texts: Is there a way to utilize emissions in VFX?

texts:
I have a piece of footage that I motion-tracked fairly successfully, solved the camera motion, and made it into a 3D scene with that little button on the left of the motion-tracking layout. I then modelled a basic spaceship-thingy and animated it landing, with flames (specifically the fire shader from Simon Thommes) emitting light onto the ground plane (which is on the mask layer).

I would like to add the light from the flames into the footage, but it does not show up. I do see that there is no DiffuseIndirect pass in the compositing setup but I do not know how to mix that pass in and, if I can, whether the light from the HDRI will mess it up.

Is there a way to add in emission so that the render will look more realistic?


texts:
So, I'm attempting to create random lit windows for buildings in a scene, and someone suggested using a particle system and use the textures as emission planes. So far I can create the lights, but getting them where I want them, and making them the size of the faces is another story. Here's what is happening:

Above I tried setting up a mesh that consisted of faces for each window (green), and a vertex group to go with it (weight 1.0). I couldn't get the particles to stay in the faces as shown. I also moved the particle system to the building, and used a copy of the specular map texture to control it, while using the influence of size/length (1.0) for the particles. Still, the result was like the above.

It feels like I'm missing something small, but not obvious. I'm wanting the emission to come from the separate faces, or from the black portions of the texture, as well as each being the size of each. Can anyone shed some light on this issue?

Thanks in advance!


texts: How can I apply some kind of pattern on a mesh?

texts:
How can I prepare this type of mesh? With these kind of curved strips. How should I proceed?

The bottle is whole like this:

I've trying some stuff like this:

I created some separate strips to shrinkwrap on the bottle, and join it. After that, I create a label to shrinkwrap all of these two objects. Or maybe use a lattice to fix it on the bottle. But it doesn’t look good. And I know there is a best way (correct one), but I don't know exactly how.


texts: Is there a way to "fill in" concave vertices?

texts: I'm not at my computer so can't show what I mean with an image, but say I had an edge loop in the shape of a 5-pointed star, does Blender have the means to fill in the concave vertices (or pull them out) so that said star becomes a pentagon?


texts: Blender glitches and a cube show up inside the cube model and shows no materials plus it doesn't render anything

texts:
Blender doesn't show materials and it has a model inside model effect thingy. Solid view works fine materials view doesn't show materials and rendered view shows this glitch effect thing (in EEVEE, in Cycles rendered view works fine but in materials view the cube is again blank).
Today i installed 2.91 and it still occurs. Any ideas on how to fix it?
Screenshot in rendered view:

Screenshot of when i scroll to zoom:

Screenshot when i rotate view:

Also screenshot of render in Eevee:


texts: How to make a camera exactly follow a path?

texts:
I have a path of 6 DOF camera poses. Say my path has 100 frames, so I have a 6x100 matrix.

Now in blender, I want my camera to follow exactly that path. I have seen tutorials about creating a path and modify the path shape. However, that won't give me precisely the path I want.

How can I do this?


texts:
I haven't thought of it before, but is there a way to map a terrain evenly?
What I would do is subdivide a plane, asign to it a texture and then sculpt it to make it uniform. But, from the sculpting process the texture suffers as a result because it stretches as I sculpt. Here's what I mean (These are low poly examples just for demonstration, but with high poly count they can be made to look the same, but the texture suffers) -
What I do -

How I think should be done -

As I do it (image 3) if the terrain was flat, the texture will be evenly mapped along the mesh.

But on a bumpy terrain the texture will stretch (Image 4)

That wouldn't happen on an even topology (image 2).

Is this a topology issue or a mapping issue? Is there a solution for this?

Note - I want to map a terrain without squishing and stretching at all. Is it possible?


texts: Why this script doesn't run as expected?

texts:
I want to have a function which deselects currently selected objects, selects a passed object, runs a callback function and then restores the selection.
For example in my scene I have two objects Red and Blue. I select the Red object, run this script:

context = bpy.context
data = bpy.data
red = data.objects['Red']
blue = data.objects['Blue']

def select_run_deselect(obj, callback):
    """Selects given obj, runs callback and restores selection"""
    selected_objects = context.selected_objects
    active_object = context.active_object
    #Deselect selected objects.
    for s in selected_objects:
        s.select_set(False)
    #Select given object.
    obj.select_set(True)
    context.view_layer.update()
    #Run callback.
    callback()
    #Restore selection
    obj.select_set(False)
    for obj in selected_objects:
        obj.select_set(True)
    active_object.select_set(True)

select_run_deselect(blue, lambda: print(context.active_object.name))

and expect the output to be "Blue", but it prints "Red" instead.


texts: How do you remove Mirror and SubSurface seams?

texts:
I'm fairly new to Blender and am trying to make a human face mesh using the Mirror and Subdivision Surface modifiers. When I attempt to do so, the result shows this seam in the mesh and does not have the mirror align properly, as well as the subsurface creating a rip in the center mouth. How do I resolve this issue?

File:


texts: Why does Denoising take up so much memory?

texts:
I tried to render my scene with the new 2.79 Denoiser.

During the Rendering Process everything was fine, my memory peak was about 1000M but as soon as the Denoising started it suddenly shot up to ~2000M and gave me the "Out of memory in CuMemAlloc[...]" error.

Is Denoising usually taking up so much memory and why?


texts: I added a custom property to an object with an integer value and a max of 3. Is there any way to loop the value? I want it to return to the value of 0 after 3. Is it possible?


texts: Why isn't 'Loop selection' working if object only has edges?

texts:
Here are the steps:

Create a cube: SHIFT+A > Mesh > Cube
Enter Edit mode: TAB
Unselect All: A
Go into edge select mode : CTRL+TAB > Edge

At this stage, just a side note: I will not be able to select a loop if I ALT+RMB on any edge... For my understanding, the 4 edges of the top face of the cube are a loop. In the below screenshot, I couldn't select those 4 edges with ALT+RMB.

Add a loop cut: CTRL+R
Change to face selection: CTRL+TAB >Face
Select All : A
Delete all faces (only) : X > Only faces
Change to edge selection: CTRL+TAB > Edge
Try to select the previously inserted loop with ALT+RMB

=>It will not works... It will select all the edges

My question is: is it possible to select loop on object with no face?


texts:
I have tried on two different computers, also downloaded different builds, to make my own theme. I save the current state, then exit and choose the blender theme, then try and load mine, but nothing has been save.
I've tried loading my xml file, also nothing has been saved.

Has this feature been deactivated, does anyone have the same problem?


texts: Camera in BGE seeing through non-transparent solids when having small near clipping distance

texts:
I have a group of legionary puppets fighting busily in Game Engine. They are mesh animated by armatures, and have equipment parented to empties parented to the armatures:

So they look like inthe orthographic embedded player.

However when they are looked at through the perspectivic camera (parented to another puppet's head), both in embedded and standalone player, they show a curious graphic issue:

The bodies of some of them is seen (or maybe actually is) in the front of their shields. What is the cause of this, and how I might try to resolve it?

EDIT: Further testing showed that when they are not moving and displaying the animations the issue nevertheless occurs, and that ortographic cameras avoid it.

EDIT2: The issue was finally found to be related to the absurdly small (0.00000001) 'camera near clipping distance', which I have set to see my own cheek-plate. It has nothing to do with offsets, levels of detail or parenting. But I still can not infer why this should cause such a problem.


texts: How to merge two objects at identical face?

texts:
I have two objects which have each an identical (mirrored) face. Now I'd like to orient the two objects such that those two face match. If I just use the merge tool, the remaining parts of the objects stay exactly where they are, but I don't want the objects themselves to change, I basically just want to "glue" the two objects together at a certain face. Is there an easy way to do so?

In the following I provided an example file with two objects that have one common mirrored face as shown in the screenshot below.


texts: Object alignment/Pattern Object/Smart Guides in Blender

texts:
Now I started with blender it's been a couple of days and I haven't found a way to do this, tried searching on google and youtube but couldn't find something that satisfies what I'm talking about.

Here's a problem: I have 2 objects (whether they're different or equal, doesn't really matter, although this can be more useful when we're talking about 2 different objects), and I need to put them side by side, or front to front, or any type of alignment, perfectly with no overlapping or gaps between them, for an example, Photoshop has something called Smart Guides (Check it out if you don't know what it is)and besides the question of how to actually do it, is there any tool similar to smart guides?

Here's pictures of two example objects:

And here's what I'm trying to do:

BUT, I want to do with accuracy, being sure that it is exactly at the side or in the front, with no overlaps or gaps between them.

One of the things that makes me want to do this is to be able to do a pattern object, one that I can repeat it eternally to all sides and it will fit, but to fit, I need this precision, but that's just one of the things. If you know any way on how to do something similar to this, i'd be very grateful.

I'm using Blender 2.8 beta (hash: a1ae04d15a9f)

Thank you all.


texts: Making three vertices symmetric without moving middle vertex

texts:
I'm making a shoe. It should have parts that are symmetric, and parts that are not symmetric so mirror modifier is not a good solution. I would like to make three vertices connected with 2 edges exactly symmetric with center of symmetry in the middle vertex. That middle vertex is exactly where it's supposed to be, and I want it to remain in the exact place.
What workflow could I use to make one of the vertices to be exact mirror of the second one?


texts: How do I get a list of nodes in the currently active group?

texts:
context.space_data.node_tree.nodes always returns a list of the nodes at the base level of the tree (not inside any group), even if the user is actually editing the nodes inside a group.

My Material  <-- context.spacedata.node_tree (always)
  └ Group
    └ Group in a group  <-- user is editing this

How can I get a list of the nodes in whatever group the user is busy with, no matter how far down the rabbit hole they've gone?

context.active_node.id_data.nodes is one solution, but it does not work if there is no active node (e.g. if the user just deleted it and hasn't selected anything since).


texts: Render 3D probability volume (3D texture) cycles / eevee

texts:
I'm looking to render photorealistic volumes from 3D textures (think MRI scans) together with geometry.

So far, everything I've seen to do this is specific for BI, not for cycles or eevee.
However, I don't see why it should be difficult to add a material node that takes a 3D texture (could be from a volumetric file, not necessarily a list of images) and outputs to the volume input of the output node.

I don't know enough about the internals to do it myself, though if it can be done in python it shouldn't be too difficult.

Is there any way to do this right now or should I look into creating the material node?


texts: How to make all quads or ngons on your mesh planar (2d)?

texts:
I want the quads in my mesh to be planar, or flat, that is, the 4 points of the quad could all be on the same plane. Or in other words, they need only x and y values to describe their "local" position.

Difficult part is if you do it to one face, the vertices shared by neighbouring faces get transformed which makes them non-planar...

Doing Mesh-> Cleanup-> Make Planar Faces on all faces doesn't work right.
Every time you apply it the mesh visibly changes. If it worked the first time it wouldn't change more than once. Besides, the non-planar quads are visible to the eye.

Reason: modelling a low polygon mesh to be converted to individual flat faces in a program called Pepakura and make into a real life sculpture from flat MDF pieces.

Each quad has to be planar ("flat") so I can build this from flat MDF pieces.

Obviously the overall shape of the mesh will change, but not much.


texts:
Can someone please let me know the minimum system requirements and GPU requirement to run blender 2.80 and eevee smoothly?

Also please let me know the optimum system requirements for the purpose of

environment modeling
Game development
charachter modelling and animation

Also if someone can suggest me a good desktop/laptop for personal use that is compatible with blender 2.80 in a low budget.

Any help will be much appreciated.

Thanks in advance!


texts: Spinning existing vertices around a point

texts:
I wanted to know if it's possible to rotate a part of a mesh around a point? A bit like what the spinning tool is doing but for the selected vertices of an existing mesh.

For example on the image below, how could I spin this selected vertices around the 3D cursor in order to have a nice curve like on the object on the left?

Thanks a lot!


texts: Ambient Occlusion Bake Too Dark On Some Meshes on Blender 2.8

texts:
I'm new to Blender (2.8) and I'm having issues with baking an ambient occlusion texture onto my UV map.  I'm trying to get an even shade baked across my entire UV map for when I color it.  However, after baking the Ambient Occlusion, certain islands on my UV map are almost completely blackened (the outside of the hat and hair mesh islands in particular).  Why is this happening, and how can I fix the bake such that the ambient occlusion is spread evenly?

Thank you for any insight you can give.


texts: Phantom Edge on one side of symmetrical model

texts:
So I'm working on making a tank model for a class project and in setting up to for the extrusion across the hull of the tank, one side I get this phantom edge on the model with no edge between points.

The other side has the exact same points but does not have this little extra triangle. Am I missing something?

I already had to restart this because I managed to duplicate my points thousands of times without ever realizing it, not even trying to figure that one out, but that also had the same issue of an edge in the model where there was not one in the wireframe.

EDIT:I added the image, on the left side you can see a bit of a shaded part on the angle, that shouldn't be there and the right side doesn't have it so I am not sure why it is there nor how to get rid of it.


texts:
Im trying to make an animation like universal, but I don´t know how to put a backgroud picture that doesn´t shows the same all the time. For example, in the intro of universal the stars on the background change when the camera focuses in a different direction. someone knows how to do it?
thanks


texts: Joining all meshes in any context gets error

texts:
When I run this code:

import bpy

# Select all and only meshes.
item = 'MESH'
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type=item)

# List of all known subcontexts.
subcontexts_list = ['INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS',
                    'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN',
                    'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS',
                    'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN']

# Try to join using each subcontext.
for sub_context in subcontexts_list:
    try:
        bpy.ops.object.join(sub_context)

    except Exception as e:
        print('{}: {}'.format(sub_context, e))

I get these errors:

INVOKE_DEFAULT: Operator bpy.ops.object.join.poll() failed, context is incorrect
INVOKE_REGION_WIN: Operator bpy.ops.object.join.poll() failed, context is incorrect
INVOKE_REGION_CHANNELS: Operator bpy.ops.object.join.poll() failed, context is incorrect
INVOKE_REGION_PREVIEW: Operator bpy.ops.object.join.poll() failed, context is incorrect
INVOKE_AREA: Operator bpy.ops.object.join.poll() failed, context is incorrect
INVOKE_SCREEN: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_DEFAULT: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_REGION_WIN: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_REGION_CHANNELS: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_REGION_PREVIEW: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_AREA: Operator bpy.ops.object.join.poll() failed, context is incorrect
EXEC_SCREEN: Operator bpy.ops.object.join.poll() failed, context is incorrect

What am I doing wrong?


texts: how can I report my GPU problem to blender?

texts:
I have a Lenovo Z51-70
which has a Radeon R9 M375 which is from Radeon R9 300 Series Family and should be supported by blender
but it doesn't show up in the System settings and GPU Compute
I searched for this problem and unfortunately, no one ever mentioned it.
now I want to report this problem and ask them to add my GPU to the list of supported AMD GPUs, how and where should I report this problem? because this is not a bug there's nothing wrong with the blender it just can't recognize my GPU


texts:
I'm trying to create a 3D heat map model out of data that I have from a csv file. I have a few thousand data points with XYZ coordinates.

I'm able to import the data into blender as a point cloud with this python script, however I would like to create a model with solid faces. Is there a way when importing the data to somehow join the points to create faces instead of generating thousands of separate points?

Currently, this what I have in terms of point cloud

The end product would look something like this (minus the texture) and obviously the model wouldn't be as regular as this one

Any help is greatly appreciated!


texts: How to use the Alt + right click in edit mode in Ubuntu 17.xx?

texts: How can I use the Alt + right click shortcut in Ubuntu 17.xx and higher without installing additional software?


texts: Blender game: How you can make an object to emit light?

texts: In Blender Game how you can make an object to emit light? l known how you can make an object to emit light in Blender render but l don't known how you can make an object to emit light in Blender game.


texts: Why is there no option to convert a mesh to metaball object?

texts:
I realize this wouldn't be optimal for detailed meshes, but it would certainly be useful for creating others.

Sometimes I have meshes I'd like to join together, only I'd like them to interact as if they were metas.

One Meta from Mesh Exterior?

Since metas look similar to a remesh modifier with low poly, couldn't the add-on just lower the poly count as much as necessary (and only use the object outline as a guide) before converting to meta?

Multiple Metas as One?

The answer to this question: "Are there any non-standard meta objects available?" says it's not possible with python programming but suggests there may be a work around if the shape is composed using many meatballs. I feel there must be some other reason a "convert to meta" add-on isn't available.


texts: How to improve Cycles Render times on a model Space Craft?

texts:
I am using Cycles Render to light and animate my model. I'm using a single light source (to represent the Sun) the model just rotates and moves towards the camera.

I know rendering is not fast but I am not looking for photorealistic results just something similar to the photo below. Preview renders are very fast and the quality appears to be acceptable, I would like to know how I can tweak a final render to push frames out to a similar speed as the preview renders (with little noise).

Currently, final renders are taking on average 6-8 minutes per frame, this isn't exactly terrible but I would like them to render as fast as previews which take around 30-40 seconds. I am using GPU Compute to render and my system is as follows:

Intel i7 4 core 6700K - 32gb Corsair Ram - Nvidia GTX 1060 6gb GPU - SSD for OS and SSD for programs - Windows 10 Pro -

Any advice would be great!


texts: Stylus-Activated Pie Menus? Tablet Mode Sculpting?

texts:
How to access pie menus when in Tablet mode?

In Tablet mode, the keyboard will not be accessible, thus requiring access to the Pie Menus via the stylus pen. I need these menus for Viewpoint shortcuts, switching design modes, etc.

Please Help. TIA


texts: Kissing Spheres of Various Sizes (a plane of bubbles)

texts:
How can I create something like the bubbles in this picture?

They are kissing (not fusing like soap bubbles do) so there should be no overlap.

Is there a way to achieve this with particles?

I envision starting by making a set of large and medium-sized bubbles and then adding a second set of small ones with collisions turned on -that way they should fill the gaps. Is this a good practice or is there a simpler method?

(The large misshapen bubbles are cool but can be ignored for this specific question.)

Thanks in advance.


texts: face is flickering in blender and invisible in unity and i cant add a texture

texts:
I have an invisible face in unity, and a black/flickering face in blender, I've looked it up,

but cant seem to find answer, so I have no idea how to fix it.  Here is a link to my blend file

I have tried things like normalizing, it did fix parts of my problem, but this is the only one left and I can't seem to add a texture to the cube for some reason, as it just appears white.


texts:
I'm doing some historical research and I would like to visualize a situation from the past.

I have several questions, I would like to make this topic a source for tips & hints when recreating e.g. cities.

I've seen that it is possible to create a surface from Google Earth with Sketchup. Is something similar possible with Blender? I need correct geo. reference and heights.
Via Solid Edge ST6 I can easily use a measurement tool when creating my model. (e.g. https://www.youtube.com/watch?v=GI8QE5A2fWY ) Is something similar available for Blender?
Some models I need on my map need to have correct sizes.
In general, how do you best organize a large scene?
at the beginning I just want to add basic shapes (e.g. cubes) to show the buildings. If I later want to update these buildings or add more detail to an existing building. What is the best way to work?


texts: I'm trying to add a driver to a shape key but when I right click on the value line, the menu skips "Add Driver" and goes from "Insert Keyframe", "Clear Keyframe", to "Add to Keying Set".  I have Blender 2.74. Thanks.


texts: How are the creases/folds in this mesh for a sofa achieved?

texts: I'm trying to create a model of a particular sofa and am using a preview image of an existing 3D model as a reference, but I'm stuck on how they achieved the small creases on the surface that are highlighted in red, and the corresponding very tidy mesh. I know that no sculpting (at least not in ZBrush or other software) was involved as the model was made entirely in 3DS Max and I don't believe it has any sculpting capabilities, but I'm otherwise a bit lost about how they achieved this. Any advice would be great! Thanks


texts: One of my object changes color after animation rendering

texts:
This is what it looks like when I rendered an image of my final work

But after I rendered animation on it, the donut's changed color.

I'm new to Blender, I'm following the tutorial on Youtube for this project.

Can someone tell me the possible solution for this? I want it to look like the first image when it is rendered in animation.


texts:
i´ve this mesh that is triangulated with the triangulate modifier, but it looks really ugly.
What should i do in this case?
Should i add more verts to avoid small angles?


texts: Using updated version 2.83.1. Grow/shrink selection hotkey is different to Ctrl + +/-. Need step by step to change or find the assigned hotkey Thanks.


texts:
Couldn't quite find the answer I was looking for so if you know how to or can link to an existing post that would be great!

I'm trying to create a carpet based on an image (Persian Rug). I've created single colored and multi colored rugs using vertex groups but they have been quite simple. Does anyone know how to take an image of a detailed pattern with many colors and apply hair to it and have it match the colors/ separate based on color? There must be a fairly fast way of doing this.

Thank you!


texts: I'm wondering if it'd be possible to make a script for splitting meshes to simple shapes at a certain point. Split it to prevent vertex A and B to exist in the same object.


texts: I have a blender project with 4 separate scenes which get combined in the compositor.  Three of them are quite simple and mostly finished, while I am still working on the main one.  However, every time I hit F12 or press the render active scene button it re-renders all 4 scenes, which is a waste of time.  Additionally, each scene must be rendered at a different frame, which for some reason I seem to have to re-tell it every time I render, which makes having to render every scene every time an even bigger pain.  So is there a way that I can just render one scene?


texts: Why does the "Map Range" node fail for values above 10,000?

texts:
I have a "Map Range" node with the following inputs:

Because 10,000 is right in the middle between 9,995 and 10,005, I expect the output to be 0.5, and indeed it is.

If I now increase the value by one:

I expect the value to be 0.6, but instead the node outputs 1.0. Even if I put the value ever so slightly above 10,000 (say, 10,000.001), I still get 1.0 as the result.

If I decrease the value to 9,999 instead, I get a result of 0.4 as I expect.

So clearly the behavior changes precisely at the 10,000 mark. What limitation am I running into? Is this documented somewhere? Are there other places where I need to be aware of similar issues when doing calculations in the compositor?

If it matters, this is 2.79b 64bit on Windows 10, but I'm getting the same behavior in 2.72b on Linux Mint.


texts: Merging verts by distance breaks smooth shading (Blender 2.8)

texts: I created a wall piece from a cube, applied smooth shading to it and then used the array modifier, but after merging the verts by distance, it mixes up the normals in a random fashion, while for the simple, unmodified sphere there are no issues.


texts: how to buffer the perimeter of an object?

texts:
This might be super simple, but I haven't been able to find a way to do this..
Basically, I have a 3D model of some text. The text is white with a slight blue buffer around the letters.
This was actually a logo I traced/converted to SVG. But it seems the buffer is a bit too small and I would like to increase it so the blue stands out more.
Is there a simple way of doing this?
I played around with scaling, extruding, skin modifier, and some other ones but to no avail. I couldn't really find anything on google but it's probably because I'm using the wrong terminology.
Any ideas on how I could make the blue buffer region wideR?


texts: How to increase performance in the View Port?

texts:
I have model that has 100 000 cubes forming a 2d grid from a birds-eye view. The cubes are very simple in geometry, but still, with 100-200k it's hard to perform some tasks around the viewport.

Are there some options to remove and increase the performance? I've already disabled ambient occlusion, but it's still sometimes slow. Any advice?

NOTE: I don't want to cut the grid into multiple meshes and separate it in different layers if possible.


texts: I can't find a vertex group and thus cannot delete or unpair the object

texts:
First, let me emphasize that I'm only a week or so old in Blender. My knowledge is very little in the realm of 3D modelling. Anyway,
I took a Vroid model and deleted a few limbs off of it. I then replaced the limbs with custom-created models meant to imitate prosthetic limbs.
When rigging the limbs with the skeleton, some of the objects became paired to the body's mesh and not the body's skeleton.
You can see which part is the ones I made. They're attached to the mesh, unlike the leg on the left.

This is the outline of the leg I correctly placed in -- connected to the skeleton.

I've tried just about every way I can to get rid of this.
I tried to see if I accidentally parented it to the body mesh, but after spamming alt+P several times and selecting the various 3 ways to unparent something, it didn't work.
So I went looking around the vertex groups of the model. Predictably, I found the correctly-rigged objects' vertex groups under the skeleton tab, and also found the wrongly-rigged objects' vertex groups under the mesh tab. I went to Object Data Properties for the model, selected the groups, and pressed the minus button. Yay, they're gone!
But I select the model again and the objects are highlighted, like I didn't do anything. The objects are still attached to the mesh and now I can't find them anywhere in the Scene Collection.
I also tried outright deleting them, but they're paired with the model, remember? If one goes, the rest goes with it. Deleting the wrongly-rigged object will delete the entire model with it (bones not included for some reason).
Also I accidentally named the bones wrong... the left leg goes on the right side and the right leg goes on the left side. I placed them on the correct side anyway.
These are the bones of the model, with the models I created bound to them. See how the left knee bone has less bones attached to it compared to the right knee?

These are the vertex groups for the model. They're grouped by letter, so that means that anything attached to the mesh that begins with R would be here... but it's not. I can't find it and I also can't take it off of the mesh.

I can't progress any further like this, I need the limbs to function properly! Is there any way to fix this?


texts: Visualize radioactive gamma rays & their absorption in materials using cycles

texts:
there is a very nice tutorial showing the mathematics behind light absorption - the amount of light is getting less during it's move through colored material. - following the law of Lambert & Beer.

This mathematically approach could be used to visualize the absorption of normally invisible radioactive gamma rays.

Imagine a scene with a radioactive-ray source inside a box made of a absorption-material (could be made of led-, concrete or iron…)
The absorption coefficients for each material can be found in scientific literature and so the mathematics can be adopted)

Questions:

Has anyone experience in such an approach or heard about someone else who tried to visualize radioactive emissions with blender?
(I know there exists very expensive specialized programs to do such calculations, but they are much to expensive for a simple human being - and they are not that entertaining and not as nice as Blender)
And how can the amount of light that is not absorbed by the box-material and travels through the absorbing material to the surface be "measured"? Or how can one measure the density of light on the surface of such a box.

Thanks a lot for your help!


texts:
I've made an object and put an area light on scene.
I want that area light points toward the object.
I tried to put constraint and PARENT TO OBJECT but that doesn't rotate the light in that specific direction.
How to do it?


texts: Transfer a Custom-Rigg with IK-Controllers to Blender

texts:
is there anybody who knows a workflow to transfer a custom rigg from 3ds max 18 to Blender 2.82+?
The Rigg is used to work with MOCAP-fbx files and has additional IK-Controllers which I would like to be preserved.
The goal is to transfer the Rigg with no or only minor adaptations. So far the import in Blender looks like in the image below.


texts: Non manifold errors in model for 3d printing

texts:
Hi I am starting out with Blender for 3d printing.
I am currently trying to make a shelf with three partial holes to hold toothbrush chargers.

My blender file is https://seafile.goblinshark.co.uk/f/c494ad743d/

I designed this by making the whole shape first, replicating it three times and then did a boolean subtraction from a cube.

This has left me with a few internal geometries inside the cube. But there are quite a few non manifold errors and I can't seam to add the top face of my cube while leaving the holes.

The idea is something like this image.

Is there a list that describes the non manifold errors?

Any advice would be greatly appreciated.
Thanks


texts: What would be a simple way to model a curved funnel?

texts:
I'd like to model a surface like this curved funnel (pic from Wolfram Math World):

So far I've tried starting with a cone, subdividing it and scaling down successive rings of vertices, but it's a bit fiddly and the result wasn't great. Ideally I'd like a solution which doesn't involve too much vertex selection, so that I can implement it via the API.

Can anyone think of a better way?


texts: Sometimes it's more convenient for me to use Blender in another language. Does Blender have different languages (language as in speech language as english, not computer language as python)?


texts: How to Make Pose Position same as Rest Position

texts:
I'm having trouble resetting the pose position (Top Picture). I want the bones to have the same position/rotation as my rest position (Bottom Picture). I've looked at all the tips and I've tried selecting all my bones in pose position by doing Alt-G, Alt-R, and Alt-S but to no avail, they didn't change at all.

Any help would be appreciated!


texts: Howcan I apply the material changes I did for a cube?

texts: The material on the right is golden but the cube is not.


texts: Code inside function not working as it should

texts:
I have a very simple task I want to run from within a function.

    bpy.ops.object.duplicate(linked=False, mode='DUMMY')
    objDup = bpy.context.scene.objects.active
    bpy.ops.object.shape_key_remove(all=True)
    bpy.context.scene.objects.active = obj

Now when I run this as is, outside the function, everything's ok. It does what it's supposed to, takes the active object, duplicates it, the duplicate is automatically made an active object, so it defines that in a variable and removes all its shapekeys.

But when I run it inside the function mainFunction, it duplicates the active object, but removes the shapekeys from the original instead of the duplicated object, although the code is very clear about it... What gives???

Here's the code:

import bpy

    class FreezeShapes(bpy.types.Operator):
        bl_label = "Freeze ShapeKeys"
        bl_idname = "obj.frzshps"
        def execute(self, context):
            #Check the type and the number of the objects:
            Actobj = bpy.context.scene.objects.active
            if Actobj.type == "MESH":
                shpKys = Actobj.data.shape_keys
                if shpKys is not None:
                    ob = bpy.context.scene.objects.active
                    self.mainFunction(ob)
                else:
                    pass
            else:
                pass
            return {'FINISHED'}

        def mainFunction(self, obj):
            obj = bpy.context.scene.objects.active
            bpy.ops.object.duplicate(linked=False, mode='DUMMY')
            objDup = bpy.context.scene.objects.active
            bpy.ops.object.shape_key_remove(all=True)
            bpy.context.scene.objects.active = obj
            return {'FINISHED'}

    ###########################################################################

    class AJ_SHAPEKEY_UTILS_Panel(bpy.types.Panel):
        """Creates a Panel in the scene context of the properties editor"""
        bl_label = "AJ_SHAPEKEY_UTILS"
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
        bl_context = "data"

        def draw(self, context):
             layout = self.layout
             scn = bpy.context.scene
             row.operator(FreezeShapes.bl_idname, icon='FREEZE')

    ###########################################################################

    def register():
        bpy.utils.register_class(FreezeShapes)
        bpy.utils.register_class(AJ_SHAPEKEY_UTILS_Panel)

    if __name__ == "__main__":
        register()

Select an object with shapekeys, run it; then go to the data tab and in the custom menu at the very bottom, press "Freeze ShapeKeys"...

I must be doing something wrong here, no?

Thanx for all the replies in advance;

AJ


texts:
I was using the denoise option in Blender 2.8, but cant seem to find it in 2.90. The documentation refers to the "Render Layers" but it doesn't seem to be there either.

When I open an older project that was created with 2.8 in 2.9, the denoise option is there and works fine.
is there a setting i need to check to enable the feature by default in new files?


texts: Viewport Texture Different from Rendered Texture

texts:
This is a two part question

My texture in viewport mode looks very different from my texture in rendered mode. I used the color picker to select my texture and used that color for materials in the face. Now they just don't gel together when rendered.

My mesh with texture in viewport

My mesh with texture in rendered view

So first question is why is my texture showing up so different when rendered?

Second questions is, is there a way to view both the texture and the material at the same time through the viewport?


texts: How to allow a small amount of overlap between objects

texts:
I'm working on a project that requires testing of overlap between objects which I have working with the BVHTree.overlap function.

The problem is I need the objects to nest a little closer together for a more realistic look.

To this end, I would like to measure the amount of overlap between the objects and keep those that are within a certain margin.

For example if 2 objects only overlap by 0.0-1.0 inch in the scene, then I would keep them instead of removing.

Let me know if more detail is required.


texts: I'm working on a project in which I want to render the stream lines of a flow simulation in a system. I did the simulation and then I exported the stream lines in x3d format to blender from paraview since blender is capable to opening x3d files. Now I want to export the stream lines along with the texture but I'm unable to do so, I have never tried blender and I saw a lot of tutorial to export textures but nothing worked. Please help, I have attached the picture below. Is it possible to extract the texture from this model and save it as an image because x3d file does not come with any texture image.


texts: How can I select hundreds of items in the outliner that have similar names?

texts:
I made an asteroid belt from a particle system. Lets say there are 2500 individual asteroids. There are 9 unique models. All the objects are named AsteroidA_LP..., AsteroidB_LP..., etc. all the way to AsteroidI_LP. That makes about 277 asteroids of each type that I need to select so that I can combine them into one object for each different type. I hope to end up with 9 objects, each containing the same type of asteroid that is UV Mapped the same.

I don't know the best way to do this. Here is what I am doing which beats Shift LMB clicking each one.

I have expanded the Outliner is large as I can. I LMB click to select the first object. I press B and drag a box selection across as many of the same type that I can and then I scroll the outliner and repeat the process until I have all the AsteroidA_LP objects selected with a shade of light blue. Once I have all the objects selected in that manner with box select then I RMB click and choose to select the objects and then press Ctrl+J to join all the objects together.

Is there a faster way?


texts:
I am trying to make a stamp from an SVG. I have found a model on thingiverse that demonstrates the desired outcome well.

Given an SVG, and a "body" mesh:

I would like to make a stamp where the body tapers into the impression:

I am very new to blender, and have been trying all manner of boolean operations and extruding, but am stumped on how to create something as elegant as this - preferably without lots of vertex nudging.

I believe the example was done in fusion 360.


texts: Bsurfaces - can't set 'cross' or 'follow'

texts:
I'm having trouble using Bsurfaces (GPL, 1.5.1, shipped with Blender)

Sequence of events:

Create mesh object to contain surface
Create series of Bezier splines to be lofted, in a single curve object (The error is also occurring with Grease Pencil strokes attached to the mesh object)
Select curve, then mesh.
Put mesh into Edit Mode.
In the only available Bsurfaces panel, hit 'Add Surface'
The surface is created. So far, so good.
Another panel becomes available: 'Bsurfaces add surface'.
Any attempt to change the 'Cross' or 'Follow' fields in the new panel results in the following error:

Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\mesh_bsurfaces.py", line 3085, in execute bpy.data.objects[self.main_object.name].select = True
ReferenceError: StructRNA of type Object has been removed

This happens with whatever settings I try, (including 'Keep Strokes') in two builds of 2.79.

I've tried repairing the Blender installation, in case I've got the wrong script.. (where would I find one known to be good?)


texts: (V2.83.0) Mantaflow fire + gas - How to scale emitter

texts:
I have been testing mantaflow for the last few days and have a simple problem.
I want to create a rocket launch animation. Now fire and smoke should come out of the engine. This works great. But the smoke reaches the edge of the domain relatively quickly, so I have to enlarge it. Unfortunately, my "flame" (emitter) is also significantly larger than the engine.
Can I increase my domain without increasing the flame or can I scale my emitter that I just create a small simulation result with a big domain?
Greetings :)


texts: Trying to add uv project modifier on eye but eye gets stretched up and down

texts:
Eye before applying uv project modifier

Eye after applying uv modifier to empty bone.
As you can see, I don't know why but eyes are stretched out from top to bottom...

And when I move the empty slightly to the left, it goes like this...

UV setting is set to like this.
Why is this happening? I'm so confused... Please help me.
Thanks in advance.


texts: Unable to set transformations of animation to (0,0,0)

texts: So my problem is that I have a character with three animation cycles (Idle, Walking, and Running). When animating, I accidentally placed the character to the right meaning my Location X isn't zero. Now because I want to import the character to Unity, I'm unable to use Delta Transform to correct my mistake. I know that I need to change the animation and set a correct transform on the x-axis for all keyframes but I don't know how. What should I do?


texts: Why bones scale values changes when I export FBX files?

texts:
I need to export rigs and animation in FBX format from Blender. Simple straight bone chains export perfect to FBX. But as soon as I try a bit more complex rigs I get strange scaling values for the bones in the FBX files.

In Blender the scale of all the bones is "1". But in the FBX files the scale values are stored something like "0,9999...".

I have no animation or any keyframes when I export the rigs.

I check the FBX scale data using Autodesk FBX Converter.

As comparison, if I export the same rig from Modo I get clean scale values of "100%".

Have anyone noticed the same problem? And does anyone know a solution to this strange behavior?

See below screenshots and example Blender and FBX files.

The example Blender file

The example FBx file


texts: How do you lock a bone in 3D space during animation?

texts: I am trying to animate things like a boy jumping up to monkey bars, grabbing them, then swinging around. I've been able to rig an armature with IK, no problem. I figure I can cheat by coordinating movement speed with the monkey bars. Is there a way to lock a single hand in space so that I can animate the character pivoting on their wrist? Another example for context is a character running into a post/pole, grabbing it with a hand, then running around it in circles with the post/pole acting as a pivot. I would still need to somehow lock the hand (relatively) in 3d space. Thanks for any help!


texts: Displacement not working properly - following Blender Guru rope tutorial

texts:
this is my first post so let me know if I'm doing something wrong.

I'm following this Blender Guru tutorial: https://youtu.be/1drRNphACMc?t=955

At the 15:55 mark he changes Displacement to True, which I've done, but my result doesn't look like his. Everything up until this point has, and I can't see any differences between what he's done and what I've done.

Mine looks like this instead:

And when he adds a Subdivision Surface modifier, it gets more bumps which make it look more ropey, but mine just goes back to looking completely smooth, like so:

Any advice on where I might be going wrong here?


texts: Can Image textures be mapped to empty object like procederual textures?

texts:
I try to map an image texture to an Empty object (a plain axes) in blender. However, unlike procedural textures, the image texture appears streaky. Here is a picture:

The texture is supposed to be some light brown tiles. A picture of what the texture (kind of) looks like:

The image is stretched. I have another project that has the same texture in it, and it is different sizes on different objects. Here is a picture of that:

I'm using the blender Internal rendering engine.


texts: How to model a building with square ground and circular roof

texts:
I am trying to create this kind of building with a square ground and a circle on top.

How would you start to create this figure? What would be the first approach?


texts: My properties panel is horizontal, how do I turn it back to vertical?

texts:
I'm not entirely sure what happened, maybe a hit the wrong key. ut my properties bar is horizontal, it's playing hell with my ability to select anything that takes up a lot of vertical room (like modifiers).

How would I go about correcting this?


texts: Run python file in blender from command line

texts:
I have the following structure:

The repo folder is located over ~/Desktop/Github/ and when I run from the command line blender --background --python ./Desktop/Github/repo_folder/main.py I get the following error:

I want to import all the classes/functions in utils.py to main.py to do that I tried the following things:

1) from scripts.utils import * got an error that scripts module wasn't recognized.

2) moved main under scripts and edited the line from .utils import *

3) tried to create __init__.py file under scripts

I use python 3.6.8 on Ubuntu 18.04 when trying (1) no errors marks shown over the IDE (Pycharm)
Blender version - 2.8 installed using snap (if that helps)

Thank you for helping!


texts: im new using blender and I started to make a simple house with pixel art textures, the question is when i place the images appear stretched ¿is there any way to fix it? here some screenshots:


texts:
Is there a way to avoid the pinching seen in images below? The object was created with curve circle, subdivided 2 points and deleted segment - then extruded to form the straight bit. Then added bevel for thickness. Less bevel will help but I need the larger value.
I did find that I can convert to mesh and do some topo tweaks but wondering if there is something to be done in the curve mode.
Thanks!
Daf


texts:
I'm very new to Blender and try to learn to make some stuff.
This is what I have as an in-progress "proof of concept":

Three cylinders(top, middle, bottom) linked to three bones. All bones are only allowed to move up and down.
Now the effect that I wish to add is: when I move the top bone downward, it will fist move by itself. Then when it "hit" the middle bone, it will start "pushing" the middle bone downward. So the top bone will never be lower than the middle bone, but the floor constraint is not helpful here since I do wish it to cause the middle bone to move with it when it's necessary, instead of just stopping there. And they will then move together until they "hit" the bottom bone.
And I also wish that when I then start moving the top bone back upward, the entire thing will move in the exact opposite way. This means that the top and middle bone will first move together upward until they reach the original position of the middle bone. Then the top bone will move alone back to its original position.
Is there any constraint or group of constraints or anything else that can help me achieve this?


texts: How to append bones to a list in a branching manner

texts:
I'm looking to append bones in a specific manner. Currently I'm doing this

https://github.com/General-101/H2V-Blender-JMSv2-Exporter/blob/master/Blend2Halo2-JMSv2.py#L209

nodeslist = list(obj.data.bones)

but it's not accurate for what I need. I basically need to add all of the children of the first bone and then move on to their children and append them all before moving on to the next. Basically appending bones by their layer.

Something like this would be appended in this order with the above code
0 1 2 3 4 5

but I need the list in this order

0 1 3 5 2 4

Any ideas on how I could accomplish this?


texts: Is it possible to see glare streaks in transparent areas too?

texts:
Attached you see my problem. Is it possible to see the glare FX in the transparent areas "outside" the rendered content too?

Thank you in advance.


texts: Blender Cloud textures for commercial purposes

texts: I have noticed there is a blender cloud service that offers textures, hdris etc...can I use them later in a project with commercial purposes?


texts:
How can I have the pepper look more realistic? I have been trying a few different nodes options as shown below in Cycles, but something still looks like a plastic

Node with Subsurface scattering:

If I replace the subsurface scattering with Diffuse shader, then I get the result below

It looks better with SSS but requires longer rendering time and more noise.
I was wondering if there's easier way to make things work better here.

Overall scene looks like:

Ps. I'd be happy to get any recommendations about how to improve rest of the scene, I know stem is way behind being realisting, its just a plastic looking now :(


texts: How can I make the plane track of a single frame move separately from the others?

texts:
I've encountered a problem in my work. (As can be seen in detail in my previous question)
[https://blender.stackexchange.com/questions/183768/plane-tracked-keyed-video-is-misaligned-when-moving-quickly]
The plane tracks are acting strange and offset, for some reason.
All the plane tracks are correct as can be seen in the composition panel, but in the "Tracking" panel's preview, it's being superimposed incorrectly.
I've given up trying to find a solution, and have actually found a small workaround; Distorting the plane track on those certain frames, so I can manually adjust it to fit the frame.
But now, when I move the plane track for one frame, the entire project's plane track gets distorted to the extent that I changed it.
Is there some sort of "tracking marker", so I can change the plane track for just that frame (or those several frames) without disturbing the rest of the project's frames, which have the correct plane track? "Add marker" doesn't seem to do anything, for some reason..
Thank you.


texts: unable to edit hair with brush in particle edit mode

texts: I created an object with a particle system (hair).But after a moment,the hair becomes impossible to edit,they still look grey in particle edit mode.I cannot use any brush or select the hair.Where does this problem come from and how can I fix it?


texts: Is it possible to fit an object to an arbitrary section of a curve?

texts:
Say I have three arrayed objects: one I want to fit to 0-38% of the curve, one from 38-75%, and one from 75-100%. Or even just one that I want to fit to 40-85%. Is this possible?

As it is, the "Fit Curve" option of the Array Modifier sets the array count to the total length of the curve. I know I can set the count to a specific length or count, but I want that length to be relative to the curve itself without being the entire length.

Also, I know I can move the object along the Curve Modifier's deformation axis to move the object along the curve, but again, that's an absolute distance rather than relative.


texts:
I built a track for my game by following a tutorial on youtube. (basically using the array and the curve modifiers) a simple texture was mapped onto a small rectangle road section which was then arrayed and mapped to a nurbs curve to produce the actual track.

Now I need to make some white lines and other race track marks on the track.
I have no idea how to do it, I tried texture painting, but once I try painting, blender suddenly freezes ( maybe because of the large no of faces), if however it didn't freeze, the same paint modification I make to some point is repeated everywhere around on the track (just as if I made the modification to the initial section and arrayed and curved it).


texts: I'm currently doing the Blender Guru donut tut and I'm experiencing a problem when putting the liquid in the cup. These black squares showed up after I applied the liquid. No idea what I did wrong. Would really appreciate any help!


texts: You see I'm having trouble figuring out how to animate this. I've already tried to use the cloth physics but that went horribly and I'm pretty sure that's my fault, but oh well.


texts:
As shown in the image below, I have a simple object that I want to shade smooth, so my final model won't be too heavy since I'm gonna repeat it thousands of times.

It appears that some faces are correctly shaded smooth, but others are not at all. When I saw this I immediately went to check if auto smooth was on and the angle setting here caused it, but this is not the case.

Everything looks normal in the lookdev and the solid shaded mode, also my topology shouldn't cause any of these problems.

Am I overlooking something very obvious here? I've been working with blender for hundreds of hours, but have no idea what is causing this. Any ideas?


texts: Should you ALWAYS use Blender's subsurface modifier?

texts:
I'm creating a spaceship right now and was wondering if it's always necessary to use a subsurface modifier?

I've used the modifier in my mesh so far, but it would be much easier to not use it. I hate constantly adding loop cuts in order to get edges


texts: How to get the Class of selected object in Blender 2.8?

texts:
What is the python code to get the Class() of selected object in Blender 2.8 ? I want to know if the selected object is grease pencil or any other.

Thanks


texts:
How can I generate a f-curve from the upper and lower points of another f-curve?

(check out the image as example, I want to generate the green f-curve from the red f-curve)

Thank you :)


texts:
I have a problem with the Boolean and subsurface division: it created shading issues.
Herewith I attach the image with my modifiers.
Need help to solve this problem
]1


texts:
When using Fly mode (Shift+F in the 3D view),
moving the mouse up rotates up, and moving down rotates down. Is it possible to invert this so moving the mouse to the bottom of the screen rotates up?


texts:
The origin (or the small orange dot, if that's even the origin but I'm going to call it that) use to be placed always in the center of the selected shape, when I pressed the comma key, the view would always center to the current selected part(s).

Now I must have hit some key by accident and the origin is now always at the center of the model (where the three axis cross), I looked it up and found out that you could press CTRL+SHIFT+ALT+C for a menu that lets you move the origin, but that set the origin for the whole object, not for the faces seperatly like it used to be. I also tried resetting the preferences and uninstalling(!!) blender which for some reason didn't work!

Is there some shotcut to undo that? Or at least some option file I can get rid of unaffected by the uninstall?


texts: Blender cycles, apply textures through a python script

texts:
I am trying to apply textures through a python script. I would like to use blender cycles renderer. I thought following these advices would be sufficient, but sadly Blender does not show the equivalent python commands when applying manually the procedure. How would you do this ? Or, is it possible to force blender to show the python commands ?

Thanks in advance


texts: Why don't Edges appear when I switch to wireframe shading on an object?

texts:
I'm very new to blender so I'm trying to follow this tutorial on creating a base mesh. At 2:37, the guy in the video presses z and turns on wireframe shading on the object. On his tutorial, all the vertices seem to be connected which makes the mesh much easier to work with. When I try to turn on wireframe shading (in edit mode), I just seem to end up with all the vertices floating with no edges connecting them. I've tried resetting my prefences to factory settings in case I had accidently hit a shortcut at some point as well. Screenshot of my cube with wireframe shading.
Any help/advice would be greatly appreciated.


texts:
[Updated]

Upon further research, it seems my main light is bouncing a single time off of the bulbs and immediately into the camera, causing a reflection of the super-bright light source. How can this be fixed without increasing size? Clamping removes light inside the bulbs, so that isn't working.

Here is the scene with an alternate light source.
My issue is with the light reflection from the first bounce.
You see it here as well with the numerous reflections of the filament and the random overbright places in other bulb reflections.


texts: How to texture - Repeating patterns of cylindrical meshes

texts:
Basically, I have made a spaceship model that I tested in a game and the time has come to texture it.

The original ships in that game use universal textures, so every mesh has its UVs set to a piece of each chosen texture. Mine is going to be the same in that regard (i.e. no custom UV-unwraps with painted textures).

So, the problem is this - when we have a cylindrical engine mesh, we want a repeating pattern on the adjacent faces, like this: https://p3d.in/sWsav

How do I unwrap my engines and "mirror" each side of that cylinder to use the same UV-coordinates on the texture map? Because, as you can see, its a repeating pattern.

This is the texture:


texts:
If I twist the hand, the wrist also twists (as shown in photo).
Blend File :


texts: Why is my world background different in these files?

texts: I tried to repeat what I did in the first file with the background image but the image does not show up in the second file.


texts: I made a  video in blender. It is basically a short clip with an animated character and a still background image. I am rendering with Cycles and I have set the render seed to be generated for each frame separately. However, I feel like my video seems faker, just because, contrary to the character, there is no noise in the background image. Is there a way to add noise to the background image and to make it change every frame?


texts: Is it possible to export evaluated shader value at loop index or a face using python at each frame

texts:
I am creating a light installation with a lots of cubes. And to create and visualise patterns blender is used. To export this color data at each face I have a vertex group assigned for each. Now I dont know a way to get the color value at each face using python or any other way?
This is a representation of the setup.(NDA problems)

The PBR shader is using image texture for  a pattern. I can be any procedural method.

A color inside this vertex group have to be exported as a csv file for the arduino controller


texts: How to hook a vertex of a curve to a certain object?

texts:
I'm trying to hook a curve vertex to an object and this method works perfectly:
bpy.ops.object.hook_add_selob(use_bone=False)

The problem is when I try to do this from python. I have to select the object, which can be done. But the operation seem to imply that the vertex is the active object or something? Is there a way around this in python or can I setup the hook directly via class-access bypassing the operation entirely?

I can see that it made a modifier on the curve. But I can't see how this modifier works only for the vertex. If I add a modifier manually and set the object as target, nothing happens.


texts: Hi, guys. I m trying to add this image of a lens to the faces I selected in UV mode but didn't get how to do this. It is a model of webcam. Please help


texts: Is there hidden data in this .blend file? Trying to minimize the file size

texts:
I have this .blend file of a beard, and I'm trying to minimize the file size. I reduced the number of vertices from 30,718 to 88, but the file size only went from ~18MB to ~10MB. I can't figure out what the other data might be.

I have other files with more vertices/objects/materials that are only about 1MB, so it sure seems like something is hidden (at least from my inadequate eyes).

The file:


texts: Why does Blender output noise even when rendering only flat colors?

texts:
Here's an image of a red plane I rendered using Eevee, along with its material nodes.

The color-management sequencer is set to Non-Color, the sample count is set to 1024, and no other special settings are modified. Despite this, the image still contains noise. Here, I have edited the image and mapped #FF0000 to black and #FF0101 to white:

The image contains #FF0000, #FF0101, and #FE0000 despite the material only outputting #FF0000. This still occurs when the sample count is set to 1, when the rendering engine is set to Cycles, when the color is pure black (#000000) or pure white (#FFFFFF), when an emission shader is used instead of a direct RGB input, and when the color output values are specifically floored to be multiples of 1/256.
In the Blender image editor, I can click and drag on an image to view the raw color data, which reveals that the image is a uniform, expected (1.0, 0.0, 0.0) color, indicating that there exists some problem in converting to 8-bit color.
To circumvent the noise, I can save the image as an OpenEXR file and use external software (e.g. Photoshop) to convert it to a PNG or BMP file, but this is suboptimal. Is there any way to bypass this step and get precise 8-bit color output from Blender alone?


texts:
Now I need to first say that I am beyond a noob with Blender, so it's entirely likely I'm making an obvious error, but when I was preparing to get into UV mapping, I noticed a few issues that need to be deleted on multiple of my objects (really not sure where the issues came from. Must have changed something). All of them seem to be having this issue. I moved to delete it in every way I possibly could, but every time I did, nothing would happen. I tried to extrude it and try again, which only deleted the extruded parts.

within UV editing

Also, I happen to be having an issue in the unwrapping process. After marking a seam and unwrapping, I'm getting a result that doesn't make much sense for what I'm unwrapping. Any guidance on this would be of value! I'm really not what what I'm doing wrong.


texts:
When I've been working with MyProject.blend for a while, I see several files in the directory where I saved it:

MyProject.blend
MyProject.blend1
MyProject 2.blend
MyProject 3.blend
MyProject 4.blend

Blender also has stuff in /tmp

I understand that MyProject.blend1 is from the "Save Versions" setting in User Preferences.  And I gather the Blender should be autosaving to /tmp (which is set as my temp directory in User Preferences).

But where do the MyProject 2.blend and MyProject 3.blend and similar automatically created files with an extra number in the name come from?


texts: Blender room using planes visible in Unity from outside not inside, completely gone in Oculus Rift

texts:
I have created a room in Blender by using a plane, extruding the sides to make the walls. I have set normals to outside, have tried all the settings I can find in people with similar issues, but when I import to Unity, you can see the room from the outside, the floor doesn't seem to exist and when you go inside it is entirely transparent. When I fire up Oculus Rift it is completely gone.
Can anyone suggest a solution. Using Blender 2.83.


texts: I know that with Blender weight paint, BLUE color means no influence. My question is : which color can only move the mesh and not deform it?


texts:
I have a set of armors that are made of separated pieces like belts. All the pieces are joined as one object, but topologically they are separated (because they were made in Zbrush with mask+extract technique). When i parent an armor to armature with automatic weights, here is what happens:

http://gifyu.com/images/weightSeparateObj.gif (Update: gif needs to load there, it may take some time)

http://www74.zippyshare.com/v/ocwFam30/file.html
(Fixed: I don't know why the gif can't upload here, but it works after downloading)

As you can see, belts are moving different and each part has different weighting which causes intersecting and other bad looking things. I've tried manually painting/fixing weights, but it is almost impossible to do it correctly on separate objects like these. How to handle this problem?


texts: How should i unwrap this mesh so the texture won't stretch at edges?

texts:
so this is supposed to be a speaker grid ( I'm using texturing instead of modeling it), the problem that it's stretching around these curved edges, I don't know how to wrap it the right way yet.
Thank you so much, your help is much appreciated


texts: Everytime I hold scroll on my mouse to move, it like somehow teleports down and I have to scroll up again. THis time, it was WAY WORSE, as it went too far down and now I can't find my nodes


texts: How to copy animation attributes to multiple objects?

texts:
Very basic question here, I am afraid.

I have hundreds of shattered pieces of a mesh and I am trying to animate their visibility over the scene.

How can I animate the visibility and render visibility parameter for one piece, then copy/transfer to all the others?


texts: Need info on making eyelashes using Blender 2.9

texts: All the tutorials I have seen online are for 2.8 and earlier so I'm stuck. Need to know how to select faces on rim of the eyelids so that I can attach curves to to create the eyelashes. I saved my character after updating to 2.9 so I cant open the file on the earlier version.


texts:
i'm trying to make an animation where we see from the eyes of a pilot of an airplane.

The airplane follow a spline path via follow path, but the inclination/banking is animated by keyframes. The camera is parented to the cockpit (inside the cockpit)
What i like to do, is to find a way to make the camera to move a little, like if the pilot POV suffer from forces/gravity, or with some kind of reverse delay the pilot starts to turn the head a little bit before the airplane turn.

I was wondering if there is a way to do this by using constraints or modifiers or whaterver, so all you need is to animate only the cockpit and the camera is updated if the cockpit animation changes

I tried using the "slow parenting" option, and while it can work this way, it does not offer too much control


texts: How to make stick person like Japanese samurai

texts:
I want to make stick person like this image.
But I don't know how to make his back hair (not top hair=chonmage).
I thought, make UV Sphere and extrude  back hair part.
Then I realized, I can't extrude in a curved shape.
So.. Please teach me; ;
Blender 2.9.2
Windows 10


texts:
I just got started messing around with motion tracking and the largest issue I seem to have is getting the tracking points to the correct location in 3D space. For example, I could get a dozen tracking points on one wall tracked for an entire shot, for which Blender will return a low error report (e.g. 0.6) after solving for camera motion. But, after I throw in the film as a background and start throwing in objects (e.g. a table that is supposed to overlay an actual table in the recording) it's obvious that the camera isn't properly tracked and although the real camera may just have some slight movement from hand instability, Blender is acting as if I'm bouncing my camera up and down at ridiculous speeds. Sometimes I can almost account for this by trying different combinations of setting points as the Wall and Floor, but since I can only set three points at once for this, all other points which may be on the wall or the floor end up being 100 meters away in 3D space (this sometimes is and isn't an exaggeration).

Is there a way to greater control tracked points after they've been added to the 3D scene? Or another solution which may help? (I also have the proper focal length and sensor size set up for my camera).


texts:
Following the coffee tutorial, managed to get it working, but now, all of the sudden it seems that part of the liquid is not behaving the right way, anyone know what might be the issue here?
Old Version

Current (not properly rendered, but you can see the liquid problem)

Blender File: https://drive.google.com/file/d/1hXLEOCWLCKjAbXKdkr0q7BzOxh2g480f/view?usp=sharing


texts: Viewport Material colour Custom panel problem [GIF and script Included]

texts:
I was trying to make a custom panel for the settings(which includes the viewport Material colour settings) in the materials tab in the properties windows and I faced this problem. The problem is that I am only able to use the panel for the specific material name that I define. For example in the code I added a specific name "MyMat", and it only work for that specific material. How do I make it work for the current material that is currently assigned to the object regardless of the name. Here's the code and the gif.

Import Bpy
Class MaterialPanel(bpy.types.Panel):
    bl_idname = "mat.p_operator"
    bl_label = "Material panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Mats"

def draw(self, context):
    layout = self.layout
    row = layout.row()
    mat = bpy.data.materials["MyMat"]
    row.prop(mat, "diffuse_color", text="Diffuse")
    row = layout.row()
    row.prop(mat, "specular_color", text="Specular")

def register():
    bpy.utils.register_class(MaterialPanel)

def unregister():
    bpy.utils.unregister_class(MaterialPanel)

if__name__ == "__main__":
   register()

GIF here, somehow it's not appearing in the post


texts: Just simple question : what is the proper addon for creating for example hundreds of bug crawling on wall. Where the bugs can make a contact with the surface like walking or crawling on a bumpy surface.


texts:
Just started with Blender.

I made a shape ( picture 1) Now I want to make a circle on this face and sink it into the shape.

What I do is create a circle, place it onto the original shape, press F  to give it a face, make an inset (picture 2), and then when I try to extrude (picture 3), it does not create a hole.

Probably because I have two faces on top of each other. How would you go about this?


texts:
I have made half of my model and the lips look fine when I set Subsurf to be simple. But if I change it to Catmull-Clark then the lips get a gap in middle.

Simple:

Catmull-Clark:

I used a mirror modifier for the right side of the character.


texts:
I have 20 different strips on the NLA editor, and am trying to render all of them.

How do I:

Render each strip seperately into it's own output folder
Render only active frames/keyframes

Python looks promising, but I was wondering if anyone could give a few hints on the methods needed.

Something along the lines of:

for strip in nla.getstrips()
{
   dopesheet.add( strip );

   active_frames = dopesheet.getKeyFrames();

   start_frame = active_frames.first();
   finish_frame= active_frames.last();

   render( dopesheet,
        range = [start_frame, end_frame],
        outfolder = strip.name()
   );

   dopesheet.remove( strip );
}


texts:
So i created this bear model with fur and rigged it but when i pose it only the bear´s base mesh moves and not the fur. i can´t find what to do anywhere. Need help please!

This is what it looks like:


texts: Bones not rotating properly in gimbal mode

texts: I am trying to pose bones in gimbal mode but they always rotate on odd angles even though the red arrow shows the proper angle of rotation. Why is this and how can I fix it?


texts:
I'm trying to model this dial and for some reason I'm totally stumped on how to do this without too many booleans and to make it smoother than the rest of the tv.  I've been watching tutorials, but the few I found were more how to make the a knob separately and from a side view rather than front (which is what I'm doing).

If you need the .blend I've attached it, but any simple example or tutorial suggestions would do...not trying to get anyone to do the work for me ;)

Here's the image:

And here's what I have so far with a boolean...I just have the feeling this is the wrong way to go about this:


texts:
How would one add outline to a text object? Do text objects even have outline support?

Should I instead create the text in GIMP or a similar program and import them in blender to replace the text objects?


texts:
I want to throw the rigid body ball like batting machine.

But i don't know how to do that. i can just throw one rigid body by using wind not keyframe.

so, is there way to throw the rigid bodies different frame like batting machine?


texts: When i'm trying to set origin, floor, X axis and Y axis my object just flips 90 degrees:


texts: Save history to python and load from python console

texts:
I was trying to save history of changes to Python script by using Info Editor type. Here is my example script:

bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.ops.transform.resize(value=(-7.70136, -7.70136, -7.70136), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.context.space_data.context = 'PHYSICS'
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = 'PASSIVE'
bpy.ops.rigidbody.object_add()
bpy.context.space_data.context = 'OBJECT'
bpy.context.space_data.context = 'PHYSICS'
bpy.context.object.rigid_body.collision_shape = 'BOX'
bpy.context.space_data.context = 'OBJECT'
bpy.context.space_data.context = 'WORLD'
bpy.context.space_data.context = 'OBJECT'
bpy.context.object.scale[0] = 2
bpy.context.object.scale[1] = 1
bpy.context.object.scale[2] = 0.5
bpy.context.object.scale[1] = 0.7
bpy.context.object.location[2] = 0.5
bpy.context.object.scale[2] = 0.3
bpy.context.object.location[2] = 0.3
bpy.context.object.scale[0] = 3
bpy.context.object.location[1] = 1.5
bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})
bpy.context.object.location[1] = -1.5
bpy.context.area.type = 'INFO'

History of changes: I made, manually (in 3d editor) two physical blocks lying on plane.

Now I want to get same effect by pasting saved script into python console - but I got this:

Apparently the interpreter took and resized planes to shape of blocks, but it couldn't hold idea of 'BOX' object. What do I do wrong?


texts: i've model a body rigg it and weight paint it and now that i want to make poses with it i realize that i have a few problems, but the real problem is that when two part of the body clash together one goes on the top of the other and don't stretch like a real body and i was wondering if there is anything i can do to improve that? What should i be looking for? colliders? Because so far it's imposible to do poses


texts:
I'm building an elevator scene using Cycles. The interior of the elevator is currently all glossy gray materials with 9 small lights on the top and an extra shiny bar on one wall. The floor is an image texture.

Herein lies the problem. Most renders made of this elevator show a light gray section on the back wall and kind of on the side walls of the elevator. This doesn't seem to be anything in the file and it's general existence bothers me to no end. Is there any way to either eradicate it or just make it not appear?


texts:
I'm completly new with all of this.
I've downloaded blender from official website, but it doesn't work.

When I try to opend blender.exe it shows console for quarter of a second and closes with no notification from windows.

I menaged to catch console on screenshot, here it is.

I tried to reinstall it three times, but, sadly, nothing works

It's windows 7 64

I hope I can get some help, that would be great :)

(I'm not too good witch computer nor English, so don't get too complicated with wording please?...)


texts: Prevent area light from being reflected on glass?

texts: I did setup an easy scene with an area light behind a window. In the glass (simple plane) which is in front the area light is visible - how can I turn this off so that the background is shining throgh?


texts: Cycles getting black shaded areas of emission / transparent shaded faces

texts: I have a terrain mesh that I have shaded using a combination of emission shader and transparent shader. The issues is when I view the model from any angle where there would overlap from itself, for example both sides of a mountain are visible due to the transparency. The back sides appear to be black. I have disabled shadow rays for the object but it does not help. Attached is a pic of the issue and shader I am using.


texts:
I have an .mb file and I don't have Maya. Is there a software too convert this to another file format?
(PS: I use Blender 2.91)


texts: I accidentally dragged the timeline, and now it covers the entire screen. how do i put it back?

texts: Im new to blender, I accidentally dragged what i think is the animation timeline at the bottom of the screen upwards, and now It covers the entire screen. I dont know how to put it back, I tried dragging down from the top but it doesnt work. Please help.


texts: How to duplicate modifier on same object?

texts: I am using lattice modifier on an object and I just want to duplicate the modifier on the object its already applied. How do I do it ?


texts:
I'm working on a game right now and I'm using Blender to create animations, which I render to 2D and implement into my game. I'm trying to use a smoke animation for a power plant in the game and use like a 2 second clip that is seamless and loops perfectly to make the smoke appear to be continuously coming out of the power plant. Is this possible using quick smoke? The solution does not necessarily have to involve Blender, I render to a collection of animation frames which can be played or manipulated however within the game engine.

Thanks in advance!


texts:
I just shortened the length of my animation by selecting all the keyframes in the dopesheet and scaling them down (as per advice on a thread here on stack exchange) and now my animation won't play. If I continuously hit spacebar it scrolls through a frame at a time and it will play backwards not forwards. Also, if I delete any key frame then ctrl+alt delete, the animation plays fine until I stop it then it won't start again and it's back to the same. Any help with this greatly appreciated!
I've checked start stop in output properties and they are the same as timeline. And this happens in Eevee and cycles. I've tried earlier autosaves (even before this started) and it's the same problem.
The pic shows the fps constantly cycling round itself on a single frame in forwards play


texts:
I'm not sure if this question is already answered. In the python, how can i know if that texture in a material is enabled or disabled?

I was planning to get all enabled textures not the disable ones.
Thank you.


texts: Removal of everything except mesh, or extraction of mesh from Blender file to a new one

texts:
I want to have just the mesh part of the character I downloaded from here. I don't want any of the UV-mapping, materials, rigging, and stuff.
I'll add that stuff later with my own materials. In any case, I can't seem to delete everything. The old stuff is messing with the new stuff; it's like I have to go really deep to remove everything.


texts: I'm in 2.79 right now, (2.80 gets tired and crashes when I texture) but enough rambling, when I try to UV map separate objects the islands overlap. I'm keeping them separate because I don't want certain objects to be effected by the Subsurface modifier. I've added a picture so you can get a better idea of what I mean


texts:
If somebody knows:
when we pick two points on UV image and search for shortest way in 3D, than return selection of shortest path to UV, we have problem, that selected vertices not only from initial island, but also all vertices that share same points in 3D mesh. So, question to deselect other islends that not selected initially...

for f in bm.faces:
  for l in f.loops:
    luv = l[uv_layer]
    if luv.select:
        #???how to remember the island, then to return to it? Direct Link not suitable
        luv.uv = l.vert.co.xy


texts: How do you use texture to be spiraled or circular?

texts: If I add texture of just a horizontal or vertical pattern, then how do I manipulate it to be circular, like the top of toilet paper?


texts: How to use a Red/Green color map in Blender?

texts:
(I have modified my initial question after finding out more about the normal maps.)
I am playing around with some ripped models and I am trying to figure out how to use the normal maps that come with them. They only have the Red and Green color channels and it seems the Blue channel needs to be generated. Is this something Blender can do easily? Can I use a material node setup to create the Blue channel at run time?

Edit:
I have found two plausible ways to fix the normal maps. The first is suggested by Christopher below and is  to invert the normal map and to invert the green channel afterwards to get the correct direction.
The second is from Substance in an article about Normals in Unity engine. It seems that the blue channel can be dropped because the normals are always of length 1, so the Blue channel can be recovered by:
B = sqrt( 1 - R*R - G*G)
which I have implemented using nodes below.
I am leaning towards the Substance approach, however, when I check the RGB values in Python, it seems that parts of the mouth have Normal vectors with length greater than 1, so this would be invalid for the approach suggested by the substance article.
Does anyone have any further suggestions about the correct approach?


texts: Accessing object names with Python - outliner has different names for the same object

texts:
bpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(1,1,1), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
new_name = bpy.context.active_object.name
bpy.data.lamps[new_name].use_nodes = True
bpy.data.lamps[new_name].node_tree.nodes["Emission"].inputs['Strength'].default_value = 3.0

I am trying to create a series of point source lamps (100s of them) using a script and then change the emission strength of each of them to a custom value - a different value for each light.

Most of the time the above code works. However, every now and again there seems to be a mismatch between the name of the object and some underlying object that it is linked to - see screenshot for example.

In this case my newly created object is called "Point.001", whereas it is linked to some object called "Point.038". Changing the node values for "Point.001" does nothing (as far as I can tell), I need to change the values for "Point.038". The issue is that I cannot figure out how to access the name "Point.038" via Python script. I assume since "Point.038" and "Point.001" are linked in the outliner, there has to be some way to traverse from "Point.001" to "Point.038".

An added wrinkle here is that each point source has a emission custom value, so I can't just cycle through every point light source object and change the value - I need to know that "Point.038" gets the emission that should be assigned "Point.001".


texts: So I encountered a problem when navigating in the 3D view in Blender. Somehow I am not able to move anywhere. I can rotate my view, but I cannot scroll/move horizontal or vertical. In other projects I am able to move normally.


texts: When I do follow path, the object is not followed with SHP-Root

texts: When I do Car rigging and try to do follow path like this picture, the object is not followed with SHP-Root. just only SHP-Root is on path. I'm using blender 2.92 file and Rigacar v6.0 add-on. should I change my version of blender?


texts: How to achieve smooth transition from walk cycle animation to standing pose?

texts: I'm working on an animation project and I have a lot of walk shots. I'm using NLA for creating variations for my walk cycle and it works perfectly but I couldn't get a smooth, natural transition from walk cycle to standing pose, or idle animation.  What should I do? Thanks...


texts:
Hello I'm quite new in this api. I want to use knife_tool from bpy.ops.mesh on the selected face. When I just call (like in tooltip):

bpy.ops.mesh.knife_tool()

I get error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/home/t/blender-2.71-linux-glibc211-x86_64/2.71/scripts/modules/bpy/ops.py", line 188, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.knife_tool.poll() failed, context is incorrect

I tried in edit and object mode. Maybe is any other way to cut face in my own points from console?


texts: I changed the rest pose, and now I can’t x flip poses

texts: So I made the mistake of setting a new rest pose so my characters hands weren't mirroring each other, and now I can paste the pose mirrored on the x axis. All the solutions I could find said just start the rig over, but I have spent like over twenty ours on this thing and I refuse to do it again, especially with the weight paint. So does any one have a solution to make it so I can x-flip poses?


texts:
My interest in Blender comes from wanting to use it to model physical structures and produce architectural drawings; what I have so far is really impressive, but there doesn't seem to be too much information about my particular interest.

Are there any (Blender-) resources that would be particularly useful for architects? E.g. packages of standard 'elements' like windows, doors, roofs or whatever, or perhaps a discussion group specifically for architects?


texts:
I was thinking about making a hairball character. The character is simply a sphere with a hair particle system. In addition to it's base hair, it'd have a couple longer tighter hairs to act as arms.

I'd want the "arms" to act as regular hair (i.e. hair dynamics) but have the ability to be posed when it's time to reach out and grab something in its environment.

Does Blender have the tools needed for such an organic rig?


texts:
I have just used the spin tool and I'm trying to move the face of a shape in edit mode but when I do, it doesn't move, it seems to extrude. All other faces move fine just this one. It has thicker black lines around it which the others don't but I'm not sure why.
This picture shows the face I want to move.

If I move one of the faces connected to it, it doesn't change shape.

This there any way to get it to move like all the other faces?


texts:
I recently got this Procedural Dirt Shader and want to use it as a Ground ( Plane?) but i cant find out how!
I started working with Blender a few Weeks ago so im not used to the Controlls.

Maybe you could help me make a Dirt Ground out of the Dirt Ball!
Thx in advance!


texts: NLA editor, default value before NLA strip starts

texts:
System Information
Operating system: Windows 10
Blender Version
2.83.0
Short description of error
Animation in NLA editor goes wrong
Exact steps for others to reproduce the error
The object's position (rotation) is default instead of being in the 1 key state before the NLA start. I've made a sreenshot to clarify my problem.


texts: Blender image output is greyish and not white

texts:
I already searched the internet but could not find a solution to this. Maybe it is the same question as Why my animation render is getting greyish? but there was no answer.

I want to render a video with tracking, but the output "loses" color information and gets kind of greyish. I first thought that it is related to the renderer, but it happens in Cycles and Eevee. Therefore i made a sample image, added it to the image sequence editor and rendered it as 1 frame. Resulting in the same problem.

I placed the original image beside blenders output so that you can see the difference. The only idea I came up with is that something with the lighting is not correct but I can't find a setting for that.

I am using Blender 2.80 with the default settings. Only set the output resolution to match the input resolution.


texts:
As it says on the can, How to compile Blender from source on OSX?

Jens Werwiebe from #blendercoders on the IRC channel kindly took me through the process, so I will post it up while it is still fresh in my memory.


texts: This sounds like what would be a way to make eyes glow in the dark, but would this affect the ability to change it's color? Would it overwrite the texture? What about making the skin all pure dark like with Japanime models given by ManuelLab?


texts: Blender for the chemical structure visualization

texts:
I'm wondering how well Blender is suited for producing images from existing 2D (CDX, SMILES etc.) or 3D (PDB, XYZ, CIF etc.) chemical structures. Basically, the task is to convert a set of coordinates to a finite (e.g. a molecule) or a subset of infinite (e.g. a unit cell) graphical representation. Ideally it would be nice if a certain level of "chemistry awareness" would be present, such as typical interatomic distances, coordination numbers, atomic and ionic radii.

Is there an addon that can help chemists to use blender for their routine work?

There is a related question about crystal structure generation with Blender. I'm assuming that structure is already established.


texts: Animation Nodes Error When Checking off Add-on

texts: I have installed Animation Nodes from animation_nodes_v2_1_windows_py37.zip in Blender 2.80. Installation seemed fine. When I check off 'Node: Animaton Nodes' in the list off Add-ons, I get an error message


texts:
I try to open Blender 2.80 on Windows 7 and nothing happens.

I have never had problems with previous versions on my machine, it works perfectly under Ubuntu (my second machine).

Does someone have an idea ?


texts: Blend hose with constraints at both ends

texts: I have a model of a hose that I'd like to pose for a render. The hose, pictured below, has two "rigid" ends. If I use a Curve modifie I can control where the bending starts, but not when it ends. This is deforming the other end that should not be bended as the middle. Is there a way to constrain the deformer for it to end at the "2" mark? Or should I try something else?


texts: Why are all weights set to zero when linking my armature to my character with automatic weights?

texts:
I'm trying to animate my golem and to do this I obviously created an armature. The problem is when I link my armature to the golem with the automatic weight settings, it sets the weight to 0 (blue) everywhere.

I think it's because my golem is a little like Rayman in style (I mean he has no real limbs and is just some rock animated together but not touching each other).

I tried to paint it in weight paint mode but it's damn long and kinda frustrating because some parts are really close to each other and I can't really paint where I want exactly.

Here is my golem:


texts: Can't draw a continuous line in Texture paint

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I am trying to draw a line and all I get is a series of diffused dots. I am using 2.81, on Windows 10. My UV size is 1048 x 1048, and the brush settings are:
Strenght: 1.000
Mix
Brush: Color type Color, Options Affect Alpha checked.
Radius: 1px (I also tried 5, 15 px and some more)
Stroke: Space, Spacing 1%, Jitter 0.000, Input samples 1
Falloff: Custom (default)
Display: All set to 33% (default)
I don't know if I am missing some parameter setting, and I will be glad to share the file if someone is willing to help.


texts: UV unwrapping doesn't use full UV Space, but roughly a quarter of it

texts:
This problem occurs rather often the last weeks to me. I'm using Blender 2.83.0 (can't move to a newer version because of a few add-ons I need to use frequently). But nevertheless importing the project for testing purposes into 2.90, the problem stays the same.
If I unwrap my model, Blender barely uses the full size of the UV space. I didn't find any solution for this problem.

Even if I use the UV Packmaster 2 Add-On, the UV Space doesn't look any better:


texts:
I'm trying to make a realistic prism with Luxcore since yesterday but it's not really working, there's no ray! But I know that the prisme is working because if I put a plane in front of the prism I can see the light on it
How could I do that ?


texts: Knife project not working when using imported .svg curve

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I am trying to import a .SVG curve and use it to cut shapes into a robot's mesh that I am modeling.

After importing the curve and following Thom Blair III's advice from this question, the result when I click is that nothing happens. It worked with the same curve on the same mesh a little above than where I'm trying, but not on the lover part.

What can cause knife project not to work in some cases? Is it because I imported the curve? If so, why did the curve work on other parts of the same object?

Here's the blend file:


texts:
I am having huge issues curbing an object.  I have a tube that has been made out of an array of objects to create a ribbed effect.  But when I go to curve it using a bezier curve the it distorts some of the shape massively and other parts not at all, even on relatively "flat" sections of he curve.  All of the tube should look like the section at the end on he image.  Of course I expect some distortion but this is bizarre.
Any help would be really appreciated.  I am a real novice on Blender and I cant find any videos that deal with this issue (maybe I don't know how what to search for to get the right result though).
Thanks.


texts:
When I press P to play my game, my mesh transforms to ugly textures, but when I just view in the viewport the mesh is perfect.

It does not come from normals or from GLSL.

Here is a GIF of my problem
Problem.gif

The gif is big (40mb), wait for it to load before viewing.


texts: How do I stop the object I used as part of a boolean from rendering?

texts: I want to add a small cut for my bishop. So I have used boolean difference modifier but when rendering it renders the cube also, but I want to create a notch there. Please tell me how to remove the cube from my piece.


texts:
Im new to blender, and new to the site. Ive researched my questions on the internet, and asked a few people, and they all basically sent me here. So i was hoping that I could get some assistance.

So Im new to blender, and starting to model some of my own assets for a Game my colleagues and I are building. Here is my current dilemma.

As I venture further into my model, and I lop cut and drag, and I extract shapes and build I come out with amazing results. However, when I add a subsurface modifier, and start to do more intricate details, and adding little things here and there, I am finding that my mesh is starting to fracture. When I turn the subsurface modifier off, if all recorrects itself.

Im getting, for lack of a better term, "phantom" faces and
edges and these "semi filled" faces appear and I cant figure out how to get rid of them. Im spending HOURS trying to figure out how to repair all my beautiful work, and I really think that solving the actual problem is something I should think about doing. So please, any assistance, would be most appreciated.

I can add a couple of images to further my explanations, if needed and someone can tell me how.

Thanks Community

Chris

http://imgur.com/a/2GC7C


texts: How can I change the particles density and its direction in volume?

texts: I'd like to have the number of particles greater in the bottom , and they get lower towards the upper parts of the cube, it's because I don't want them to spread homogenously. How can I make it I have no idea? can you please help me? thanks


texts:
I created a 2-sided plane with an image on each side but the bottom image is flipped.

I saw on another forum that the mirroring the second set of uvs could fix this but I'm new to using uvs in Blender and I'm not really sure what they mean by this. I only see one set of uvs when I went to the uv editor. How would you flip the uvs on the second set?

Blend file (with answer's 1st method fix):