texts: Object does cast shadow, but doesn't get physically darker

texts:
I have modelled a stool, and textured it, however, when a light it shone onto the object, it casts a shadow as intended but the object itself doesn't get darker.
Here is a file with the stool I've made and the textures used:
https://drive.google.com/drive/folders/1Id3lPOutqwnDUSGzUA8RlaTLruxY6V7I?usp=sharing
And an image too:

Edit: Turns out the normal map is creating this issue, once disconnected in the node editor, the object darkens. Anyone know why this happens?


texts: How to add different materials to different parts of a texture?

texts: I'm not sure how to separate different parts of a texture into different materials. For instance, if I wanted to make the 'B' in the image below glossy, and leave the rest of the texture matte, how would I go about doing that?


texts: how to make designs on the wall which is already coloured

texts:
I am new to blender, have been learning it through online tutorials.

I'm able to make a wall, color it but I'm not able to make designs on the same wall.

Is it that we can apply only the colors to the wall and cant make designs on them? If not how to make designs on the models?


texts: Can Blender easily render a single image from 3D source files?

texts:
Very simple project:  I have a number of PNG image files, including textures, height map, normal map, and some masks.  I want to turn these into a single still image.

Before I invest time learning how to do this in Blender, I'd like to know whether Blender can even do this, and how easy it's likely to be.  I know a lot of the concepts of 3D rendering, but I've never used this kind of software before.

Is Blender likely to be a good choice for me?

Thanks in advance!


texts: How to remove rotation of non planar faces?

texts:
I have this object, it is so far no thickness.

However there are some faces where I accidentally rotated the X and/or Y axis so now there are parts standing out on the side.

Is there a way to reset these rotations, so that the whole plane will be flat?


texts: Retreiving element face number in binary .ply file

texts:
I have a binary .ply file of a model, is there a way with blender to retrieve the number (i.e. their position in the file) of the faces corresponding to a set of vertices that I select in edit mode.

The header of my .ply file is the following:

ply
format binary_big_endian 1.0
comment CREATED BY FPLY_BMSH_RX01
element vertex    1572866
property float x
property float y
property float z
element face    3145728
property list int   int vertex_index
end_header

I've tried to do that with the following script (from Getting the number of faces a certain vertex is part of):

import bpy
import bmesh

me = bpy.context.object.data

# Get a BMesh representation
bm = bmesh.new()   # create an empty BMesh
bm.from_mesh(me)   # fill it in from a Mesh

for f in bm.faces:
    for v in f.verts:
        lf = v.link_faces
        print('num faces:', len(lf), 'faces: ', lf[:])
    break

But despite the vertices I have selected I always get the same list of faces as output.


texts: How do I use world properties in blender?

texts: I am doing a lighthouse project in Blender 2.92, and for the last 3 hours, I've been trying to figure out how to access world properties like Mist, Horizon and Zenith. I can't figure out how to access Blender Cycles as I'm told that's where I can access these properties from.


texts: I need help organizing and setting up textures and shaders on my mesh, how do I know which texture map is which?

texts:
I am new to blender and texturing, basically new at everything. I have been trying to understand these concepts in a practical way. So I downloaded a head mesh and its texture maps but I really don't understand how to use each map and identifying which is which.
I tried to plug the shaders as best as I could but I still think there is something wrong.

Blender file with textures packed in
I would greatly appreciate your help!
The reason I separated the second texture map into RBG is because I read it was channel packed and I didn´t know how to use it any other way. I still don't know where to plug the other texture maps


texts: I somehow my objects got assigned to an alternate grid axis.  I am not sure how to reset it.  I want the object group to spin and rotate on the global XYZ axis gimbal.  Any help on how to reset this would be helpful.


texts: Is there a way to add a dynamic amount of points to a point counter?

texts:
What I'm trying to do is find a way to add a dynamic amount of 'points' from a timer to a point counter, for example if you finished the level with 86 seconds left, how could I add 86 points to the counter? I am currently using logic bricks to accomplish the point counter and the timer, below are screenshots of how I've set up the logic bricks for both the timer and the point counter.

  Timer Logic

  Point Counter Logic


texts: How can I prevent object(s) from casting shadows on certain object(s)?

texts:
I'm making a scene with a spaceship on Earth's orbit. I won't have it in the same scale so I need to prevent the spaceship from casting shadow on the Earth.

Ideally, the spaceship would be created from multiple objects. The Earth is composed from multiple spheres (planet, clouds, atmosphere). I also need the spaceship to be able to receieve shadows from another objects, so I can also add an astronaut floating around it.

How can I achieve such conditions? Thanks for replies.

EDIT: I also want the spaceship to cast shadows on itself.


texts: Why do my unwrapped UVs appear outside of the UV canvas?

texts:
I'm trying to texture a model from a video game, but when I use Unwrap some of the UVs appear outside of the canvas,

and are not included when I export the UV map for editing in Photoshop.

I could fix this by translating the UVs onto the canvas, but they wouldn't all fit, and I don't know how/if it is possible to resize the canvas manually.

As you could guess I am quite new to 3D modeling - any ideas on how to fix this?


texts: Removal of Program to reinstall not gone entirely

texts:
I have 2.79 and a heap of addons that do not work when they should be, Hard Ops, etc.  Also, my Alt Click on edge loops stopped working so I figured I should reinstall Blender.  All the new versions say Install 2.8 but I can't seem to install it, also, I have tried to remove 2.79 to do a new clean install, I watch Windows remove the program, then I go and remove the folders, reinstall Blender, and it is the same version I tried to remove, complete with Addons, and all.

How do I completely remove everything to do a clean install since I am clearly not doing that very well, and

How do I "Install" 2.8 when I only get an exe to start the program.  There doesn't seem to be any sort of "install" to place Hard Ops, Box Cutter, etc. in a directory for 2.8.

My apologies if these are repeated questions, I could not find anything related to them, and thank you for your assistance.


texts:
So I'm making a track for my car to ride over and I've been working with curve tilt. This weird twist shows up at the point where I merge the ends of the curve together. I already tried to remove the segment and remerge (if that's a word) it. Doesn't work.
Any ideas?

I already made it cyclic and I started tilting it but of some reason It does this even when redoing the merge. There is a full twist somewhere else on the track so that is probably a reason.


texts: Faces in solid mode suddely seem to be weidly bugged

texts:
My problem seems to be simple yet I can't really countinue this project without a solution.

I've been modeling a building. Then once I switched back from wireframe mode to solid mode and my whole mesh became so weird. Everything seems to be okay in, except that the faces look terrible. If I orbit in the viewport, they - the faces - become half-transparent in various shapes and it all seems bugged, like if I duplicated the mesh and it overlaps itself.

What should I do? I didn't apply any modifier to it except a mirror.
Thank you for the answer.


texts: Due to unknown reasons all my menus disappear, how can I bring them back?


texts: when is it necessary to have a continuous mesh over separate pieces?

texts:
Everywhere I look people say that animated models need to be one continuous mesh with quads. A lot of tutorials of people who are doing hard surface modeling via poly modeling vs sculpting often model there final object with several different pieces. Like if it was a helmet with rivets they'll model the rivets separate and just leave them on top. If you want to animated the helmet on a figures head do you have to join all of it into a solid mesh? if you do that do you re-topology it the same approach as a sculpt?

I ask in reference to a medieval great helm I'm modeling. it would be easier to model the rivets, and the cross (separate pieces that is riveted around the eyes and seams. I want to be able to 3d print it and but it on a character to be animated. Does the entire helmet need to be one solid mesh? I don't want to sculpt it.


texts: A question about the range of influence of the grease pencil sculpt mode

texts:
I drew lines on the surface.
And I tried to modify the line on one side in Sculpt Mode.
But the lines on the opposite side move together.
Can you solve this problem?


texts: gridfill error : Connecting edge loops overlap

texts:
This is the link of my video :
https://youtu.be/vAUB8Zj4APg

Here's the link for the blender file :
https://www.dropbox.com/s/fz7f0s0l3tl0ob1/gridfill.blend?dl=0

Basically i just want to create surfaces using GRIDFILL command. The left edges has no probelm while the right one give me weird error. I tried to find out what really happen but have no clue. Can anyone help ? i've attach my  blend file to test.


texts: I have a face mesh with a number of detail bones (e.g. eyebrows, lips). The latter have all been weighted accurately, but some vertex weights, whether they are contributed to by one or more bones, may not add up to 1.0. I would like to assign the remainder (missing, 1 - current sum) weights to their parent bone, "head". How can I do this? Currently, all accurately-weighted bones' VGs are locked (only the "head" VG, which is currently empty, is unlocked).


texts: Texturing low poly mesh with textures from high poly model

texts:
I made a few scans using Photoscan and they look decent. They are however made out of hundreds of thousands polys and I wanted to retopologize them.

To do that I took the obj file which was produced by Photoscan and processed in Instant Meshes. For me it did fantastic job. Reduced number of faces with preserved shapes. This is what I was looking for.

I would like to apply a textures to the low poly model. I do have a texture map exported with obj and mtl files, but I do not know how to transfer it to Instant Meshes output obj.

This is how high poly (400k faces) model looks like:

And this is low poly (53k) modification:

Instant meshes has done fantastic job as I said so I want to push it further. So I would like to use existing textures (visible on low poly model), bake them on low poly version, and retouch it a bit to look even better.

Can somebody give me tips what to do next? Which functions, modifiers etc should I use?


texts: Is it possible to apply textures in Blender 2.8?

texts:
I'm following along with Blender's docs, trying to apply a texture to a object's surface. The docs for Applying Textures appear to show screenshots of an older version of Blender (perhaps 2.79?), and point to menu items which don't exist in 2.82, such as "Use Alpha in the Map Image panel", and "UV from the Coordinates menu". This other question points to the "node system" and indicates that "legacy textures" are no longer supported.

Can textures still be applied using Blender? Was this functionality removed in 2.82, or is it undocumented? Is there documentation available for 2.82, or a better user manual available somewhere?


texts: When I render the smoke simulation, I get weird colors and skewing in some frames

texts:
I'm trying to render a nuclear explosion and it looks good in viewport. But when I render, some frames skews the smoke simulation, and sometimes it's just all orange.
I'm on 2.83.
Nvidia Geforce GTX 1060, Intel Xeon E5 2650 v3.
Here's some examples on how the frames look and the blend file. Frame 0133 is how it's supposed to look.
https://drive.google.com/drive/folders/1LUoLZ7tJmpXPBf-GAozhMXZquCEES8-9?usp=sharing


texts:
I'm doing a sort of donut for my first time in Blender. I'm at a point where my icing is seen from the different views except when I'm in the rendeder view. I tried a few things like enable camera in the ray visibility or some others but no one works. It really weird because the springles on top of it are shown but not the icing.
Can someone help me, I'm a beginner on it so I don't know how to fix it ?? Below there are the first image that is from the viewport shading and the second one is from the render. Thank you in advance.


texts:
community this is my first question in the forum. Of course, I have been trying to find the answer for quite some time before posting, and nope, the setting I am looking for is not in the THEME tab from the settings menu in Blender.
By the way, I am using Blender 2.82a, and the problem is that I have a light blue color that interferes with the white letters in the graph editor's transform channels and it's hard to read(I have noticed most likely everyone has dark gray background), Please take look to the image.


texts: Is there any way to clean a triangulated mesh?

texts:
I've been handed some off the shelf meshes to use and I'm finding a number of them have really dirty geometry which is causing an issue with rendering them in (three.js).

Screen shot of the geometry mesh can be seen here:  actual mesh can be downloaded here http://just.dabe.co.uk/dump/three/model/iphone4.obj

The problem is when using THREE.SmoothShading the bad geometry shows up. Is there a tool that can fix a mesh so the polys are equally spaced etc?


texts: How can I add text in a non-english language?

texts:
How can I add text with non Latin characters?
I'd like to get text in other languages like Arabic, Russin (Cyrilic), Japanese, Chinese, Malayalam among others, but I get rectangles instead of Arabic letters.


texts: Problem with materials on bevelled edges in Eevee

texts:
Can anyone help me work out why bevelled edges don't have a smooth texture in Eevee (at least in my current case)? I eventually want to create game assets, so ideally I want my models to look good in Eevee.

My model renders as intended in cycles, but in Eevee the bevelled edges don't show up as smooth. Here is how the edges render in Eevee:

Is it a problem with the texture I created or my geometry? Thanks in advance.


texts: Camera Shadow in Cycles live render and final render?

texts:
This might be a simple fix, however I have never done close up stills or animations before.

I just started building a logo animation for the company I work for. Barely even getting around to animating anything, I have noticed that a "circular shadow" seems to be following the camera. I have tried turning off the lights, it doesnt modify the shadow in any way.

I've tried researching the issue to no avail. I might be searching in the wrong places, but have not found anything related to it yet.

Below are a couple low quality stills for reference. Has anybody encountered this before? Am I missing something basic?


texts: In press Spacebar's Search Menu, can i use ctrl+n and ctrl+p choose ward?

texts:
I want use ctrl+n and ctrl+p, for choose candidate in search menu.
yeah I mean like Vim behavior!
anyone know that?
Of course we can use python script.


texts: why my baked texture is half black blender 2.9

texts: I have a texture for a shirt and when I render it the image texture is black. The shirt has a sweater on top of it maybe that explains it a little bit. How can I fix this problem?


texts: Is there a way to rotate after applying Separate XYZ?

texts:
Apparently you can only rotate and move across the axis that is separated (for example [see image]: rotating the X axis and Y axis after having Z axis separated will result in having the Z axis move up and down instead of rotating the Y and X). Is there a way to rotate the those axes?
The reason to why I separated the Z axis is because I wanted to identify the Z axis of the object quickly instead of spending too much time tweaking the nodes to get the same desired result without using SeparateXYZ. If the answer to my question is ''No'' then is there any other way to identify the Z axis just as quickly as using SeparateXYZ but also still maintain the the ability to rotate the other axes?
Any help is greatly appreciated!


texts: How to use russian letters in object names and filenames in Blender?

texts:
I don't want this

21st century is now. Every app should be multilingual out of the box. How to teach Blender to accept russian letters?
No patches accepted.


texts: I am currently learning to work with blender, and i have a problem. By assigning faces to new material it turns transparent and there is nothing i can do. How to solve this problem?


texts: Boolean do not function while trying to make a mold

texts:
I am trying to create a mold by doing a boolean from a Nike sneakers. My goal is to then print the mold in 3D later on.
The problem is that the boolean don't work (and the model I took is empty).
Do you have any idea how I can fix that the more efficiently?


texts: How do I snap two similar geometric shapes to each other with rotation and scaling?

texts:
I have two objects that feature similar shapes on various sides.

I want to snap those similar sides to each other in a way that they are matching each other - that is, that they are both oriented so that they face each other, rotated that they align and possibly scale so that they match.

Can anyone give me a hint how to do this?
In read a lot about snapping and watched some tutorials and I also tried this add-on: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align

However, I can't get this to work. There must be a way, I know I have done this before in Autodesk Inventor, but I can't remember how and I can't use Inventor anymore anyways.

In the end, I want to snap several of them together and use array modifiers to tile them in space.

Here is an image of the objects I want to stick together:

And here the file:
http://www.pasteall.org/blend/41722

Thanks!


texts: How can I make tight clothes that squeezes the body?

texts:
Clothes like ripped leggings or similar will squeeze the legs and make some of the body poke out the holes. When she's no longer wearing the socks or whatever, I want the leg to return to normal. What's the best way to do this?

Here's an example with thigh-highs:


texts: Cannot build blender from source on ubuntu 16.04 (Error at CMake Compile)

texts:
I'm asking the same question at https://blenderartists.org/t/cannot-build-blender-from-source-on-ubuntu-16-04-error-at-cmake-compile/1111985

What I tried to do

I'm trying to build blender for the first time and ran into some errors during compiling. I use ubuntu 16.04.

Following the manual, I've ran:

mkdir /media/allosteric/Data/PF/BlenderBuild
cd /media/allosteric/Data//-git
git clone https://git.blender.org/blender.git
cd blender
git submodule update --init --recursive
git submodule foreach git checkout master
git submodule foreach git pull --rebase origin master
make update
sudo apt-get update; sudo apt-get install git build-essential
cd ..
./blender/build_files/build_environment/install_deps.sh
cd blender
make

However, this raises errors. Logs are described below. (I ran make clean;make for the second and later runs.)

Logs

Every time the log started with:

Configuring Blender in "/media/allosteric/Data/PF/BlenderBuild/build_linux" ...
-- Could NOT find Spacenav (missing:  SPACENAV_LIBRARY SPACENAV_INCLUDE_DIR)
-- Boost version: 1.58.0
-- Found the following Boost libraries:
--   filesystem
--   regex
--   thread
--   date_time
--   locale
--   system
--   chrono
--   atomic
-- Unsupported CFLAG: -Wrestrict
-- Unsupported CXXFLAG: -Wrestrict
-- Blender Skipping: (bf_alembic;bf_collada;bf_intern_ctr;bf_intern_opencl;bf_intern_utfconv;extern_sdlew)
-- Disabling Cycles tests because tests folder does not exist

after so, the compile halts raising errors with some varieties. The followings are some examples.

[ 42%] Building C object source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/navmesh_conversion.c.o
[ 42%] Linking C static library ../../../lib/libbf_blenkernel.a
[ 42%] Built target bf_blenkernel
Makefile:160: recipe for target 'all' failed
make[1]: *** [all] Error 2
GNUmakefile:128: recipe for target 'all' failed
make: *** [all] Error 2

or

[ 35%] Building C object source/blender/windowmanager/CMakeFiles/bf_windowmanager.dir/intern/wm_stereo.c.o
[ 35%] Linking C static library ../../../lib/libbf_windowmanager.a
[ 35%] Built target bf_windowmanager
Makefile:160: recipe for target 'all' failed
make[1]: *** [all] Error 2

or

[ 35%] Building C object source/blender/windowmanager/CMakeFiles/bf_windowmanager.dir/intern/wm_stereo.c.o
[ 35%] Linking C static library ../../../lib/libbf_windowmanager.a
[ 35%] Built target bf_windowmanager
Makefile:160: recipe for target 'all' failed
make[1]: *** [all] Error 2
GNUmakefile:128: recipe for target 'all' failed
make: *** [all] Error 2

and others that I haven't kept track of.

About my PC

The OS I currently use is ubuntu 16.04 LTS. However, this is a dual-boot with a Windows 10.

The /media/allosteric/Data/PF/BlenderBuild, which is the directory I'm currently tring to build blender, is a mount of a Data Driver originally for the Windows.

My CPU is an Intel® Core™ i5-4210H CPU @ 2.90GHz × 4, which is 64-bit and GPU is GeForce GTX 950M.
Thanks.


texts: Making solidify modifier inside shape conform to the outside shape

texts: Here's a cut section of the top of my bottle. I would rather like the inside edge to conform to the outside edge (as I drew on the right side). Is there a simple setting that allows this?


texts: 2.9 render Animation Rendering only some of the animation

texts: I've made an animation, but when I go to render out an image sequence or video file all I get is SOME of my animation. So for example one arm is animating and the other is not animating in the render. My viewport animation works just fine though.


texts:
I managed to use the bisect operator from a python script like this:

bpy.ops.mesh.bisect(plane_co=(curx, cury, curz+dz),
                    plane_no=(0, 0, 1),
                    use_fill=False,
                    clear_inner=False,
                    clear_outer=False,
                    threshold=0.0001,
                    xstart=0,
                    xend=0,
                    ystart=0,
                    yend=0,
                    cursor=1002)

It works but nothing works after such in the script.
To make it work I need to be in edit mode and have the mesh already selected.
(if someone can also explain how to just change to edit mode and do a select all, or even how to select the part I want even better)
it's almost as if this command is clearing the selection so it does not work anymore.
Do i need to wait for some process or update something before using the same command (with other parameters of course)?


texts: Trying to export Ocean Modifier animation as collada file

texts:
I'm relatively new to Blender and thus don't have much experience.

I'm attempting to make an ocean animation in Blender, which I have figured out via keyframing.  However, when I attempt to export it to Collada to use in Max/MSP I merely get a single frame, and upon importing it reverts back to the default shape.  I've been told you need to bake it and I've done so via the bake ocean button but it merely caches them rather than bake the animation itself.  I'm completely new and completely lost here, and would appreciate any help.

I'm not attempting to get too deep into blender , I just want to create simple planes with ocean modifiers that I can export as animations in collada.


texts: Can not figure out why this python mesh object script will not run

texts:
I am learning how to create mesh objects using python. The math will be complicated (fsolve and other special functions in Scipy), but I've simplified the problem to just four sides of a box. The first set of code does not run in blender 2.70a installed on my macbook air.

The error message in this case is only "Python script fail, look in the console for now..."

However, if I run the math part in python 2.7.6 first (second code segment below), then paste the output back into blender (third code segment), it works and draws four sides of a box.

This doesn't work:

import bpy
import numpy as np
from math import pi

mesh = bpy.data.meshes.new("Cubit")
object = bpy.data.objects.new("Cubit", mesh)

object.location = (0,0,0)  # bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)

verts = []
faces = []

n_side = 4
n_seg = 1

i_seg = 0
while (i_seg < n_seg+1):
    i_vert = 0
    zv = 2. * i_seg
    while (i_vert < n_side):
        xv = np.cos(0.5 * pi * i_vert)
        yv = np.sin(0.5 * pi * i_vert)
        vert = (xv,yv,zv)
        verts.append(vert)
        i_vert = i_vert + 1
    i_seg = i_seg + 1

i_seg = 0
while (i_seg < n_seg):
    i_vert = 0
    while (i_vert < n_side):
        iv1 = i_seg*n_side + i_vert
        iv2 = i_seg*n_side + np.mod(i_vert + 1, n_side)
        iv3 = (i_seg + 1)*n_side + np.mod(i_vert + 1, n_side)
        iv4 = (i_seg + 1)*n_side + i_vert
        face = (iv1,iv2,iv3,iv4)
        faces.append(face)
        i_vert = i_vert + 1
    i_seg = i_seg + 1

mesh = bpy.data.meshes.new("Cubit")
object = bpy.data.objects.new("Cubit", mesh)

object.location = (0,0,0)  #bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)

But if I run this in Python IDLE

import numpy as np
from math import pi

verts = []
faces = []

n_side = 4
n_seg= 1

i_seg = 0
while (i_seg < n_seg+1):
    i_vert = 0
    zv = 2. * i_seg
    while (i_vert < n_side):
        xv = np.cos(0.5 * pi * i_vert)
        yv = np.sin(0.5 * pi * i_vert)
        vert = (xv,yv,zv)
        verts.append(vert)
        i_vert = i_vert + 1
    i_seg = i_seg + 1

i_seg = 0
while (i_seg < n_seg):
    i_vert = 0
    while (i_vert < n_side):
        iv1 = i_seg*n_side + i_vert
        iv2 = i_seg*n_side + np.mod(i_vert + 1, n_side)
        iv3 = (i_seg + 1)*n_side + np.mod(i_vert + 1, n_side)
        iv4 = (i_seg + 1)*n_side + i_vert
        face = (iv1,iv2,iv3,iv4)
        faces.append(face)
        i_vert = i_vert + 1
    i_seg = i_seg + 1

print ' verts = ', verts
print ' faces = ', faces

...and then paste the (ugly) output into blender like this, it works fine and draws four sides of a box.

import bpy
import numpy as np
from math import pi

verts =  [(1.0, 0.0, 0.0), (6.123233995736766e-17, 1.0, 0.0), (-1.0, 1.2246467991473532e-16, 0.0), (-1.8369701987210297e-16, -1.0, 0.0), (1.0, 0.0, 2.0), (6.123233995736766e-17, 1.0, 2.0), (-1.0, 1.2246467991473532e-16, 2.0), (-1.8369701987210297e-16, -1.0, 2.0)]
faces =  [(0, 1, 5, 4), (1, 2, 6, 5), (2, 3, 7, 6), (3, 0, 4, 7)]

mesh = bpy.data.meshes.new("Cubit")
object = bpy.data.objects.new("Cubit", mesh)

object.location = (0,0,0)  #bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)


texts: Moving hair system with armature control

texts: How do we get hair particle system to move with mesh as armature deforms said mesh.....my hair moves when I move mesh as separate object though stays put when I try to animate the mesh with an armature.   I could not find much documentation about hair system in manual.  Help would be appreciated with greatness..


texts:
I downloaded Minecraft blocks and append one of the objects to another blender file.
but I can't move this yellow box which I appended from the file (I tried to move this with G from the keyboard as usual). so I opened the right item section for moving the objects by using that sidebar. however that transform section is not active so that I still can't move the box..is there anyone who knows how to solve this problem..!?


texts: Is a quad in a triangular shape still bad for topology?

texts: I am trying to make an anime style model with a good topology but I keep running into quads (faces with 4 vertices). If I tried to make it square it would really mess up the model. The model is supposed to be for animations. I have the quads on the cheeks of the mesh and I do plan on rigging the face.


texts: view only one transparent object at viewport when overlaping to another object in blender 2.8

texts:
i used to do this using blender 2.79 version with no problem .
now i need to do the same work with the 2.8 version , but cant find the way
when i have two objects , one on top of the other , i need to see only through the object that is on top or front, without making the one that is behind transparent. I found the xray mode but it turns all objects on the scene transparent , and as i said , i need to see through the first one and the other needs to remain solid.
this is how i did with the 2.79 version, and now im using 2.8 but cant find how to do it


texts:
.hi im super noob with Blender. I modelled a simple character and when I render this character the body mesh shows up all right, but the eyes are completely blacked out instead of white with small black pupils.___=====+++++ I did search around for a few days straight and feels like im just going in circles. I went through the outliner, im really pretty useless with the node window but I did open that as well and look around. tried some other parenting tricks I thought might help, no dice.however, to make the eyes appear I went through object view, went to the modifiers tab and closed the targets for the eyes, this would make the eyeballs appear in the render but they didnt really follow the armature at all, so thats not what I want.  any suggestions I would definitely appreciate it.
heres the most recent version or .blend file *^&&&7&997^&&(^(^&^&&^^&(^(&(&&^^&9


texts: How would I be able to set one vertices the same y axis as another one?

texts: I'm new to use blender and the current version I'm using in 2.8 and I want to get used to learning this software.


texts: Is there a way to move multiple rigged characters simultaneously?

texts: Is it possible to select multiple root bones, in multiple armatures, and then translate them simultaneously?


texts: Problem with particle object with changing colors depending on location or age, but particle generator doesn't change

texts:
I'm trying to use the color ramp to change the particle colors over time, but i realize that even if the object I assigned as a particle changes its color the particle has a fixed gradient that is not dependant on the material of this particle I used.

Video: https://i.imgur.com/6QsxFmd.mp4

Here are all the node combinations I tried to use

And i also tried the nodes suggested on these answers: How do I get particles to change color over time?

I really don't know what I'm doing wrong, I've to test it with a mix node combining an emission node and a transparency node to see if it works but the particle system appears to be semi independent from the particle object material.

Here's my blender file, but it's basically what I show here:

https://drive.google.com/open?id=1tm7p1jWl4y5eQ-CQa0_qdG7eircHN4uY


texts: Chroma key, translate forground, retrieve video from sequence editor

texts:
I am following this tutorial:

https://youtu.be/gKZ1tOf2daI?t=527

How to translate the foreground video (blond girl) to the left of the background image ?
I used a Translate Node, but coupling this node with a Scale node (to modify the size of the foreground movie) leads to bad results, essentially, the mask only select a little part of the foreground image (only the nose for instance). Maybe I should respect some order between scale node and translate node but I didn't find a good solution.
In the video editing tab, I created a movie in the movie sequence editor.
I would like to use this movie as a foreground image. What node should I use in the compositing tab to do so ? (this movie is just a sequence of images, but it is easy to choose the time where to change the image with the movie sequence editor).

Here is my node editor:

Here are the two images (among 6) that I want to use as a foreground:


texts: Vertex parent disappears when joining meshes?

texts:
I'm trying to attach a bunch of buttons to a dress. I used vertex parenting for each button and the result looks perfect. However if i join these buttons back to the main mesh (the dress) all the parenting effects vanish.
Is vertex parenting only used for separate objects so that it's useless when they're joined?
And if so, then is there any other good way to rig buttons?
The clothes i'm making are intended to be exported outside of blender, so i can't rely on constraints or modifiers if they won't save on the final result. I'm planning on rigging the dress and the buttons as one mesh in the end, hence the necessity for me to join the two objects.

This is the mesh i'm working on. The buttons are a separate object from the dress.

If i join the buttons with the dress and then use automatics weights on the combined mesh, i get this result. I thought that maybe i can fix it up myself in weight paint mode, but it's really difficult if not impossible to make them align with the dress perfectly.
Ultimately the question is: How do i get the buttons to stick to the clothes for use outside of blender?


texts: Texture Painting: How to not have jagged edges when drawing?

texts:
I'm doing texture painting. I get these horrible jagged lines when painting, I want straight lines, what am I doing wrong? How can I do it better, if I can?

Here's some info to help you out:
1. I let the blender handle UV the mesh, so you can consider it auto-uv'ed.
2. I paint straight from a side view but the line goes jagged anyway.
3. Smearing or softening doesn't help.
4. Playing around with "Project Paint" settings didn't help. IE. Occlude, Cull and such.

Can this be a UV issue where the islands are distorted so the paint doesn't go straight?


texts:
When I render, the image appears in shades of grey instead of in color.

Yes, I know similar topics exist, but I looked in the threads and could not find a solution. I have lighting, I have a texture. As far as I can tell it all ought to be working, but when I render it the image appears in shades of grey instead of in color and I'm at a loss to figure out why.

Here is the top ortho view:

Here is the blender render view:

Here is the Blender file itself: http://pasteall.org/blend/41455

If this has been resolved, and I simply missed the solution elsewhere, I would appreciate being pointed to the resolution since I couldn't find it.


texts: blender 2.8 renders png with transparency inverted

texts:
I have a png with transparency, not an alpha channel:

I have set up my shaders like this tute:
https://www.katsbits.com/codex/alpha/

My object renders the transparency inverted from the texture map (the transparent map region renders opaque, and the tree regions are transparent).
What did I do wrong/how to fix??

I also tried using an explicit alpha channel PNG, and it has the same problem.
Also it doesn't matter which render engine I used them all, they all show the same transparency problem.

Also in EVEE, I have the material Blend Mode = Alpha Blend.  Alpha clipped, hash and blend all render the same.

Thanks


texts: Why is my texture appearing differently in texture mode compared to render display mode?

texts:
I have a question. I needed to hide seam marks on my model so I used clone stamp. The problem is that it looks good in every display method (texture/material) except in "rendered" display method. Here are some pictures
How to make it visible in render method?


texts: where to find the clouds texture type in node editor while using cycles? it is there while using displace modifier but not in node editor.


texts: After joining my eye with the rest of my character eye is deformed. How can I fix it to not break my eye structure? (see right eye of the model)


texts: Can I use Source Filmmaker models in Blender?

texts: I'm a mac user, so I can't get Source Filmmaker, so I'm using Blender to make gaming animations. I found a whole bunch of Source Filmmaker models on the Steam Workshop website that I wanna use for my animations. Is there any way to get these models and load them onto Blender? Any help will be appreciated.


texts:
I want to implement bigger buttons, with icons at it. Preferable double size of what we currently have. I can scale the button height by row.scale_y . But the size of icons is hardcoded to 16 pixels. Can be found in the source\blender\editors\include\UI_interface_icons.h

But you can scale the UI with the dpi settings in the user preferences. And then the icons becomes bigger with the rest of the UI. Question is, is there a Python way to scale icons bigger for just one UI element?

And in case not, is there another way to implement buttons with bigger icons by Python? I would even be happy about hints how to do this in the C code :)


texts:
So, I created a cylinder and extruded one of its ends a couple of times in one direction (right in image 1). Works fine. But when I extrude the other end in the other direction, the faces become "corrupt" (see the part to the left in image 1). I see no logic in this, and since I am following a very basic tutorial, I understand that this is not expected behaviour. Note in image 2 that the problem part is kind of darker in wireframe shading.

Can someone give me a clue? Many thanks.


texts: What is the max amount of cores and threads Blender can use?

texts: I wanted to get a 12 core CPU (Threadripper 1920X) and I wanted to know the max amount of cores Blender can use?


texts: VSE rerendering whole video for just a simple effect

texts:
sometimes I add very simple effects to videos (files are already in video format). For example I just add simple fade in / fade out effect in the beginning / end of the video like in the image below:

However this rerenders large portions of the video which haven't been edited at all hence adding these simple effects can be very time consuming. The frames between the gamma cross strips actually don't need to be rerendered.
So my question: Is there an approach to skip these frames in order to save some time? (As I said the file is already in a video format, no image sequences availabe)

Thanks in advance !


texts: Why does my cycles-rendered heightmap have wrong values?

texts:
I've been trying to render a heightmap using cycles.

To that effect, i've set up:

1) A sculpted plane squeezed between -0.25 and 1.0 altitude (z-axis) in Blender.

2) An orthographic camera scaled to perfectly match the plane.

3) A cycles emission material set up in such a way that its final emission value is geometry.blue (z-axis position) -> math.add 0.25 -> math.multiply 0.8.

I render this to a 16-bit grayscale png image.

The issue is: The resulting heightmap's pixel values are slightly (or not so slightly) wrong - i.e, different from what the math should say.

For example, while math says that vertices at position ~0 in Blender should produce heightmap values around (0.0+0.25)*0.8 = 0.2 , in the resulting image, those areas are ~0.5; while math says that 0.94 should translate to 0.95, in Gimp when sampling those pixels i see their HSV Value as 0.89.

Upon some asking around in #blender, i've eliminated the following possible sources of trouble:

World (and its material)
Sky pass in render layers
Material color is set to 1,1,1
I've eliminated sections of the plane that violated the bottom boundary.

None of these fixed the problem.

If anyone feels like poking around instead of guessing around, i've also put the blend file to here.


texts:
I've made clothing for a character. I want the clothes as simple as possible. I use a Solidify modifier and a Subdivision modifier after it. There is one problem. I can't get the corners sharp. Edge creasing only works with at least 2 connected vertices.

This is an example. A plane without any active modifiers.

Now it has a solidify modifier

And now it has Subdivision after Solidify.
As you can see, the corner gets rounded or smoothed out. I don't want that. Also, I want to keep the Subdivision modfier BEHIND the Solidify modifier to make the cloth look more realistic.

Or else it will look like this.

I tried creasing the edges... but it only creases the edges, not the corners.

Also it defeats my purpose of having the Subdivision modfier BEHIND the Solidify modifier.

Using the Rim Crease in the Solidifer modifier setting I found a way that almost brings me to my goal...

...but as you can see, it comes with a negative byeffect when the edge vertices are moved. You can definitely see the crease takes place to all edge vertices, making them look bad.

Are there other options I can get my corners sharp?


texts:
How can I save my custom layout in Blender 2.67b?

Changing the name of the default layout, clicking the plus-sign to the right of it, and "Save User Settings" in User Preferences all don't work!

Is this a bug? (because all the above does work in previous versions of Blender).


texts: How to add a Texture to a Material using Python?

texts:
It looks like it would be easy to add a texture to a material using Python, but no matter what i do i cant figure it out!

I can create a texture using:

bpy.data.textures.new("NewTexture", type='IMAGE')

and I can create a new material texture slot:

bpy.context.object.active_material.texture_slots.add()

However i can't link the texture to the Material Slot Texture. I have tried looking through the python API but nothing is working. I would be eternal grateful if someone could point me in the right direction.


texts: I'm softimage user. In softimage you can take some commands that you would frequently use and turn them to a custom tool. I'm wonder if I can do the same thing in blender


texts: Controlling drivers with data received via TCP/UDP

texts:
For a project I need to drive shape keys with data received via a network connection. In my setup I receive input form a TouchOSC app running on an iPad into PureData on a Mac. The input data then is processed and sent out over UDP to 127.0.0.1:13001.

That's all working fine but now I need Blender to receive the packets, evaluate them and use the values to drive properties on objects. In my case I need to drive the value property of shape keys.

Is this possible and if so, how can I approach this the best way?


texts: Saving texture painted material externally?

texts: Is there a way to save the texture of a mesh that was painted with the texture painter externally?  I'm trying to create a mountain for use in a game and, admittedly, my texturing skills are garbage unless I can just paint on the model (I'm more of a programmer).  I have a mountain with acceptable textures in Blender, but I need to save the painted texture externally for use in Unity.  Google hasn't turned up anything useful.


texts: Reverting shifts and rotations to an imported object

texts:
so essentially I have imported a model fetus to make a mold. At the very beginning, I shifted and rotated the object and the origin of the object to make it easier to manipulate the mold before I developed it. I now need to add to the model which requires importing the brain and editing the mold. However, I need the exact position that the fetus was originally imported to maintain accuracy. Is there any way to recreate the transformations I did on the fetus to the brain, or do revert the changes on the fetus to have the original position it was imported in?

I have tried applying the current modifications from the fetus (seen in figure 3) used to create the mold but I believe since I reset the origin, the changes would not reposition the brain correctly. Eyeballing is not really a solution here unless it is the only one. I need to maintain the accuracy of the relative positions.

Figure 1: imported position of fetus

Figure 2: imported position of fetus and brain

Figure 3: Transformed fetus used to develop mold


texts: Convert particle system wont work properly : it modifies the geometry

texts:
I have a problem with the "Convert" button of my particle system : as soon as I click on the Convert button of the particles system modifier, my particles losses a part of their geometry (it is more rounded)
Here is the story (Apologizes if my english is hard to understand, I'm french, baguette) : I'm making asteroids belts.
So, I've created rocks affected by a subdivision modifier and a displace modifier with voronoi texture. Then I've duplicated it and scaled the rocks differently. Then, I've created a collection to put my rocks in.
Then I created a simple torus on which my rocks poped up thanks to a particle system. It is set as this :

I have plenty of particles system as this one, now I need to "bake" this into meshes (1 asteroid belt = 1 mesh).
To do that, here are my steps :

Select Torus 1 (first particle system, first belt)
Hit the Convert button on the Particle system modifier
Object -> Relation -> Make Single User (Object & Data) so that every particle became the single user of its modifiers (the subdivision and displace modifiers inherited from the rocks i've created earlier as a source collection for my particle system)
Object -> Convert to -> Mesh from Curve/Meta/Surf/Text
Ctr-J : Now I have a unique mesh for the first asteroids belt (then I decimate it but anyway)

My problem is : Once I clicked on the convert button of a particle system, every rocks loses a part of its geometry, like if the Voronoi Texture used for the displace modifier losen its effect.

How can I fix that ? I really need a strong texture for my scene.
By the way, the rock texture is just a noise node plugged in a bump node, then in the Normal input of a principled BSDF. So the displace modifier of a rock applies a Voronoi texture on it, then I bump the texture with a noise texture.


texts: My rendered image is still showing black after applying alpha clip and using an alpha

texts: I'm using cycles and trying to get the background areas that don't have any texture to be transparent. Here's my shading nodes and the rendered view, along with the texture tab open on the side. Any suggestions?


texts:
I decided to use udim for my next project with substance painter, but blender wont load the textures no matter what i do, the 1001, 1002... naming in the textures are right, i tried to use diferent materials and i made a new model using the same uv, but nothing works.
I did the entire modeling and uv in blender 2.92


texts: Using an Archimesh glass panes pixelates my HDRI background – anyone know why?

texts:
I'm new to Blender and the tutorial I'm following uses Archimesh to create basic glass doors. Using both the default Archimesh shading settings and my own custom settings (see screenshot below), the panes pixelate the HDRI background (I've hidden one of the panes so that the difference is clear).
I haven't found anyone online with this same issue – would anyone know why this is happening? Thanks in advance! I've had a million dumb questions but this is the only one I haven't been able to find a solution for.


texts: Rendering on gpu causes streaks in render

texts:
When rendering on gpu there are prominent streaks in the render preview and to a lesser extent the final image. This problem started recently but not after any particular update and the problem persists even after resetting blender preferences to defaults. The problem is also not isolated to a single project.
Any ideas?

I am using an amd r9 390.

GPU:

CPU:


texts:
I have a mixamo model (in plum color) who I got a walk cycle for. I need his colors to look exactly like the one behind him, but can't figure out how to do it.
The colored model is separate shapes and objects, and so it was easy to assign colors. This new, one Item Mixamo model has got me stumped.


texts: What camera size in Blender pixels would a profile picture be?

texts: I really need to know. I use 2.79b, and a MacBook Pro (I highly doubt that's necessary, however).


texts: How to remove particle Patches from specific spots on the object?

texts: So I want to create an animation with a teddybear that moves his head and hands. I got all the moves done together with scenes and so on. The only Problem is that in the render the eyes and nose of the bear aren't visible. I tried to part the eyes and nose from the body, but then I need to move them independely for every scene. I also tried the cut tool in the particle mode together with the delete of particles, which ended somehow wrong. Then there was also the parent thingy to make the eyes follow the rest of the body. I think I did this one wrong? But I'm not sure, because somehow the head came off the body? This is my first time ever creating this sort of thing, so have patience with me. Thank you in advance for the answers.


texts: Move/Scale/Rotate Edge to Create New Faces?

texts: From 3ds Max, it would be the equivalent to selecting an edge holding shift and then doing the operation (move/scale/rotate) and new faces would be created using the selected edges. Is there something similar to that in Blender?


texts: How to manipulate a smoke simulation to look like a realistic candle flame

texts:
I'm trying to figure out how to adjust my flame. It's a calm flame with Noise Method-Strength set to zero and all Vorticity settings all set to zero. My flame currently tapers flat like a cone and somewhat rounded and wavy at the tip. I'd like to have it go straight up for about two thirds and then taper into a point but not a flat taper. I'd like the taper to be a bit rounded. What settings do I need to play with to get this effect? The effect I'm looking for would be like a candle or lighter flame.

Also, I'd like to know what settings to play with to change the curve of color transitions in the flame? I'm currently only able to, either have the two colors blend flat and gradient or a hard transition in color where the top color curves like an arc downward to the next blend of color and I'd like to reverse that curvature upward like the effect is in a real candle flame. All arc curvatures in color transitions are upward in a real flame.


texts: problems with shadows glitching in Raytrace animation renders

texts:
id be appreciative of some help with this issue. I am rendering out a simple building walkthrough and all of my shadows keep glitching and changing direction. Ive attached an example. I am rendering internally with raytracing.
many thanks


texts:
I will use an easy example to focus my problem.

I have a cylinder, with this unwrap below. I scaled and moved the islands in the UV layout in order to optimize my UVs.

Right now, I don't want to modify my Uvs' island more . . . Suppose island's position and scale are perfect for my purposes. They have just to stay there.

Here's the problem: I can't export my cylinder with this topology (problem of my engine) then I have to fix my mesh in this way:

I didn't touch any mark seams during the process.

My question is: is there a command or a path in order to refresh the UV map? I would like to "refresh" the UV map with the new topology for the top and bottom face of cylinder without doing again the unwrap and scale-move my island.

P.S. I don't want to move again my UVs' islands because I already created the texture (with the first UV) and I'm afraid of not bieng able to match all perfectly with a new unwrap.

Thank you!


texts:
In my recent project work, I did something that resulted in the disappearance of the 3D axis in the viewport of the "Layout" workspace, not only that all that four buttons(including zoom thingy, move, camera and projection buttons). I am not sure what lead to this. Weirdly, both 3D axis and 4 buttons exist in all workspaces except in "Layout".(screenshot attached)
I googled to check the problem and found a similar issue caused using transform hotkey(devtalk blender). Although I didn't do anything similar.
Is this a bug? How can I resolve this?
Specs:
OS: Ubuntu 20.04.2 LTS
Type: Blender LTS
Blender Version: 2.83.14
Missing 3D axis in viewport of Layout workspace

3D axis i am talking about, as u can see this appears in all other blender workspaces


texts: Why does the water keep escaping in my fluid simulation?

texts:
I am trying to do a water simulation. I have a small cup that I have created in blender (as an obstacle) and my water source (just an oval). My domain box is large enough to encompass both the glass and the water source:

Here are my settings for my domain:

I am using the default blender renderer. I have the cup setup as a collision for a water simulation and I have the sphere inside of the cup set as a fluid in a fluid simulation. When I bake the scene, here is what I get:

As you can see, the water is going through the cup, but the cup is having an effect on the water. Here is the rendered view:

How can I keep the water in the cup??


texts: How do you create matcap shading yourself?

texts:
Just a general question I can't seem to find the answer to online.  Matcap shading gives a soft shadow I want for my texture, but I see it's either one or the other, you haven't have it with textures.
Is it impossible to have it with textures due to some lighting contradictions?  I assume if you can do this, it'd be in cycles with composite nodes?


texts: Blender Math Nodes: which input is which (numerator vs denominator)

texts:
Is there documentation associated with the cycles nodes, in particular the math nodes? The current documentation in the manual seems to only indicate that there are two values, but not which is which. That's fine for functions that are communicative, but some (like matrix multiply and divide and power) are not.

For example:

is this $\frac{1}{input}$ or $\frac{input}{1}$? The same question for a power function, is this:

$input^\frac{1}{2}$ or $\frac{1}{2}^{input}$?

Sorry for the beginner questions and I admit I didn't look through the manual in depth, but the section on nodes didn't indicate this. Thanks!


texts: how to configure blender 2.75 in the dynamic topology settings to reach the desired effect

texts:
Hello to everyone blender gurus,

I'm trying to follow the piero tutorial and immediately I've freezed cause a problem. Since it is using blender 2.66 and I'm using blender 2.75,there are a lot of differences inside the dynamic topology area. I would like to reach the effect that you can usee on the video that I've attached. I've tried to configure blender 2.75 in some way to reach it,but It didn't work. Can you explain to me how to do ?

this is the video that I'm following :

blender 2.66 video tutorial

and here you can see how I have configured blender 2.75

my blender 2.75 configuration settings and how it works for me

very thanks.


texts: Vertex Weight Proximity not working for Particle Settings. Any solution?

texts:
As in in the screenshots added, I have to control the crystal particles with "Emitter" settings with empty sphere using Vertex Weight Proximity modifier. But its not working. At the same time for "Hair" settings its possible to control the length of objects (but not density even with "Use Modifier Stack" ticked). Any solution for this issues?
I am adding the settings i used for that
Thank You


texts: Is there any driver expression for elif statement?

texts:
Is there any way to add if elif and else in drivers?

Given the way we do if and else, here are two examples out of few other things i tried to get the statement right but unable to do so:

var-3.5 if (var<0) var+3.5 elif (var>0) else 1

var-3.5 if (var<0) elif var+3.5 (var>0) else 1

And also if there's any other way to add multiple if/else similarly?


texts: How can I scale something with actual measurements in meter,cm,etc?

texts: What a want to do is a big cylinder which is going to have a diameter of .285 m and do several cut loops but when I want to do an scale and type the units of that cut loop (for example 0.335 m) in meters it gives me an smaller circle instead of a bigger one and that's incorrect due to the units of the original cylinder.


texts: blue numbers that keep appearing when I resize vertices help


texts:
i want to iterate through every single vertex of an object and then store them in a list.

what I have so far is:

for mesh in object.meshes:
   for m_index in range(len(mesh.materials)):
      for v_index in range(mesh.getVertexArrayLength(m_index)):

         vertex = mesh.getVertex(m_index, v_index)

now i understand that "v_index" gets me "vertex 0 through 23" of the object (its a cube), but how can i store the result in a list?

vertex_list(0,1,2,3,4...23)

thanks for any hint,

sputi


texts: Gentle Bleach and Darkener Tool for 2D Animation

texts: Tried Draw/Tint and Sculpt/Strength but to no avail. Looking for a Brush or a Tool that would lighten or darken a particular area of a fill or stroke but leaving the rest intact.


texts: Selected Faces show up lighter orange to normal

texts: When In edit mode and I press 'A' to select everything some of the faces on my mesh show up a lighter colored orange. This has caused a problem to when I import my mesh as an FBX into UE4 the faces are deleted.


texts:
I have super struggled with this model and rigging for a month without weekend. I made this rigging object combining copy rotation + transformation. Because I thought some hinges should go faster than others to keep them stick together.

But as you can see in this file above,it does not work. The centre fall apart during the animation. How I can make them get together during the animation?


texts: How to reduce or smooth out the polygons in my render?

texts:
First time I looked at this through the Blender UI it looked ok, but once I rendered it, I realized that there were polygons all over the place in the render.

The viewport in the blender UI was so much smaller that they weren't visible.
How would I detect and smooth those out either before or during render?


texts:
I've created a mesh and applied a texture over it; after hitting Ctrl + NUMPAD_0 instead of moving the camera to current view the mesh is flipped in front of the camera:

Also, the camera also appears to have been hidden from the scene collection's viewer.
Who on Earth thought this was a good idea?


texts: following blinder guru in his tutorial for beginners i colored the sprinkles but then i wanted to change some colors but i couldn't .. when i go to the compositing mode, the nodes aren't the ones of the sprinkles although i made sure i select the sprinkles


texts: How can i loop foam on the ocean modifier in blender 2.8

texts: for a while I have been trying to make a seamlessly looping ocean modifier animation and as far as the geometry goes I have a perfect loop, however, I have not been able to seamlessly loop the generated foam and I was wondering if there was an easy workaround for this  I'd appreciate any help I can get as I am stumped on where to proceed, thanks in advance to all those who can surrender some time.


texts: Object behind glass appear dark in AMD Pro Renderer

texts: I am trying to create a beer glass with the liquid inside. I am not sure why the liquid becomes darker when the glass is rendered. Without the glass the color is much brighter.


texts: I changed my model a bit and that probably made some changes to my rig. Now i cant get my armature to work with the mesh anymore. I've tries re-parenting but that changes the position of the mesh and animations dont even play. I can't figure out how to fix it, but maybe you can. https://drive.google.com/open?id=1cTYXrOJ4nMfqTTUetG0VrBZn9pNrSHeK


texts: How to set directories of a file from which I append?

texts: I am making a project where I use materials from an external file.Both my files are present in a folder. I append them. While scripting, I specified the absolute path of the file. But if I copy the folder with both project and materials file into another system. Then appending them shows an error because the path that I specified is no longer the materials path. So, can anyone help me out so that I can set up the path such that it imports material from within the folder that contains these files?


texts: blender file and obj file to join shapes - face mesh

texts:
I am very new to blender, and quite frankly terrified by it!
However(!), I am trying to recreate a couple of custom characters from DAI. A friend was kind enough to provide me with a blender file of the head meshes and, using Ninja ripper and nosesis, I ripped my character's face, eyes, and lashes mesh. I have tried to join shapes, but nothing happens!
I know I am missing a massively important step somewhere. I'm so sorry to be a pain but, Could anyone possible point me in the right direction please?

I added a screenshot just so people could see how far i've got with it/ what I was actually talking about


texts:
I have been experiencing an issue that once I have a material created and looking the way I want it, I cannot seem to export it correctly with the textures mixed.

I don't know the correct words to use, but in blender I have the material created using the nodes editor, and I have placed two textures inside of there (one for the rock texture and one for moss, my object is a rock). When I export this model and import to Unity (the game engine I am using), I find a materials folder but the material inside of it does not have the textures assigned, it's just a plain white material?

How can I export my material from blender in a way that it will allow me to import it WITH TEXTURES into Unity?


texts: Why are frames skipped on render? Orange line while viewing in 3d view

texts:
I am making an animation.

When I render my animation, there are a couple of empty frames in the exported video.

These don't seem to be a render error, however.

When I view the animation in 3d view, the frames in question don't show my object, but a vertical orange line instead. For example, frame 39 shows my object in its frame 39 state, and frame 41 shows my object in its frame 41 state. And frame 40 shows me this:

No object, just this orange line, which is otherwise not visible.

Why is this? What does the line represent? How can I fix my animation to not have this error?


texts: Unable to export per vertex data to wavefront

texts:
I am trying to reconstruct a cube with normals that look like in the very first animation in the "Introducing normals" part of this article.

If I start out with the default cube, smooth the faces and export it with the following settings:

I get the following wavefront file:

# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vn 0.5773 -0.5773 0.5773
vn -0.5773 -0.5773 -0.5773
vn 0.5773 -0.5773 -0.5773
vn -0.5773 0.5773 -0.5773
vn 0.5773 0.5773 0.5773
vn 0.5773 0.5773 -0.5773
vn -0.5773 -0.5773 0.5773
vn -0.5773 0.5773 0.5773
s 1
f 2//1 4//2 1//3
f 8//4 6//5 5//6
f 5//6 2//1 1//3
f 6//5 3//7 2//1
f 3//7 8//4 4//2
f 1//3 8//4 5//6
f 2//1 3//7 4//2
f 8//4 7//8 6//5
f 5//6 6//5 2//1
f 6//5 7//8 3//7
f 3//7 7//8 8//4
f 1//3 4//2 8//4

As far as I see it Blender is exporting the 8 vertex normals, which are the pink ones in the image below:

So I wonder about a couple of things:

How to produce normals like the ones in the link above?
Why does blender generate normals with odd values like 0.5773. I would have expected them to be in the range from -1 to 1.
Is there a way to export the faces in a zero based manner?

If I try to render the wavefront output it looks something like this.

With gl.LINES:


texts: How can I project an image on a face for editing

texts:
I have the following face:

I want to put an image on it to use it to trace a pattern on it that I will later extrude. Everything I keep finding is to put an image for rendering, but i want to do so for editing.


texts: I have already tried to remove my old blender and download the latest version but it does not work.


texts: How to generate temporary operators with dynamic properties?

texts:
During the development of an add-on I had to generate an operator based on the information in a dictionary. As I didn't find anything on that topic, I thought it might be useful to add my solution for others to use...

This might come in useful, when you have a dictionary of data, a user needs to fill in, before some operator logic is executed, but you don't want to create an operator for every possible dictionary combination.


texts:
Keyboard is working fine on my computer. It's possible to type in text-boxex. It's possible to use special keys such as: tab, space, alt, ctrl, shift, arrows. But none of the letters works.

While typing letters, I can see that being logged in the terminal:

wm_event_add_ghostevent Send double click

My OS is linux with gentoo.

As I said, letters aren't working so any combination of letters with modifiers doesn't work. But letters alone also don't work. The hotkeys are all defined correctly (default setup). If I open the settings and try to change a shortcut, I can press on the shortcut and it shows "press a key". If I press ctrl, shift, alt. I can see that it's seeing it but any other letter or combination isn't being detected...

What's strange is that I can type text in inputs. Which means that at some point the keyboard is detecting everything.

Second tests, I opened the configuration panel and tried to assign a new hotkey. I discovered two stranges behaviour!

If I click on the box that allow us to select an event, If I press a letter, it does nothing. If I press a letter and move my cursor, it changes the event to "Mouse" -> In-between move. That's the really strange part. If I open the dialog by pressing the arrow, it gives more options. If I click in the box that allow key selection by pressing, pressing a letter will set the key to what it was when the key was pressed.

If I set it to tab, clicking an other time will allow me to set the key, but pressing any letter except numbers, tab, arrows and other special char will just reset it back to tab. Pressing a number will set a number. What's strange is that inside the advanced dialog it detects the key press, but in the list, it detect a mouse in between or nothing until I press one of the detected keys.

Second question, if this question is all about keyboard imports... Could anyone explain what does that mean?


texts: I was using the fly settings and I got too fast. I left the fly mode and i don't know how to get back. I cannot find my project as I am to far away. How can I locate my project?


texts: Is there a way to automatically create new material in all meshes in the model?

texts:
is there a way to automatically create new material into every mesh of a model?
I have this issue with auto-rigging from Mixamo as it removes the existing materials when I download the rigged model. So I have to remake the materials again when importing the auto-rigged model back to Blender.
I don't mind if it assigns only the default Principled BSDF. I just need containers to put the shaders in when I import the model to Unity.


texts:
Is there a way to apply a black and white texture to a object and remove all vertices mapped to a point where the texture is black?

I want to build a hollow earth globe and remove all vertices where there is land.


texts: How can I modify the mirrored side of an object?

texts:
I need to modify the mirrored side of the object to add an asymmetrical feature. I haven't found a solution for this yet, any help?

Also, how can I make the mirrored side a part of the object that it is mirroring?
As in, make it modifiable.


texts: How to Copy Python Command (with python)

texts:
I would like to copy the python command from operators in edit mode, but the "Copy Python Command" is disabled

Is there any way to copy the python command from these operators that don't have the "Copy Python Command" feature enabled?


texts:
I can not find mesh panel or mesh check box which should be in the fluid tap
first, I succeeded in making fluid particles, but for the next step, I stucked.
Many tutorials say that I should click the Mesh checkbox to bake mesh, but there is no such box..
Where can I find it? Plz help,,


texts:
I know blender is really weak when it comes to this sort of thing compared to other 3D software. But is there ANY way of using a modifier on more than one object? This would be especially useful for the Array modifier.
Things I've thought of that don't work:
- Use parenting
- Use collections
- Use a boolean modifier (This almost works if only there was an option to only "join" them without changing the meshes)

As a practical example, I'm building some pipes that are screwed together. I would like to somehow still be able to change details (thickness and number of the screws, bevels ...) by just changing it in one place. In Cinema4D this would have taken a few minutes, but in Blender it seems almost impossible.
For now, I'm just using copies of the same array modifier on every single element. This doesn't really scale.


texts: Weird Trail Behind Moving Object During Animation Render

texts: So I'm fairly new to Blender and decided to try out Blender Guru's tutorials. I got to the Glass Smash project (https://www.youtube.com/watch?v=9L8qOq1Shiw&t=3635s) and was able to follow along pretty well. Everything seemed to work until the final rendered animation where I came upon an issue that I don't even know where to begin solving. The bullet leaves behind a weird trail as it moves. I don't know why this happens, or how to fix it. My best guess is it has something to do with the motion blur, but that's basically an educated guess from a newbie like me. Any help is appreciated.


texts:
I can't seem to figure out what is happening here. A bug possibly?

I went from a normal bake result to this. The only thing that changed between the two bakes was the use of a mirror modifier on the cage. However the vert/face/tri count/structure remained the same for both the cage and low-poly. I'm 100% sure that this is caused by the cage and possibly the mirror function.

This has happened to me before >same issue.  In this instance, I used the symmetry function in edit mode.

The fix was to simply remake the cage from copy/pasting the low-poly. Yet this is hardly a fix because it requires scraping a finely tuned cage.

I'm still troubleshooting to see what exactly the issue is but I was hoping someone could give some insight into this problem.

EDIT:
I believe I found what causes this issue. I did a test where I edited a section of the low-poly, duplicated the edited section, separated the section, then joined the section to the cage mesh and merged the correct vertices. After baking I get the strange result in the picture. I found a workaround by duplicating the low-poly into its own object, then using a shrinkwrap modifier to match the "malfunctioning cage" in order to preserve the changes I made. Although the topology is exactly the same between the two cages, only the latter yeilds correct results. The only difference specifically being different object data. This leads me to believe it is a bug.


texts: Can IK constraint be setup so it respects constraints of affected bones

texts: I'm trying to rig a robot arm where every bone can rotate only around one axis. It works fine when i position them one by one, but if I put an IK bone to control the whole arm, the limit rotation constraints on all bones are ignored. I understand that the whole IK task changes dramatically when there are other constraints but was wondering whether there might be some solution to this.


texts: How to apply a png texture over my material?

texts:
everybody!
I making a Barbie style doll model. I've UV mapped the face part and created her eyes and lips using photoshop and saved the texture as a png.
The face has a node setup for plastic looking skin and I would like to add my texture over it.
I've found similar questions on this website but the ones I found were for older blender versions and I couldn't figure it out how to do it on Blender 2.91.
Below is my current node setup and also the texture I want to apply.


texts: how to color correct an image that I have projected on a plane with the alpha channel

texts:
what's the proper way to add a color correction to a plane where I have applied an alpha image like the one you see below ?

I would like to correct the color of the clothes of the man,because the color of the pants is the same of the color of the floor and the color of the jacket is the same as the color of the door / window and it's not good for what I want to achieve. Below you can see that I have applied a basic color correction,but its wrong because it corrects everything,but I want that only the clothes of the man is corrected. what's the method here ? thanks.

as u can see below,I have removed the texture of the house from the rendering view and the only images left are the alpha images of the men,that I want to correct. BUT the color balance is able to correct the illumination of the whole alpha plane,not only of the clothes. its not good.


texts: Looking for a “Convex hull” like algorithm, 2D at a time, for modeling clothes

texts:
I am trying to put realistic clothes on characters created with MB lab, and I have decided that if I could have a version of the convex hull algorithm that worked on two dimensions at a time instead of all three, it would create decent clothes that wouldn’t look like the character was in shrinkwrap. Does anyone know of such an algorithm that exists?
What I mean is probably best explained by going through the mesh along one or two axes (probably Z and Y), cross sections at a time, and creating a convex hull for the results of each cross-section.


texts:
Taking 2.82 for a spin and tried to both 'Add' Images as planes, and 'Import' Images as planes.  Neither option is available.  Will this option be back in when 2.82 has it's final release?

Thanks!


texts: How can I make manipulator/gizmo stay visible when doing a transformation?

texts:
I have googled a bit and searched on here, as well as looked at settings and preferences, but have yet to find an answer. Currently working in 2.8 Beta.

When I am moving a mesh in object mode, I have my gizmo/manipulator of course, but when I select, let's say, the X axis and grab the red vector- while I'm moving my object, the gizmo is no longer visible. Of course, it's visible again when I stop the desired movement and release the mouse button, but I was hoping there was a way I could toggle the gizmo/manipulator to ALWAYS be visible, even when transforming an object or moving it.

Any tips? Settings I'm missing? Much appreciated. Thank you!


texts: Is there a way to play all actions that are part of one armature one after another?

texts: So I have a few actions I made for my FPS hands that I would like to play one after another and render it as a video, but I cant seem to find where or how to do that. Is that even possible?


texts:
I have an issue..when I use cycles render and I use color,  normal,occlusion and spec map I see some lines.(I think they are the marked seam lines).It look like the 1st picture here.

But when I take them off and keep just the color map it looks normal.

Any ideas guys how to fix that?Is a common problem to me and I have to find a solution:P Thank you for your time!


texts: How do I enable ambient occlusion for open gl viewport render?

texts: It was possible to enable viewport ambient occlusion in blender 2.79. How do I enable ambient occlusion in blender 2.83?


texts: How to bake material with a lot of textures

texts:
I need to bake material with a lot of textures, so all of this will be convertet into one texture. Image below is node tree for landscape material. One of image texture node with no connections in right corner is texture with baking result

First of all, I tried to bake ambient occlusion texture:

Wich is very different from the landscape surface:

Is there a way to fix it? An explanation of what I'm doing wrong would really help.


texts: How do you refresh Object Mode after quitting Edit Mode

texts:
When I switch back to Object Mode from Edit Mode, the displayed model still looks the same as it was before I changed the polygons (Texture, Rendered and Solid view, makes no difference):

Is there anything to force refresh? it works just fine when I edit with Sculpt Mode instead, but I needed to remove some vertex in this part.


texts: Error: modifier cannot be applied on multi-user data

texts:
I couldn't apply a Boolean Modifier to duplicate linked object and object array. I got this message in both case:

  modifier cannot be applied on multi-user data

Why couldn't I apply the Boolean Modifier, and what do I have to do so that I can apply modifiers in scenarios like this?


texts: How can I do a render of the 3D Viewport, in Python, so it uses the shading style I've selected?

texts:
I've found that I can't change the normal rendering, from a camera, to WIREFRAME, SOLID, or anything but RENDERED. (Actually, there isn't a setting to change, it just goes to RENDERED.) In the Python Console,I've done this:

First, I set a variable to the area that is the 3D Viewport for convenience. Then I check the shading and it's WIREFRAME. From there, I render that space, the 3D Viewport. It always renders from the default camera. My first test render rendered in the SOLID mode, but now I can't get it to render the 3D Viewport view (using bpy.ops.render.opengl()) and it always renders in RENDERED mode. Here's a sample - rather crowded and from the top:

I was under the impression that if I rendered the 3D Viewport space, I could get it to render in whatever shading method that was currently set for the Viewport. Is that not the case? Other than using plugins, is there a way to control the shading for rendering the view in the Viewport?
I'm beginning to think it just won't work, but I thought I saw instructions (that worked) that would let me do this and I've been searching, but can't find a way to do it.
So, bottom line, how can I specify the shading mode in the Viewport, render that view, then save the file?


texts: Audio plays, but I cannot see any animation

texts:
Ok, so I downloaded blender on steam a few days ago and downloaded a template file for a Youtube intro. When I opened the file with the blender exe that I use to launch blender, blender opens up and if I start the animation, I can hear the music but I cannot see any animation. When I click render I get the message: Cannot open or start AVI Movie file

I tried installing blender from the website rather than steam, I've tried different templates. I have no idea what to do. Maybe I'm being really stupid because I've never really used blender but if anyone can help I would be very grateful.

If you need extra information please ask, I'm on a windows 10 HP Netbook with a Radeon graphics card


texts:
So ive been trying to figure out how to do this in blender for the last 2 days now and got no where.

I want to increase the effect of ambient occlusion when i bake it onto a texture.

I achieved this(right monkey head) by ticking the ambient occlusion box in that side panel and adjusting the settings but couldn't figure out how to bake this into a texture :/

As you can probably tell im not that great with blender. As a programmer, blender is turning into a bit of a night mare since everything i want to do seems straight forward but turns out is isnt at all

Any help would be greatly appreciated.
Thanks ~Scott


texts:
I am attempting to rig for the first time, and I wanted to try out the Rigify Add-on. I have looked up many different tutorials, but I cant seem to solve my problem:

I went  to generate my rig, but for some reason, not even the Rigify Buttons tab will show up! Is there anything I can do to fix this? I am also using the latest (2.76) version of Blender, so maybe there's a different and/or easier way now? Please help!!


texts: Why the mesh get shrink with follow path

texts: I have a mesh and a curve. Selected the mesh and curve, Ctrl+P to follow path. Why the mesh get shrink down its original size. (Note : I have attach my file in that i tried to set the origins of the mesh and curve at starting). I tried with the array on the curve same issue. Any suggestion or help.


texts:
I have a cityscape with many different buildings and id like to divide the scene in half. The bisect tool is great when the mesh connects but how do i bisect a mesh where objects don't always touch. As the buildings are spaced out i'm difficulty splitting the mesh into two separate parts.

Thanks in advance


texts:
1:
I want to rotate mesh in object mode. If "manipulate center point" is inactive, it wont do anything.
If it is active, i can rotate only around X axis. (Same in edit mode)
Nothing is locked in Transform panel!

2:
In pose mode: If "manipulate center point" is inactive, I can not either translate or rotate.
If it is active, and i try to translate, it is rotating, but only the middle bones and the bones on the right side.

If I try to rotate, nothing happens.

I tried 2 versions of blender, but same problems.


texts: How to get nodes from one .blend file into another?

texts: I have two .blend files, and I want to get nodes from one into the other .blend file.


texts: Is it possible to render modifiers at preview settings?

texts:
I have an issue where I am trying to render a very complex scene, and I need to cut on my poly count in order to fit it on my GPU. The simplest way is to change modifiers like Sub-division to a lower value, like in my preview, which is all fine and good, but I have hundreds of objects . . . is there a way to render at the Preview settings in the final render?
I do know rendering at these lower settings will work as my scene currently renders in the viewport, I just need to know if there is some Python script or something to set all final values to the preview values.

I am using:

Blender 2.72
Cycles Render Engine

Scene details (preview):

384,000 verts
366,000 faces
237 objects
.45 GB Memory


texts: How to use bridge edge loops to make a pipe bend in Blender 2.8/9

texts:
I'm trying to bridge two edge loops in Blender 2.8 to make a curved pipe. I was able to do this in 2.79 but I cannot get it work in 2.8.

After setting profile to 0. Setting it to -1 makes it look crumpled. Either way I cannot seem to make a nice arc.

Is there another way to bend a pipe?

Same settings as Robin Betts


texts: Models extracted from gamre (LOL) get "mirrored"?

texts:
I just downloaded Ahri models which was extracted from League, then I used the tool called "lol2dae" to convert the original model file (.skn) to .dae  file so I'm able to importing to Blender.

The model looks fine, I applied its texture (I used PS to convert it from dds to png), and nothing seem to be wrong.

Then I realized that the model has been "mirrored" from the original model.
I don't know if I used the word "mirrored" right.. just take a look at my screenshot here for sure.

I also tried extracting some models myself and got the same problem, so I very appreciate any suggestion to make it work right.


texts:
I'm trying to get the Hairnet add-on installed on Blender 2.8.1, but it won't show I've had the same issue since I found out about add-ons.

It shows that it's in my Blender folder, but it doesn't show up in my preferences not even if I I scrolled down.


texts: I cant light up the interior of an object

texts:
Hey all I am making a spaceship in blender cycles and when I was adding lights to the back compartment of my ship for some reason in the quick render mode there are lights and in the actual render mode that you use to export it's basically pitch black! I have no idea how to fix this I have suns, and emission materials on the wall of the ship but no light. I need help!

This is quick render:

actual render result for export


texts: Camera Tracking 360 Degrees On X, Y, Z Axis

texts:
I have tried searching for an answer to my question, but I haven't found any helpful information yet.

I would like to create a camera that follows a rollercoaster path 360 degrees around my scene along the X-axis, Y-axis and Z-axis. So the camera will pass above my scene, below my scene and all around, but the camera focus will mostly move in the centre of my scene. Except sometimes I want the camera to ignore the focus and be locked looking forward along the path, other times I want to pan to the sides/up/down and other times to barrel roll around the camera's local negative Z-axis.

I have created a Bezier curve path for my camera to follow and an empty for the camera to track. However I have parented the camera to another empty and set the camera's parent empty to "Follow Path" along the camera path and also Track To my focus empty. The focus empty also has a second Bezier curve path that it follows.

I parented the camera to an empty so I could still pan and barrel roll the camera as the empty moves along the camera path. I am also key framing the offset of the camera's parent empty in order to create rapid/gradual acceleration/deceleration to match a rollercoaster's various speeds.

First I tried setting the camera empty parent to Track To my focus empty, but of course the camera flips 180 degrees when it passes above or below my focus empty.

So I deleted the Track To constraint on the camera parent empty and replaced it with a Locked Track constraint, but even the Locked Track constraint still has one axis the camera will flip 180 degrees.

My question is what are some camera rigs to circle 360 degrees around a focus empty along the X-axis, Y-axis and Z-axis simultaneously without the 180 degree camera flip, and still be able to rotate and pan the camera as it moves? Thank you very much.


texts: Is there a way to get the vector to the closest UV seam?

texts:
I am looking for a way to get the distance to the closest UV map seam in UV-space as a vector in the node editor.  Like this:

The blue dot is the current point of reference, i.e. the point where the current ray being evaluated has struck the object, converted to UV-space.

Ideally I want this value as a vector, but if that is impossible a scalar distance would work.  Units should be in UV-space (bottom left corner of UV box is (0, 0), top right is (1, 1)).  I am open to python solutions if needed.

One idea I have come up with is to somehow generate an image using Python which gives the vector per pixel (XYZ to RGB). I could then use this image in the node editor.


texts: Processing when ModalOperator has already been executed

texts:
I want to make an add-on using the Timer of ModalOperator.

I want to prevent the same ModalOperator from running if the ModalOperator was already running.

What should I do now?

https://github.com/dfelinto/blender/blob/master/release/scripts/templates_py/operator_modal_timer.py

import bpy

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            # change theme color, silly!
            color = context.preferences.themes[0].view_3d.space.gradients.high_gradient
            color.s = 1.0
            color.h += 0.01

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()


texts:
I am developing a moonbase and I am looking for dramatic contrast in the light. Inside the base, I want rooms that are normally lit with a door frame and the next room absolute dark.
What surface would be the best for the dark rooms? I am looking for surfaces with a dark matte aspect.
Thanks


texts: I'm trying to make an image in Blender using the cycles engine. When I choose rendered in the view port shading menu, there's color. But when I actually render it, it's in black and white. What do I do?


texts:
I made a few grams in the past, but none of them gave these artifacts, I remade several times, with and without texture and even then the artifacts happened.
I made a render in 4k, on the render screen were the artifacts but when saving they disappeared. I did another render in 4k again, but gave artifacts ...
Keep trying different options on eevee and I didn't get anything, maybe because I don't have enough knowledge, because I'm still a beginner
maybe it's the drivers, but my video card is no longer supported. But these artifacts only happened in this render, I tested other projects and no artifacts happened


texts: Duplicate materials - to create another similar yet modified one

texts:
I have a material that took some time to create. I want another one like that, except for the base colours (I'm using a toon setup found online and I want e.g. brown for wood and grey for metal).
Please be advised that the question is NOT about copying a mat to another object.
Thanks in advance.


texts:
Is there a way to connect a low poly object with a high poly object linked from another blend file, that is only interchanged on rendering?

Example:
In the viewport I have my low_cube.001. It is connected somehow to high_cube.001 in the high_cube.blend. In the viewport there will always be low_cube.001. On rendering the scene with Cycles, there should be high_cube.001 only.

Is there an "artists" way?
If not, is there a way I can interchange objects with Python, somehow transfer the high poly object into the render engine?

EDIT:
Regarding Python, I don't need a finished piece of code completely worked out, just some directions or ideas would be great alreay!


texts: Blender 2.8 + eGPU Vega 56 + Mac - issue rendering viewport on Rendered and Texture setting

texts:
Just added eGPU with Vega 56 to my Mac setup and while it works in all but one aspect of Blender, there is an issue when I tell Viewport to use eGPU Vega 56 for Rendered and Textured views. Any idea if this is a bug in Blender 2.8 and will it be fixed?

No Issue when using shading or wireframe modes

Issues when using Textured or Rendered modes


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I installed the blender after a fresh installation of windows 10. I have all the drivers installed. I have GTX 1060 graphics card. After running the blender, the console blinks and the program does not run. I text In the console blender.exe -d I have such error:

 found bundled python: C: \ Program Files \ Blender Foundation \ Blender \ 2.79 \
 pythonError: EXCEPTION_ACCESS_VIOLATION.

I'm trying install 2.79a version but 2.79 dosnt run too. Any ideas?


texts: All properties aren't showing up in properties tab

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Only a few properties are showing up in the properties tab. I saw a similar post but didn't find a solution that worked.
I've tried switching between rendered and object view, switching to modeling tab works but I want to be able to see all properties in layout. can anyone help?


texts: Detailed error report for every object in the scene

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I am rendering via Win7 command line and each frame I get message like cycle dependencies, shrinkwrap out of memory, can't create particles with current modifier stack... without mentioning actual objects.

This reports are quite vague. As I have lots of objects that are using shrinkwrap and particles, I do not want to go through every object manually.

Can I get more specific info?


texts: Cycles Render not rendering what viewport camera shows

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I have created a scene and set up the camera and everything looks good through the viewport camera.

then when I hit render and the result is a warped version of what is seen through the camera.

please help


texts: Trouble deleting mesh parts from sculpting -From symmetric View

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So I am quite familiar to Blender but I am coming across this very annoying part in sculpting mode in Blender. I did in fact have dyntopo on so you all know and was increasing from the original mesh until I increased something and decided I didn't want it. I tried to decrease it but I couldn't as it still has some sort of left over and I can't remove it.
Here is a screenshot of what I mean.

Now, how can I remove this, I really need to remove it or it will just be such a nuisance and I just don't want start over from the my last history point (I create certain history saves just in case I mess something up big.), as I didn't do it in a while.
I should mention I am making a humanoid so I can't just go to edit mode and delete those vertices as it won't be symmetric if I did because I would have to try to get it just right and that will take way too long.
So how would I remove this properly with keep symmetric on both sides and such?
Update 1:
I really still need help, like badly. I cannot continue my work until I know how to delete it. I really don't wanna start all over.
Update 2:
I am going to upload my blend file. I tried using blender exchange personally file hoster, but the upload bar will not budge so I used mediafire instead. Hopefully that is alright. I did use the same image for most however, just a quick update on that so no one gets misleaded.
So when ever you download it, try to sculpt the arms down and see what happens first. So you can get a better picture.

Conclusion [Solved]:
I've got an answer I have been looking for so I've edited the title and added a tag to help with others who may have the same problem I did.
I believe to well understand the answer, you should know blender quite a bit to get what the answer means.


texts: Texture painting only working in UV/Image editor

texts: I'm a bit new to blender and I have had a reoccurring issue with the texture painting either not effecting the 3d view model in a productive manner(painting over a million times with little effect) or not working at all while being fully functional in the UV/Image Editor. Am I missing a setting?


texts: Is it possible to apply a texture so that it looks like it is actually ON the mesh and not PROJECTED on?

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So I'm working on a sci-fi piece and I have an object/mesh called "shell" which has two sides. The inside is to be textured with a wireframe texture so it looks like there is a protective mesh lining the inside of the shell.

My issue is as you see in the images. The way it unwraps the mesh the texture simply looks projected on from a particular angle instead of actually curving and following the contour of the object (as if it were really lining the surface).

Is there an unwrapping technique I am missing?

I've tried placing seams, etc, nothing looks good.

I've included two screenshots for reference.

Thanks in advance!


texts: Fluid simulation only affects certain parts of a mesh?

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I'm pretty new to Blender, so forgive me:
I'm currently following this tutorial but for a different mesh, not text.
https://www.youtube.com/watch?v=jcPV3AkMRLI&t=134s
The problem I'm facing is after baking, the fluid is only created at a certain part of the mesh:

The blue section are the liquid particles. Also, I subdivided the mesh a lot because I heard that would help make the fluid simulation look smoother, but I have a version that isn't subdivided if that's important.

I want to create an effect like the entire mesh is melting into the ground, but for some reason Blender only wants to create a liquid simulation for the head area.


texts: How can I get the dimensions of an object using script?

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In object mode, when I press 'N' I get a little box called Transform. At the bottom of this box I can see the X,Y,Z dimensions of my mesh. Is there a way to get these dimensions through the Python script?

Like if I just want the Y dimension (height of object) returned, would I do something like:

bpy.ops.mesh.Transform.dimensions[1]


texts: Getting a second GPU to speed up rendering times in Cycles

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I don’t know much about hardware so, please, be gentle!

I’m thinking of getting a second GPU to cut (Blender Cycles) rendering times in half.
After some research I found out that:

each GPU renders an assigned tile in Blender (hence the reduced half time)
the new GPU has to be of the same type (Nvidia, in my case)
Two GPUs can generate more heat
‘I need to check the power’ (not sure what that means)

I own a
‘GA-X99P-SLI LGA2011-3 ATX’ Motherboard, with a

‘Palit Geforce GTX 1070 Super JetStream 8GB GDDR5’ Graphics Card, and a

‘NH-D9DX i4 3U 92mm Intel Xeon’ CPU Cooler

Here are my questions:

A. Should i get the same GTX 1070 or should I go for a faster one (e.g. the 1080?)
I was thinking of buying the same GTX 1070.

B. In terms of heat, will the PC be ok or should I do something about it?

C. In terms of power, what should i do?

D. For rendering in Blender, do i have to physically connect the cards via SLI, or they don’t need to be connected?

Many thanks for any comments and help

George


texts: How to do a transformation / deformation

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I have a model of a deflated balloon. I want to know if I can use shrinkwarp or another method to enlarge it to an inflated state.

I don't want to permanently change the models, I want to make it so I can animate something like the balloon getting inflated, so something like shrinkwarp I which can use to customize the shift between the two states.


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I'm working on a bathroom interior, and I was trying to shape the shower curtain by following this tutorial:
Modeling with Cloth Simulation in Blender

For some reason, after I selected the pinned verticies group, and ran the simulation, the cloth was affected by the pinned verticies, and also sagged, but all the movement was done in one plane, so there were no wrinkles.  How can I fix this?  Here is an image of one of my tests so you can see what is happening:

Here are my Physics Settings (As far as I know, they are the same as what he has, and also, I have animated shape keys so that the cloth would fold).

Here is the .blend:
https://drive.google.com/file/d/0B5Rj7h_MP4waeU5yc3ZyV0VZQlU/view?usp=sharing