texts: Generated texture coordinates vs Unwrapped texture coordinates

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If you want to map an equirectangular image texture to a sphere - like a map of the earth to a sphere - is there any necessity to use an UV map ? Or can I simply use the generated texture coordinates ? In general, when do you choose for UV unwrapping and when to use generated texture coordinates ?

I don't think this question is a duplicate with this question because these answers all start with the uv unwrapping method and I want to know if UV unwrapping or generated texture coordinates works best for my specific question.
And I also would like to learn some general guidelines when choosing uv unwrapped vs generated texture coordinates


texts: How do Power and Strength values correlate?

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When creating a non-light and giving it an emission shader, what values of "Strength" are equivalent to given values of "Power" in an area light?

Not a duplicate of Understanding light power values. This isn't talking about options in lights, but options in emission shaders that aren't lights on their own.


texts:
I am new to this forum and pretty much new to blender rendering.

When I initially started, I could render with GPU, but now I can only do it with my CPU, which I don't prefer.

When I try the GPU, my blender goes slow/freezes and it would take way too long to finish.

Here are my iMac Specs

macOS Sierra
iMac Retina 5k, 27in, Late 2015
Processor 4 GHz Intel Core i7
32 GB 1867 MHz DDR3
Graphics AMD Radeon R9 M395X 4096 MB

Is there something I need to do or install, or does blender not support what I have :-/

Thanks!


texts: How to have different object info for post-separated objects?

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The goal is to create an array of planes that display a rotated texture which depends on the object index of each individual plane multiplied by 90 degrees.

Steps of Issue:

Create one large plane mesh and subdivide
Each subdivision is that separated to create a new object
Use the Shader Editor to insert and connect nodes as shown below

The result is that each object has texture that has not been rotated.


texts: How can I draw on a surface using the grease pencil without zoom offset inconsistencies in Blender 2.8?

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Drawing over a mesh with the grease pencil using the Surface option and an offset has issues depending upon whether I zoom in/out at any point.

Has anyone else experienced this? If so, do you have any workaround? The only option I've found is to never adjust the zoom of the viewport while drawing.

I posted this as a bug but the response was focused more on the offset not matching the geometry. The solution provided was to duplicate and scale a mesh to the desired offset. The problem is, the offset is always different because of the viewport zoom distance so the strokes on a scaled mesh don't match.


texts: How can I change the number of snapping points 'Slide Vertex' uses?

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I would like to ask if there is any way to change the number of snapping points in 'Slide Vertex' that is enabled when holding Ctrl? I think I have seen tutorial years ago but I cannot recall it now (or maybe it was Maya).

.


texts: I have 2 linked objects, and I want them to retain the same mesh data, but, on the object level, I want one to have a rotation different than that of the other one. e.g, I want object 1 to have no rotation (at the object level, at least), and I want the second one to be rotated 45 degrees on the z axis. Also, I want it so that when I rotate object 1, object 2 also gets rotated. So, if I rotate object 1 10 degrees on the z axis, then object 2 should be rotated 55 degrees. Is there any way to do this?


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I made a walk cycle. I use it in NLA editor. I noticed that the character is too high (3 inch above the ground ). I tried to correct this using a variety of ways:
A) I Went to the graph editor and locked every curve except the Z coordinate and then : G-Y -0.1 to lower the Z curves.
The character exploded.
B) I tried to select all the bones and add keys frames with the right altitude but it will add a crazy number of useless Keyframes.
C) I could parent the character and lower it only during the walk.
Every time I use the walk :(
Is there an efficient way to do this (outside of re-making my Walk Cycle)?
Thanks!


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I am writing postprocessing script to the cycles rendering.

Can I somehow track the whole lightpath of a single pixel from the camera to the origin of the light?
For example the I have 3 lamps(A, B, C) and an environment map in my scene. I want to know that pixel (200,100) is in 30% made from light of lamp A and in 70% from lamp B.(some of render samples came across one, some across another) And pixel (300, 200) reflects the environment map’s coordinate (2000,1000).
Is there any way to extract the information about from where the light comes, maybe at least from single render sample?(since in one sample each pixel should reflect/refract only one light source) If so, at which level I should integrate with blender? Python scripting is ok or do I need to recompile some parts of cycles?

My final point is to find origin of each light path and track how the object interacts with environment.


texts: How to remove or join two areas with python?

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I’m trying to remove a specific area from the screen. There doesn’t seem to be a simple .remove, so I looked for other options.

I found this (How to join two areas using python?) which would have worked fine, but the operator changed in 2.8, so it doesn’t work anymore.
Is there a good way to remove an area with a script?


texts: I have an operator (MyOperatorTest). How can I make it so that when this operator is run, text is printed on the screen to the top left corner of the node editor? (The operator is in the node editor)


texts: Blender closes/crashes everytime I open and close a window

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Since yesterday blender constantly closes/crashes everytime I open and close a window.
So far this happens on every window I have tried (e.g. file output path, file import, viewport windows, image textures)

Better image quality: https://imgur.com/a/P3HiQh1
So far I have:
Restarted the pc multiple times
Reinstalled Blender multiple times (via steam and manually)
Deleted all the Blender related files in Appdata and program files
Without any luck.
Hopefully one of you can help me.
Best wishes!


texts: How to make a particle system fade out in transparency?

texts: How do I make make a particle system gradually fade out to a specified point? For instance, I made a starry sky that is a hair particle system on a sphere in the render down below. I want the stars to become more transparent the closer they become to the horizon. Is there any way to do this?


texts: Is it possible to change the animation length of many Rigid Bodies?

texts: I have made a scene with many Rigid Body objects (1500 rectangular solids), which all operate correctly. However I now want to lengthen the animation period from the default 250 frames to a more reasonable range of around 2000. The issue I am having is the timeline continues like normal, but the Rigid Body animation hangs on the 250th frame. Is it possible fix this issue, and preferably be able to to change all of these objects at once?


texts: Mesh bisect with fill doesn't place triangles for the cut surface

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My task is to import a closed mesh into Blender, apply Bisect with the fill option, with the desired result being that the new body would also be a complete mesh.

However, the result I get has the bisect face filled with "grey", but no mesh. And an STL exported from that is similarly missing triangles in that area.

Example: Starting STL, a cylindrical cup, imported into Blender:

After applying the bisect tool along a horizontal line (ie: a horizontal plane):

As can be seen, the face that was cut has no triangles. And if exported to STL, that area is missing, with the overall shape not being closed.

Have I missed some option in bisect that properly fills in the mesh? Is there some subsequent step that's needed?


texts: Can I assign the vertices created by the solidify modifier to a new vertex group?

texts: I've got a mesh with lots of faces which I'd like to solidify. After making it solid, I'd then like to simplify one side (via the decimate modifier) to reduce the polygon count while leaving the other side untouched. I thought one way of doing this would be to assign the new vertices generated by the solidify to a vertex group, then apply the decimate to that group. Is this possible?


texts: How to rotate or snap object parallel to specific face of another object?

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I imported object from another file (bended detail), it appeared slightly rotated. So now i need to rotate it thus faces indicated with red arrows would be paralleled (and to the flat).

attached file https://blend-exchange.giantcowfilms.com/b/KadW0M4l

I've found many tutorials about snapping. The most important information from them is that face snapping works with normals. And this info didn't helped me anyway =) None of them provide necessary result.

It's either snap the detail to flat by pivot point as it is expected without rotation enabled:

or rotate it in a ridiculous way:


texts: Why doesn't Blender detect RTX 2060 with OpenCL?

texts: Though the question was asked many times, I can't find explanation for Nvidia RTX 2060. Nvidia drivers got OpenCL support. I don't understand why Blender says no GPU detected to render cycles with OpenCL. Did blender drop OpenCL support in favour of CUDA?


texts: I'm new to Blender, and I wanted to make an animation for a film I'm doing with my friends. If I render my animation in Eevee, I get weird pixels, even though the image looks clean when my character moves. There's weird pixels in certain areas. I also tried cycles and it seems a lot cleaner but during random frames, there's this weird spiderweb light leak kind of pattern. The picture below shows what it looks like. I have no idea what causes this, and it happens about every 5 or 10 frames.


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I was just sculpting my way through a mesh like I often did by now and while doing just normal stuff some strange pattern appeared when changing back to sculpt mode after repositioning another mesh. Any idea what that is, how it appeared and how to get rid of it?

Thanks for the attention.


texts:
I have imported what appears to be a clean SVG into Blender (works fine for 2D) but when I try to extrude it, I am seeing spikes appear. Can anyone tell me what is the issue and how I can fix it?

Many Thanks]1


texts: Video Editing - video strips go black after adding images

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I had a few .mov video files in channel 1, and it rendered fine, but then I tried to add an mp4, and I got an error (xyz.mp4 could not be loaded), so I decided to add some .jpg images instead.

The images rendered fine, but when they weren't on screen, it would render as black. Even when I removed the images, it would render as black.

I tried duplicating one of the strips from the first channel and putting it into the second channel (hoping is was just an issue with the channels), and it still had that issue.

But when I added a new .mov, it would render that one fine, but it wouldn't fix the other strips.


texts:
Hey I'm making a model that uses the experimental microdisplacement to make bumps on my mesh, but I only want the bumps to be in certain parts of the mesh. Is there some way to use vertex groups or something to control where the displacement occurs?

FYI I'm using a modified voronoi texture which (as far as I know) can't be used in a displacement modifier

Thanks!


texts: VSE incorrectly renders left column black

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I'm currently using the Blender Video Sequence Editor to manipulate some video files.
However VSE draws a black column over the actual image in both the preview and the rendered file.
The black column does not exist in the original video file.

In the picture attached, there is a selection from the VSE-preview, with a video player on top of it, displaying the source video file.
While the original video contains the left most pixels from the video (spelling "220", "HELO", ...), they are not present in the preview.
Since the omitted data is quite relevant, I wonder how I can adjust Blender to display it. I hope you can provide me some hints on how to fix this issue.
I'm using Blender 2.83.5 from the Debian-Testing Repository.


texts: Do high end cards have better rendering performance?

texts: A lot of times I try to render meshes with millions of polygons in a scene, and the performance is exremely slow. I tried using CUDA but without luck. I'm using a GeForce gtx 960, 10GB Vram, and have an eightcore CPU. Should I get a different card or use SLI? Or maybe look into a workstation card?


texts: Strange white faces only visible in weight paint? Invisible when ported into UE4

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As you can see below, these white faces only show in weight paint mode.

I had been getting random invisible faces whenever I imported the mesh into Unreal Engine 4, which had me stumped.

The white faces are all the faces that are invisible in UE4, I'm not sure what to do about it, short of redoing the mesh, and making a new uvmap..

Is this a bug? or am I just missing something simple? any help is appreciated, thanks.


texts: Script for Placing Mesh on Sphere with Provided Latitude and Longitude

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A while back, I made a planet Earth (UV Sphere, 3 Subsurf levels, and highres Earth texture with Generated Texture Coords) with various pins stuck on different geographic locations. These pins each had a plane at the bottom of them with a unique picture on them. It was for a project I did for my dad on Fathers Day this year (I made a collage of all of his colleagues and him to show that they were a company that truly covered a lot of the world).

See second link for full video:

While I was making this, I devised a system that worked decently for manually placing different pins at different latitudes and longitudes on the "planet," which included placing the 3D Cursor at the center of the planet and rotating the pins around the planet with Pivot point > 3D Cursor. However, between rotating the pins correctly, setting different images, and then making minor corrections, this understandably took a long, long time, and if I had to do something like this again, I would prefer that it not take as long.

Gif of rotation with failed text :)

I'm wondering if anyone could design a Python script/add-on that would take the inputs Latitude, Longitude, and a Path to an image, grab a preset mesh (pin and plane), position it at the "latitude and longitude," and add the image to the plane. It occurs to me that the location would only have to be relative, because one could always use a Vector > Mapping to rotate the map image.


texts: How to blend(gradient effect) two different 3D materials, in cycles blender

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How to create a gradient texture from two different 3D materials, for example this post:

(How to create a gradient texture from one material to another (opaque to clear)?)
 shows how to do this exactly but WITHOUT a 3D texture, my question is how to do this with a 3D texture, where each of the two textures has a different normal map, how would you combine them using a gradient(or fade or merging effect) of two different 3D textures, is this even possible?

I ask this because I'm trying to make a beach using two different textures with each there own different bump map and normal map, here is an example of what i have thus far:


texts: Shape of object changes when camera moves?

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So this problem is massively difficult to describe in words, making it very difficult to do any kind of search for; if it's a duplicate, please point me in the right direction.

Below is a gif of what's going on:

As the gif hopefully shows, the shape of the ground plane changes significantly as the camera moves.

I discovered this behavior when I noticed some odd rendering behavior in Freestyle, where some of the lines were disappearing for no readily apparent reason, which I eventually realized was the ground plane being in unexpected places in the render (I was only rendering the lines, not colors).

It should be noted that this ground plane is huge; it's around 2km x 1km in size. I don't know if that has any kind of affect, but if it does, I could probably cut it into smaller pieces.

The purpose of this is to be a large map that I can render from a variety of angles for illustration purposes, so I can't have the ground position/shape being so mutable. What's going on?


texts: Bump node in Cycles, with an OSL script -- am I doing it wrong?

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I'm relatively new to Cycles, so maybe I don't understand all its finer points yet. I am trying to create a normal map from a grayscale bump map produced by an OSL script. The script seems to output the grayscale data just fine, as seen here (output through an emission shader for visibility purposes):

But when I try putting that through the bump node, I get nada in the resulting normal output:

Just to be sure I'm doing something stupid, I tried the same node setup but with a noise texture node instead of the script's output for the bump node's "height" input, and got the expected results.

I haven't been able to find much info about the bump node, but is there a reason it can't use the grayscale data from an OSL script for the height info? If so, is there any way to work around that?


texts: Fluid domain stretched to boundary after baked

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This is actually a duplicate of this SO question, but since my problem is still not solved I thought this is the correct way to find a solution for my problem:

I have a fluid domain (cube) and a fluid object (uv sphere) inside it (guess that is the standard). Without having changed anything big my fluid object or rather just the fluid is being stretched to one side of the domain boundary. Take a look at the picture:

In the other post the accepted answer is"The normals of the inflow object are inverted. Flip or recalculate them."
which I tried but that did not help. Unfortunately I am a super beginner and after hours of trying don't know how I could solve this myself. Thanks.

Here is the .blend file.


texts:
I get the error

Traceback (most recent call last):
File "C:\Users\Stephen\AppData\Roaming\Blender   Foundation\Blender\2.77\scripts\addons\add_curve_ivygen.py", line 583, in execute
IVY.grow(ob)
File "C:\Users\Stephen\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\add_curve_ivygen.py", line 322, in grow
self.maxAdhesionDistance)
File "C:\Users\Stephen\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\add_curve_ivygen.py", line 408, in adhesion
adhesion_vector = ob.matrix_world * nearest_result[0] - loc
TypeError: Matrix subtraction: (Matrix - Vector) invalid type for this operation

location: <unknown location>:-1

Any help?


texts: How do you update blender on Mac OS without losing preferences?

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This feels a little like the elephant in the room no one is talking about. One of the most excellent things about Blender is that it is updated so frequently. The downside is moving preferences around (or forgetting to) manually.

Are people still expected to deal with this by hand, or are there easier ways? Windows optionally stores user preferences to the user profile so that updating doesn't start you at a blank state again. It works well enough for me, but I can see how there is a potential for collisions if the structure of the files changes from version to version.

a screenshot of my ~/Library/Application Support/Blender


texts: How to import/export geojson file in Bender

texts: Trying to import geojson file containing buildings into Blender. How to do it?


texts: How to make custom list panel like "Vertex Groups" list

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Does anybody know how to create panel like this? (I am new to programming.)
Items of this list should have several data points ["name", value1, value2, ...]
"+" button should add new item to list.
This is what I'm thinking:

Let's call menu - "cList" & new item of this list - "nItem"
value1 will be def reName (bpy.context.object.name = "box")
value2 will be scale z=0.5 - def zScale (bpy.context.object.scale[2] = 0.5)

nItem = ["name", value1, value2, value3]
customList = []

customList.append (nItem) #add a new item to list

For new nItem list need to add button: "get/input name", "get/input Value1" etc.
or, when creating new item, it will be asking all parameters.


texts: Object with emission shows up in Viewport but not when rendered

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In an animation I did where the camera flys around a fishing shack, there is a ball in the sky with white emission that shows up on in the Viewport but doesn't when rendered. Initially I thought it had to do with a cube in front of a spot off to the side of the frame, put there to create a light stream, that blocks the view of the "moon". But, when I turned it off, it still cannot be seen.

The camera has a view of 2000m, which I believe is sufficient.
Interestingly, when I had Concierge Render crank out the whole film, this is what this frame looked like (before I made alterations to render settings.


texts: Finger stops moving while the bone keeps going

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I've been trying to transfer over an XNALara model to SFM by using blender. So far I haven't really had too much of an issue but I'm struggling to figure out how to get the fingers to bend properly on the model. This model in particular has his fingers curled up to begin with so it's a little bit harder for me to really pinpoint what my problem is when most examples start with a straight finger.

I have a feeling my problem is mainly with the IK setup when it comes to the bones. The mesh doesn't seem to want to deform with it either even after weight painting but I think it would work out once I get the bone problem out of the way.

I'm fairly new to blender, really just started last week. Might be evident in the lack of hip bones on the model (Haven't figured that one out just yet)

Anyway the blend file is here: https://www.mediafire.com/?ohg221owj56c7b1

If anyone can give me input I'd be grateful. I've been looking at various tutorials but like I mentioned, it's just kind of difficult since I'm starting on a model that already has posed fingers.


texts: Blender Subdivide function works randomly. It can divide or not depending on unknown reason

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Here is a problem

https://www.youtube.com/watch?v=851HPiQ0RaU&feature=youtu.be

Whenever I try to use Subdivide in Blender it works randomly. Tryed on different machines, result is same. Randomly subdive some of Edges, some not.

Please tell me what I do wrong?

Thank you.


texts: 2.8 UV editing, can't box select polygons in 3D viewport anymore

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I am UV mapping a low poly model and my workflow involves a lot of box-select, select linked and moving the polys in the UV window. Until recently this worked fine. Now I can't box-select in the right hand 3D viewport (see below). I've been through all the menus and I can't find anything obvious.

If I go to the modeling workspace, then it works fine but skipping back and forth is not an option.

Thanks in advance.


texts: I've made a rope of extruded icospheres in BGE - how to prevent stretching?

texts: Per the answer by David (Nice work!) to the question "how-to-make-a-rope-in-the-bge," I've made a rope of extruded icospheres. Every physics trick I know (Which obviously aren't many) still leaves the rope stretching, as in the screenshot. What am I missing? Blender 2.79 is used.


texts: Correct vector input to map texture light in Cycles

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What is the correct vector input for a texture connected to a Cycles lamp so that I can make a projector-like textured light?

I am trying to make an projector-like effect with a textured light in Cycles, currently trying it out with a Spot type of lamp, but I am open to any solution involving other lamp types if they work correctly.

The problem is that whatever vector input I use, the texture is always projected downwards, towards the global $-Z$ axis in scene world space, no matter where I point my spot light. I would like to have the texture always project "forward" towards the the direction the spot light is pointing, in the local $-Z$ axis.

The plan would then be to use this spot at several places in my scene, pointing at different directions, and as it currently stands I would have to have a different node setup for each spot instance, manually compensating for each unique rotation in the scene, which would quickly become unpractical.

I have searched around the internet and I am currently using a solution similar to the one on this BSE question.

Is there any better method, perhaps involving some funky Vector Math, or is this not currently supported?


texts: Deleting the insides of model/ hollowing it

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Hi i'd like to ask if i can delete all the faces and vertices from in side my model,

Here's my model, it looks fine, but there's problems, like some parts of it have two faces so it sort of glitches. (near the back of the foot)

And also, i used ALT + E to extrude individual faces, that made all of inside of it just horrible, and i want that the whole model to be hollow in the inside, like so

This is a cube

And this, is inside of my model,

So, my question is, can i delete all this messy blocks inside of it without any noticeable changes on the outside?

Also, i'm sort of new to blender so please tell me what you mean and how i would do it. Thank you.


texts:
I'd like to cut a mesh by giving two points (in order to form a line). For example, I would be able to easily cut the mesh in the picture below (which is an arch) instead of roughly bringing each vertex to the hypothetical diagonal line.

Am I missing the tool or are there similar ways to achieve the same result?


texts: How can I assign a key frame to the bevel effect

texts: I want to make an animation with the bevel effect, is that possible?


texts: switching off all the emission & bounce light in Cycles

texts: can anybody help me out in knowing how to switch off all the emission & bounce light in Cycles.


texts: How to make this shader code work propertly?

texts:
This is dont-know-where-I-downloaded blend file with a Box Blur Filter 2D. It is maybe the only blur filter I found on Internet (there's another but too much simpler). It makes a very good blur effect, with two values: amount and multiplier. The more amount, the more quality of the blur (and more CPU consumption). Multiplier doesn't use more CPU, it only make the blur bigger. It's fantastic... but it has a bug.

When amount is 0, it makes no blur but the image is darken than original. With 8, the brightness appears to be similar... but it gets brighter when the value is higher. This is the code:

/* Simple Box Blur
 * Higher amount = slower
 * multipler property does not affect performance
 */

uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
uniform int amount;
uniform float multiplier;

vec2 pix = vec2(1.0 / bgl_RenderedTextureWidth, 1.0 / bgl_RenderedTextureHeight) * multiplier;

void main() {
    vec4 sum = vec4(0);

    int i, j;

    for(i = -amount; i <= amount; i++){
        for(j = -amount; j <= amount; j++){
            sum += texture2D(bgl_RenderedTexture, gl_TexCoord[0].st + vec2(float(i), float(j)) * pix);
    }}
    gl_FragColor = sum / pow((amount + 1) * 2, 2);
}

This is the file (also, I would like to know how write this code to thank him/her).

Note: this file works in Blender 2.76 and up.


texts: Principled BDSF shader is not showing up in shader list in node editor

texts: Principled BDSF not showing up in my 2.8, when I go into node editor to start a node tree.


texts:
I have to clarify that this is only the case in one file and only in the bottom of the tool shell

Blender kept crashing when I tried to convert hair particles to mesh on windows so I went to Ubuntu and converted them there however I must've pressed something there because the font on the bottom of the tool shell is suddenly small

What I've tried :
*reset theme to default
*make side by side comparison of the "broken" user preferences with the user preferences of a new project


texts: Use Blender's file browser via python, without a UI panel

texts:
I am trying to run a script that prompts the user for a desired directory and file name for export. Ideally, this script would be run from the File -> Export menu and pop up a file browser window similar to how the included export scripts function.

The only way I've found to call Blender's file browser is via a file path property for a UI panel (i.e. How to add a "select path" input in a UI addon script?). Is what I'm trying for possible?


texts: Animation Nodes Combining lists generated after several loop iterations

texts: I am iterating over a number of objects in a loop using animation nodes. Each iteration of the loop generates a list. How do I combine those lists into 1 final list of the same dimension. Each list is a Boolean List. Basically I want to Boolean "Or" each list till I get a final list. In the animation node tree below. I want to find the locations inside all objects. Not just the one that is currently being iterated over. Thanks!


texts:
I'm using Python and the BGE to build a cellular automata "game".  I have a world that Automata wander through.  If they get within a certain distance of each other, I'd like them to decide to greet or ignore the other.  I'm looking for the right pattern for that.

Each automata has its logic controlled by Automata.py with a class within it.  The world has spawners in World.py.  What is the best way to iterate over all possible pairs within distance d of each other.  My initial model is to have a set automata = [] with everyone in it, then do a double loop.

for me in automata:
  for you in automata[me:]:
    if distance(me, you) < d:
       if me.decide_to_greet():
         me.greet()

Is it better to make this a routine in world or done per automata?  Are there accepted, efficient patterns?

thanks!


texts:
When I render or when I use the verge3D app manager and open the model, the world background is gray and not white, even after setting the world color to white. I cant figure out what is doing this. This is what the background looks like:

The background should be completely white.
here is the blender file:


texts: How can I animate a car driving? Is there a way to control the car like you would in a videogame?


texts: How to move a selected mesh in to another collection in editmode?

texts: So right now i have a couple meshes in the 3d view that I want want to move into another collection. When I am in object mode and select it all the meshes are highlighted. So when pressing m and move it moves all meshes. How do I select only one mesh and move?


texts:
I am trying to make a robot model. im have created the model however I need to make the body look like its a cubulation of wires. this is the texture that I want my model to be similar too

this is the model that I am making. since for me it would be to hard to turn it into wires as a modeling standpoint. since there would be too much stuff and im making this for animation/ gameplay I need a kind of 3d texture in order to make it look real and looks good.


texts: I am trying to learn the proper way to use limit rotations for bones in my character. I have a good mesh and I have the bones inside but I cant seem to get the limits right. Please help me


texts:
I have a lot of meshes of different houses, each house is a single mesh, but parts of this single mesh has some repeating features, such as windows, doors, etc.

I am looking for a way to reduce the poly-count of the mesh, since this will be used in a (Unity) game.

Is there any simple way to select a single piece of the mesh (E.g. a window), separate this into another mesh, and let blender find similar shapes (may be rotated) in the original mesh and replace those with a linked duplicates?


texts: Bone matrix assignment behaviour change in Blender 2.80

texts:
I am trying to port an armature importer add-on from Blender 2.79 to Blender 2.8x.

After the bone is being created the bone matrix is set.

But the assignment of the bone matrix has a different behaviour in Blender 2.82a compared to the older Blender 2.79b.

I created a small script that works for both Blender versions to reproduce this behaviour:

import bpy
from mathutils import *

def new_armature(name: str) -> bpy.types.Object:
    armature = bpy.data.armatures.new(name)
    obj = bpy.data.objects.new(name, armature)

    if bpy.app.version[1] >= 80:
        bpy.context.scene.collection.objects.link(obj)
        bpy.context.view_layer.objects.active = obj
    else:
        bpy.context.scene.objects.link(obj)
        bpy.context.scene.objects.active = obj

    return obj

obj = new_armature('human')
armature = obj.data

bpy.ops.object.mode_set(mode='EDIT')

new_bone = armature.edit_bones.new('Bone.000')

new_bone.head = Vector([0, 0, 0])
new_bone.tail = Vector([1, 0, 0])

bone_matrix = Matrix(([0,0,1,0],[0,-1,0,-6],[-1,0,0,6],[0,0,0,1]))
print("bone_matrix:\n", bone_matrix)

new_bone.matrix = bone_matrix
print("new_bone.matrix:\n", new_bone.matrix)

Running that script in Blender 2.79b and Blender 2.82a gives me the following outputs:

user@desktop:~/workspace/blender$ blender2.79b --python test2.py --background
Read prefs: /home/user/.config/blender/2.79/config/userpref.blend
found bundled python: /opt/blender/2.79b/2.79/python
bone_matrix:
 <Matrix 4x4 ( 0.0000,  0.0000, 1.0000,  0.0000)
            ( 0.0000, -1.0000, 0.0000, -6.0000)
            (-1.0000,  0.0000, 0.0000,  6.0000)
            ( 0.0000,  0.0000, 0.0000,  1.0000)>
new_bone.matrix:
 <Matrix 4x4 (0.0000,  0.0000,  1.0000,  0.0000)
            (0.0000, -1.0000,  0.0000, -6.0000)
            (1.0000,  0.0000, -0.0000,  6.0000)
            (0.0000,  0.0000,  0.0000,  1.0000)>

Blender quit
user@desktop:~/workspace/blender$ blender2.82a --python test2.py --background
Blender 2.82 (sub 7) (hash 375c7dc4caf4 built 2020-03-12 05:30:40)
Read prefs: /home/user/.config/blender/2.82/config/userpref.blend
found bundled python: /opt/blender/2.82a/2.82/python
bone_matrix:
 <Matrix 4x4 ( 0.0000,  0.0000, 1.0000,  0.0000)
            ( 0.0000, -1.0000, 0.0000, -6.0000)
            (-1.0000,  0.0000, 0.0000,  6.0000)
            ( 0.0000,  0.0000, 0.0000,  1.0000)>
new_bone.matrix:
 <Matrix 4x4 (-1.0000,  0.0000, 0.0000,  0.0000)
            ( 0.0000, -1.0000, 0.0000, -6.0000)
            ( 0.0000,  0.0000, 1.0000,  6.0000)
            ( 0.0000,  0.0000, 0.0000,  1.0000)>

Blender quit

As you can see, the new_bone.matrix matrix differes between these versions.

Updating the scene also does not change anything.

Can you give me a hint how to get the Blender 2.79b behaviour in Blender 2.82a?

My platform is Linux with Kubuntu 19.10 x64.


texts: How to convert physics animation to a curve/path in blender 2.91?

texts:
I have a ball that moves by physical animation (wind).
how to export physics animation for to a curve/path in blender 2.91. version?


texts: How can I find the location of a node using the GUI?

texts:
Very simple question: how can I find the location of a node in a node tree using the GUI? If it's impossible, how can I do it using Python?

If it makes any difference, I'm using Cycles.


texts: How can I use the Corner pin node interactively?

texts: The corner pin node is used to distort an image in the compositor, but I don't like typing vector offsets manually. Can I do this with a GUI instead? In other words, can I drag around corner points on a screen, without having to re-render UV coordinates from the render engine?


texts: How to display Image reference above even I isolate certain object?

texts: As I know Blender 2.79 can display refence image even during isolating an object. I use 2.83.8 version and can't find right option. I tired to select all images and an object and isolate them every time. Is there an option? Thank you!


texts: Selecting - how to differentiate "elements"?

texts:
In the attached test_bag.blend file, the bag has several parts: front, back, base, etc. How does one select an individual "part" of the bag without selecting others?
For example, select only the front or back or interior part.

Further, I would appreciate a link to, or in depth tutorial of, selecting/selections; -- beyond the basic tutorials on utube, et.al.
TIA

https://dl.dropboxusercontent.com/u/3504807/test_bag.blend1


texts: Why do my chains separate when falling when I use physics with them?

texts:
I was following a tutorial for making a realistic chain where you use Rigid Body Physics to make a chain fall on a plane. I'm trying to use this technique in one of projects, but I can't get it to work. I tried doing the tutorial in a new project and it still didn't work.

I am using torus objects and duplicating them to make a chain. I select all of the objects and go to the "Physics" tab in the Tool Shelf (T menu) and press "Add Active". I then go to the "Change Shape" drop down and choose "Mesh". When I play this it takes forever to simulate, and about 4 frames in, the links in the chain start to separate as they fall. I want them to stay together (which works fine when I do this in a new project using only the chain mesh).


texts:
When I try to edit my model
Object just turn into wireframe mode
It happens also when I selects other object and edit it.


texts:
Following the steps in this question has yielded some pretty good results. I have just one issue, which was also experienced in the original question. The edges of my height map are oddly high.
I loaded the DEM in GIS software, and here are no odd values; QGIS tells me that those pixels are marked as "no data". This leads me to conclude that the issue is happening in Blender. The answer in the original question tells the questioner to clean up his height map, but how is this done, especially when the edge-errors do not appear to exist in the DEM.
Edges in Blender (camera rotated to make edges more apparent):

No edges in QGIS:


texts: How to get a list of vertices from a list of edges in bmesh?

texts:
So if I have a list of edges,

selected_edges = [e for e in bm.edges if e.select]

How would I make an array of the vertices contained in the edges of that list?

For context: in my project I'm making a list of shared vertices between two lists of edges.


texts: How to rotate a an emitted particle with the rotation of the emitter?

texts: I'm trying to emit particles with a rotating sphere but the emitted particles don't revolve around the sphere when it rotates


texts: How to enable GPU rendering with my Radeon card in Linux?

texts:
I am currently running Ubuntu 15.04 64-bit on a machine with a Radeon R9 270X GPU.

I've grabbed the latest 64-bit Linux build from this page (currently 2.75-a08f8a4) and I have installed the latest Catalyst drivers directly from AMD's website (currently 15.20.1046-150622a-186193C).

However, no matter what I do, I still don't see an OpenCL option anywhere in Blender's user preferences:

What am I missing or doing wrong?

Note: I tried setting the CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 environment variable but it made no difference.


texts:
I have a problem with rigging my Indominus Rex.
I have joined all the components of the body for a simple rigging test. I have parented the dinosaur to the armature using automatic weights, and as expected, the inverse kinematics control bone is causing a mesh deformity when moved.

However, the real issue is that when I try to fix the weights using weight painting, only one side of the Rex has any actual weight. This does not allow me to fix the mesh deformities.

A side problem (which may be related) is that some of the spines and claws arbitrarily choose not to move in pose mode!

Any help is much much appreciated!


texts: How can I 'fade out' (or in) my animation? For example, at the end of a scene I want it to fade out to black to indicate time passing and then fade back in from black for the next scene.


texts:
I downloaded a Minecraft blender rig from rymdnisse.net, then extracted all the files from the zip folder and wanted to open the character rig.

I started blender, went to file>open, selected the character rig file and clicked "open blender file". And then it crashed.

First of all, I'm new to blender, so I don't know if there's a proper way to open a blend file or something.

I tried dragging and dropping the file into the blender window, appending from library, but most of the times it crashed and when it did open, I couldn't do anything with it. That may be because I don't know how to work with armatures yet, but as soon as I clicked "render" it would crash.

Could someone please help me, or explain to me how I'm supposed to handle these files and what I might be doing wrong?


texts: Why objects reflected in the mirror are darker than original, as they were not receiving light

texts:
The curtains are dark in the mirror image, as they were the original object but not receiving the light of a point lamp that i used nodes to define color and strength (blackbody and ies texture). The mirror shader i got from one answer here to "realistic mirror", but the result is the same when I use a simple glossy bdsf, GGX (or others), white (RGB=0.8,0.8,0.8), roughness=0.000.
The other problem is that the translucent light that comes from  the window is different too...using "realistic mirror" it is brighter, and the simple glossy it becomes green! (I'm using cycles, an HDRI map for world and a point lamp)


texts: Blender script import model and render it

texts:
I know python well, but I'm not familiar with blender.

Is it possible to use the blender API to do this?

Setup:  Create a scene in which the the lights and cameras are pre-arranged.

Run a python script which:

Imports a model (fbx or obj).
Renders from each camera and saves output to a .png file.
Returns to step 1 until all models have been rendered.


texts: Detect drag and dropped files from python?

texts:
I want to write a python script which downloads images which are drag and dropped into blender from a browser. However, I don't know if this is even possible.

Is it possible to get the following in python?

When an image is dropped into the image editor.
The location (URL) from the dropped file.

And then create an image datablock from the stored image data?

Is this possible?


texts: How to find back-faces and delete them with python?

texts: Is there a python code to find and delete back-faces? As a way to do "back-face culling".


texts:
I rigged a fairly low poly model and when bending the joints this happens. Ctrl + J  is not connecting anything.

I am fairly new to Blender.


texts:
I am learning blender and can't understand why edge loops "get broken" (May be a specific name for it).

Taking the picture below as example:

When I try to create an edge loops it stops on the top of the front face (marked edges).

I don't understand what make edge loops not being possible to be continued. I mean I expect the edgle loop to go all the way like the line I draw in red.

I could understand if there are n-gons or double vertices, but what's wrong in the mes below?

Just for info, the left object is just the "preview" of an array modifier used on the right object.


texts: Set transform of a child object to an arbitrary point using a script

texts:
I've been working on a script to assign transforms to child objects, such that the transforms will be transferred to Unity ( relative to the origin set in Blender, along with their rotation ) when using the experimental .fbx options. After another user kindly shared a very helpful script with me, I refactored it to match my requirements. Below is the script.
import bpy
import math
from mathutils import Quaternion

context = bpy.context

bpy.ops.object.mode_set()
baseRotation = Quaternion()
for someObject in context.selected_objects:
    polygonsLength = len( someObject.data.polygons )
    if polygonsLength < 1:
        continue

print(someObject)
objectData = someObject.data
objectWorldMatrix = someObject.matrix_world
objectWorldMatrixInverted = objectWorldMatrix.inverted()

polygonsAverage = [0.0, 0.0, 0.0]
for everyPolygon in someObject.data.polygons:
    for i in range(3):
        polygonsAverage[i] += everyPolygon.center[i]
for i in range(3):
    polygonsAverage[i] /= polygonsLength

smallestDistanceBetweenCenters = 1000000000
closestPolygonToCenter = someObject.data.polygons[0]
for everyPolygon in someObject.data.polygons:
    distanceToAveragePoint = math.sqrt(
        pow( polygonsAverage[0] - everyPolygon.center[0], 2) +
        pow( polygonsAverage[1] - everyPolygon.center[1], 2) +
        pow( polygonsAverage[2] - everyPolygon.center[2], 2) )
    if distanceToAveragePoint < smallestDistanceBetweenCenters:
        smallestDistanceBetweenCenters = distanceToAveragePoint
        closestPolygonToCenter = everyPolygon
print(closestPolygonToCenter.center)

somePolygonInObject = closestPolygonToCenter

somePolygonCenter = objectWorldMatrix @ somePolygonInObject.center
somePolygonNormal = objectWorldMatrix @ somePolygonInObject.normal

rotationDifference = baseRotation.rotation_difference(somePolygonNormal.to_track_quat())
rotationDifferenceMatrix = rotationDifference.to_matrix().to_4x4()
rotationDifferenceMatrix.translation = somePolygonCenter
objectData.transform(objectWorldMatrixInverted @ rotationDifferenceMatrix.inverted())
someObject.matrix_world = rotationDifferenceMatrix

The script finds the mean of the object's constituent polygons' centers, and then picks the center of the closest polygon as the overall object's center. This worked reasonably well, however when checking the resultant transform center, it at times was not within the object or not close to the object's center, as the chosen polygon's center was not inside the object. Image below.

I would like to adjust this script to be able to assign purely the mean center of the polygons as the object center, provided that this mean center is within a  constituent polygon, relative to the origin. In thinking about this, it seems to me that the most reliable approach to checking for this would be some kind of raycasting from the origin to the mean center, and ensuring that one of the polygons collides with this ray, though I'm not sure if there may be a better / simpler approach to this.
How could I perform such a check, and how would I then assign the actual mean transform (which is currently being stored as a simple 3-element array) to the object's transform?
Any help would be greatly appreciated! :)


texts: Where did my material / texture buttons go?

texts:
Something happened when editing a Blender scene that caused me to lose the whole texture properties window and most of the materials window as well. They all appear as normal when starting a new file, but for this file they seem to be permanently gone.

This is what the window looks like now:


texts: Unexplained Redish Tint on Transparent Texture in EEVEE

texts:
I have a transparent plane with an also transparent texture on it. My problem is that from certain angles, a reddish tint appears on the edge of the texture, and I cannot explain how it got there. Can anyone help me explain what it is and how to get rid of it?

I put every relevant information onto this screenshot:


texts: How to convert ZBRUSH .ZBP to a .jpeg or .png that I can use in blender sculping

texts:
I bought a $20 texture scale alpha for my dinosaur modelling https://www.artstation.com/marketplace/p/mjq6/28-custom-brushes-for-zbrush-2018?utm_source=artstation&utm_medium=referral&utm_campaign=homepage&utm_term=marketplace
and it's only zbrush compatible. The owner is not responding for a refund. It has .ZBP file extension and I simply want to convert it to .png or .jpeg so I can use it as a stencil in blender sculpting.


texts: Remove strange vertex after boolean modifier

texts: The first picture is a curve mesh after boolean with a mesh.The second picture is the result after smooth vertices.How can I remove the strange vertex generated by boolean modifier ?


texts:
I want to make a touchscreen application in the blender game engine.

it's basically an information kiosk type application

Does anyone know of any addons that can detect touch events?

I think I can get by for now with Mouse events, as it's a single touch application.

But any advice or would be appreciated.


texts:
I have attach 2 images of what I'm trying to achieve...

I would like to know how to do this stuff by nodes or by random faces selection... I tried inset faces and rotate some vertice but that doesn't seem to work...


texts: How to cut holes in the back of a curved surface whilst retaining smoothness?

texts: I'm trying to model a desk lamp and I am having difficulty in cutting holes in the back of the mesh. How can I replicate this in this photo?


texts: How can I scale a subsection of a mesh created with the screw modifier?

texts:
I've created a mesh that somewhat resembles a phone cord by following this tutorial.  Now I want to modify a subsection of the structure.  Specifically, I would like to scale down the "diameter" of the structure somewhere in the middle.

Is there any way to do this besides creating separate meshes for each of the differently-sized subsections?


texts: Should all parts of a physical object be modelled as a single Blender object?

texts:
I have some experience with 3D parametric CAD (e.g. Solidworks, Autodek Inventor). So far, I have watched the official Blender tutorials 3 times and read a complete book about Blender. I am wondering if I will need to undergo a paradigm shift to successfully model in Blender.
Suppose I am drawing a wooden stool. In parametric CAD, I would design a leg (1 object) with a hole that fits a screw, make the seat (another object) with 4 holes for the 4 leg screws, and make a screw (yet another object). Then in the final assembly, I will assemble 4 legs and the seat by putting in 4 screws. Drawing finished.
What is the process in Blender? Do Blender users make only one object called "Stool" and model the shape of the stool without regard for the components of the object (e.g. legs, screws, seat)? What if the screws are important (e.g. I need to be able to accurately take the stool apart)?


texts:
i'm trying to use Blender 2.83 in my laptop but i have the classic problem " a graphics card and driver with support for OpenGl 3.3 or higher" but i have a GT 540M that supposedly is OpenGL 4.6, i have already try to run Blender with "Nvidia high perfomance"  but i think that blender is ignoring my Graphics card and is using the integrated intel chipset family

this are my specs:
Intel I7 2.00GHZ
6 GB RAM
Windows 7 64-bit
Nvidia GT 540M

I really hope for a solution i've been using blender 2.8 at work and is amazing


texts:
I want to make data-driven facial animation based on FACS (Facial Action Coding System). I know that you can set a Shape Key to for example create a smile, however, as far as I understand, the model changes in a linear fashion from base model to the morph target. The deformation of a human face however happens in a non-linear fashion. Some wrinkles of a smile only appear when you stretch your mouth to the maximum. It would be weird that wrinkles already slightly appear when the Shape Key value is 0.1.

One way to create this effect is by setting key frames, but then it becomes an animation. My data, however, comes from facial motion capture. I still want to be able to export the model to e.g. Unity 3D, where I assign a value between 0 and 1 to every shape key for the desired facial expression.

Is there a way to have 1 Shape Key to have 2 or more target morphs? E.g. between values 0.0-0.2 it targets morph 1, between 0.2-0.7 morph 2, and between 0.7-1.0 morph 3. Or another way to achieve the above described effect without animation (that can be exported)?


texts: Compositor. How to join two composite nodes?

texts:
I'm rather a bit new to the whole node editor and have set up two node sets. One for a glow and one for a focus. I want to combine the two, here they are:

You see the two composite nodes? I want to make those into one whole composition so it renders the glow AND defocus, not one or the other. Thanks!


texts: Make particles start their animations when they're emitted using Animation Nodes?

texts:
I've asked at least a dozen questions on this same problem I've had, and pretty much managed to filter out every singe idea to solve it, now I'm 100% certain AN is the only option.

As I've already inquired about this issue, I'll paste parts of my older questions here to clarify what my issue is, so:

  I'm using an instantiated collection(!) with 4 meshes in it as
  particles, each of them with shapekey animations. The problem is that
  all of them play at the same time. I'd like each particle to start
  it's own animation when it's emitted, and not based on the timeline.

  Example: Let's say I modeled a piece of popcorn and have base shapekey
  as just the corn seed, and another shapekey as the actual popcorn
  itself. Now when I make a popcorn machine, I want each emitted popcorn
  to start as a seed when it's "emitted", and turn into an actual
  popcorn after however many frames it's born. With the default
  particle system, all popcorn would pop at the exact same time, meaning
  some would be emitted already popped, which makes no sense.

Now, I actually found the perfect video tutorial for this, it shows the solution to this exact problem, but it's for an older version of AN, and some particle related nodes have been removed, naturally. The nodes in particular that are needed that have been removed are the "get particles" node, the "particle list info" node, the "object list" node and the "float list" node.

You can see the full node tree here: (source) (I've also highlighted the missing nodes)

Now, what I actually need help with is to find a way to make this work for the latest version of AN, which is I think 2.1.6, in addition to make this also work with a collection of objects as the particle instance, because in the tutorial, only a single object is used. I'd like to know how to substitute those removed nodes, or, if you're really proficient with AN, maybe you can figure out a better way to do this, as I must say, this node tree is pretty nuts, and I really don't know how to use AN at all tbh. Either way, I'd be very grateful for help!

Thanks!


texts: How to edit the transparency of the grease pencil stroke?

texts:
In my viewport, there is a stroke drawn lightly by the tablet pressure.
However, the transparency of the material assigned to the stroke is 1, so it is a fairly dark color.
Since the cause of this problem is the pressure applied to the stroke, not the set value of the material, I want to adjust the transparency by editing the properties of the stroke.
Q: How to access the transparency properties of already drawn strokes without touching the material?


texts:
Still not looking fine with 2.8.

What i have tried so far -

I have 2.79 b version installed and when i installed the new version 2.8 it over lapped. Then i reinstalled again the older version.
I created a folder in c:\Program files\ Blender foundation (Name 2.8) and installed 2.8 in the that path but still it over lapped the previous version.
I created a folder in D: drive (Name 2.8) installed 2.8 in the that path but still it over lapped the previous version.

I can download the zip file and use but i want to install dual version. Any suggesition how to install.


texts: I made a physics simulation in the Blender Game engine. Is there a way to somehow render it as an animation as I normally would with keyframes in Blender internal engine? Or is there a way to convert the positions and rotations of the objects to keyframes?


texts: Accessing the key_modifier property for a key binding

texts:
I would like to have multiply key bindings call the same operator. It would look something like:

type = 'ONE', key_modifier = 'W'
type = 'ONE', key_modifier = 'F'
type = 'ONE', key_modifier = 'Q'
type = 'TWO', key_modifier = 'W'
type = 'TWO', key_modifier = 'F'
type = 'TWO', key_modifier = 'Q'

and so on. I don't want to make a separate operator for each binding but the event type that is passed to invoke does not have a key_modifier property. Is there a way to access the key_modifier property somehow?

Thanks,

Denis


texts: How to find name of a nodes type to create with python

texts:
I would like to create a ColorRamp node, but I don't know how it is called internally.
import bpy

selection = bpy.context.object
currentMaterial = selection.active_material
currentMaterial.use_nodes = True
nodes = currentMaterial.node_tree.nodes
colorRamp = nodes.new(type = 'ShaderNodeColorRamp')

The 'ShaderNodeColorRamp' does not work, the string is wrong, how do I find it's correct name out?

When creating the node via the search menu, the info area only say:
bpy.ops.node.add_search(node_item='69')


texts: Problem with fluid simulation, cannot generate fluids through pipe

texts: I have set up the scene and assigned inflow, domain and obstacle(pipe volume as a shell) and liquid not generating after complete bake


texts: How to disable reference images projection on top of all objects when rendering (blender render)?

texts:
im pretty new to blender and modelling stuff but i do have a problem here which i cant solve and didnt find anyone with the same problem (maybe its too basic).

Whenever i render my scene it looks like the reference images i used in the past are projected on top of all of my objects in the scene. Those reference images are not used anymore and i removed them from all planes and "Background Images".
Here is how it looks like:

In that image i disabled the model itself just to be sure that it has nothing to do with it and created a new cube. But the outcome is the same.
Am i missing something that obvious here?

EDIT: Here is the link to my .blend file (i know the texture in it is nothing special...xD). I hope it has everything it needs. I packed the textures which i used previously as example.
To reproduce the issue you just need to switch to rendered mode (shift+z).

Blend File


texts: Hide Objects(Collection) used as an particle from render in Blender 2.8 EEVEE

texts:
I am trying to hide the Object collection that I am using as particles, But when i uncheck that camera icon to not render the collection then the particles are also not rendering.
As you can see in this Fig:(Before uncheck camera icon)

Now after un-checking


texts:
Is there any possibility to create a Cycles Material of a 3D-gradient, to get a Lab color sphere like this?:

So if I place different objects of the same Material they get the color depending on where they are placed? I already got a regular gradient with this effect.

But how can I combine it with two other gradients? (blue to yellow from front to back and white to black from top to bottom)


texts: How to deform the outer part of a torus along one axis?

texts:
Thanks so much to those who answered my original question, but I don't think I was clear enough about what I was needing.  So here's a (hopefully) clearer explanation:
So here's a standard (high res) torus, can see the specs on the pic:

And so I want to scale it wider by 30% just with the default scaler, like this:

However I don't want the inner circle (the hole) to be scaled, just the outer diameter.  The result should look something like this (except with all rounded surfaces):

And with a constant Z height at the highest and lowest points of the curve, so the side (X/Y) view should look like this:

I made this which is closest I can get, by beveling the corners of a cubic shape, but the top and bottom planes are still flat.  I need it rounded.  I want it so that if you were cutting the shape radially you'd get a perfect oval cross-section shape.

Hopefully this is clear.  This should be an easy shape to make by an experienced Blender user but I just started playing with it not long ago.
Thanks again!


texts: Samples has changed to path tracing tile

texts: Hi when I was rendering earlier I set my samples to 150 and then in the top bar of the render pane it would show samples 150. Then I reset my user interface and when I render, I still have the samples set to 150 but at the top it now says Path Tracing Tile and it's increased the samples to 240, this has made it so that now my image is rendered in 2 minutes whereas before it was rendering in 1 minute.


texts: Nearby objects won't move independently?

texts:
I created a thick glass bottle and duplicated the interior faces to make a new object to create the liquid inside.

I went in the edit mode, selected the faces I wanted to copy and duplicated them with ShiftD. Then I pressed P to  separate the duplicated faces.

Now I try to make a duplicate of that liquid to make it flow out of the bottle, and I simply need the duplicate of one face of it. So I go to edit mode and do as I did to make the liquid from the bottle faces... but as soon as I'm back to the object mode and I want to move the duplicated faces, every thing moves with it...

I played around and tried things, and while doing so I realized that if I dupe the liquid object in object mode using ShiftD and press 0 to place it where the original is, they move together if I duplicate it and place it somewhere else so that they are separated.

Also if I pick one of the two separated objects and make it intersect with the other one, release my left mouse button to place it there, and then try to move it again, they both move together, but not at the same speed.

I really don't understand what is going on and I'm sure it's really badly explained, so what I'll do is make a screen capture of my Outliner and record the behavior of the objects and upload those to help you understand.


texts: Why doesn't my script work on all of the vertices of a mesh?

texts:
So, I wrote this script to read UVs from a mesh and use the values to position the actual vertices on the same coordinates, but in 3D space, here's the script:

import bpy
import bmesh
from mathutils import Vector

obj = bpy.context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify() #get the uv layer
bm.faces.layers.tex.verify() #get the faces inside the uv map

for f in bm.faces: #for each face get the value of X and Y and transfer it to the 3D vertices
    for l in f.loops:
        luv = l[uv_layer]
        if luv.select:
            l.vert.co.xz = (luv.uv*200)-Vector((100,100))
            l.vert.co.y = 0

bmesh.update_edit_mesh(me) #update the mesh

It works fine, but it only works in a portion of the mesh, not it's entirety, and I don't know why, can someone shed a light on this subject?


texts: Isolate or hide specific parts of an object in edit mode

texts:
I am just modeling an Audi R8 in Blender. I've already modeled more than half of the car.
I've also modeled the front and now I want to model the back. But this is a bit difficult because when I am in the "Back" View I see all the stuff I modeled on the front.

So is there a way to blend out separate parts of an object in edit mode?


texts: iTaSC solver in "simulation mode" - Fine in viewport but false in renders

texts:
To avoid IK flipping problems I use the iTaSC solver in "simulation mode".
When I set the iTaSC IK solver in "simulation mode", the simulation is running very well in the viewport : my bones are moving as predicted by the "simulation mode".
But when I render, bones positions are not following the "simulation mode" bones positions. The problem appears with Eevee and Cycles. Seems like rendering does not take the iTaSC simulation parameters into account for the IK simulation?
No problems with the standard IK solver or the iTaSC solver in "animation mode".
Any solution ?


texts:
I want to know how to fix rotation to simulate a (kind of) robotic arm, this way:

I have this mesh

I try to use bones to move using the cylinders as pivots to move it like this

Where "PIVOT" will be the handle to move all the parts

There is for cubes with two holes, and three cylinders, 7 meshes in total, and the bones.

But I only get this:

I don't know how to respect the rotation around the cylinders as pivot for the cubes and move that cylinders on the Z axis, to create a "robotic arm" movement.


texts:
I work at an addon that works with external icons. When I run the script from within Blender then all is fine. When I make it an add-on, and install it, and try to activate it, then I get an error:

  AttributeError: '_RestrictContext' object has no attribute 'space_data'

The vital code part that throws the error is:

script_path = bpy.context.space_data.text.filepath

Why does it work when i run it inside Blender, and not as an addon?

The problem reduced to one icon button:

import bpy
import os
import bpy.utils.previews

bl_info = {
    "name": "Icon problem as addon",
    "author": "X",
    "version": (1, 0, 0),
    "blender": (2, 76, 0),
    "location": "",
    "description": "Test",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "User Interface"}

# ¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸

def addon_button(self, context):
    layout = self.layout

    global custom_icons

    row = layout.row(align=True)
    row.operator("object.mode_set", text="", icon_value = custom_icons["icon_not_available"].icon_id).mode = 'OBJECT'

# global variable to store icons in
custom_icons = None

def register():

    bpy.types.VIEW3D_HT_header.prepend(addon_button) # Here we add our button in front of the View 3D header.

    # Our external Icons
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "icons")

    custom_icons.load("icon_not_available", os.path.join(icons_dir, "NOT_AVAILABLE.png"), 'IMAGE')

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)

# This allows you to run the script directly from blenders text editor
# to test the addon without having to install it.

if __name__ == "__main__":
    register()


texts:
So I created this basic material. I used a random image to do some displacement effect :

When I export my cube and open the .mtl generated, I don't see any image inside my .mtl :

# Blender MTL File: 'None'
# Material Count: 1

newmtl Material
Ns 323.999994
Ka 5.000000 5.000000 5.000000
Kd 0.019458 0.800000 0.006406
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 3

How can I fix this ?
Thank you


texts: How to multiply vector by scalar in material nodes?

texts:
I'd like to do arbitrary vector math with the camera position, shading point, and possibly other points. As a test case (blend file), suppose I want to make a shader that will draw a simple gradient based on distance from the shading point to the camera in one of two ways.

The two methods of getting the desired distance are:

"Camera Data.View Distance" as the control.
Computing the length of a vector equal to the unit vector given by "Camera Data.View Vector" multiplied by the scalar "Camera Data.View Distance". This is the issue.

The node setup looks like this:

What can I put in the "Vec * Scalar?" frame so that the material will look the same no matter how the "Selector" Mix Shader Factor is set?


texts: Why does a cross effect in the Video Sequence Editor overwrite a multiply effect?

texts:
I have a problem in the VSE.

I would like to have some nice dark corners in movie so I added a white image with black corners and then added a multiply effect.

It works, but when I add 'fade to black' to that by crossing video with black colour, just before the crossing my dark corners disappear. Multiply stops as cross begins.

Why does this happen?


texts: Transparent material from 2.79 is solid in 2.82

texts: I just switched from 2.79 to 2.82 and I face 2 problems. In 2.79 I could simply select a material to be transparent and set the parameters (alpha etc.). I do not find these options in the 2.82 materials menu. Are they gone? Even worse: When I import old files from 2.79 formerly transparent materials are now solid. Do I have to switch back to the old version? I only need simple transparency, no imported images or more complex stuff.


texts:
I hear people say everything has fresnel which means the smaller the angle is that you look at an object, the less reflective it is.

I was wondering if this applies to mirrors.


texts:
I have just started with Blender and normally I would dig into the manual first (so far I have done little more than do the ginger bread man tutorial). But this month I have to do an assignment for which I want to see the forces acting inside a model under a static load (a hook with a coat hanging on it) and I was wondering if I could do this with Blender.

I have briefly looked through the physics section of the manual. I don't quite understand all of it yet, but what I gathered so far is that weight is not physical weight but the number of vertices (so in a way the complexity of the model), particles aren't physical particles and physics only works for fluids. Is that correct?
And the static physics section doesn't seem to cover it either.


texts:
I made a png file in Photoshop that only has R/G/B/A channel like this:

Then I'm going to use this as my texture in Blender in shader editor:

The final result is like this all black, where the text should've been in the red area,because I only unwrapped the center face

Why is mesh all black, even the left corner dots that represents all the rest faces, are black, the area in the texture is transparent, did blender treat transparent area as Black? The Png image doesn't have Alpha channel, only R/G/B, can some one help me to understand。
Edit:This is my original image,with only R/G/B channel, no Alpha channel, you can check how it looks in Photoshop from above checkerboard screen shot, the background is transparent, though no Alpha channel, no 4Th channel, it 's transparent and I suppose the RGB for the transparent is NULL, I'm not sure if transparent pixel can be R:null,G:null,B:null, if you know what I mean, it is common to control by using Alpha channel, but Photoshop can save transparent as NO RGB VALUE


texts:
I'm simply trying to UV wrap a sphere to add a texture onto it. However, whenever I press U, rather than prompting which UV settings I want Make single user pops up, which is very frustrating.
I've looked in the user preferences and found nothing. I've been using Blender for a while now but not very much on my current computer, so maybe something's changed. I'm using Cycles (of course) - I would appreciate if someone can tell me what I need to do.


texts:
Hello I'm quite new in blender.

I've been working on converting obj sequence to alembic format by using blender.

I've used 'Stop Motion Add-on' and 'obj sequence as shape keys' , but it seems like it's not helpful to export objs as abc format.

I have different obj files per frame. And unfortunately each has different number of vertice. Because of this reason, I guess those add-ons are not suitable on what I am doing.

Any suggestions ???

I've just tried 'ShrinkWarp Modifier' to make the objs as shape keys. It works however I am not satisfied with the mesh made from this modifier...


texts: How to make physical simulation of unmixable fluids (like oil and water) in any container

texts: I wish to make an animation of pouring water over oil or vice versa. In physical simulation, how do I make oil thicker than water and make both liquids behave realistically when stirred and left to settle?


texts: How can I see my nvidia quadro 6000 in 2.80, 2.81 CUDA?

texts:
I bought my computer two years ago.
In 2.79 or earlier I can see my quadro 6000 listed in the CUDA settings but now, starting with 2.80 I cannot see it.
Is there any way to fix this problem? I am using Windows 10 and I already updated my driver, but still, no change.

Thank you!


texts: Unable to align extruded text to grid bottom

texts:
So I am busy modelling a simple keyring I would like to 3D Print. I add text (Each letter is a separate text object so I can extrude them to different "heights") so that the text alternates one high, one low:

The Issue I am having is that the characters are not all aligned at the bottom, and I need to print the bottom of all characters as a single layer on the 3d Printer. They need to all be aligned on the yellow line basically:

What would be the easiest way to align all the characters to the bottom of the grid so that the bottom layer will be one layer for all characters when 3D Printing?


texts: How can I use the Displace Modifier in a way that allows me to raise an artwork at one spot and recess it on another?

texts:
I am really in a tough spot here.

In the image below I want to add 5 addons that a company offers; all on the same panel:

Area1: I need it to be raised, embossed and a bit shiny according to the artwork, I need bump.

Area2: I need this in gold foil and area 3 on silver foil.

Area4: I need it debossed and shiny, I need recession according to the artwork at that place.

Area5: I need SPOT UV over there which is the same thing as embossing an artwork but its just not raised as much as embossing, slightly less.

I am able to recreate all these techniques individually and I have so far done it very well. But when I do that on the same panel I get too much geometry because I have to subdivide the mesh many times.

When I apply a displace modifier which does the job perfectly. I have it on the whole plane and I dont have control over embossing or debossing two different areas; I can only deboss the plane as a whole or emboss it.

The artworks are complicated and have a lot of curves and places where its either recessed or raised according to the maps I've created. I have been looking for a solution for quite some time and I found two time consuming ones:

1) Modeling everything and then just placing it on the plane. The part I think I can't model is where embossing or debossing is. Which doesn't actually solve the problem.

2) Subdividing a plane several times until the viewport lags. Selecting the part where I want something debossed or embossed. Separately selecting it as an object and applying a displace mod, keeping it at the same location; once its debossed; ctrl+j after applying mod. Readjusting everything. Which is the only solution I have found.

I want to know if there is another solution especially if its through the displace mod. If the solution I have found is the only one then I will have to shift to another software.

Please help.


texts: How to animate slices through geometry with a different interior and skin? (e.g. like slicing a watermelon)

texts:
I'd like to animate slicing through a object with a skin and interior. A simple example would be animating taking thin slices from a watermelon similar this:

While this is relatively easy when using simple geometry, it still required a lot of setup. This animation was built using boolean modifiers. There is a sphere for the exterior skin, a sphere for the interior, and two cubes used to create the slices by boolean intersections with the spheres. The sphere for the skin is slightly larger than the interior sphere. The cube for the skin is slightly offset from the cube for the interior. The setup is shown below,

This approach does not scale well when using more complex geometry or when using lots of objects.

I would like to scale this effect to include dozens or hundreds of objects.

Is there a simpler way to create and animate objects with skins and different interiors?

The blend file:


texts: UV unwrap or geometry issue (cylindrical object)

texts:
I have created a mason jar object, and I am primarily having issues unwrapping the lid part of the mesh:

When attempting to unwrap properly and avoid an overhead projection type mythology that requires placing the rings in a separate location in the UV space, I am not sure how to reconcile the result of the unwrap.

I want to avoid a lengthy manual process of manually moving around vertices in the UV space to achieve a good result.

Using the unwrap methodology above yields seams when brought into Substance Painter and having materials applied.

I am also trying to unwrap the entire object onto one UV image and even at 2k, the results seem fairly low resolution.  I have made sure transformations were applied to the object prior to unwrap, so the relative size of different parts of the UV shouldn't be the issue.

My goal is to have a fairly clean unwrap that allows for as few seams as possible and a maximize usage of the UV space in a 2k image.

Is there a better way to mark the seams?

Is my overall geometry unsound for efficient UV unwrapping and maximizing use of space?

Also, the interior faces may be important as I plan on applying alpha transparency to the materials applied to the lid and jar of the object.

I have attached the blend file if anybody was interested in taking a look and pointing me in the right direction.

I plan to use the model in the Unity environment.

Thanks!


texts: Particle children "simple" stop showing on certain frame

texts:
I'm simulating particles with boolean object as the emitter and icosphere as particle.

Adding simple children was fine, but when it hits a certain frame (43 to be exact), the children just gone on display and in render.

Tried several things that I thought could've been the quirk, like;

changing numbers of particles,
moving the boolean mesh so it won't completely disappear
deleting cache manually

Anything I should tweak? Or is there a workaround?

Thanks in advance


texts: Animate Glass BSDF Index of Refraction over Time?

texts: Is there a way to animate the index of refraction of a glass material so that it will change from say 1.1 at frame 10 to 1.8 at frame 30?


texts: Armature object disappears when rendering

texts:
Everything is visible in the render viewport, but when I render the image my model disappears. I saw that this can happen when an armature is parented to it, but I dont know how to fix it. Feels like Ive tried everything.
Heres the blend file.
https://www.dropbox.com/s/mj9044td6viq7z6/RoyalSkiesLLC-RoyalRig-Female2.9.blend1?dl=0
Thank you in advanced!


texts: Edit and Prepare Models from Photogrammetry for Print using Blender

texts: I created a photogrammetry rig and was able to generate a model using a program called 3D Zephyr. I can export it in .obj, .fbx, etc and open the model in Blender, but not much more than that. I'm looking for basic tutorials on how to apply the texture file I have to the model and remove minor blotches from the scan. So far I can find general tutorials, but nothing specific that shows me what I'm trying to do. Does anyone know of any tutorials free or paid that can help me?


texts: Circular / Shape indentation onto curved surface?

texts:
I'm currently trying to teach myself blender for video game modelling by creating a Nuka Cola bottle from Fallout 4, only I've run into a a bit of a problem. I'm trying to create the circular indentation on the front of the bottle where the Nuka Cola label will go.

After watching a video on cutting holes into curved surfaces, my attempts have somewhat worked... but not well. Does anyone have a good method for producing shaped (not just circular) indentations on the front of the bottle? I'd like to move onto creating the other bottles too (such as Cherry which has a different shape sticker & indentation).

-

-

As you can see in Fig-2, there's a slight indentation behind the label of each bottle. I'm looking to create the Nuka Cherry bottle after this.
I'd also like to ask anyone else who produces models for video-games if the triangles in Fig-3 are an issue? that was the best way I could align them with my current knowledge and the lighting seems to be fine when rendered.

Thanks!


texts: How to combine two curves for a camera animation

texts:
I am working on a math-art animation in which a complicated object is changing and growing in the center of the scene. I want to animate the camera to follow a log spiral path that I've used a mirror modifier on to create a closed path that spirals out then back towards the object.

I'm using ADD:Curve:Curve Spirals:Logarithmic, then a mirror modifier. That works: I get what appears to be a single closed curve (it selects and shows in object and edit mode as one curve). But when I set up the camera to track on this curve the camera tracks correctly to the point where the original spiral connects to its mirror image, ignores the mirrored part, and jumps back in to the beginning of the original unmodified curve.I did the modifier part before any of the camera tracking part.

I'd like to know how to fix this manually for now, though ultimately I will add this piece to my python script that does most of the work in this project.

I've added some screen shots in both object mode and edit mode. In object mode the whole thing selects as one object but going into edit mode only the original spiral is highlighted and I can't seem to affect the mirrored half. Going into the object's curve tab Geometry panel I noticed that setting the bevel depth to non-zero bevels the whole thing. Thought this might be a clue to someone, though it just adds to my confusion.


texts: Issue: EEVEE unexpected long initialization time while rendering

texts:
I am rendering a scene that I have been working on for days. It has not a lot of detail, just a few not complex materials. It rendered in EEVEE fine with 1.1s per frame. I just changed some animations and scaled some objects but did not edit rendering settings.
Suddenly EEVEE is taking forever to initialize the render as well as to close it and open the next frame. When it actually renders, it takes only a second to render.
Is there any way to profile the rendering process?
I would like to try to find out:
What data containers where loaded,
how long did what process take
Where there any internal errors that are not shown in console
Are there maybe sudden driver issues
I have had this problem three times now on different scenes. It happens randomly but sticks with the file no matter what I do.
My System info:
64GB Ram
2x Nvidia RTX 2070 blower edition
AMD Ryzen CPU


texts:
problem:
I want to make it looks like the cup is passing through the curtain but it seems like the curtain are attached to the cup??
I am using cloth modifier for my curtain and collision modifier for my cup.
question:
How can I prevent the cloth from the collision?


texts: Rigid object behaving differently in Object and Edit mode

texts: Hello, plese help. How to fix this issue. In edit mode it look good, but if not..


texts: Why i have 2 type of mesh with tissue addon

texts:
With the base mesh and tissue mesh 2 different mesh created. I have this setting for tissue addon

Blend File

This is the result

The red and green mark are the mesh created by the addon. How the red mark mesh created. Any suggestion or help to have a seamless shape.


texts:
I got to the point on my first image (.obj) on Blender where I'm ready to render.
However while the correct colours are showing in the 3D window, it's only rendering in grey. I've been through a few forums but can't seem to find anything that fixes the issue.


texts: When I'm trying to upload photos in Blender-General using Import in File, its not working. The square outline of the image is coming but not the actual picture itself so i end up with a blank rectangle. Can anybody tell me if there is any way to fix this?


texts: Why the dimension and edge length numbers does not tally when scaling objects?

texts:
I created a plane and set its dimensions to 32m x 4.5m. When using the edge length measurement tool, it shows 1m for every edge in the viewport.

Q: Why it doesn't display 32m x 4.5m in the viewport?


texts: Colours from imported MP4 screencast video look dull in Blender

texts:
I recently recorded a short tutorial video (not for Blender) using TechSmith SnagIt 11 and wanted to edit and render it in Blender. This works fine except for one thing: After having imported the video into the VSE the colours all look really dull: for instance, what was originally pure white is now #C9C9C9... It's also not just a display issue - it also looks like this when I render the video out again. It does look fine when playing back the original video in VLC.
Here's part of an original frame from source video (left) and (approximately) the same frame as it appears inside Blender 2.79 and after render (right):

Any ideas what could be going on here and how best to fix it (ideally without having to rerecord the original video)?
In case it helps, this is the codec information reported by VLC for the original video:

Type: Video
Codec: H264 - MPEG-4 AVC (part 10) (avc1)
Resolution: 1280x738
Display resolution: 1280x720
Frame rate: 8.043657
Decoded format: Planar 4:2:0 YUV


texts:
I am working on flag which i am going to use in my game
I am stuck on the animation part. I can't get the animation to be seamless
I have seen many tutorials but i can't follow
I need a detailed tutorial on it with pictures (if possible)

P.S: Please keep in mind, i am new to Blender


texts: How do I make particles like the "flashing" ones in this YouTube video?

texts:
I just want to know how to create this flashing effect. Specifically the lighting effect on the minecraft character's eyes. See an example at 0:14 in:

https://www.youtube.com/watch?v=D_Ru7khHSdM


texts: Rigging character, mesh not following bones

texts:
I'm following this tutorial trying to rig my character https://www.youtube.com/watch?v=qDlJx3J5HX0&ab_channel=KeelanJon but when I switch to pose mode the mesh won't follow the rig when I try to rotate or move it (I have parented the mesh with the rig using automatic weights). It's my first time rigging an character and I don't know what I'm doing wrong.
Thank you!
https://drive.google.com/file/d/1Yh7wemHduiglJRc_UBuAtwaXgKNjEolV/view?usp=sharing


texts: In BGE is there a way to apply gravity to the inside of a sphere

texts:
I'm building a game that has a level where a character walks on the inside of a sphere. Like a bubble, but all the objects in the sphere are pulled towards the outer edge. Gravity is strongest at the walls of the sphere, but are 0 at the center of the sphere. So the player will  float as in space if they jumped too high.

So, the question is how can I set the gravity inside a sphere so that the maximum gravity is exerted on the outer wlls and null at it center?


texts: IK control bone not rotating linked bone when behind it

texts:
I have an IK controller bone. It works quite well behind its rest position, moving and rotating both the linked bones. However, when I move the IK controller bone in front of the body, it only rotates the top bone, without modifying the bottom one.

Link to my .blend file is here.


texts: Trackpad behaviour - acting like mouse (OS X Macbook)

texts:
Previously, using a trackpad with Blender on a Macbook was surprisingly easy and natural: Two-finger scrolling would smoothly rotate the view, pinching would zoom, and scrolling through controls was smooth also.

Recently, however, I have discovered that the trackpad seems to be acting like a mouse: scrolling zooms, multi-touch gestures aren't recognized, and scrolling scrolls in increments, like it does when using an old mouse-wheel.

Nosing around in the input preferences, I found that disabling the first two Scroll Up and Scroll Down controls under View2D Buttons List disables scrolling altogether, but content still moves from trackpad's inertia (without snapping to intervals, like desired). Also, disabling the last two Zoom View controls under 3D View > 3D View (Global) does the same thing. I.e., two-finger swiping in the 3D view does nothing, but inertia from the gesture rotates the 3D view like desired.

How can I restore the old trackpad behavior? It seems like Blender is not realizing I am using a trackpad, but it is treating it like a mouse.


texts: How do I rotate a group of objects around their respective centers?

texts: This question asks about rotating a group of objects around a common center. I want to rotate a group of objects around their respective centers, is that possible?


texts: 2.8 - suddenly lost my 3d view orange object selection outlines in one file... can still select, but no indication of selected object. Is there some setting I can check?


texts: How to join two objects with curvy conjunctions

texts:
Here is what I am trying to make.
In the picture, Kirby's arms are connected to the body, but the connected areas are very smooth.

I am trying to do the same to the joining area in the red circle.
Using union boolean cant make the smaller sphere move around like the first gif as it makes two objects into one
How can I unify those two spheres with round curvy conjoining areas + allow them to move around like the first gif?
THank you all always and let me know if you need more info! :)


texts: Is it possible to encode video with VP9 and make webM videos? If so, how? The help doesn't include either in the list of formats/codecs.


texts: How to merge two unconnected edges into a single one

texts:
There are several questions on merging connected edges and edge loops, but I can't find the simplest case where we just have two edges:

and want them to be merged like this:

I don't have a requirement on the location of the final edge, but I guess a comprehensive answer would encompass the different possibilities: merging at active edge or at mid-distance.

I know I can:

move a vertex onto the other using the snap option,
select the four vertices,
remove the two doubles.

But that's four operations. Can it be done more quickly?


texts: There's something wrong with the mesh and i can't figure out why

texts: I was trying to bake normals following blender guru's anvil tutorial but I realized That something was wrong with my mesh but It doesn't show in solid view mode It only shows in RenderView and LookDev mode. What should I do? should I remesh and sculpt again?


texts: Can I insert Python code into the scale of an object, to get a random width?

texts:
I have created this:

And I want to randomize the width of the squares, so that there are different rectangles and not only squares... Is it possible to achieve this?

I'm not good at Python but I know something about coding and I think, that you can get a random Integer, using Python.
And is it than possible to use that code to randomize the width (Scale) of the rectangles?


texts: How to import 2D/3D CAD drawing into Blender and how to convert wireframes to faces?

texts:
I'm trying to import CAD drawings into Blender. I have read and looked at some tutorials about this, but it's not working! I can use DraftSight to transform a .dwg file to .svg, but to transform a .dwg to .dxf does not work, despite that I try all kinds .dxf versions!

I have also tested some other software like IrfanView, but to be able to handle .dwg files you have to buy an extra plugin and I have also looked at Teigha which is now called ODA File Converter and it's not free anymore.

What other options are there to handle cad drawings in Blender? Are there any other better file formats? I really need to solve this because I have a client that expect me to be able to handle CAD drawings in Blender.

Is it only possible to import 2D CAD files or is it also possible to import 3D CAD files and perhaps also view them as solid object and not just view them as wireframes?

When a CAD drawing is imported into Blender, what is the best working method to transform the wireframes into faces? Should I just a use the wireframes in the background and draw new faces with the snap tool or can I convert the wireframes to faces in some other way?

Preciate some tips and guidance about this subject. Thanks!


texts: Fill a mesh of edges without adding new edges or creating non-manifold geometry

texts:
I have a large surface of non-manifold geometry that I would like to repair. I have tried deleting the faces and then using fill. This roughly works but generates new edges and recreates a lot of the original problems.

Is there any way to only generate faces where all the edges are already there and to not create a face if the edge has already been used for two faces?

I am hoping it could recreate most of the surface and I can manually fix what hasn't worked.

This is the problem. From what looks like a fairly good set of triangles, using fill produces the following mesh. Lots of missing triangles. Some strange added edges added on the cliff face and lots of edges sharing multiple faces. I've used merge by distance to try and fix it any vertex troubles but it doesn't work. Decimate recreates the on-manifold geometry. Remesh loses a lot of the original data and creates holes.

Back to the original mesh, it looks like some triangles have two faces.


texts: Using Blender to investigate the cast of shadows from an object onto a specific point in space

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I think that Blender might do what I have in mind, but I am not a Blender and Python guru, so I am looking for directions.

I need to determine if a point in space is obscured by an object, i.e. does it cast the shadow over it (there is one source of light, the sun). This has to be done for:

many different objects of different shapes but of similar size: they are fairly simple with just a few surfaces (e.g. a collection of cubes of slightly different sizes and orientations). Each is stored in one OBJ, so there are many OBJs. The analysis should be done one by one.
a collection of many points that need to be tested, each has different 3D coordinates. For each point it should be determined if a shadow is cast over it or not, so the result is binary.
for a different position of the sun (e.g. 100-200), to mimic the variable position of the sun during the day and throughout the year.

I am interested in two things: how to automate this, and is there a function in Blender that determines if a point is obscured or not.

What I have so far is shown below. For the simplicity of the approach let's assume that all points that need to be tested have the same Z coordinate (i.e. they are planar).

for each OBJ:
    +Load the OBJ
    +Place a plane at the Z value of the points to be tested
    for each position of the sun:
            +Render the image so only the plane with the extent of the shadow is visible
            (option Cast Only, and the camera is orthogonal and has a top view.)
            +Export the image
            +Import the image with an image processing library in Python
            for each point to be tested is a shadow cast over it:
                            +Find the pixel in the image that corresponds to
                            the position of the point
                            if the pixel value at that point is dark:
                                   it is obscured
                            if not:
                                   it is not obscured

Is there a better method for this? Please note that the points might have different Z coordinates, so my method is not optimal (it would require multiple planes).


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I want to create a curve with 4 points in python. So i figured that I could subdivide a primitive curve twice and delete one of the points. The code below kinda works by selecting a single point and deleting it. Well, except that by default all points are selected so this simply deletes all the points. I suppose that I can loops through all the points and handles and deselect that way. But you can deselect everything by a single mouseclick (or a single command in object mode), so isn't there a easier/more elegant way to do this?
bpy.ops.curve.primitive_bezier_curve_add(enter_editmode=False, align='WORLD')
my_curve= bpy.context.active_object

bpy.ops.object.editmode_toggle()
bpy.ops.curve.subdivide()
bpy.ops.curve.subdivide()
my_curve.data.splines[0].bezier_points[3].select_control_point = True
bpy.ops.curve.delete(type='VERT')

bpy.ops.object.editmode_toggle()


texts:
I have added some vertex paint and would like to see it in the render.

It looks simple enough on all the tutorials, except I don't have those options available; Having spent hours researching I am still lost, how can this be done?


texts: Point Light not showing in viewport or render. 2.91.0

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When I add a point light to the scene nothing changes in the viewport or render. I have tried eevee and cycles. I also upped the power and radius. I also made sure to check that the light is not hidden in either view. Lastly, sun does not work at all either. Any ideas?
Edit: I don't know if this has anything to do with it, but I just went into render viewpoint shading: rendered and everything is completely whited out but the point light still doesn't work.


texts: How to access the window width/height inside a GLSL Shader?

texts: Inside a Python script defining a GLSL shader used on the game engine, how do I access the width/height of the game window?


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Learning rigging. I have my low poly character not yet applied modifiers to it. I tried the basic Quadruped rig from rigify addon. I want to make my dog sit down in realistic way.

Rig gif
This is the rig image

I tried with the animal wolf rig, but I had no success. With the beginner how can I get a good rig pose. Any help or suggestion where I'm going wrong and what else I have to learn to make good pose.


texts:
I messed something in my model and I cannot knife cut any geometry. If I move geometry to new file, it works. So it has to be some model settings that I tweaked and now Knife Tool does not cut. It can be activated but performs no cutting action. Can you recreate the problem?
Blender v2.9
Here's the file:
https://drive.google.com/file/d/1fLXuYrUpUXPpCjo2x_W5dnvBGlACInDV/view?usp=sharing


texts: how to get rid of lines in the Displacement maps

texts: These lines keep appearing in my displacement maps... What am I doing wrong?


texts: Can I use an HDRI for reflections only, and not have its light affect the scene?

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I have my scene perfectly lit without the use of a HDRI, however I would now like to add one just so I can have some world reflections in my glossy objects. I can't seem to get the HDRI reflecting in my objects without it also adding light to the scene, though. Is there any way to use an HDRI solely for reflections, and not have its light also affect the scene? I am using Cycles.

Thanks


texts: How do I create a widget for my armature

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I made a simple door with a one-bone armature that allows it to swing plus/minus 90 degrees, and I wanted to have a widget to grab while posing it, instead of using the bone itself. Something like arrows pointing in the direction of each axis.

How would I assign such an object to the armature so that when in pose mode, I see and manipulate it instead of the bone?

I've seen UI in other rigs (Pitchipoy, etc.), but I can't tell how they're set up for this. There's a Custom Shape property in the bone panel, but it seems to replace the model for the bone itself, whereas I'm looking for a sort of proxy for that bone.