hell this Limit selection to visible is (sadly not available in blender 2.9+).
Does someone knows how to solve this issue ?????
Edit Mode - Side view screenshot for better understanding how the overall mesh really looks:-
Edit Mode - Front view with solid mode ON but X-ray mode OFF, chair's Back Leg visible through the mesh :-
Same as previous image with X-ray mode ON :-


texts: Can't see camera composition guides using default dark theme in 2.83

texts: I tried looking for the theme setting to change the color of the camera composition guides for the dark theme.  Couldn't find it in the settings panel...


texts: Change of the color of the hair in a render video

texts: I am working in blender and planning to create a character where the hair changes from black to white. I want to make an animated video which shows the change happens from the beginning of the hair, gradually to the end. I took the idea from the Disney animated movie, Tangled, when Rapunzel’s hair glows in a gradual way.Thanks for every help;))


texts:
I have a number of bones which deform segments of the eyelash + eye skin which all radiate from a single point in XYZ space (aka the center of the eye-sphere) to various Snapped (to vertex) positions along the eye skin, like so. I want to put the heads where the tails currently are; this can be by flipping the bone around (so the tail goes where the head was; may require roll and/or driver adjustment) or sliding along the shaft (so that the tail protrudes past the eye into space). I can't scale since the heads are all at the same XYZ position and scaling from the center of all the bone tails would give a poor result. Is there a way for me to "edge slide" the heads along each bone shaft? Thanks!
EDIT: Am dumb and found out how to flip the head and tail designation of a bone shortly after asking (Edit -> Armature -> Switch Direction, aka Alt+F). The "edge slide for bones" question still stands, in cases where one might not want the new head position exactly at the tail position.


texts: Is there a way to control Blender's GUI remotely?

texts:
I would like to control Blender on a remote server (Ubuntu, local network) from my Notebook (Windows 7).

Until now I evaluated the following configurations, none of them works satisfactorily.

1 VNC (followed this tutorial)

Result: Applications like Firefox, Libre-Office work but Blender's UI is rendered incomplete and unusable.

2 MobaXTerm

MobaXTerm supports SSH and comes with its own X-Server:
Again firefox and other apps work but Blender crashes:

$ blender
Color management: using fallback mode for management
connect failed: No such file or directory
X Error of failed request:  GLXBadRenderRequest
  Major opcode of failed request:  146 (GLX)
  Minor opcode of failed request:  1 (X_GLXRender)
  Serial number of failed request:  154
  Current serial number in output stream:  179

3 Run Ubuntu under VMWare and Tunnel X through SSH

Blender starts flawless but the connection (100MBit/s) is so slow that it takes 2-3s to open a menu. Instructions on AskUbuntu

Is there an alternative to the methods I tried?

Solution

The MobaXterm settings that worked for me:


texts: Is there a "reselect" option in Blender?

texts: I am very new to Blender & can't find a "reselect" option in any menu. I also need "undo" & "redo" please.


texts: How to make an object parent to a vertex of another object

texts:
Suppose you have three cube objects. Is it possible to make one vertex of the first cube child to the second cube, and another vertex child to the third cube?

This would mean that if you move the second and/or third cube, the first cube is being deformed.

So the general question is: you can make a vertex parent to an object, but can you also make an object parent to a vertex?


texts: Bake with Direct and Indirect but without shadows ? (later exported to Davinci Resolve)

texts:
Using Blender 2.82

In the end i will be exporting to Davinci Resolve and doing my (main) lighting and shadowing there (so the camera work in Davinci casts the shadows at correct angles). I can not create the room textures i like in Davinci, so i will be using Blender.

As you can see in the image there is a room, sink and shelves (each there own objects). If i hide the sink and shelves, the wall texturing in Blender come out exactly as i want (lit but with no shadows) and i used that baked Diffuse image in Davinci.

The only way ive found not to have shadows (casted by sink and shelves) is by putting the objects into 'collections' and un-ticking the collection box. Ive tried hiding the objects via the eye button (hide/un-hide) but that dont work. Also under each objects 'Material -> Shadow Mode' ive tried setting to 'none' (which seams to work in Eevee) but does not in the Cycle engine when baking.

My question:
What is the best way to bake this so i can have the lighting from Blender, but without objects casting shadows. Even though my current method is working, it does not seam like the best/correct way.


texts: How do I remove transient pixels from rendered image?

texts:
How to remove this semi-green pixels? I need exactly G = 255 color

I render this image. And if you zoom in, you can see those pixels as shown above.
My goal is to remove those transient pixels from it, so that this pic have only 4 exact colors. R = 255, G = 255, B 255 and Black.


texts: How can i get the change in value of an objects rotation between the current and previous frame, and use it in a driver

texts:
I want to use the change in rotation between the current and previous frames to rotate another object.

EG object A was at 30 degrees in Z axis last frame,

and is now at 35 degrees in Z axis on the current frame,

so has changed by +5 degrees,

so i would want object B to rotate by +5 degrees.

How can i get Z rotation value from the previous frame, and use it in a driver?

I have practically no python knowledge but from other similar questions this might be the only way, but i don't understand how to actually make a script work with my driver.


texts: How to make this effect that the light of lantern being translucent? (Japanese lantern)

texts: I'd like to make this type of Japanese lantern. The modeling is quite easy but texturing is bugging me. Eventually I wish it could be exported to Unreal Engine. I don't know whether it could be done in texturing process or have to be done in UE. Need some help please.


texts: Is it possible to see an image as plane through a transparent object?

texts: I'm trying to put transparent objects(using eevee) infront of an image imported as a plane. But I can't see the image through the transparent object. Is it possible to do that or am I wasting my time. Thank you in advance for your help!


texts: Animation Nodes – Would they be the best method to create a similar animation?

texts:
Would animation Nodes be the ideal procedure to create a similar animation to the gif shown.
The learning curve appears to be quite significant so if I proceed down this path I would like to be sure it's the best way to create this style of animation.


texts:
I'm new to Blender and I'm exporting an animated model as .dae, and finding that the animation is causing weird deformations in the exported file, while it looks perfectly fine in blender.
Please see the arm's elbow area. It's happening on both left and right.There are also slight deformation in the lower spine that was not seen in blender.

Could you please help me find a solution for this? I've looked on Google and around here but have found no solutions.
Please help!


texts: Mesh shows in wireframe mode after removing smoke stimulation

texts:
I made a solid mesh and then added a smoke stimulation on it.
The stimulation worked but i didn't want it so I deleted the bake and removed the stimulation but now the mesh appears as wireframe even in rendered view in viewport
But the video and image renders show it as a colored solid mesh
How can I make the mesh shown as solid mesh in viewport


texts: Visual artifacts when seeing an object form afar in Edit Mode

texts: I'm trying to model a double sided cabinet using metric units (if thats helpful) and I'm seeing both inside and outside faces without enabling wireframe mode or something like this. Does anyone know how I can avoid those artifacts? The problem appears only when I am relatively far from the object(but not so far) and only in edit mode and while using orthographic view.


texts: Is there an easy way to add a hole into an object?

texts:
If I wanted to add a hole into an object e.g. Create a tube

Is there an easy way to do that?

I haven't seen anything regarding negative space so far in Blender, and it would be really helpful for my project

Thanks in advance!


texts: Constrain vertex positions to moving objects?

texts:
I have a schematic of a mechanism on which I would like to superpose an animated 2-D line drawing (a simplified representation of the mechanism).

I'm struggling with a few things, including how to draw the 2-D lines without faces. For now, I've decided to draw a single polygon (which I can render as a wireframe with Freestyle or with the Wireframe modifier).

But to make this work, I need the vertices of the polygon to move with the joints of the underlying mechanism. The edges between the vertices would correspond to the parts connected through joints, and they would rotate and translate as the vertices move around.

All I know at this point is that I can move the (here polygonal) mesh origin to a vertex and constrain the mesh position to another object. But this leaves me with all the other vertices that I'd like to constrain in a similar manner. If I simply move the mesh origin to another vertex to constrain that to another object, the first constraint changes and I'm back to step 1.

Thanks in advance for whatever help you can give!


texts: Pressing Shift+A immediately takes me to the add mesh options. I'm trying to add an armature, but I cannot seem to be able to find a way. Even the "create" tab only has an Add Meshes option. I remember that the first time I used Shift+A, I had to hover over meshes first, then select my object type...but I've never had to take that first step since and I do not know how to undo it. Help?


texts:
When I add a new object and I want to change the properties of it I can't change any of the options in the context menu. The options look grayed out and when I click I just click through the window into the 3D viewport.

This only happens when adding meshes: When I go into edit mode and bevel, then pop up the context menu I can change values just fine.

To clarify, I have used 2.81 full time for a couple of days now with no issues, one second it was fine the next I couldn't use it anymore, I'm pretty sure that means it must have been a thing on my end.

Restarting blender and making a new project doesn't work.

I've been using Blender since 2.69 and never had anything occur similar to this.


texts:
I have an object. Ive created a path. I select both. Right click and choose "follow path".  Nothing happens. Ive used this countless times. Before but for some reason its not working now. Ive tried with follow path curve and bezier curve. Ive adjusted on the graph the frames for the animation to take effect. Ive always ensured animation in selected in the curve menu as well as frames and evaluation time.

Even when i click on the curve - sometimes it wont show on the graph

Do not want to use follow path constraint because i can never figure out the axis


texts: I'm trying to make an MD2 animation of a rotating cube but it is not coming out right. In Blender, this is smooth and simple but in the Quake Model Editor and GZDoom, it is coming out a real mess. I've tried tweaking the origin but it seems impossible to correct. What could possibly be wrong with this?


texts: what would setting W as the way to default exit out of other tools cause in terms of conflict?

texts:
say you set W to not cycle through and only select the plain selector.
I find myself always having to mouse to the selector icon to exit out of other tools.
example when i use poly build. to exit i hit select icon.
i suppose I could set Select tool to my quick favorites. press q and then selector.

i'd like W as my exit and like crtl+w to cycle box circl lasso sel.

is this a bad idea? (for modeling purposes)


texts: How to reverse particle Cache in Blender 2.79

texts: I'm hoping to somehow reverse a baked particle cache (that took ages to bake, based off of a smoke sim). My goal to run the simulation forward at a fixed camera angle, and at the end of the simulation move the camera around the particle simulation as it plays in reverse. Is this possible? I'm using metaballs as particle objects, don't know if that makes a difference.


texts: When using a baked normal map it is inverted on half my model

texts:
I am having a problem when baking and then using a normal map.

I have a high res and low res model and am using the "Bake selected to active" feature.

I am using BI to bake the image as I cannot seem to get cycles bake to work. I am then applying the normal map in Cycles through a Normal Map node plugged into a Diffuse.

As you can see, the baked image itself looks OK and symmetrical. When I use it, however, half my model seems to have the normals inverted. I previously had a mirror modifier while modelling and I suspect that is involved, but it was applied before I started the bake. I also checked all my normals on the model and they face the right way.

I can't figure it out and its driving me mad! Help!

_
_

EDIT: On further investigation I can see that the problem lies with my baked normal map. If you look closely at it you can see that it is not baking correctly as it is uneven. So my bake is wrong, I just don't know why.


texts: Best way to go about making a roof for a complicated object

texts: Wondering what would be the best method for creating a roof for this building. I don't what the roof to be anything other than a flat square that covers the top of the object.


texts: can't set the location of the object by program?

texts:
in my blender file, I have created two vehicles objects which named as 'AudiA2' and 'JeepCherokee'

now I have created a simple program to show them on the scene with different positions created from the program.

 def choose_car_position_byname(name, pos):

    bpy.data.objects[name].hide_render = False;
    print("location     ", bpy.data.objects[name].location )
    bpy.data.objects[name].location = bpy.data.objects[name].location + mathutils.Vector((pos,1,0))
    print("location     ", bpy.data.objects[name].location )

    return bpy.data.objects[name]

 car1 = choose_car_position_byname('AudiA2',1)
 car2 = choose_car_position_byname('JeepCherokee',0)

However from the program executed, I can only see one car on the scene, which is the car2. as shown below

Ultimately I found out the second car will block the first car, because if I added the following code, two car will show up

bpy.data.objects["AudiA2"].rotation_euler.z = 270 / 180 * math.pi

as shown in here

Now the question is why I can't set the location of the obj. I have tried many ways, but none of them is not working, it is totally puzzling me. My environment is OSX 10.10.1, blender 2.76.

# first approach
bpy.data.objects["AudiA2"].location.x += 3.0
bpy.data.objects["AudiA2"].location.y += 2.0
bpy.data.objects["AudiA2"].location.z += 0.0

# second approach
vec = mathutils.Vector((3.0, 2.0, 1.0))
inv = bpy.data.objects['AudiA2'].matrix_world.copy()
inv.invert()
vec_rot = vec * inv
bpy.data.objects['AudiA2'].location = bpy.data.objects['AudiA2'].location + vec_rot

# third approach
bpy.data.objects["AudiA2"].location = (20, 20, 10)

# fourth approach
bpy.data.objects["AudiA2"].location[0] = 3
bpy.data.objects["AudiA2"].location[0] = bpy.data.objects["AudiA2"].location[0] + 3

#fifth approach
bpy.data.objects['AudiA2'].location = bpy.data.objects['AudiA2'].location + mathutils.Vector((3,2,0))

The code and blender files are all uploaded to dropbox.
https://www.dropbox.com/s/fxar4owxvkxrxi7/scene2.blend?dl=0
https://www.dropbox.com/s/xvsg879k2bil2pn/batch3.py?dl=0

to work with the code, you have to pip install pypng, which could be used to output the png image.To run the application, the command is similar to this-

./blender_application_path -b blend_path -P python_path

for example

./Applications/Blender/blender.app/Contents/MacOS/blender -b scene2.blend -P batch3.py


texts: Precise openings (windows, doors )in meshes

texts:
Basically, I'm trying to model an house to use later in Unreal Engine 4. I've set the scale to the one reccomended for UE4 already.

So, let's say I want one of the walls to be 3mx3mx20cm. This is easy. Add a cube, change the size in the transform menu.

Now I want a window that's 1mx1mx20 in size. But how do I make a precise opening the my wall?
What I've been trying is to add a cube, make it 1mx1m, and then use it as a guide to place four edge loops. The problem is that this is not exactly accurate, so I usualy end up with openings that are like 99cmx98cm, or 99cmx101cm. So when I model my 1x1 window, it won't fit exactly, leaving seams.

Is there a better and more precise way?


texts:
I had blender 2.78 installed on my pc working greatly on windows 8.
But as soon as I updated my window to windows 10, blender shows me this error "Blender - Can't detect 3D hardware accelerated driver!". I know I can install openGL 2.1 and its not a big issue, but I want to know why this error occurred only when I updated my windows?
Thank you.


texts: Why should texture resolutions be powers of 2?

texts:
It's often said that texture dimensions should be square powers of two (512x512, 1024x1024, 2048x2048...), but what is the purpose of this really? I've given this advice myself and do it whenever I can, but never completely understood why.

I'd like to know how it affects Blender specifically (cycles/BI/GE). Does it save a little bit of memory? Or avoid a few calculations for render time? Or is it just a legacy game-engine thing left over from the days of on-board graphics, an old habit that won't die?

If possible, please provide some test results to back up the theory.


texts: Can you use maps from Crazy bump in the BGE

texts: I have been wanting to increase the quality of my textures in the blender game engine and was wondering if the different maps that are created on the program CrazyBump could be used in the BGE on textures to make them look better.  Sorry if this question seems obvious or whatnot as I am new to blender, thanks.


texts: How to remove easily the white areas which appears during texturing a surface with uv maps

texts: I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either with a lot of white areas. I tried to refresh the image texture (the default grid),but they are still there. The only way I found to remove them is to rebuild the mesh in vertex mode. As you can imagine,it is a very tedious work. Do you know a way to prevent this ? I attached a picture to show you what happens. You see only one little white area because I have removed all the others ones.


texts:
So I am trying to recreate a dragon called Toothless from the movie How To Train Your Dragon. But i'm having some trouble connecting his inner wing plate thing to his back. The vertices have five connections where it connects the wing and back, but I need that - as far as i know - so that I can give the wing plates physics, and make it look right.

Here's a look at the body in Object mode:

I do have a subsurf as you should on almost anything, and that bends but hiding that and then normalizing the geometry. No changes. Tried sculpting it away. No result.

Here's a look in edit mode with Limit selection to visible disabled:

I am in now way an good at blender, so i'm just looking for some advice :)
I have a felling that it's something to do with the subsurf, but i'm kinda lost :/


texts: So, I've recently sculpted a head, now I've added eyeballs. But the eyeballs won't render my bump map even when i connect it to displacement


texts: How do I make the object not cast a shadow but also not miss the shadow of another object?


texts:
I'm trying to track a relatively simple scene, and I keep running into weird problems.  I know that the scene is blurry and low quality with only imperfect trackers available, but I don't really care about getting the motion tracking perfect.  I just need a rough approximation as this will only consist of a few seconds in the rest of a project I'm working on, and visual effects isn't the main purpose of it.
Anyway, the animation starts at frame 90 and ends at frame 205, but Blender keeps insisting on solving the track from frame 89-253... and then failing at that due to not enough tracks or something.  I think part of the problem was that I accidentally tracked some of my tracks too far beyond the end of the animation (using Alt+Left Arrow).  Also, the entire video is much longer than the duration of the animation.  But I can't figure out how to get Blender to just track the frames I care about and not the entire animation where only a few trackers remain accidentally enabled.  Also, I can't figure out how to quickly disable the trackers after the end of the animation without manually disabling each one by hand each frame.
How can I get Blender to track only frames 90-205, or what's causing the following error?

Here's the Blender file and video: https://drive.google.com/drive/folders/1rtCEqRwtqzN0PqP68Zq1EJOrEjXoZ7ns?usp=sharing
EDIT
Checking the Solve -> Keyframe checkbox and/or setting Keyframe A and Keyframe B to the start and end of the clearest section of my footage doesn't help as I still get the same error with it seemingly trying to track points outside of the duration of the animation.  Again, all I want is for the tracking to only solve frames 90-205, which are the start and end frames in the timeline.  But the console keeps complaining that it doesn't have enough data to solve frames outside that range.
EDIT
I managed to get it working by trimming the video clip to only have the frames that I wanted to track and then retracked the scene.  However, I would still be interested in finding a solution that didn't require trimming the clip.


texts:
I'm writing this thread to talk about the "show whole scene transparent" (x-ray) option: I bet we all agree on the fact that it's fairly similar to the "limit selection to visible" that we had in 2.79's Edit mode (with a big upgrade of course).

The thing is that I only use that when I'm in Edit mode and I prefer having it turned off when I'm in object mode. Yet, the way it works now is that toggling Edit/Object mode does not change the state of the "x-ray" and vice versa.

I would like to know how I could bind the toggle of that visibility option to "tab".

Explanation --> I don't like that I have to do "Alt"+"Z" in addition to "tab" each time I switch between Edit & Object modes. I would like to be able to do both just by tapping "tab".

Is it possible to keep the action that "tab" does (toggle Edit/Object)... And add to that the toggle of the "limit selection to visible"?

I am totally aware that this might only be convenient for me. I'm not asking for it to be implemented by default or so. I just want to know how I can do it locally (maybe some Python lines could help?).

Thanks for reading,


texts: Set up a render farm with multiple OS and spec

texts: I have quite a few computers at my disposal- about 100 mac pro's bought 2 years ago, just as many windows PC's of varying age (1-3 years), 50 linux machines and a good few terabytes of storage on a central server. I'm seriously considering getting everything together into a cycles render farm. How can I set something up easily and quickly which will make use of everything I've got?


texts: How to get Color and Z-Depth from Viewer Node?

texts:
I read some article how to get the z-Depth values from the Viewer Node. So i created a scene with a camera and a Plane with distance z=2. Then i tried to get RGB values and also z-Depth with compositing Nodes.

Code from my Plugin:

bpy.context.scene.render.use_compositing = True
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
for n in tree.nodes:
    tree.nodes.remove(n)
rl = tree.nodes.new('CompositorNodeRLayers')
viewer = tree.nodes.new('CompositorNodeViewer')
viewer.use_alpha = False
links.new(rl.outputs[0], viewer.inputs[0])  # link Image output to Viewer input

# render and get result
bpy.ops.render.render()
links.new(rl.outputs[0], viewer.inputs[0])  # link Image output to Viewer input
pixels = bpy.data.images['Viewer Node'].pixels
print(pixels[0])
arr = np.array(pixels[:])
arr = np.delete(arr, np.arange(3, arr.size, 4)) # delete alpha
arr = arr.reshape((height,width,3))

# save z-depth
links.new(rl.outputs[2], viewer.inputs[0])  # link Image output to Viewer input
bpy.ops.image.reload()
pixelsZ = bpy.data.images['Viewer Node'].pixels
print(pixelsZ[0])
arrZ = np.array(pixels[:])[::4] # every 4th px

Both pixel arrays are the same. I tried this also manually and there it works perfectly. I thought about refreshing the image (in the image editor it refreshs the Viewer Node automatically when i change the node links), but even this didn't work.

Have anybody an idea how to fix this or what i'm doing wrong?

edit: I think i got the problem: I have to render again, after changing the nodes. is there an option to change and read the information without rerendering?


texts:
I recently watched a tutorial for real-time cloth physics to simulate soft body movements. Hair, clothes, breasts, you name it. (Link below) At one point, the operator creates a cube and then extrudes the edge to the inside. This gives the object a higher volume retention than a normal cube with no interior structure would have.

Soft Body Jiggling Tutorial by Mas Baco

I have been wondering, wouldn't it be easier to use a lattice for this purpose. The problem is, lattices cannot use a Cloth Modifier, but only the computationally more expensive Soft Body Modifier. Not so great for real-time, therefore.

The solution would be to just make the Lattice Object into a Mesh Object. But I cannot find a way to do that. Is there really no way, or am I just missing it?
Convert to Mesh does not do the trick here at any rate.


texts:
What bones does "Add New Pose" operator store in Pose Library ?

I am animating with "Blenrig" Character Vincent and it has lots and lots of bones. When I try to store poses it creates keyframes for all the bones whether hidden and in the same layer or even if the whole layer is hiden. Which makes it very heavy. And takes a lot of time while storing each pose.

So I needed clarity on how does "Add New Pose" operator function?

Is there a way to only store keyframes of only selected bones in poseLib?

I even tested it creating a test case added an armature with 3 bones

Created a PoseLib
Selected one Bone

Added a New Pose

In the Action Editor All the Three bones are keyed


texts: I am importing images as textures, and they are getting stretched to form a square

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I am designing a MacBook Pro, and I have imported the texture for the Touch Bar, and it is getting stretched to form a square.
It is meant to be a thin Touch Bar at the top of the keyboard, however almost all of it is getting cut off due to the stretching.
This is what its meant to look like:

This is what it looks like in the preview:

Many thanks in advance.
[edit] This is what it looks like on the object:


texts: View at the centre of an object, like a CT scan picture?

texts: Is it possible to view an object as if the camera starts from right at the centre of an object, like the image below, but not modifying the object like adding a loop-cut, select half of the object, and then hiding those parts?


texts: how to add more control to cardboard animation

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I’m having an issue trying to realise an animation for a four pieces of cardboard, I have set up each piece of cardboard so that when my spiral spline is pulled to the top of the screen the cardboard unrolls, however, what I want to do is have the cardboard bulge out in the centre of its animation and then straighten up near the end into the final shape before I begin the next stage of the animation, I’ve  tried rigging the cardboard but it doesn’t play well with the spline, I’ve tried to make the spline controlling the cardboard follow another spline but due to the way I understand the modifiers I can't get it to work either, any help would be appreciated.
Thanks in advance.
initial direction


texts:
How send HSV value to color picker in Blender from Python console?
By default we can send only RGB :(


texts: I'm looking to create the illusion of rounded or beveled edges without actually adding new geometry as a batch process for multiple types of meshes, from something as simple as a cube to very complex. Mental Ray within Maya solves this with mia_roundcorners attached to the bump node of a mia_material_x shader.


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I applied transparent because I wanted the roof to be transparent.
But even the shadows fade.
I want the roof shadow to be the same as the column shadow.


texts: how to convert a vector to closure color in OSL

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I am trying to implement the Cook-Torrance function in OSL.
The Cook-Torrance function is:

where D(h,alpha) is a function which returns a float as well as G(v,l,alpha).
F(v,h,f0) returns a vector.
How do I convert the output vector to closure color ?
I tried something like this:
BRDF = color(out) * emission();
But I am not sure if it's correct to multiply color * emission().


texts: Why is my eevee viewport render acting like this? also; upon rendering the result is transparent

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Lately my viewport render on eevee is fine and shows the textures and everything, but this time, when I open blender even if its 2.83 or 2.9 or 2.91 the problem still the same and gives me gray texture, and upon rendering the result is transparent.
I checked my Film settings if i set it to transparent and its not, i don't know how to fix this.

note: when I switch to cycles render everything's fine


texts: Deform the mesh by armature located aside the mesh

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Can i deform the mesh by armature located aside the mesh?
I spent several experiments with origin but i noticed that it does not affect the way that I expected. Mesh follow up the bone but relative to the center of selected bone. If push the mesh to armature it's seems right. But i need make they apart


texts: Is there a way to add 2D guide lines to my view that help you align?

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I'm wondering if there is a way to add lines like these in the view?

[1:
Having lines stay like this while working in 3D


texts: Resources for understanding cycles node performance without a heavy technical background

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I was hoping to gain an intuitive understanding of the performance cost of different cycles nodes so that I can take that into consideration when building procedural materials. I have some experience with coding and mathematics, but not enough to answer this question myself from blenders github.
In substance designer each node displays the time it takes to execute (usually in milliseconds) Something like that would be ideal, but not necessary. Really I would just like to have a vague idea of how heavy each node is compared to each other and how significant it is in terms of the total render time.
Are there any resources that I could look through that would help me understand?


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I am using Blender in conjunction with a Sweet Home project that was well on the way. I am learning how to create models in Blender but have only just begun. However, my other project requires ceiling light models with light source coordinates where bulbs would be. I have a free source model for my light fitting and imported into Blender. I clicked on the faces within each light bulb holder (3 in total at 120 degrees to each other) and, although these are in different spatial positions, I was confused by the XYZ coordinates for each of these being in the same position. I had made sure it was these 3 separate faces clicked each time. Why would XYZ coordinates (in metres to to 5 decimal places) show as the same XYZ values?
I realise this will just be my misunderstanding but any help gratefully accepted.