texts: Fluid mesh isn't showing in Mantaflow simulation

texts:
The blue preview particles are showing, but whenever I tick the "Mesh" box under the physics properties on the domain, nothing happens. I've done multiple bakes with the box ticked, but it still previews as particles instead of a solid mesh. the mesh that is being used as an inflow (from geometry) source is planar, but the "is planar" box under settings > flow source is ticked.

Troubleshooting tips that I have tried that did not affect the outcome:

adjusting the resolution divisions
setting the surface emission of the flow mesh to a nonzero value
Setting the fluid cache type to "All"
closing and reopening the .blend file

What am I missing here?


texts: I'm trying to make a mountain model in Blender with distorted striped layers. Based on this solution I made striped layers but I need to have distorted layers in the final model as well. I mean something like this. I tried to add a random value to the Sine function (using Object info node) but it didn't work. Can you please help me to add this kind of distortions to my model?


texts:
I'm a (very new) beginner in python, and I was trying to follow this older technique for getting mouse location in 3D space in the Game Engine.
However, I can't get it to work and I don't know what could be wrong.

My question is, what did I do wrong? (Or if that is not the case, other ways to achieve this?)

Here is my blendfile


texts: Radial gradient to black from center of image in compositing

texts:
I am trying to figure out what compositing nodes I need to use in order to take an image such as this:

And with the use of a radial gradient, fade to black from the center, such as the original source footage from a certain film.

In brief: I want to use Blender's compositing nodes to gradually fade to black from the center of an image in an outward radial (circular) pattern.  What nodes are required to apply a radial gradient that fades to black?


texts:
I've an XML which includes position and rotation information and which I need to parse it in order to use it with animation nodes. This is something I already managed to do via python scripting but as its much easier to interact with nodes I would like to replicate it within AN. My problem is that even if my script works it seems that things are done differently in AN, somehow importing the xml.etree library  has no effect on my xml, this is how it looks now:

I'm almost sure it has something to do with how I'm using inputs but as I'm new to coding I can't figure it out. As you can see in the image it seems that the node script can`t access the file input (xml).

Any ideas on how it should be done?
Thanks in advance

https://drive.google.com/file/d/11N7AeNxEntrfEwEGfwxQ-vvX_lviD1mP/view?usp=sharing


texts: Draping 2D image over point cloud or mesh

texts: I'm new to blender and could not find this in help files. Can blender be used to drape a 2D image onto a 3D point cloud or mesh? If yes, can someone point me to a tutorial on that?


texts: Blender crashes when using any kind of normal map

texts:
I have a low-poly model with some mottled texture baked into the normal map, however, when switching to "Viewport Shading" Blender crashes almost immediately if I try and move the model in any way (if I don't move anything it seems ok). It had no trouble baking the normal map, it's only when I try to look at a model that uses the normal map that I have the problem.
There are 89 435 (accidentally applied decimate modifier) active faces in the model and the normal map is a 2k PNG texture. Un-hooking the normal map input on the Principled BSDF shader seems to make the problem go away (but then you have no normal map...)
It doesn't seem to matter whether I'm using EEVEE or Cycles. Turning off ambient occlusion in EEVEE seemed to prevent the crash.
My setup is a Xeon 2186m laptop with 32GB ram and a GTX1070 hooked up via thunderbolt and the latest nVidia Studio Drivers (the crash causes the graphics card to disconnect and it has to be re-plugged to work again). I've never had any other graphics issues with this setup.
This issue seems to be present on Blender 2.83 and 2.90.1. I'm guessing the fact that it's dying with such a simple model means there's something wrong with one or more of my model settings but I have no idea where to even start. Unfortunately I don't have another PC to test with and I've not seen this issue before (although this is my first time working with a homemade normal map).
How do I go about tracing the source of an issue like this?

Edit: Packed textures into .blend file
Edit 2/10/2020: After some more fault finding, it looks like it was being cause by a GPU power integrity problem, dialing the GPU power limit right back below stock seems to have fixed the issue, I might need to stick some extra bypass caps on the card


texts: Apply transforms to armature without affecting animations?

texts: My armature wasn't scaled when I started doing animations and right now I'm having export issue when importing to UE4 (the animations transforms are wrong), is there a way to apply scaling without messing up the animations?


texts: What is the advantage of separate line and fill layers in grease pencil?

texts:
The default 2D animation setup starts with one layer for "Lines" and one for "Fills". This feels like a traditional 2D setup where fills are behind the lines. However, it is also possible to use materials which are both stroked and filled, which achieves the same (?) result.
What are the advantages of the separate layer for fills? What are the disadvantages of using materials with both "fill" and "stroke" enabled?


texts: Can I use a Soft body / cloth simulation to make a realistic cushion?

texts:
I am trying to make a leather cushion look more realistic by simulation.
I don't really need the mesh to be dynamic and react. I'm trying to use simulation to give a more "leathery" feeling to the shape.

I've read that for closed meshes the best tool is soft body. Sadly I can't manage to use it properly, the mesh collapses almost instantly, whatever the parameters...

Here's the modeled cushion:

Here's where I struggle:

Is the mesh too complex for the simulation to work properly?
What simulation parameters can prevent the mesh from collapsing?


texts: How can i export my 3D animation for 3D video?

texts:
I have simpe 3D animation. I want to view watch this animation with 3D glasses and 3D projection. How can i convert to my 3D animation?
Look at the picture for more information: PICTURE
http://directetnet.com/wp-content/uploads/2015/06/3d-film-indir.jpg

Picture:


texts: Is there a way to edit mesh without breaking the rigged bones? For an exmaple resizing legs to make them bigger in edit mode works fine but when I go into pose mode my feet level rig is at the knee level and it breaks my model.


texts: How to access Object Display properties?

texts:
I'm trying to change properties so that I map have edges drawn over the object when in object mode.
The standard google answer is to use Object->Properties->Display then click on wire etc.
There is even graphic of the display panel in the manual.
https://docs.blender.org/manual/en/dev/_images/editors_3dview_object_properties_display.png
(from page: https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/display.html)

Problem is, the display panel I see is quite different.

Since the manual is for 2.78 I figure there must be a different panel that I haven't found yet.

So, looking for a clue on how to access this display panel.
If that's not available. Is there another way to have wire frame overlay the texture view when in object mode?


texts: My shadows aren't rendering in EEVEE but working perfectly in the viewport

texts: I've been modeling and working on this scene for days a couple of bumps on the road but I've been doing pretty good. I've never had problems with shadows, and I've checked every possible forum. It's shadows a enabled and everything everybody mentioned is enabled I think. Maybe I'm missing something.  I shared the picture below red is rendered and green is my viewport display


texts: Atmosphere Colour Change (Blender Render)

texts:
Just a quick congrats to the moderators who won! Glad to see some friendly faces keeping their spots as you've help so many out including me with this project and others.

Back to my Earth project. Done some more tweaking and have much more to do to try and perfect everything. My next step though is changing the colour of the atmosphere when transitioning from day to night. I want to have that golden/orange glow that appears around the edges of the day and night shift. I've attached my current render and what I'd like the transition to eventually look like.

My render:

What I'm aiming for:

I'm also trying to make 3D clouds as well or 3D manipulated clouds with the texture I'm currently using. But one at a time ey? Look forward to hearing your suggestions!


texts: Library Issues when trying to run blender game on different computers

texts:
I've made some games on my home computer (running Ubuntu) using blender (saving it using bpy.ops.wm.save_as_runtime()). When I try to run that file on my work computer (running CentOS) i get a load of library errors EG:

error while loading shared libraries: libpng16.so.16: cannot open shared object file: No such file or directory

I've just ran blender from the work computer and saved a game which then runs fine and there's no errors. Is the problem the different OS?

Because I have so many games which are created running various scripts, it's much much easier if I can just use the games created on the home computer (I don't have super user privileges at work).

Are my only two options to either install all the required libraries or create the games on the work computer? Or is there a nicer way of exporting games that will save me?


texts: Image with alpha looks different when saved externally

texts:
I have an image of some fire with an alpha background.

When rendered in Blender, and viewed in the UV Editor, this looks good (as above).
When I save it externally, it looks awful (both in Gimp and when re-imported back to Blender). I have tried various image formats (PNG, TGA, EXR).
PNG is terrible:

EXR has given me the best results. I've used the maximum depth that Blender gives me the option for, and turned off compression. Sometimes this makes a difference, but mostly it looks the same.
This is the most faithful version that I was able to achieve, but it's still pretty rubbish compared to the original.

I am aware of this answer. I suspect that this might be my problem, however, if it is, I would have expected the problem to only be present when the image is viewed in an external program.
I actually want to use this image back in Blender (in a different Blend file).
How can I save this image in a way that I can re-import it back into Blender (different .blend file) and have it look the same?


texts: is there any way to make an add-on password protected?

texts: This is for studio use where only a few people are given passwords which will  show the add-on content. Is it possible to password protect an add-on?


texts: Character not following bones in pose mode

texts: I have weight painted my character, and the bones were moving perfectly fine in pose mode, but after some time when I came back to animate it, the bones have stopped following the character. Can anyone help, please?


texts: Cannot select vertices of any object In blender, while in edit mode and using Archipack

texts:
So, Im making a course on Archipack (add on for architecture and building houses), and Im trying to select vertices then put the cursor on the selection position, and therefore I can add the window through the Archipack menu.
It enables me to select the windows on the Outliner menu, but when I enter edit mode and enable vertex mode, I cannot select any vertices even though there are 2 vertices selected by default, inclusive putting lasso tool or any other type of selection. I've restarted blender twice, and I don't know what kind of problem it may be, considering my mouse is a brand new one (HP) and I also checked its battery.
Please don't say me that my file is corrupted or something...
Thanks in advance for your help,


texts: The Background image is not showing in the rendered slot

texts:
I checked "transparent" under the Film tab but still not showing.
I can find out what I did wrong.

the file:

Can someone help? :)

(Edit: my question was if it is possible to render the Background image without compositing)


texts:
I'm trying to recreate a spa water bottle, to get some Blender practice. An example of the bottle:

Around the bottle are some round carvings. I created these with a Difference Boolean with a torus. I've hidden these torusses (tori?) from the view and renderer.

However, when rendering (with Cycles Render), I see some weird shape, like one of the torusses isn't really hidden. When looking with the rendered viewport shading in 3D view, I don't see the extra torus (which is what I expect).

What could this be?

Modifiers applied to the bottle, in order: subsurf, 8 booleans, solidify.

The rendered view (with unwanted artifact):

The viewport view:

EDIT:
I've doublechecked all modifier visibilities and the visibilities of the torusses themselves, and I don't see anything odd. See the image below.

Additional info, I made the torusses by extruding a circle over a circular beziercurve, and creating a mesh from that.

EDIT2:
I've added the Blend file to the top of this question


texts:
i dont understand why only the hands and the eyes are colorable, the rest of the mesh is white and i cant seem to be able to apply textures to it

this picture shows my uv islands on the left and the mesh in edit mode on the right

this picture shows the same uv screen left and my mesh in texture paint mode on the right


texts: What is the difference between Visual Keyframes and Baking Animations

texts:
Recently I have been trying to animate some certain things for a game I'm writing. However, my game engine(Not the blender game engine) only takes rigged animation (without any bone constraints). So to import in the animations I have to use the Bake Action function, but every time I bake an action It would make another action and then I would have to rename everything.

But then I discovered what Visual Keying is and now I am wondering if I can just use visual keyframes instead of normal keyframes so that I don't have to Bake the action later.


texts: Can UV outward space influences out of blender?

texts: I am working on different objects in blender, I had made an old table on cycles , I ve marked seams and I have uploaded an image from internet to the "canvas image" of the new texture. There are an outward space beyond the limit of the UV space, I think is normal, I think is correct too, but that space is pixels after all? I think Unity or Unreal or some engine just read the information in pixel for the UV coordinates that I ve marked on blender.... and not for those area which I ve show in this picture.


texts:
So, I'm making a building and I'd like to make a molding around it on the top, so I press Ctrl-R to slice it and this is what appears. `

But instead what I want the slice to look like is like this (the slice is in purple):


texts:
I have fluid simulation with an inflow object. I want the inflow to go for 2 seconds, then have the inflow stop (so no more fluid is added) but keep the simulation going  (so the existing fluid sloshes around).

However, I do not see any way to set start and ending values on my inflow object.

How do I stop inflow at a certain frame/time in my simulation?


texts:
Im quite bloody inexperienced in this software, so you might as well call me a noob, but here is my problem:

I was modelling a soda can, then I decided to make a stand for it and accidentally pressed the smoke simulation. Afterwards I don't know what I pressed when suddenly the can and the stand turned black with bazillion of wires.

What I know is that I put a lot of Edge Loops as a finishing touch for the can before it happened and it has subsurf modifier on it.

Heres a picture:

Soooo, basically I'm stuck at this point (School Project)


texts: Why are my objects flattened or distorted when using the Shrinkwrap modifier?

texts:
Perhaps I'm using the wrong modifier, but I'm trying to conform a series of nuts to a curved plane. I first thought the shrinkwrap modifier would be the best way to go , but I'm confused by the results I get.

My results show the nuts either being flattened (project) or being distorted violently (other settings)

What am I not realizing here?

Many thanks

Sam


texts:
For example, I made a rotating cube. I made 100 instances of this cube and place them all over the scene.

I don't want all of them to rotate completely on sync with each other. Maybe a randomized start time so it looked natural like separate entity. (But still the mesh and animation is linked, so I can edit the original one to update all of them) Is this possible in Blender?


texts: Rendered animation has black frames at start and end

texts:
I saved an animation as a set of images. It is 2800 frames, and the first 135 and the last 563 are just black. When I play the animation by going into camera view and clicking play in the Timeline, it plays fine, but when it renders, it cuts out a bunch of intermediate frames and fills in the beginning and end with black frames.

There is no Time Remapping, and it is set to No Sync. I had decided to change the frame rate from 25 to 30, so I increased the number of frames, scaled the keyframes on the Dope Sheet, and changed the Render > Dimensions > Frame Rate field to 30. So, maybe that is a reason, but I can't see why. What is my mistake?


texts: In this amazing Blog I found a OSL Shader for fabric, but now I'm stuck because I can't find the Node called Screen. I tried the search menu Shift+A Search...


texts:
I'm having trouble wrapping my head around how information flows through PyNodes.. Where/how should I set the value of my node's output sockets?

I've been trying to implement this in my node's update method. My idea is that I should be able to access the value of the input sockets, do something with the values, then set the value of the output sockets. My problem is that it doesn't appear that the NodeSocket class actually stores values anywhere.

How can I access the value in my node's input sockets?
Where should I implement the actual processing that my node should be responsible for?
How can I set the value of my node's output sockets?


texts:
I want to create loop cuts in a direction that Blender does not allow me to. As far as I know.
Anyone have a solution how to create the loop cuts as shown in the image attached.


texts: How do I install the add ons into blender?

texts:
I want to install add ons for importing .vrm files.
I need to know how to get the add-on from my macbook's files into blender and install it correctly. When I bring up the file, it is not a zip file even though I downloaded the zip file.


texts:
I have followed this tutorial and finished creating a 3D donut object:
https://www.youtube.com/watch?v=rKPSB8tcXhQ
I'm trying to export the donut as an FBX to import it into a Davinci Resolve fusion clip but every sprinkle shows up as an invidivual 3D object node and the donut is transparent (in Davinci Resolve). The sprinkles were created by making 4 slightly differently shaped sprinkle objects in a collection and then attaching them to the icing by weight painting the icing object and using the particle emission hair effect.
I tried to follow this post: Convert Particle System to Mesh (Collection NOT Object)?
and use a modifier to make all of the particles seperate objects and then join them with Ctrl J. That made the sprinkles look like a single object in Blender but they still gets split into a million sprinkle object nodes in Davinci Resolve.
So in total I have 2 questions:

How do you get the sprinkles to be exported as 1 mesh instead of a million 3D objects (as it appears in Davinci Resolve)?
how do I get the donut to not export transparent?

P.S. I'm much more concerned with the first question. The second one is not as big of a deal.


texts: Make linked or appended objects part of another blend file no strings attached. (Blender 2.82)

texts: I have linked a separate blend file of a Claw for my character but can't join and edit it, I just need it to be unlinked and be part of the character blend file.


texts: Is there a way to convert a Nurbs curve to Bezier?

texts: Apparently paths are the easiest way to make a spiral. But I'm using a spiral for a particle curve guide and Path doesn't work with Curve Guide. So I'm just wondering if it's possible to turn the curve from Path to like the thing that the Bezier is like?


texts: API: is it possible to save a variable's value for pose space deformations?

texts:
Does anyone know if it is possible to make a variable

i.e.

variable = "string data"

and then have that data stored 'somewhere' such that it is saved with your file? So you change the value, save and close blender, reopen blender, and the code loads up that data from before?

I would like to avoid having to export data to a custom file, but instead have it load automatically with everything else.

I am trying to make a plugin that adds a bone constraint. In reality, it is not a bone constraint, it just connects a shape key to a particular bone in a particular direction to give the effect of easy to use pose space deformation like those found in industry level programs like Maya. And in reality, my variable is going to be a float type column vector

vector_to_save = bpy.context.selected_pose_bones[0].matrix.col[1]


texts:
I have a rotating in a blender file with a single plane as ground. The object rotates find and the shadow is casted correctly onto the plane, but the shadows of the rotating object itself do something very annoying: they kind of "snap", it doesn't look natural.
It's also on only some places on the object that this happens, on all the other parts it does look natural and normal. I'll upload a short animation here to show the issue.
You can see that when the object rotates, most parts cast their shadow normal but this one part is very obviously "snappy":

I'm using the cycles engine, 60fps, 128 samples and no denoiser (not yet final product). Changing the framerate did not solve the issue, at 120 fps (way to much for my goal) this was still issue was still present.
Also changing the sample count did not really help, but there was visible difference. But once I go over 128 samples it seems to not change the effect anymore, it stays like in the gif no matter how high I put the sample count.
Is this a known issue and is there a way to solve it? I really don't know what I can do more to avoid this.
I've also changed the light source and resized it etc etc, it does change the issue but the snapping stays, it's just a bit shorter or a bit later but it still snaps, no matter what I do.


texts: Animation Nodes: How to Distribute a Loop on a grid?

texts:
I created 2 procedural spiral splines(each in the gray frame), one has a smaller radius than the other. I looped each spline So I Imitate the fibers going on a Knot. Then added a curve modifier so I can make the fibers follow the knot.
Now I wanna Distribute all those splines on a grid (using the distribute matrices node) so I could achieve a knit similar to that reference.

However I am not sure if it is even possible to distribute a loop.
Thanks in advance
Here is the node tree:


texts: How can I create custom decals using Decal Machine?

texts:
I just tried to create a decal but I get an error in the console:

Traceback (most recent call last):
File "C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\DECALmachine\operators\create.py", line 162, in execute
packed, decaltype = core.pack_textures(dm, decalpath, textures, size)

TypeError: cannot unpack non-iterable NoneType object
location: :-1

Does anyone know why this happen? How to make it work?


texts: Blender stops responding when trying to export fbx with empties but doesn't with just one empty

texts:
I don't understand what's going on, here's the file of what I'm trying to export. If I select just one empty and try to export it, it does without issues, if I try to export several then it just stops responding after setting the name for the FBX and clicking export although it doesn't crash, it just stays there "thinking".
I'm using Blender v2.78c (latest one) in Windows 10.

https://ufile.io/nbxs4


texts:
If I transform triangles into quads, options Compare UV, VCol, Sharp... trying to preserve the original structure of edges or materials (as far as I understand). Below is an example of work Compare options:

But I can not achieve any change in mesh with options Compare UV, VCol, Sharp... with the instrument Convex Hull.

Explain, please, what do these options in the context of the Convex Hull tool (preferably with pictures)


texts: click armature deform. but, body mesh goes up!

texts:
At the end of the rigging process. I select body and slelect all of rigging.
and ctrl+P - click armature deform. But, body mesh goes up.
This is my problem. What is the solution solve this. (Please check my issue on the video.)
https://www.youtube.com/embed/7DrUnsbRpKE


texts: How to create node for modulating color image with Python

texts:
I am rendering with blender GUI, but I have to do some work with python in blender.
I want to take color image and modulate it (eg. edge detecting or fourier transform it) and save it.

I think I can make it with creating new node whose input is connected to color of render layer and output is connected to file output.

Is is possible to make this kind of new node?
Thank you in advance!


texts: Mesh deforming after pressing bake ocean

texts:
I am new to blender and learning to create ocean by following this tutorial https://www.youtube.com/watch?v=CwJrb3vjAaA&t=150s .
  after pressing bake ocean the mesh is kind of deforming. also when applying these displacement maps on other plane again getting the same deformned mesh kind of ocean.


texts: Mesh always faces User Perspective when added

texts:
Whenever I try adding a new object in my scene, it always starts off facing towards the user perspective. How can I make it so that it's aligned to the grid (like the default cube) rather than my view without rotating the object?

Here is a cube that I just added using Shift-A. Unlike the default cube, it faces where my view port is pointing.

Vs. Default cube orientation


texts: Modeling complex shape of a monitor backside

texts:
Right now I'm trying to model the backside of the casing of this monitor

I have tried a NURBS surface but didn't manage to get the desired result. Then I used a regular plane which was a bit better but I couldn't figure out how to make it look smooth and "fluid". Any suggestions?


texts: What is the correct 'data_path' to animate the colour of a Principled BSDF node with Python?

texts:
Version: 2.83
I want to change the colour of a material during animation - via python script.
I can create a cube wherever I want, called myobject and attached to it an appropriate material:
        material.use_nodes = True
        principled_bsdf = material.node_tree.nodes['Principled BSDF']
        principled_bsdf.inputs[0].default_value = colour
        principled_bsdf.inputs[5].default_value = 0
        myobject.active_material = material

I can then move the object for each i and use myobject.keyframe_insert(data_path = "location", frame(i)) to insert frames appropriately. What is the correct data_path channel to insert keyframes for different colours, so I can change principled_bsdf.inputs[0] for whichever keyframes I want.
This question asks the same question, but doesn't have any answers: Change the color via python script
Note that using data_path = "color" doesn't give an error, but also doesn't work.


texts: Selection to cursor does not Center object origin in 3D cursor

texts: I seem to be having an occasional but recurring problem when I try to snap an object to the 3D cursor.. Usually works but in some cases the origin misses the cursor.. I can repeat the command several times and sometimes it will find the cursor but sometimes not.


texts: How can i transform this sphere into a flat terrain with the pattern of the sphere ?


texts: First move object with rigid body physics, then animate manually

texts:
I'm trying to make an animation in which my object first drops on a surface by using rigid body physics but later rotates towards the camera driven with manual keyframe animation.

I know there is a "animation" button in the rigid body settings. However activating it seemed to completely remove the earlier physics-driven animation from my object.

Is there a way to first animate with rigid body and the continue the animation manually via keyframes?


texts:
Recently I posted a question related to adding progressive changes to a driver output value once per action of the user, directly on the viewport and independently of the fps of the scene. Fortunately a user named Leander found a solution. Here's the question and answer:
While loop Drivers and additive movement

I was trying to understand the logic behind Leander's solution, and he said that by using a Custom Property it would  "keep track" of the drivers previous value.

I found this behavior interesting and very useful, because if we can have an empty that copies the location of another object but also "lags behind" while in movement, we could then find the direction and velocity the cube's motion (main object) by checking the positional difference between its last location and it's new, all of this directly on the viewport without scripts.

By simply adapting Leander's file, I managed to kinda make it work, as you can see on the Blend file attached. Press play and check how the bone points towards the direction of movement of the cube, and once the movement stops the empty catches up with the cube (and the bone points up). You can also disable the animation and grab/move the cube around to see it in action.

The problems are two:

1-since apparently Custom Properties are restricted to a 0-1 limit, once you move the cube farther than x=1 or y=1 the empty stops following.

2-the empty follows extremely close, making diagonal movements unstable, janky and the empty quickly trying to snap to X or Y axis instead of going diagonally.

Is there any way to expand the system to greater than x and y=1, and there's any way to delay the empty even more behind so that the direction and distance of the movement can be more accurately and reliably determined?

PS: I know about the "Slow Parent" option on Relations Extras. Creating a second empty slow-parented to the main Empty, and making the bone follow this new empty,  makes the motion less janky indeed, but not only it doesn't solve the limitation of the motion restricted to 0-1, it also is not a reliable source for measuring distance, as it keeps moving to reach the final position even after the cube has stopped, depending on the Offset parameter of the slow parent option.


texts: Why vertices are selected after adding mesh?

texts:
I have encountered weird situation with self-made addon where vertices are selected in Edit Mode after adding mesh. Is this to do with bmesh?
Edit: Figured that one out, just selected all verts during verts editing

def simple_subdiv(mesh: bpy.types.Mesh, radius, level):
    i = 0
    bm = bmesh.new()
    bm.from_mesh(mesh)
    while i < level:
        bmesh.ops.subdivide_edges(bm, edges=bm.edges, use_grid_fill=True, cuts=1)
        j = 0
        verts = bm.verts
        verts.ensure_lookup_table()
        while j < len(verts):
            vert = verts[j].co
            vert.normalize()
            verts[j].co = vert * radius
            j = j + 1
        i = i + 1
    bm.to_mesh(mesh)


texts: When sculpting with "Dynamic Topology", is it possible for the polygon size to change depending on the size of the sculpted area? Basically, I want the polygon size to change the same way it does in Sculptris. Very often I find it difficult and time consuming to change the Constant size manually and Sculptris just makes that sweet balance between appearance and performance automatically so you can focus on sculpting only. Is that possible in Blender somehow? Or maybe some add-on of some sort? I wanted to use Sculptris for sculpting, but it has some missing stuff that I like so much like more brushes etc.. and import- export between the two programs so many times is anoying.


texts:
I'm brand new to blender and am a bit dazzled by the node wrangler. I've been playing with texturing different parts of the mesh using downloaded textures etc. But when it comes to texturing the decals I get lost. Basically, I want to model this can

The aluminum can texture I'm using from Poliigon but on top of that, I want the label to have three layers to it like the image below

Bottom Layer. A translucent background pattern that combines with the texture and
shade of the can ( a bit like how multiply works in
photoshop/illustrator).
Middle Layer. An opaque, colour area that contains the main graphics. This needs
to have a very subtle plastic texture to it
Top Layer. A textured spot varnish to most of the circular graphic, but not the
words in the middle.

I've created a separate UV to the aluminum texture map the different layers to, but other than that I'm pretty lost. I'm assuming that I can use the black details shown in the link to define which areas have which texture but I can't figure out how to do that and I'm even more unsure about how these would then combine to make it look like the real-life can.


texts: Is there a way to change MMB+Alt (align view to axis - front, top, left) to another key? Can't find it in preferences. Thanks!


texts: How to Reopen the 3D Viewport along side the UV Edit Window

texts:
I opened the UV edit window and made a uv map. Now I want to open up a second window with my model in the 3D viewport. I want to synchronize the mesh and the uv map. But I can't figure out how to open the 3D viewport.

Thank you for your help,

Sabia


texts: read the source of any tool ( operator )

texts:
As you read in the title, i want to read the source of any tool,
but more expecificly i want want to read the code the kinfe_tool.

I can´t find the source to that tool, why??
(i have already try to use the edit operator addon, to serach for operators source)

Please help :D
thanks in advance


texts: Associate Blender with file import in other format than .blend

texts:
Is it possible to associate Blender (in Windows 7 and later) to open files as it would be done via Import. I often import files in .dae or .fbx format to Blender and I would like to import them simply by opening the file in Windows explorer. Is that possible?

If I simply associate that file with Blender, it opens Blender in a default state with the cube.


texts: How to properly offset the beginning of a fluid simulation?

texts:
To offset the beginning of a fluid simulation you only have to set the Start of the fluid's domain to anything above 0 seconds. However, by doing so, the results differ from starting at time 0.

For example we can compare this two simulations with one inflow at 200 resolution in a scene with 1 second of duration (from 0 to 23 at 24 fps):

The first simulation's Start and End are set from 0 to 1

The second simulation's Start and End are set from 1 to 2

In this case the last frame of the first simulation may be the same as the first frame of the second simulation.

As you can see below, the result differ.

As this post says, this is the proper workflow when offsetting the beginning of a fluid simulation. However, in the offsetted simulation it appears that the inflow velocity is higher and thus there is more fluid.

This difference is more noticeable when you increase the resolution. I usually make a bake with Start 0 and then decide how many seconds of offsetting I'll put. Then when I bake again -with, say, 3.6 seconds as Start time- the result is a lot different from expected working at 650 resolution.

Then, the final question is, what's the proper workflow for offsetting the start of a simulation but maintain the result you might have when not doing so?


texts: Why is lighting broken while using shade smooth?

texts:
I have a problem with my mesh (blend file at the bottom), I want to connect these two sides of the object so the mesh creates something like a loop.
Mesh is fine and smooth if those sides are not connected, but every time I try to connect them with "merge by distance" the lighting on "shade smooth" will break and the mesh will end up looking weird. I have no idea why is that.  My mesh is not that bad (I personally think it's clean).  I was trying to make this mesh as simple and clean as I could.
Here is my blend file.


texts: How to emulate a Number Pad and 3 Button Mouse?

texts:
I have a MacBook Pro. Since it's a laptop, it does not have a number pad. It only has the numbers at the top of the keyboard. Can I emulate the number pad so that I can access the hot keys for top view, bottom view, etc...

Also, how can I emulate a 3 button mouse with just my touch pad or a two button mouse?


texts: Why can I not select vertices located behind others?

texts:
When I use B only the front vertex is selected and not the one behind as well. I have tried turning on and off the Limit Selection to Visible and there is no change at all. I have tried all the tricks people have suggested and its still not working.

I appreciate any help.


texts: How can I do fog that is denser at the bottom?

texts: I'm trying to add a fog to a sea scene that wouldn't cover the sky and get denser further down, so I could not see the horizon.


texts: How could a single Python script run when Blender is started?

texts:
I would like to have a few globally available functions which should not not depend on a .blend file.
Is there a place (A setup.py, __init__.py or something like that) where I could put a few lines of code?


texts: I just bought Boxscatter + HardOps, and immediately there was a problem: I can't create a red box inside the cube. I run along the edge with the LMB clamped down, and all that happens is the "Drawing" and "Canceled" messages in the corner. At the same time, the addon itself works: if you do not select the cube, then Boxcutter perfectly creates parallelepipeds and cylinders around the scene. What am I doing wrong? Of course, Blender version is the newest. Boxcutter is 717_1 Claymore


texts: Blender Cycles Slow Rendering Interior Scene

texts:
I have create a very basic blender scene with Suzanne and a modified cube with no UVs and only basic materials. The scene contains about 3 emissive lights.

Using the cycles rendering engine, when rendering the exterior scene (3 lights, Suzanne and cube), blender takes 55 seconds.

However when rendering inside of the cube which contains only 1 emissive light, it takes 3 minutes and is relatively slower. Why is it so?

Even the empty inside of Suzanne which contains nothing takes longer time. Why so? Am I doing something wrong or is it natural?

Note: All the scenes are rendered with exactly the same settings and 6 samples


texts: How can I temporarily disable an animation?

texts: I have this file with an animation in it. Now I added a smoke simulation. But every time I play the smoke simulation also the animation starts running. How prevent this ? In fact I would like to make the animation "inactive" but not delete it. How to do that ?


texts: Blender syncs objects unexpectedly fast, one instance only

texts:
So I have rendered an animation and each frame had taken about 55-60seconds.
Of that time 13-16seconds was the scene setup (sync objects etc)
When it syncs objects it usually does 2-3 objects looks as if the program freezes (blue spinning mouse curser) then 7-8seconds later resumes. This happens for basically any file I'm working on. And have seen this pause across multiple platforms. Intel and amd.

I don’t know if the blender is doing stuff or having a moment of blah…

I was fiddling with my blender file and got the scene setup to 5-6 seconds. As if that whole 7-8seconds delay disappeared!!!
Which makes me think something is wrong with blender

I don’t know what I did? And cannot replicate the faster performance!!

When my blend file opens I usually have Simplify enabled subdivision set to 1, and the A.O. bounce count to 3max.
As for other settings. In my blend I didn’t touch them in that one instance it worked fast!

I was only changing values in the Simplify section…
Then noticed one render finished well 8 seconds faster!
to which I actually eventually changed the settings back to what they were as if the blender file was just opened… and the changes were evident as for better quality renders… only blender was no longer having that 7-8second timeout!

My sys spec.
Ryzen 1600 @ 3.95 GHZ
16GB DDR4 @ 2400
Windows 10 Pro
GTX 780ti 3GB + 2x GTX 1060 3GB

I hope someone here knows what is going on


texts: Overlay PNG image as overlay in camera view in BGE

texts:
Is there a way to put a PNG image as overlay in the camera view? I want the cross hairs to show in the camera view in Blender Game Engine.

Blender camera view:

PNG image with overlay:

End product:


texts: Blender 2.73 Objects do not respond to script, but do to Python console

texts:
TLDR: I can change stuff with Python in the console, but not when lumped together in a script.  What gives?

I'm trying to command an object's location and orientation by running a script in the text editor (and then saving the resulting image).  I can use Python in the embedded console to change object properties (like position and orientation), but when running these commands as a script from the text editor they will change orientation, but not position.  I need to change an object's location and orientation.  What could be causing this?

These objects exist in a .blend file that has objects, lights, textures, keyframes defining position, etc.

These scripts used to work before I updated a texture, added more lights, and restarted my computer a few times.  Those are the only changes I can think of.  Now they render and save the rendered image but don't change the object's location or orientation (yes, after adding more junk, the object call is still to the right object).

However, if I run the script line by line in the embedded Python console, it executes flawlessly.

All thoughts appreciated!  I'm stumped.

Script:

rel_loc = input("\nPlease input relative location of object 1, separated by spaces: x y z:  ")
rel_att = input("Please input relative attitude of object 1, separated by spaces: w x y z: ")

#split out 'words' and convert to floats
rel_loc_p = rel_loc.split()
rel_loc = []

for n in range(0,len(rel_loc_p)):
    rel_loc = rel_loc + [float(rel_loc_p[n])]

rel_att_p = rel_att.split()
rel_att = []

for n in range(0,len(rel_att_p)):
    rel_att = rel_att + [float(rel_att_p[n])]

print("relative location " + str(rel_loc))
print("relative attitude " + str(rel_att))

#set position
bpy.data.objects[1].location = rel_loc

#set attitude
bpy.data.objects[1].rotation_quaternion = rel_att

#location, rotation, and scale
#bpy.data.objects[1].matrix_world.decompose()

file_nname = input("please enter name and extension for file: ")
file_ppath = input("please enter entire save file path, use '/' instead of '\': ")

#render and save image

full_name = file_ppath+file_nname
bpy.context.scene.render.filepath = full_name
bpy.ops.render.render(write_still=True)


texts:
this is my first time trying to do this thing.

So I am trying to bake a Vector painted object onto a texture but I failled.

Video showing the failure: https://www.youtube.com/watch?v=tOjKZ9u3OD8

I tried and followed this tutorial and when I did, it says "No objects or images found to bake to".

Hope you guys can help me.

And another thing to take note is that I was making this originally in Cycle and only changed to Blender Render when I wanted to bake it. That's probably the problem but I'm not sure how to fix it.


texts:
I have a 3DConnexion SpaceNavigator. It works very well for moving the viewport. Is there a way for it to place an object in the scene?

Is this something that can be accomplished via an addon? I am new to Blender, I'm delighted that the NDOF works out of the box, but I expect to be able to place objects using it. Would be much more intuitive than using a mouse.

So far I have setup a ViewOperator template and I can see that moving the 3D mouse yields a NDOF_MOTION event

def modal(self, context, event):
        v3d = context.space_data
        rv3d = v3d.region_3d

        if event.type == 'NDOF_MOTION':
            print(event)

blender console when moving the 3d mouse: <bpy_struct, Event at 0x000001B72D13B5F8>

I can see how I might write a script to move an object given the motion event. The problem is I can not find any way to get data from the event. I am expecting some translation/rotation vectors but those properties don't seem to exist on the Event object.

I believe the c implementation to move the viewport is here: ndof_orbit_zoom_invoke() in https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/view3d_edit.c

const wmNDOFMotionData *ndof = event->customdata;

There is no customdata on the event when it gets to my python script.

Which makes sense because there is no mention of any relevant data in rna_def_event() here: https://developer.blender.org/diffusion/B/browse/master/source/blender/makesrna/intern/rna_wm.c


texts: Compositor - File Output - PNG compression ratio issue

texts:
I use the compositor to save my renders into files with the "File Output" node. I want to have the smallest file size while preserving all information. I use PNG file format with the highest compression ratio, i.e. 100%.

My problem comes from the output file size. It seems that the compression ratio in the "File Output" node is not the same as the one when manually saving the image with the Image Editor (Image Editor > Image > Save As...).

Here are the figures with the default Cube rendering.

File Output node in compositor :

PNG 0% : 8.3 MB
PNG 15% : 1.0 MB
PNG 100% : 610 KB

Manual saving via Image Editor :

PNG 0% : 8.3 MB
PNG 15% : 75 KB
PNG 100% : 38 KB

So for the same level of compression, I have different image size.

Maybe I miss something. Can anyone help ?
Thanks.

Blender version : official 2.82 on Linux.

Screenshot of my compositor node settings :

File browser with file sizes :

All files look the same (resized below) :


texts: model kalieena outfit from prince of persia

texts:
Can any one tell me the correct method to model outfit of kaileena form prince of persia
here is my simulation which is not giving desired restults


texts: How can I render an animation where we can see through a mesh similar to 'in front'?

texts: Basically, I've created an animation of an apple tree growing. During part of the animation I want to be able to see the roots growing under the 'ground' mesh in my scene. The effect should look similar to the 'in front' property in Viewport Display. Is there a simple way to achieve this? Thank you in advance.


texts:
So I've been modeling this camera with Eevee along the way and didn't have any problem when switching to rendering mode, however, once I switched the render engine to cycles a lot of the parts are not showing in the viewport.
It is rather weird because the wireframe of the object is still showing when the wireframe is turned on but the object itself is not showing in the viewport or in the render. I checked everything in the outliner and nothing is wrong, I also tried to copy the object that's not showing up to a different blend file think it could be just this file is corrupted but it's still the same.


texts: Is there a better way to do a shingled roof, than an array mod with object offset?

texts: I'm trying to create a pagoda style roof shingle effect, and this is about as close as i can get it to the look I want after about 45 minutes of tweaking and adjusting the scale and rotation of the empty. I know there's probably a better and faster way to do this. I thought maybe dupliverts was an option but I'm not sure how to make each shingle shorten as it goes along.


texts:
How can I fix the following problem?

The second bone most move from left to right and v.s. wen the first bone changed in angle. The tail of the third bone most be a fix position.

Best regards

Jean Nijhuis


texts: Get RGB value of texture from face on mesh

texts: I need to extract the RGB information from a a face on a mesh with a script. I know it sounds ridiculous, maybe it is the main reason I could not find any solutions. I know the index of the face but I don't know how to extract the color of the texture on it. The texture of the object is set from an image so I don't know if extracting color is even possible.


texts: Blender on Windows is skipping python script. (brenda on windows)

texts:
We've been using Brenda for quite some time now for rendering architectural stills. Since our editing stations are doing nothing at night, I started making a desktop app that allows you to pick jobs from the AWS Queue.

It works, sort of, well on Linux, but on Windows it looks like it's forgetting to run the python script. The python script does a number of things: it specifies which subframe should be rendered, makes sure the tile size is set to 32x32 (cpu) and sets a proper output location for mask outputs from compositing.

It outputs 4 files:

subframe.py
data.txt
err.txt
frame_######_X-$.$-$.$-Y-$.$-$.$

subframe.py is the actual job for rendering the subframe and settings the blender settings. data.txt shows the blender output. err.txt shows any console errors if they happened. the frame (and masks if any) are PNG images.

The command being executed looks like this:

blender -b *.blend -P subframe.py -F PNG -o $OUTDIR/frame_######_X-0.0-0.2-Y-0.2-0.4 -s 1 -e 1 -j 1 -t 0 -a

For a correct work run the output looks like this:

The subframe.py, data.txt and err.txt can be found here.

For an incorrect work run the output looks like this:

The subframe.py, data.txt and err.txt can be found here.

As you can see the err.txt's are both empty, which makes it look like everything went smoothly. On the data.txts however, you do see a difference. At the bottom of the first one you see the line:

  This is a testprint from the subframe.py file

This is an output from the subframe.py file. This line is missing from the bad run data.txt file however. Leading me to believe that the subframe.py file got ignored in this case.

I fail to diagnose why this file is not being used when starting the execution of that work snippet. Running the same thing on linux does produce the suspected output. Any idea on why this is happening or how to troubleshoot it?


texts: Unapplied curve modifier not applying after export?

texts:
This is my conveyor belt in game. its actually translating instead of rotating around the middle in a chainlike fashion, which it is doing in blender. I did this by moving the bone, and it rotates the chain. the curve is not applied, because i noticed if i apply it it will translate instead of rotating. how do i fix this?

this is what i want:


texts: How do I prevent VSE strips using Image Offset from being cropped before the transform effect can shrink them onto the screen?

texts:
I am creating a video using the VSE where I show a sequence of screenshots of two devices side-by-side.

Unfortunately, one sequence of screenshots is from a Nexus 7 in portrait mode (resolution 800x1280) and the video I am making is 1920x1080.  This means that the screenshot must be scaled down to fit on screen.

I have a sequence of the screenshots and some overlay elements grouped into a meta strip.  Each screenshot has the Image Offset box checked so it is pixel-for-pixel to start with.

The meta strip has a transform effect strip applied to it and I apply a uniform scale of 1080x1280 to fit the meta strip on-screen.  I do this so that all the screenshots in the meta strip benefit from the same scale and transform, and I can adjust the position of this screenshot sequence in the canvas without having to edit 10 different transform strips (and a growing number of overlays).  Unfortunately, the top of the screenshot gets chopped off.

How do I prevent the large images in the meta strip from being cropped before the transform effect can shrink them onto the canvas?

 (now has copies of the images packed into the .blend, but you'll still need to save them and point the image strips at them)


texts: Blender 2.77 no longer orbits around the z axis when using scroll wheel or numpad 6, 4?

texts:
Does anyone have this problem and know how to fix it? I am used to being able to rotate around the global z with the number pad or using scrollwheel + ctrl + alt, without regard to which way my camera was currently facing. It is a habit formed over the last 10 years of blender use, and was a quick way to single out parts of a mesh when working. Now however, this appears to rotate around the viewport why (IE, it rotates around an imaginary fixed line drawn from the center top to center bottom of the viewport.) This change is really throwing off my work, and I have ground to a complete halt since installing blender 2.77 an hour ago.
Edit: Things I have tried so far, with no change:

Re-installing

Resetting to Factory

Switching Orbit from Turntable to Trackball
(I think the problem is that I am stuck in Trackball for some reason, but not sure.)


texts: Trying to draw a specific curve with Python

texts:
I am an amateur and beginner using Blender 2.82a on my Windows PC (nothing fancy). I am trying to make a 3D animation of some pipes, but I am stuck at even the very beginning.
I am extremely bad at conceptualizing "free-drawing" art, but mathematically I know where to set the vertices and the connections to get the proper shape (figure below).

.
The problem is that I have looked at endless tutorials and read many articles as to how I can do this and I have not found a single article that addresses how to at the very least setup the vertex points individually. The closest I have to come to doing so is using the procedure outlined in this web page. I would appreciate if somebody could direct me or show me how to create individual vertices and how to setup them one by one...think of the problem as:

I give you a set of point $$S={\vec{x}_1, \vec{x}_2,\ldots \vec{x}_n}$$ points with a list that tells you how to connect the points with straight lines.

How can I achieve this using the Python console? Even just clicking on them and setting them using the input boxes of the GUI would work for me.


texts: How to apply multiple image textures and bake them into 1 image

texts:
I have tried searching the web have not found a clear solution to this.
What I would like to achieve is to apply multiple image textures to a model

https://imgur.com/SdFc3pQ

and the model in blender

https://imgur.com/rA6AX1x

EDIT: the video basically says to install the node wrangler plugin in blender and then use ctrl + shift + T, in the node editor with the principled BSDF selected, to select all textures


texts: How should I apply a sub-dermal skin map in cycles?

texts: I have been following this tutorial in zbrush and I am going to bring the model and textures into blender but I was wondering how can I apply a subdermal map like they made in cycles and what is the purpose of it? Thanks!


texts: Constraint to move objects along Local z-axis while following bone?

texts:
I am trying to rig a series of valves which are pushed down by a lever:

Currently, I have a Copy Location object constraint on the valves which copies the z-location of the bones at the end of their respective levers. I know this is technically an approximation, but it's close enough for my purposes.

The problem is, I can't figure out how to set this up so that it works when the valves aren't aligned with the global z-axis. I need to be able to replicate this behavior for the other valves, which are at arbitrary rotations relative to the global axes. I also need the rigging to remain intact when the entire armature is moved or rotated.
What do I need to change the Target/Owner settings of the constraint to in order for this to work?
Do my valves need to be parented to anything specific within the armature?
Is there a better way entirely to rig this kind of set-up?


texts: Stop soft body objects from pulling together

texts:
Blender 2.92-
I have a simulation with 4 falling soft-body cubes. If they are relatively close when the simulation starts, they pull together into one blob instead of falling.
If the cubes are far apart or if collision is turned off then they don't pull towards each other and just fall.
Start:

After simulation:

Note: The cubes are quite a bit above the ground, despite how the picture looks
Cube settings:

Cube physics:

Thanks for any help in advance!


texts:
Edit:
Please looks at the image below. It is a better view

As shown in my render above, you can see the exhaust of the ship somehow protruding through the engines. The exhaust and the ship are separate render layers with the ship being above the exhaust. I have composited them with the Add node with the ship above the exhaust. It's not the ship's material as it not transparent and when they are on the same render layer it looks fine. My render layer properties look like this:

How can I make the exhaust go behind the ship, what am I doing wrong?

Edit:

This is my compositor with the Alpha over node. I just added a few adjustments to the exhaust, but the problem persists.


texts: Pageturn: Duplicate animated objects with time offset (Animation Nodes)

texts:
I animated a book page and want to instantiate the page with all its animation. Because the page is modified by several objects like empties and a lattice I don’t know how to do it in an easy way.

I could duplicate the whole collection and shift the keyframes manually, but then I would lose control about it and it would be a lot of work for 100 pages.
I also could instantiate the collection with empties, but then I couldn't shift the animation.

Is it possible to instantiate the rig in animation nodes in a way I can change the animation easily later on?

My scene looks like this right now:


texts: How to make the strings of a guitar connect with the pegs?

texts: I need to make the strings of my guitar and I have a problem with the part where the strings connect with the pegs. I need to make the string go around the pegs. Should I make them step by step the classic way without modifiers or is there an easier way?


texts: How to keep same texture coordinates on model exported from Blender to glTF?

texts:
How can I keep the texture looking same as in Blender? In the GLTF viewer it always looks like there is no "texture coordinate" node connected. When I connect this node, the texture changes in Blender, but it does not change in the GLTF exported file. It still looks the same no matter what kind of connection of texture coordinate node I use (Generated, Normal, Object...). It all looks the same in GLTF, as if the texture coordinate node were not connected at all.
How can I fix this?
Here is how it looks in Blender:

And this is how it looks in GLTF viewer:


texts:
I will say that I've looked at a question called, "Distance constraints between objects/vertices/edges," but it didn't help.

I am not sure if this is a known bug or if it is meant to be this way, but when I add two Limit Distance constraints to an object (empty), the second negates the effect of the first. I would like it if when the empty translates to the maximum distance between the two objects, the objects stop separating.

For example, I was working on a project to answer a question concerning hinged objects and I had almost everything worked out. For the bottom left joint, connecting the triangle to the bottom bar, I used an empty with Limited Distance from the bottom bar and Limited Distance from an empty at the left of the top bar (I would Stretch To the triangle mesh between the two aforementioned empties). The following is the image the user posted in the second question linked.

This is the .blend file I was working on:


texts: Why is my model changing when I switch between Object and Edit mode?

texts:
The model is fine in object mode:

Then, the model's vertices change in edit mode:

Even when I change the mode back to object mode,
the vertices of the model are still changed.

How can I fix it ?


texts: Boolean modifier is not able to cut an hole on the head where are the eyebrows

texts:
I would like to merge the eyebrows with the head because I'm using a different object for them. I want to do this because when I try to deform the mesh of the head,the eyebrows aren't affected. So I thought to use the boolean modifier to cut an hole in the head in the same position where are located the eyebrows,but the boolean modifier didn't work as expected. Check the attached videos below. thanks.

video 1

video 2


texts: Why are my particle objects "sticking" to the particle emitter?

texts:
Running Blender 2.83 on Windows 10. I've got one emitter set up to emit objects, and many duplicates of that object; however at all instances, the emitted object seems to "stick" at the emitter.
I've noticed this behavior in multiple .blend files; I've had to go to great lengths to hide the emitters (which, in some cases begin glowing as powerfully as the sun from all the "stuck" emitters) to compensate for this problem.
It it just a "Blender thing"? I noticed this bug filed over a year ago; definitely would have to disagree with the "fixed" status...
https://developer.blender.org/T61109


texts: Blender boolean modifier difference make distorsion

texts:
I'm trying to create a difference between two objects.
Let's see my object below :

As you can see, I get a really bad result. I would like to show you my shape before applying the boolean modifier.

Any idea how to avoid this distortion ?


texts: Is there a way of updating blender with all of my files contained?

texts:
I want to update blender to the latest version, 2.77, I'm currently using 2.75, and I know you can update blender by reinstalling the program, but my only concern is that would my files be imported into the next version.

And if not, how would I do so?


texts: Creating thick, bright pink smoke [UPDATED]

texts:
Ok, I'm slowly going mental here. Yesterday evening I was playing around with smoke and managed to create this lovely thick, bright pink smoke cloud:

This one is perfect and exactly what I am looking for. It's basically a smoke emitting object inside a glass tube and a smoke collision object right above the tube to disperse the smoke column. Unfortunately I didn't bake the smoke and I've accidentally overwritten the file with the right settings.

Generally, smoke is quite dark. So I used a white absorption color and a negative smoke color to get the bright pink, something along those lines:

But whatever I do, I'm unable the match the same intensity in the initial image. Emission create white cubes around the smoke bubble, it does not actually intensify the color, so that's not it, either. It might even be a combination of the smoke settings and shader settings. Currently I tried various things, all very disappointing:

I even tried inserting light inside the smoke, but that's even farther from the desired effect.

Can anyone with more smoke expertise point me into the right direction?

UPDATE

In the meantime the issue resolved itself automatically. This seems to be a bug in Blender.

The image below was rendered this afternoon, which shows a lot of issues in the thick areas:

While far from perfect, the following image got rendered five minutes ago:

Same file, same settings, quite a different result. I'm not sure what caused these horrible results, which is kind of frustrating. I spent a day trying to get it right, while the settings are not dramatically different between the target image and the ones that have dark artifacts. Maybe a cache issue? I cleared cache between bakes, though.


texts: I've heard a lot of people say it does, but 'where' does it say that it uses that. If it does, is there a way to switch it to something a little more precise (because occasionally floating point may encounter rounding errors.)


texts:
I have quite a bit of baking to do, so was wondering if there's a way to automatically export the textures after they're done baking?

I'm using Blender 2.79b

Any help would be greatly appreciated


texts: I'm new to Blender. I did the donut and cup (blender guru). When I render, the glass cup is pixelated. Why is that? I have a Nvidia Quadro RTX 3000 graphic card. Also, the menu on the bottom right hand side i.e. texture, light, render etc., it's all huge now. I don't know what happened.


texts: How to add matplotlib from python3.6 to Blender?

texts:
In Window, I installed python3.6 and, installed matplotlib by commandline:

pip install matplotlib

After installation, I was running matplotlib in python console,

import matplotlib.pyplot as plt --> not error
import matplotlib.pylab as plb --> not error

In python36\lib\site-packages

I want in blender to use the matplotlib library in python, Can I copy the matplotlib in python36\lib\site-packages of Python into the Blender\2.78 \python\lib\site-packages?

I tried copying but only importing matplotlib, but when `import matplotlib.pylot as plt the error is as follows

I do not know how to fix it, please help me

Thank you so much!


texts: How to make a specular child copy on an object

texts:
Let's make it clear, I need to create a specular copy of my object which gets modified if I edit the original one.
How can i do this?


texts: How can I make these mesh normals smooth?

texts:
The UV image seems like a paper and not perfectly round
I duplicate the bottle's front and made it the label of the product.
But how can i make the unwrapping perfectly smooth?


texts: Changing MakeHuman mesh vertices by scripting

texts: how can I change the mesh in MakeHuman from script? For example, I want to change the geometry of the nose, given that I have the desired coordinates values of the nose vertices, how can I assign these values to vertices by loading from a file or scripting?


texts: How do I make a UV unwapped image visible on only one side of the object

texts:
I UV unwrapped a label and applied a texture.  However,the back side needs be a solid color. I applied the following suggestions
How to apply a texture to only one side of a plane. As you can see from the screen shot it is not working for me. Why?


texts:
I unwrapped the whole mesh, but one face is always black, I tried CtrlN and ShiftCtrlN but there is no change.

in the 2d editor "View > UV Local View" isn't selected

you can get the blend here : http://www.pasteall.org/blend/37300


texts: Python: Which numpy float type is better for Blender?

texts:
I've been working on addons for blender (modeling, sculpting). I use millions of vertex positions/normals through Numpy. Which Float Type is better for Blender? float16, float32, float64? What type of floats are in Blender for vertices/UVs?
Right now I'm using float64 like this:
import bpy
import numpy as np

act_obj = bpy.context.active_object
np_test = np.zeros(len(act_obj.data.vertices) * 3, dtype=np.float64)
act_obj.data.vertices.data.foreach_get('co', np_test )


texts: How do I make my textures show in cycles?

texts: I am admittedly new to Blender, and of course cycles. I am working on a scene and I have textures set to my objects that render with internal engine just fine. However, when I go into cycles, everything is greyish. I have two light sources that should be sufficient (I think), I just don't know what I'm doing wrong. This is a screenshot of the cycles result.


texts: Importing Adobe SVG cuts off half the image

texts:
how it looks in adobe illustartor

how it looks in blender

I've tried several things including expanding the objects, trying to upload parts of it without the others. but it always cuts off the image in the same place.

Here's my SVG file https://drive.google.com/file/d/0B5mWWP7kVeT7ZEF4dXdPZDZjdHc/view?usp=sharing


texts: I am pretty new. About a month into this. Still learning so please excuse the noob question. I uninstalled it after my first animation. I thought it may be the reason for my Java problems. Not sure about that but that is fixed and I am back. I noticed this time when I installed it that it went into C://Program Files/Canon/Easy-WebPrint EX. That's my printer files. Is that normal? Do I move it out of there? Maybe that was the problem the first time. idk


texts: Texture paint changing the whole texture

texts:
The texture poaint mode is behaving really weird for me. Im trying to draw on to my wall but its changing the texture of the whole model.
After hitting tab it's going back to normal tho.

GIF:

EDIT: when i click use nodes this happens:


texts: Recovering surface normal vectors from RGB normal map?

texts:
I have an uint16 RGB normal map from Blender and want to recover the normal vector at each pixel.

Based on this page of the Blender manual,

  Normal maps in Blender store a normal as follows:

  Red maps from (0 - 255) to X (-1.0 - 1.0)

  Green maps from (0 - 255) to Y (-1.0 - 1.0)

  Blue maps from (0 - 255) to Z (0.0 - 1.0)

  Since normals all point towards a viewer, negative Z-values are not
  stored (they would be invisible anyway).

I tried

x = 2*r/65535-1
y = 2*g/65535-1
z = b/65535,

but the results don't look right.


texts: How to force a redraw of a panel in the 3D_View

texts:
I have a panel in 3D_View that shows the current file and allows the selection of a new file.  When the file is selected, the panel needs to redraw.  How do I force a redraw?
In Operator.py file
class OT_TestOpenFilebrowser(Operator, ImportHelper):
    #https://sinestesia.co/blog/tutorials/using-blenders-filebrowser-with-python/
    bl_idname = "file.open_filebrowser"
    bl_label = "Open the file browser (yay)"
    filter_glob: StringProperty( default='*.xml', options={'HIDDEN'} )
    run=0
    def execute(self, context):
        if not 'PMTfileName' in globals():
            global PMTfileName
            PMTfileName = "None2"
            self.report({'INFO'}, PMTfileName+ " created in op")
        PMTfileName, extension = os.path.splitext(self.filepath)
        head_tail = os.path.split(self.filepath)
        PMTfileName = head_tail[1]
        print(PMTfileName)
        self.report({'INFO'}, PMTfileName)
        self.report({'INFO'}, extension)
        self.report({'INFO'}, self.filepath)
        context.area.tag_redraw()
        self.__class__.run += 1
        """Do something with the selected file(s)."""
        return {'FINISHED'}
bpy.utils.register_class(OT_TestOpenFilebrowser)

If Panel file:
class PMT_PT_Pannel(Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "PMT Builder"
    bl_category = "21Geo Builder"

    def draw(self, context):
        global PMTfileName
        layout = self.layout

        #2 Columns with Buttons
        box = layout.box()
        box.label(text="Open File: "+PMTfileName)
        row = layout.row()
        row2 = layout.row()

        col3 = row.column()
        col3.operator("file.open_filebrowser", text="Select File" )

        col = row2.column()
        col.operator("object.apply_all_mods", text="Apply all")

        col2 = row2.column()
        col2.operator("export.some_data", text="Export")


texts: Network animation with faces / simplicial complex using animation nodes

texts:
I am looking for a way to quickly and automatically construct an animation of a type of network (called a simplicial complex) wherein sections of the network structure have material on the faces in between the vertices.  I can construct the animation of a network using the 'animation nodes' package, here: https://animation-nodes.com/
This package allows the vertices to 'connect' or draw and edge between them whenever a certain criteria is met, such as the distance between them is below a threshold.
However, I have not figured out how to include a face on the triangle between nodes if the vertices are all connected to each other.
Here is an example of a snapshot in the animation of a simplicial complex (I would like for the vertices to move and faces to respond by appearing/disappearing with the edges in the animation):

This gif describes the type of motion:

Does anyone know how to achieve this?


texts: Subdivison surface awkward when extruding

texts:
Okay, I'll keep this question plain and simple.
Whenever I have cube use a subdivision surface and attempt to extrude vertices with that cube I get really awkward results because whenever it adds a vertex the model gets an awkward dent in it as seen below.

As I once heard from a ten-year-old "Pls Help" And thanks in advance.
Here is the file:


texts: How to add an Image to a plane that has a boolean modifier applied?

texts:
I merged two plains so I can later rig it into a paper folder animation. I used the boolean modifier to unite the two plains. When I go into edit mode the two plains can still be selected individually so I then mapped an image onto one of the faces and the image shows up on the other face too. I haven't made any seams since the plains are still individual units inside edit mode. Any suggestions?

Thanks in advance.


texts: I want this white point of reflection to be on his pupils instead of the sclera. I've included images showing my material setup for the cornea, the effect I'm going for, as well as all the textures that came with the model that are associated with the eyes.


texts:
Reference image:

(larger versions here)

Attempt 1

Simple SSS shader:

setup:

Less simple SSS attempt:

I also tried a absorption shader: (the absorption node group is from this tutorial)

My main question is, how to get that lightening effect around the edges, as there is less juice between the light and the camera.. (and also make it more transparent/refractive)
like here:

(and in general, make it look more like orange juice)

Thanks


texts: I am using the latest version of 2.78a and I can't figure out how to save it as an MP4 file. I have downloaded an intro template (for youtube) and changed the text to what I want, but I don't know how to save it as an MP4 file. I have rendered the animation on default settings and it keeps rendering the animation over and over again. What do I do?


texts:
I am kind of a noob in blender, who's trying to model a grain of pollen for an ai experiment. The pollen grain is this one:

And I don't know how to model that random wireframe that overlaps itself in blender, 'cause the blender wireframe modifier only lets me build a perfect wireframe with no overlapping.

I'm not native speaker so maybe some words are incorrect. Thank you if you can help me.


texts:
One function I'd like to see in Blender is the possibility of matching 3D geometry to photos. The method I have in mind consists of picking corresponding points between the mesh and a photo of the same mesh. When multiple points are picked this gives enough information for finding out the camera location in the photo.  Some (expensive) software already has this feature, like 3Ds max, Rhino and FormZ. I wonder if anyone knows of any script that makes this possible in Blender, or might be able to help me figure out how to setup this operation in blender. I'll describe the operation, step by step.

Load a 3D mesh.
Load a photo that features an identical 3D mesh from any angle as background image.
Pick point on 3D mesh (for example: left corner of building)
Pick corresponding point on photo (in this example: left corner of building).
Repeat step 3-4, X amount of times, picking different points.
Making use of information from step 3-X to position the camera so that the 3D mesh "matches" the background image.

It would be awesome if there might a way to do this in blender, either by a script or manually.

Thanks for any help, and have a wonderful day!


texts:
Is there any way I could fix this issue easily? I discovered a part of my model was broken whilst I've been posing it. I reset the pose to default and fixed the object, but it still goes a bit deformed once it's back in its pose.

Improvement:


texts:
For some reason when I select an object, my viewport automatically rolls to the side. I know it has been posted multiple times on different Blender Stackexchange posts you only need to press the numpad keys and the roll will reset. Yes that works, until I select the next object with / then Blender for some reason thinks I want to roll my viewport again. (Is the skew line on / key kind of a hint what it is about to do with my view port camera roll?)

How I can permanently reset my viewport to the correct roll angle and prevent it from rolling the viewport camera again when I select the next object?


texts: How do I change the number on the end of a animated render?

texts: I would like to change the amount of numbers at the end of my animation, separated by BMP images. For example, change 0001 to 001, ect. Thank you! I'm using Internal Render on 2.79.


texts:
I am trying to work out how to have a fake mirror in my scene.
Character A walks by a mirror on the wall, which should reflect the room and everything in it, except Character A. Instead of Character A, it reflects Character B.
So, basically, I want a simple reflective surface, but:

Character A should not be visible in what the surface reflects. Reflections should be rendered as if Character A is not in the scene
Character B will be in the scene, but only visible in the reflective surface, not in the world itself.

Here, crude graphic to show what I mean :D

Less crude graphic here:

Is this possible with Blender? I'm familiar with all of the most general functionality, but I can't think of anything that would achieve this. Are there data properties I can tweak? Is there a modifier that'll achieve it? Reflection probe trickery?
I intend to use Eevee for the rendering, but if Cycles achieves this better, I can switch.
EDIT: I can of course elect to not using a reflective but a transmissive surface and just model the contents of the mirror behind the surface. So instead of having any reflection at all, I'll just copy and mirror the geometry and do everything manually, but 1) that's a lot of work, 2) not really an answer to the technical question I'm asking.


texts: Strange RING ARTIFACT with fresnel layer weight

texts: I'm new to blender was just practising making planets and when I was making an atmosphere around earth I got a strange artifact ring in the centre it is fixed at one location. and only appears in cycles, not Eevee. It shows in the render for cycle not Eevee. I've attached images of the problem and the node setup. Please help!!


texts: I just want to know how to model this? I was tried but didn't find any way to make it x(.


texts:
I'm doing some mesh morphs using shape keys and the shrink wrap modifier with sub surf to get the mesh to mold to the shape of things i want it to shape into. the problem is when i have things with loops, holes, and separate pieces. whats the best way To go about animating dividing mesh and holes.

i drew this quick little sketch example of what i'm after showing a sphere turning into a doughnut.


texts:
I have a transmissive object (a curtain), which is not transmissive when seen in a reflective object (a mirror).
The curtain is a BDSF with transmission = 1 and some roughness. The mirror is a BDSF metallic, roughness =0.
In the picture, you can see that the transmissive object looks like a non-transmissive plane in the mirror.
Thanks so much


texts:
The Mouth keeps moving when I try to move the arm. However I cannot delete the Vertices from weight paint. Nor do they show up in the Vertex Weight List:

Here is a video of what the problem is and what another version of the character was like (where everything worked properly):

https://www.youtube.com/watch?v=iOasFEq_P3g

I hope this is not a blender bug and I am overseeing something trivial. What am I doing wrong?


texts: Blender 2.81 viewport laggy on 2018 Mac mini

texts:
I switched to Blender not too long ago and am really enjoying it! I just updated to 2.81 which is causing some major lag when viewing a scene (Cycles). The cursor starts to slow down and I can't properly click anything in the software. I did not have this issue with Blender 2.8.

I'm on a 2018 Mac mini with the following specs:
https://i.stack.imgur.com/DfKBL.png

How can I fix it?

Have a good day:)


texts: Is it possible to retrieve the rotation component of a single video tracking marker?

texts:
I am tracking a set of objects through a video and this time I need to extract the rotation component of a marker, in addition to its location.

However, bpy.data seems to only be holding the normalised locations of the marker in co.

Is there some other way to obtain the rotation component of a single marker? I can probably create a proxy of rotation by tracking the relative positions of two markers but retrieving the rotation of a single marker would be really convenient now.


texts: Is it OK to have huge object library for using with BlendDataLibraries?

texts:
I'm developing command-line scripts that would need to get and append some objects from library, and the library is going to have over 9000 objects.
Will it overwhelm blender to have such huge library?

Question is whether blender loads and parses whole library file when it's opened, or it only parses it on demand when a particular object requested.


texts: Problem with zoom and UX when change into UV Editing

texts:
In this one, the zoom and the movement of the 3d is fluid, slow and no problems. But when I change it into UV Editing, the perspective change, when I move and move with the middle button of the mouse the 3d object moves so fast and I lost it. Its like the movement turn very unstable.
Here with the uv editing:

And the zoom is failing, I zoom in the object and it disappears.

PD:And then when I turn it into normal view is very unstable.


texts:
Why do some faces in Edit mode when I have Faces selected do some of the faces not have black dots? When I try to subdivide those, it doesn't work properly (all that happens is the black dots of neighboring faces move closer to the selected face).

On further investigation, I found that the faces ended up facing inwards instead of outwards. Is there a way of easily fixing that?

Here's what is happening:


texts: I changed some of the colors of my video but now I can't revert them back to the original

texts:
I changed the saturation of the colors in my video clips. I rendered the video, then I decided I didn't like the colors. But now I can't change the colors back to how they are originally. Trying to set saturation back to 1.00 and right clicking and also clicking on 'reset to default value' but it isn't changing back.

I am also working with a proxy. The video is quite long and there are alot of edits I don't feel like doing again if I started a whole new project again.


texts: Exporting to FBX doesn't export texture and animation

texts:
I am new with blender. I have a blender model with animation, when I try to export to FBX, the texture is not exported.
I tried to use autodesk like a tutorial said but do not work.

does anyone can give a tutorial for FBX or tell me the right answer?

thank you.


texts: Aligning Hair with Complex Surface Features

texts:
I'm attempting to create an anatomically correct model of the human body down to the 0.1mm scale. As part of this, I need to align the hair strands with features on the skin. An examination of figure 1 or one's own skin will show that hairs occur on pores which are visible as point depressions, with creases running between them (most visible on the back of the hand). Given that the model aims to be as parametric as possible, what is the best way to achieve such a coupling?
My attempts thus far rely on creating a hair net that hugs the skin using the 'Surface Deform' modifier. The vertices represent the pores, and the edges the creases between them. Since hair can be set to emit from vertices, coupling is achieved. However this method lacks an efficient way of applying this data to the skin displacement --- dynamic paint seems ill-suited to the problem. Furthermore, it is probably the case that multiple hairs are emitted per-vertex, which is an issue for animation.


texts:
I have a scene where a large number of redundant cycles materials have accumulated. I'd like to have them removed so that there's nothing left remaining in the materials slots at all.

I've tried all the methods I could find of deleting them so that they don't show up in the slots like this but none have worked so far.

That is selecting all objects w an active object as well and 'copy material to others', saving, closing re-opening, no luck. And the Ctrl L method as well.

Thanks in advance


texts: I am making a 3rd person game in the blender game engine and I noticed that most 3d adventure games (Ocarina of Time, Super Mario 64) do not hold the camera exactly behind the player. Instead, the camera will loosly follow the player. I made the player the parent of the camera so, obviously, it will not naturaly bob around. Thanks in advance to anyone who can help me.


texts: How to use "Reference" information from Blender manual?

texts:
There is "Reference" information in many Blender manual pages, for example

How one can use it? It looks like some path, like in menu, but nothing correspondent can be found in the GUI.


texts: Texture painting from Plane to mesh? Like 3ds max

texts:
Hey there stack exchange, I wasn't able to find this question or answer so I thought I would ask it because I am so very stuck.
I have been using various methods to create realistic faces but I've found none as good as using a projection of an image in 3ds. the problem is i know blender not 3ds and my friend has to help me a lot in 3ds.
My question is this, in the picture below is there a way I can clone brush or projection paint or take the texture on that plane and "paint" it onto the mesh head behind it. they are perfectly aligned already but nothing I try works.
any help would be very appreciated.


texts: Help needed, bevel-modifier: Some edges produce very sharp cornes

texts:
The problem: Some edges produce very sharp corners while other are OK. Please see images.
I cannot get this object right (part of a larger piece) and guess I still do not quite get the modifier.
Seems to me there is all to many parameters (from my humble perspective), to test and find a proper adjustment. Right now I trying to scrub the value bars randomly hoping for a OK result yet with no consistent method.
A question to you Blender-users with hopefully more insights than me:
Is there any settings in the modifier-controls you always choose to get a useful result? spraycover.blend


texts: color management (& grease pencil) : possible to render as it is in the viewport?

texts:
I got a problem with the filmic color management & Grease Pencil objects - the colors do render poorly (right) - I prefer the viewport (left) look.

If I switch to the "default" color management; its a bit better but all my light setup should be reworked; which I cannot manage now.

Is there a way to render as it looks in the viewport ?

Thanks.


texts: How can I hide object only from one 3d view

texts: I am trying to hide object while animating it. But I have two view mode screen and I want one of them not be showing everyting including object. How can I do that?


texts: How can I orbit precisely in the 3D viewport?

texts: I can orbit in the 3D viewport by using the middle mouse button. I can also orbit in fixed increments using 2, 4, 6, 8 on the number pad. But how can I orbit more precisely? For example, I may want to orbit exactly 54.5 degrees on a particular axis.


texts: Why Fire + Smoke simulation doesn't work?

texts:
And yes, I saw another post asking this, but the OP answered his own question and the explanation is beyond my understanding. Trust me, I don't like going here every time I found difficulty.
So I am using 2.9, and I followed Blender Guru's first beginner tutorial, and I couldn't seem to make the Fire + Smoke simulation. I selected the monkey, chose flow type >> Fire + Smoke, and it's just smoke, with no fire. Any advice?


texts: I am trying to fill the top of this cylinder, but when I extrude in it isn't flat. Also, how can I make it so it extrudes evenly into the center? I hope I am not being too vague.


texts: How to fix Cloth Simulation from this odd compression

texts:
The objective of this simulation was to just have the cloth hang down so part of the tent door is open and part is hidden behind the tarp.
Originally it was a simple plane, I have recently solidified it (0.01m) after reading some tips and answers from other questions on StackExchange but this did not solve it.
I will provide all the images showing my modifier stack, cloth physics settings, collision settings and the static pin group as well as the blend file below.

I have had to delete the bakes for the simulation due to file size for blend exchange.


texts:
Good day,

https://drive.google.com/open?id=153IEoXAUd5Uj3sDxQpcS0oe2q4crb7xx

please take a look at the attached video.
With the faces selected I would like to scale the inner edgeloop (ring) to the outer edges of the cylinder. Selecting just the edges and scaling works, but I cannot get it to work with the faces selected. I would like to understand why. Let's assume the faces need to stay that size and therefore should not be deselected.


texts: Can you export a mp4 as .webm with the new Blender 2.8 update?

texts:
I'm trying to export a mp4 video as a .webm, but the render animation does literally nothing.

Can someone tell me what I'm doing wrong or whether it's even possible to export as .webm?


texts: How to separate mesh island in an object automatically

texts:
I have many models coming with so many islands that I want to separate them automatically. separating it one by one with p by hand is just too much work.
is there any way to separate it automatically? Maybe an script?


texts: How do I change the focal length of a camera with python?

texts:
I am importing a VRML file using Blender command line. I need to change the focal length of the camera using the command line.

How can I do that? I cannot find Python api for this.

Thanks.


texts: Use animation to change position of an object

texts: I want to make Jenga tower and main problem is how to 'relax' every block to get stable construction. When I hit AltA I get an animation of a system, when blocks fall down on the plane - how to save this system and use as a new background for operations? It would simplify a lot my work.


texts: How can I use a Python script to get the transformation of an object?

texts:
How can I use a Python script to obtain the exact coordinates of an object?

I have not been able to find out how to do this in the documentation.


texts:
I have the following code:

import bge
from bge import logic

def property(cont):
    own = cont.owner

    if 'Recoil_Level' in own and 'Section' in own:

        level = own['Recoil_Level']
        sec = own['Recoil_Section']

    else:
        print('Missing properties in object')
        return

    if (level >= 0) and (level <= 0.5):
        own['Recoil_Section'] = 1

    if (level > 0.5) and (level <= 2.9):
        own['Recoil_Section'] = 2

    if (level > 2.9) and (level <= 4.9):
        own['Recoil_Section'] = 3

    if (level > 4.9) and (level <= 9.9):
        own['Recoil_Section'] = 4

    if (level > 9.9) and (level <= 19.9):
        own['Recoil_Section'] = 5

    if (level > 19.9):
        own['Recoil_Section'] = 6

cont = logic.getCurrentController()
property(cont)

Everytime I run this script, the console says the following "No module named 'bge'," why is this happening and how can I fix it? Any help is appreciated. Thanks!


texts: Draw text with Python in 3d coordinate system

texts:
I know that I can use the blf module to draw 2d text, but is there a method to draw text at certain positions in 3d space?

I want to add a text right to a specific point in 3d.


texts:
Can anyone tell me what I'm doing wrong here? I'm attaching the file. Why are my materials not assigning to the eye? I have one for the inner eye mesh called "eyeball" and one for the outer eye mesh called "outereye".

Also, when you open the file, you will see a logo on the character's body. I followed the tutorial, which told me to use an empty, but the result is supposed to be one logo on his chest. As you can see, the logo is repeating all over his body.

EDIT: Actually I see the logo in the center now when I render. Is it possible to see it in center without having to render?

https://drive.google.com/open?id=0B85i1BKJ9r96Z0NCM3RoNFVpZzQ

Thanks


texts: Having issues with Low Poly Texture Colours

texts:
Blender Novice here.
I been getting into some basic low poly modelling for unity and have been working on applying a simple solid color texture to one of my trees.

The issue is that the colors seem to mix with adjacent colors in the texture even though the mesh is contained in the center of the color on the UV map.

I have been trying various methods but cant seem to fix it.

Any advice on how to deal with this?

EDIT: I dealt with it mostly by shrinking my meshes even more on the palette and then trying a better seam. Original seam was running along the top of the leaves now running along the bottom darker area and I no longer have the color leak.

As you can see in the image, green is leaking into the trunk of the tree from the color below it in the palette. As well as on the leaves.


texts: How to hide The mesh emitting particles? (Blender 2.91.2)

texts:
Does anyone know how to hide The mesh emitting particles?
I unchecked "Show Emitter", "Show Instancer"...but It shows in the render result.
(It doesn't show in the viewport.)
I'm using the Eevee Render in Blender 2.91.2.


texts:
I'm trying to animate a model with an armature and get it to bend its knees. When I try to do this along the Y-axis, it'll have the model be skewed way to the side when I switch the camera facing the X-axis. I probably have my alignment wrong somewhere, but i'm not sure how to fix it? Here's some pictures of the problem.

I want my model to be perfectly aligned along the X-axis stead of skewed like that. Any help would be much appreciated, thanks!


texts: Newbie Modeler Question: How to unbend a character arm before rigging

texts: I'm just learning Blender, and have figured out a lot, but I haven't grasped a lot of modeling yet. I have a character (Slimer from Ghostbusters) that I'm trying to rig but it came posed, not in a T pose. I'm not good enough to figure out how to bend his arms back into a T pose without destroying the mesh. Any suggestions here?


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I have the following problem: I have a transparent texture with a lettering. I gave the font a new look in orange. I would like to have the lettering output as a PNG file. I made the background transparent in the render settings. This is also displayed correctly in the viewport (as you can see in the picture). When I render the picture, however, everything is completely transparent and the lettering cannot be seen. Did I miss a setting? does anyone know the problem?
I look forward to an early reply.


texts: I can't paint on mesh, but can in uv/image editor. I believe I saw solution long time ago and cant find it anymore. Also everything work with new blend file. I probably pressed something and can figure it out what. Its not face masking.


texts: Render plane only where spotlight hits, rest should be transparent

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I have a block with a logo cut out through it, and I'm shining a spotlight down through it so it shines on the plane below.  I'm trying to render it so the plane is transparent, except where the light hits it. I'd like the logo block to render as well.

I'd like the blue plane to render transparent, and only render where the light hits the plane.

I've seen other posts about how to only render shadows on a plane, but not the opposite, rendering on light on the plane.
I've played with render layers, trying to set a certain color to alpha (like the dark colors) and I'm not having luck yet.


texts: What is the order of importance of the pc components to be able to sculpt with really many polygons in blender?

texts: I refer to RAM, GPU, CPU, I want to know which is the most important component to invest more in that than in the rest, I want to sculpt fluidly since that's more fun.


texts: What kind of F-curve can be used for a perpetual elastic effect of clock second hand motion?

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I'm trying to animate my clock second hand with an elastic F-curve to make it more snappy like a real hand. The thing is I'm not good at advanced math to figure out the equation for its curve, so either that I have to duplicate the first keyframe repeatedly and changing the rotation value for every second which will result in a lot of keyframes, or go learn advanced algebra to figure out the curve.

Basically I want a curve that looks something like this.

Every second, the second hand rotates 6 degrees, and the rotation should not be on a straight line with no easing, but go like this to make it look like it's affected by a little inertial bounce. Currently the only way I can do this is to make the first keyframe elastic, then duplicate it, move it 24 frames (1 second) to the left and up 6 degrees of rotation. But then I'll have to do that 900 times for 15 minutes of animation. So I'd appreciate if anyone can tell me if this curve is possible at all, and if it is, how to generate it with the Generator Modifier.

Edit: I've asked a couple of algebra people and they give this function which is very close to what I'm look for. The question now is whether it can be used in Blender.

Edit 2: Tavi Kohn has given me a much simpler answer that I was too stupid to realize. Thanks a lot. Consider this one done.


texts: How to set the 3D-View clip with an API command?

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In a project I noticed a part of my 3D object is clipped. It is easy to correct that in the properties panel (N), View, Clip, End.

I copied the underlying Python command via the scripting Info window:

bpy.context.space_data.clip_end = 50000

but when I run this command via the console it gives me an error telling me that this attribute (clip_end) doesn't exist. In the API documentation, I find this in the section on bpy.types.SpaceView3D, but I can't get it working although my feeling is this should be very easy. So how do I access this property?


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I am currently trying to split an edge in specific places. I have tried:

bmesh.ops.bisect_edges(bm, edges=[bm.edges[0]], cuts=2, edge_percents={bm.edges[0]: 0.1, bm.edges[0]: 0.60})

While this does split the edge in two it does so evenly and does not split them at the correct locations along the edge.

Basically what I am trying to do is add new vertices up to 5 new ones along a given edge at specific points.