texts: How to convert a multicolor 2D image to 3D 3MF file?

texts:
How do I convert a multicolor 2D image to a multilayer 3D file?

I am trying to use my Prusa Mk3 to print historic heraldic crests with embedded magnets.  To do this I need to assign a layer height to each colored area for a manual filament change.  I did a lot of searching last night and found a good video converting a greyscale moon footprint image into a 3D file.  Unfortunately the video is so old that I couldn't reproduce all the steps.

There is a semi-automated way to do this in 3D Builder but unfortunately some of the crests are too complex.  I would love to be able to assign a layer height to each color but haven't found a way to do so.

Thank you.


texts: Creating a door: scale vertex group independently

texts:
Please let me know if this is the correct question to ask and not an XY problem: Basically I am trying to create a door with dynamic height and width.

Bellow is my attempt: I'm creating an amateur with 6 bones, H_BOT, H_MID, H_TOP in order to scale the door vertically (scaling inheritance of bones are off), the same with L_LEFT, L_MID and L_RIGHT.

When I have only three bone by one axis (e.g. H_BOT, H_MID and H_TOP) I can scale only the middle part of the door, leaving the to bars on top and bottom with their height

The moment I add more bones of the other axis, the mesh will be distorted, affected by other bones.

My guess is that the weight of the vertex group are normalised despite being displayed as 1, so the scale ratio applied to them are only 1/4.

Thank you per advance,


texts: Some mesh-edges in object-mode aren't displayed

texts:
So I have been extruding a cube to make a low poly banana and when I go from edit to object mode half the edges don't appear as well as half is dark.

I tried looking for an solution couldn't find one and its making me feel like I am doing something wrong so I decided to come here.


texts: Need help adding a glint/translucency/transparency to my diamond material in Eevee

texts:
Mkay, basically after a lot of googling, looking up materials guides, straight up borrowing from other people's tutorials on how to make a decent diamond material, I've ended up with this:

Now, I am by no means a master at node material editing, so for the most part I just kept throwing spaghetti at the wall and seeing what sticks (basically if adding a node got it closer to looking like an actual diamond, I kept it). But try as I might, I can't get my diamond model to actually display the actual properties of a diamond (I can simulate refracting RGB colors off its sides in certain HDRIs but that's about it). This is how it looks with the current node setup:

You may say "who cares about eevee, just use cycles", but try to understand, to efficiently render a cycles scene and get a clear, transparent diamond (not even talking about adding translucency to boot), would take rendering the scene at 2500+ samples which would take a considerable amount of time and also I'm pretty sure my computer would explode.
Comedy aside, I'm pretty sure the fault lies in my geometry somehow, which just puzzles me even further (I've recreated the Tolkowsky's Perfect diamond cut with the precise angles and proportions on my model). However, adding that same material to a suzanne primitive with 3 subdivisions and a smooth shading solves the problem:

So clearly, the fault lies with the geometry somehow. Problem is, there's no way I can add a 3rd degree subsurf modifier to my gemstone model and smooth shading since then I'd no longer have a diamond. So if anyone can provide some help, suggestion for a workaround, or possible changes to my material nodes, your help would be deeply appreciated.


texts: The smallest scene taking forever to render cycles 2.9

texts: I am working on a motion tracked scene with a text booleaning a cube with a shadow catcher in front of it(with HDR lighting) . Everything works until I come to render. I was expecting a with 50 samples in 1080p for it to take a couple of seconds but it took 2 mins. I have tried lowering light bounces nut it still doesn't work. It has now gotten so bad that my gpu cancels that task and I get an error.


texts:
I am trying to create a scene where a cloth will collide with another cloth;
The error is where the clothes are interacting and after that is going wrong....
I have attached here the blender project:
https://drive.google.com/file/d/1iYXjxMVHKUPsjYT9fv76l3W86nseNzWu/view?usp=sharing
This is an example, my project is more complicated, here I uploaded something more simplified as a reference.
How can I solve this problem?
I expect that things will work like in real life, just like throwing two clothes on top of each other at the same time, they will sit on the ground, now they are flying in the air


texts: Missing Detect Features properties in Blender 2.8x?

texts:
According to Blender Manual (2.8)
https://docs.blender.org/manual/en/2.82/movie_clip/tracking/clip/editing/track.html,
Detect Features should have properties like Placement, Margin, etc... which I can not find.

Am I missing something or this is expected behaviour in 2.8x?

Thanks


texts: How to access the Kemap settings Preferences (Spacebar Action, Select Mouse button, etc) with python?

texts:
I use a python script to set up some startup preferences like this:

bpy.context.preferences.view.show_tooltips_python = True

However, there is a particular set of preferences I don't know how to access, the ones in the Keymap section where you specify what spacebar does, what mouse click you use to select, etc.
How can I access these settings?


texts: Whenever I try to move the arm forwards or backwards this deformation occurs. I've already tried weight painting but the problem still remains. What could it be? Thank you!


texts:
Im trying to get 2 modules to work together and get executed from MainScript
MainScript:
import Map
#calling the "Map.module" from mainscript
def map():
    Map.module()
    return

This is what "Map.module" looks like:
import bge
import Functions
class module():
    def __init__(self):
        self.cont = bge.logic.getCurrentController()
        self.own = self.cont.owner
        self.openmap = self.cont.sensors["m"]
        self.oooopenmap()
    def oooopenmap(self):
        if self.openmap.positive:
         ###Add Functions.py module here:
            Functions.module()

And this is what "Functions.module", getting executed when openmap.positive is true, looks like:
import bge
class module():
    def __init__(self):
        self.cont = bge.logic.getCurrentController()
        self.own = self.cont.owner
        self.pause = self.own.actuators["Pause"]
        self.pausee()
    def pausee(self):
        self.cont.activate(self.pause)

The console gives me this keyError:

Traceback (most recent call last): File "test.py", line 14, in  File "test.py", line 10, in functions File
"\Functions.py", line 23, in main KeyError: 'requested item "Scene" does not exist'

Or to probably point a finger at my problem this ValueError:

Traceback (most recent call last):   File
"Main.py",line 18, in map   File
"Map.py",line 27, in init   File
"Map.py",line 36, in oooopenmap   File
"Functions.py",line 22, in init   File
"Functions.py",line 26, in pausee ValueError: Pause not in this python controllers actuator list

can someone help ?
greetz


texts: Fully defined objects - smart dimension (like solidworks)

texts:
I am coming from solidworks, and what I am looking for is something similar to the "smart dimension" tool. In blender I can control the dimensions by extruding, grabbing, and scaling by defined amounts, but if I want to change that dimension later, other dimensions are not locked. Basically, I have to have already designed the model in its entirety on paper before I begin. Changes to early dimensions force starting from scratch or scrapping the "fully defined" nature of the model.

I learned these techniques from Robert Burke's 2007 on using precesion modeling with blender. book:http://homepage.ntlworld.com/r.burke2/precision_modelling1.html

I am hoping that there might be a new tool or plugin that allows for a fully defined workflow?


texts: What does the torn sheet of paper icon in outliner mean?

texts: What does torn sheet of paper mean? And how repair it?


texts: Make an object's visibility controlled by another object or an empty

texts: I'd like to use a non-rendering object (say, a filled-in circle, empty, or a sphere) to control the visibility of another object (say, a grid floor). See image below made with Photoshop. The size of the "mask" object controls how big the visible area of the floor is when rendered. Yeah, I know I can do this in post quite easily, but I want to be able to do it within Blender using cycles nodes.


texts: Is there anyway to make a constellation by only lighting up vertices of an object

texts: I am trying to make a constellation of an outline I made, but I can't find a way to only have the vertices glow.


texts: Is this SpaceNavigator issue a Blender problem or an OS/Driver problem?

texts:
On Windows I am able to use the 3Dconnexion Space Navigator just fine. I customized the functionality of the two side buttons.

On a Mac, however, no matter what settings I change in the System Preferences for 3Dconnexion, the buttons will not do what I want. They only open the blender NDOF settings menu.

Is there a plugin or something I need in order to get full functionality/customizability out of my 3D Space Navigator with Blender for Mac? I'd hate to switch to Windows from now on, but if that's what it takes, I'll just have to.


texts: Where is this grey camera shape coming from?

texts:
I can't seem to delete this camera shape as I don't know where it's coming from. I don't have any cameras in my scene, nothing in the shader and compositor. The shape only appears in the wire and solid mode.
How can I remove this as it's cropping objects outside the shape?


texts:
everyone.
I'm trying to add a dress to a model I created using MB-lab, but when I use the "fit proxy" option, the dress gets deformed and doesn't follow her body's shape. I've tried this wth other clothes model before and had the exact same issue. I've attached a screenshot of after I click the "fit proxy" option and afterwards.Does anybody know how to fix this?


texts: I found my answer some days ago but I forgot how to reproduce it again, my character is in T-pose, and in the final Idle pose both of his hands must be down near his legs. I tried rotating around individual origins, tried R > Y > Y, there was that one option in the menu that allowed me to do what I intend but can't remember which one it was, it worked in pose mode and there was no need for mirroring every time because it happened automatically. Please help.


texts:
Hi I wan't to bake my texture, but I have a lot of fireflies:

It was baked in 4k and 500 samples. Can you help me?


texts: Fluid sim is not working right; water forms a flat table with an object, creates a large gap

texts:
I am running a fluid sim, with the idea that I would create an animation with a box inside a small stream. I have carved a small stream path into a plane, and created a number of rocks by using the Particle-Hair system.

I have removed all double vertices and made the normals set to inside, the two things I have read cause a lot of fluid sim issues. Nonetheless, there is an issue. On the left side of the box, water will float high above the ground (set as an obstacle) then form a bridge in the air to the box using right angles and flat surfaces. I am unsure the reason for all of this. Any ideas? I tried moving the box farther away, the water still extends outward.


texts: Make clothes follow only part of the mesh and not the entire mesh's movement

texts:
I'm animating a voxel character I made for a game.
I created two different meshes: the character and his clothes which should be applied over. The character is already fully rigged with all bones which move correctly.
The actual problem is: I can't place the clothes over the character in a way that, when animating, they follow the body correctly.
I actually tried parenting the clothes to the armature and then using the data transfer modifier - it works because the clothes follow the armature when moving it but, when rotating or doing any transformation to the bones, they move along the bones without any reason. Also, it seems that they deform even in a normal T-pose, without a reason.
Take a look.
This is how it appears in the voxel editor, with his clothes on (but the clothes are two different meshes in Blender, obviously).

This is when clothes have a "data transfer" modifier in Blender. As you can see, they get a bit distorted (especially the front).

With the data transfer modifier, even when simply moving a leg, everything moves along with it too, without any reason.

I understand that Blender doesn't know that clothes shouldn't move along with the legs.
How should I handle this situation? Is it related to weight painting or to the data transfer modifier I added? I read about pinning clothes but I don't understand if that could be useful in my situation or not.
Thanks and sorry for the silly question.


texts: Long and thin connections between 3d metaballs

texts:
Is there a way to create the effect of these long and thin metaball connections in Blender?

This image is a screen capture from http://paperjs.org/examples/meta-balls/

I Personally haven't had much luck, but I think the way that paper.js does metaballs uses curves instead of a blurred grid.

Anyways, if anyone has an idea on how to do something similar, that would be great.


texts: UV mapping a straight image around a ring shaped flat mesh

texts: Is it possible to mapping a image around a ring shaped mesh? I would imagine there should be a way to curve/distort the image around the mesh. If not, how can I straighten out the mesh easily instead to fit the image?


texts: Is there any significant difference between 2.67 and 2.73 in terms of 3D printing?

texts:
Brand new to blender, have not even downloaded the program yet. I am considering ordering the DVD DVD Training 12: Blender for 3D Printing, 2.67 after I download to help learn the program.

I'm looking to build models for 3D printing. Does anyone know of significant changes to the latest version of Blender that would make the DVDs obsolete?


texts: How do I fix the rigging of the eyelids?

texts: So I have tried my hand at rigging my character but I'm having problems with the eyelid rig. Also, for some reason, sometimes the eyeballs pop out from the mesh when moving the bone. The rest of the rig works as intended more or less.  Could anyone take a look at the file I've included and see where I went wrong? I'm a rigging beginner in Blender and I'm sure this would be an easy fix for more experienced riggers. If anyone can help me fix it, I'd be really thankful as well. I'll be sure to study how the rig is fixed. ;w; Other than that, that's the only issue I have for now.


texts: Shift + wheel and Ctrl + wheel doesn't work anymore in Blender 2.8?

texts: In 2.7.x it's usefull to pan only in horizontal or vertical, which I use a lot. I searched everywhere and didn't figure out, it doesn't work anymore? This page here https://developer.blender.org/T55194 says just "NO REPLACEMENT".


texts:
I have rigged all my mesh and woks fine except for the eyelids. When I move the respective eyelid rig-bone simulating eyes closing, the eyelids get an odd deformation as in the picture below. I re-edited some of the polygons there as I though it could be a defect on the modelling but It stills having the same problem.
is there a solution for this?
thanks in advance


texts: Deleting Diagonals from a mesh automatically?

texts:
I downloaded a low-poly gun model ".obj" online. When Imported, I discovered that the author has added weird diagonals on each face of the mesh.

I can remove them one-by-one but it will take whole day to do!

Is there any modifier to solve this?


texts: Is the Blender GUI package available for other programs?

texts:
I really love the look of Blender's built-in GUI, and would potentially like to use these tools in some of my other Python applications. As I understand it, Blender created all of these tools from scratch, instead of inheriting them from one of the other standard GUI packages (wxPython, Tkinter, qt, etc).

Do these tools exist as a stand-alone package that I could use, either in addition to or instead of other packages (preferably something as simple as import blender_gui)?

For example, how could I use Blender's Node Editor setup in another Python application?


texts:
Is there any way create auto mesh?

In the model I have a wall a snake/caterpillar and a cylinder/wood. I want the snake/caterpillar when its moving forward the rest of the body should get elongated or say, auto mesh to be created and look as if the snake/caterpillar when moving is coming from the wall, and the body is still too long and after a distance, say 10cm ,the body should finish and the tail detaches.

Is there any addon that can create auto mesh or how to animate to feel that the snake/caterpillar is coming from that wall.

Alternative file attach i want to know the procedure and i want to know how it is made


texts:
How do I align a group of vertices to the same side of another mesh?
I am trying to merge a group of vertices into a mesh, but I want to align the selected vertices to one side of the mesh so everything is lined up.


texts:
PLEASE can anybody tell me, why in the NLA Editor onloy the top track is activ, so the motion from bottom tracks is not shown?

THX


texts:
I have a complex mesh of a piece of clothing that I want to flatten out so that it looks like it has been taken off.

How can I do this while keeping the detail of the mesh? I have tried with a Curve Deform modifier but it won't flatten a curve, only curve a flat shape.


texts: Blender won't import .3ds file despite working in Photoshop

texts:
I am trying to import a .3ds file into Blender, but I am getting the following error:

The .3ds file in question was produced by an extraction/conversion script from a different convoluted file format, so I assume this is where the issue lies. However, the file imports fine into Photoshop, of all things.

I have tried exporting to OBJ from Photoshop, but the file is empty upon import (no vertices, objects, etc.)

I have tried opening the .3ds file in Maya and 3DS Max (specifically Maya 2014 and 3DSM 2015, which I read should have worked), no luck there either (it says improper file format).

I have also tried Autodesk's FBX Converter, which seems to be mildly better except all the vertices are collapsed together (there are 1K vertices in the file but they're all at 0,0,0.) I don't know if this is an issue on Blender's end or the converter's end.

I have also tried a really old version of Blender (can't remember which specifically at the moment), no luck there either (although I did read that this was supposed to work, but no.)

I recognize that in all likelihood this is not an issue with Blender, but the details in the error message made me think maybe someone here would know what I can do to further troubleshoot.

Oh one more detail, I don't know if this is relevant or not, but the file does not include a mesh but instead a bunch of unconnected vertices (a vertex cloud). If any programming savvy people here would know how to simply output the vertex coordinates so it can be read that way, that would work just as well.

Here is an example of a .3ds file (Google Drive)


texts: How to find rotation of an object with respect to camera?

texts: I have multiple cameras and I would like to find the rotation of objects in the scene relative to each of the cameras. what would be the right way to do it?


texts: Mesh deforms when i try to merge 2 parts

texts:
So I was following a tutorial when I suddenly came across a mistake I probably made.
When I try to connect the hand to the body the connected area moves straight through the body. I've tried everything I can think of to fix the problem. I am pretty much lost right now. Can anybody help? I am working on Bender 2.80.75.


texts: I have some very weirdly pieced together materials, can I merge and separate them?

texts: I have some very odd Materials in an OBJ file made from photogrammetry. I was wondering, can I combine them all and then separate new objects, materials, and textures?


texts: How to get a list of used resources via python?

texts: I am able to program simple things in Python but I am not very familiar with Python in Blender. So I would really like to know, if there is a simple way to list all the resources (textures, font files, etc) that are used in the project.?


texts: How to animate a curve/circle for a tank

texts: I recently created a model of an M4A3 Sherman tank along with the tracks. I made the tracks first with a single plate and then used an array and had it follow a curve circle. This works well for a single render but I want to create an animation of it traveling over terrain. I need help mainly with finding a way to make the array of tracks follow the curve. Thanks in advance for any help.


texts: Reset property in toolbar for each script run

texts:
I would like to reset the string property in the toolbar every time I hit the "Object" in the Add.

In short, this is the code I'm using:

class primitive_object_add(bpy.types.Operator):
    bl_idname = "mesh.primitive_object_add"
    bl_label = "Add an object"
    bl_options = {'REGISTER', 'UNDO'}
    img_str = StringProperty(name="Image Name (example: name.png)", description="desc here", default="", subtype='FILE_PATH')

    def execute(self, context):
        #code here

def menu_func(self, context):
    self.layout.operator("mesh.primitive_object_add", text="Object", icon='OBJECT_DATA')

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_mesh_add.append(menu_func)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()

I've tried using self.img_str = "" However if I'm not fully sure where I could put this in the code to have it run when I press "Object"


texts: How can I stop my logo from stretching / being weird? (Blender 2.91.0)

texts:
I'm new to blender (3 days) and I've recently tried to make some cosmetic packaging for a toothpaste brand.
I've been able to create the models to a decent extent, but when it comes to applying the logos, I am getting stretching and weird behaviour. I am planning on adding other parts of the packaging later, but before that, I need to understand how to fix this problem.
I'm using a png with no background, and I've tried to UV unwrap and map the textures on. I've attached the file and a screenshot below if that's any help at all.
Thanks for your help!


texts: Why is my image sequence exporting to a black and white mp4?

texts:
In order to make mp4 made from an image sequences, I chose:

ffmpeg video
container mpeg 4
video Codec h264
output Quality: lossless
encoding speed: slowest

Result: black and white mp4
Blender version: 2.83.4
The source is a video that I convert to images in Blender in order to increase video quality.
When I choose a setting other than lossless, I get the colors in the mp4.


texts:
Im sorry if this is a redundant question but Ive searched for a while, and have followed many tutorials. I follow all the steps but when I paint nothing shows up. .

Thanks in advance for the help!


texts:
I'm trying to model something like the image below, and I'm stuck on the support wires.

I've been trying to create a curve to use a guide for a spring model, but haven't had success. I find it tough to get my curves the right distance off the sphere; it's also tough to get the right curvature.

Here's another example of my problem; I can't figure out how to get good curve placement such that it sits nicely on the surface of my sphere.

Is there a better workflow that I could use to model this?


texts: I have some old models that I need to repair. When I use Tris to Quads it doesn't work properly preserving the edgeloops because of the curvature of the models. But the UV map of the model is perfectly squared. Is there a quick way to remove the unwanted edges using the UV map? I can do that manually but it takes way too much time.


texts: How to check if an object at on a specific position/how to get the position of an object

texts: I'm working on a project and I need to get the position of an object (not necessarily by python code) and at the same time I need to know how I can check if the position is on a special point like (0,3,6) for example. How can I do that?


texts: Linking a Hi-Res & Low Res Version of a character, and controlling both with a single armature

texts:
Consider a character that has a hi-res & low-res version.

How does one go about LINKING both of these versions of the character into a project, and have both controlled by a single armature.

The problem that I am having is when the make proxy function is executed, only the selected collection gets an armature, and if that is done for each collection, then there are 2 separate armatures.

If I put both resolutions into a single collection, then there is no way to switch between them once they are linked, hence defeating the purpose of having a low-res version.

Thankyou for any help, I have not been able to find an answer for this anywhere. Perhaps I am missing something or going about this the entirely wrong way =P

John


texts: How to modify an existing 3D model according to a 3D point cloud?

texts: I have a 3D point cloud for the fingerprint, and I have a 3D model of the finger. I want to modify the finger model points according to the fingerprint point cloud(It's like mapping fingerprint points on the finger model). I want the result to be a 3D finger similar to a real finger with a fingerprint. Is there any way in which this can be performed on the blender? Help will be highly appreciated. You can also suggest something relevant, if not the exact answer to the problem.


texts: Is it possible to make an object rotate, when the viewer rotates the screen on YouTube in 360? So, it wouldn't depend on the camera, rather than the viewer himself/herself.


texts: How can I simulate Real camera "white balance" parameter in KELVINs

texts: There is some presets in Color Management tab under "look" setting or via curves, but no custom setting that can bet set up with kelvins.


texts: Application Main menu missing after quiting Blender

texts: I've been having a issue on my MacBook pro running OSx 10.11.5 where after I quit Blender the Main Menu at the top of my screen is missing. Has anybody else ever had this issue? I have waited up to 5 minutes in case it was some processor issue but it never comes back. I use the menu to quit Blender and it never comes back as if the Finder Application is not updating the menu. Any ideas?


texts:
still fairy new to blender was wondering how do I reopen the grey border when viewing from camera view ?

really struggling here

The 1st image is from a newly on blender file, while 2nd the is the file i'm working on, both are viewing from camera view(numpad 0)


texts: Cycles, material with color based on height and backside in different colors

texts:
I am trying to set up a Cycles texture to render figures for a math textbook.  I am new to blender and am having trouble.  I am looking for an effect similar to

or

Ideally the front and back surfaces would be rendered in different colors and a surface would be transparent enough to see another surface behind it, but its back faces would not show up in the transparent parts.


texts:
I have this:

That's the hilt of a sword, and pretend that the plane is a small rope. What I want to do is achieve an effect similar to this:

But I can't find a good way to do it. As you can see I added a curve modifier and a nurbs curve, but getting the curve to follow the shape of the hilt is basically as difficult as doing it with the mesh.

I thought about using the shrinkwrap modifier, but I get this result:

I think shrinkwrap might be the thing I need, I just need to fix that problem.


texts: No Compatible GPUs found ... Blender 2.8 User Preferences

texts:
No Compatible GPUs found ...

Seen in Blender 2.8 User Preferences

System ... Cycles Render Devices ...

Version 2.78 recognizes the GPU.  I understand that 2.78 and 2.8 have different requirements.  Yet I would like to rule out other problems.

Is there any action I can take to correct this situation?
Is there any steps I can take to investigate this situation.  In the past I have rarely had to consider a situation like this with the GPU.

Windows 10 OS,

Nvidia 670M GPU Laptop. GeForce GTX 670M    Compute Capability 2.1

https://developer.nvidia.com/cuda-gpus#compute

System Info provided by Blender 2.8 as a text file.

Excerpt

Blender 2.80 (sub 75) System Information =

Blender:

version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type:
build date: 2019-07-29, 09:44 AM
platform: Windows

OpenGL:

renderer:   'GeForce GTX 670M/PCIe/SSE2'

vendor:     'NVIDIA Corporation'

version:    '4.5.0 NVIDIA 382.05'

Some links that were not particularly helpful to me

https://www.blender.org/download/requirements/

https://code.blender.org/2019/04/supported-gpus-in-blender-2-80/

https://devtalk.blender.org/t/hardware-requirements-for-blender-2-8/3440


texts:
Somehow I have managed to make it so that my model is not lit anymore.
I have attached a screenshot.
Can somebody tell me how to make it well-lit again?
Thank you.

When I press Z two times, the view is changed, but it is still not correct, I think:


texts: When loading PDB files into blender with the Atomic Blender addon, only the atoms are present but no bonds, despite selecting sticks/bonds and varying a number of other settings.


texts: Unwrapping head geometry similar to Epic's MetaHuman Characters?

texts:
I'd like to maximize the texture space for a game head model I'm working on.
When following the classic approach on how to unwrap a head (adding a straight line from the back and splitting those seam up into two on the top of the head), I get a lot of holes and loose a lot of potential texture space, even when packed properly:

Initial test using the female base mesh from https://blendswap.com/blend/22220

While doing some research I came across Epic's MetaHuman Creator and I've noticed that their UVs are perfectly squared and filling up the entire UV space. They are heavily stretched on the shoulders but that's perfectly fine for a game character:

I already tried to unwrap the head, pin the center verts and run a cylindrical projection which theoretically should produce a similar result. However, the pins does not stay in place when calling the cylindrical projection operator afterwards and the result is a mess.
Q: What's the trick to get a similar type of UV projection for the head and maximize the actual texture space?


texts: Rendering Clear Glass with Shadow Catcher and Transparent Background (Glass looks white instead of clear)

texts:
This is the coffee cup that I made and it is rendered with the cycles engine on top of a white plane:

This is the coffee cup that I made and it is rendered with the cycles engine on top of a white plane acting as a shadow catcher. AKA for the plane I selected "Object Properties" > "Visibility" > then checked the box "Shadow Catcher". I also checked the box labeled "transparent" under "film" in the "Render Properties" tab:

I am trying to composite this cup into a video (using davinci resolve) so I need the background to be transparent but the cup just ends up looking white instead of clear. Is there a way to make the cup have a shadow while still being mostly transparent?
Btw, I'm using Blender 2.83.5


texts: Armature rigging seems fine in Edit mode, but messed up in Pose and Object mode

texts: I'm not sure what is causing this but have a feeling it is simple. My armature rig is fine in Edit mode, but changing to Object or Pose mode flicks and sticks the right leg to the left. Anyone know what may cause this?


texts: Painting parts of one texture onto another texture?

texts:
I have been looking around but Im still a little unsure about how to go about solving the following problem.
I have a wall with a brick texture on it but at the minute it looks too clean and perfect. I have a second texture (a sheet of moss) and I want to paint parts of this texture onto certain areas of the brick texture (perhaps in between the bricks). I have tried with the paint brush using things like the mask but still have had no luck.
Any ideas how to do this?
Thanks


texts:
If I have the move gizmo on it restricts me from selecting a vertex that is below one of its axis lines. Also if I have a vertex selected and I want to drag around another vertex then it is interpreted as a move on the vertex that is selected.

I checked the preferences but could not find anything that would do the trick.

thank you


texts: BGE: Orbit script seems to work, but motion is not applied

texts:
I want to orbit the camera using a script without centering the cursor. So I wrote this script:

import bge

# get this controller script
cont = bge.logic.getCurrentController()
# get sensor named MouseLook
mouse = cont.sensors['MouseLook']
mousePosX = mouse.position[0]
mousePosY = mouse.position[1]
# get old mouse coords
obj = cont.owner
if not 'mousePosOldX' in obj:
    obj['mousePosOldX'] = 0
    obj['mousePosOldY'] = 0

# velocity
velX = mousePosX-obj['mousePosOldX']
velY = mousePosY-obj['mousePosOldY']
# get the actuators
moveH = cont.actuators['MoveH']
moveV = cont.actuators['MoveV']
# apply movement
moveH.dRot = [0, 0, velX*10]
moveV.dRot = [velY*10, 0, 0]
print('velX: {0}, velY: {1}' .format(velX, velY))

# save old pos in obj properties
obj['mousePosOldX'] = mousePosX
obj['mousePosOldY'] = mousePosY

Using this setup:

-OrbitH
    -OrbitV
        +Camera

And this game logic:

Unfortunately, nothing moves! The script seems to work, because I get valid values in the console from the print.
When I directly connect the Sensor to the actuator without the script, the movement is applied (of course just with these constant values, which I don't want).
So script alone works, and the movement along works too, where is the bug?


texts: Sphere renders look imperfect in Blender 2.79

texts:
I'm just trying out a very basic render whilst getting to grips with Blender

I've created a sphere and exported as a PNG, but the sphere looks quite wobbly and imperfect. I just exported it using the default HDTV settings.

See the attached image, I've drawn a perfect circle around it in Photoshop so you can see how off it is:

But when I view the sphere in 3D View in Blender it looks fine.

Any anyone see what the problem is?


texts: Boolean modifiers are not working correctly on this mesh

texts:
I have two meshes, labeled A and B:

I want to subtract B from A, so that there is a "dent" in A where it intersects B.

This should be easy, but I've tried every Boolean modifier and none of them work. There are no other modifier on A or B.  I know Booleans work because I made the hole in A by subtracting a torus from it.

But I can't figure out how to subtract B. Everything I've tried has failed.

When I add a Difference modifier to A and target it on B, all of A disappears, except for the tube.

What am I missing?


texts:
Is there any way to directly use Blender's object mode enum? Rather than having to "hard code" our own?

ActiveModes : EnumProperty(
    name = "Active Modes",
    options = {'ENUM_FLAG'},
    items = bpy.types.Object.mode,
    description = "x",
    default = {'OBJECT','POSE','SCULPT'},
    )

items = bpy.types.Object.mode is not valid.

I'm referring to this enum described in the 2.8 docs:

enum in [‘OBJECT’, ‘EDIT’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’,
‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’, ‘EDIT_GPENCIL’, ‘SCULPT_GPENCIL’,
‘PAINT_GPENCIL’, ‘WEIGHT_GPENCIL’], default ‘OBJECT’

Does anyone know of a way to access these items to reuse them?

Edit: I was able to find what I think is the definition of this list in Blender's source. If someone can some how use this to locate the python version, that would be great. Otherwise, if nothing else, at least it gives us quick access to the accurate display name strings:

const EnumPropertyItem rna_enum_workspace_object_mode_items[] = {
    {OB_MODE_OBJECT, "OBJECT", ICON_OBJECT_DATAMODE, "Object Mode", ""},
    {OB_MODE_EDIT, "EDIT", ICON_EDITMODE_HLT, "Edit Mode", ""},
    {OB_MODE_POSE, "POSE", ICON_POSE_HLT, "Pose Mode", ""},
    {OB_MODE_SCULPT, "SCULPT", ICON_SCULPTMODE_HLT, "Sculpt Mode", ""},
    {OB_MODE_VERTEX_PAINT, "VERTEX_PAINT", ICON_VPAINT_HLT, "Vertex Paint", ""},
    {OB_MODE_WEIGHT_PAINT, "WEIGHT_PAINT", ICON_WPAINT_HLT, "Weight Paint", ""},
    {OB_MODE_TEXTURE_PAINT, "TEXTURE_PAINT", ICON_TPAINT_HLT, "Texture Paint", ""},
    {OB_MODE_PARTICLE_EDIT, "PARTICLE_EDIT", ICON_PARTICLEMODE, "Particle Edit", ""},
    {OB_MODE_EDIT_GPENCIL, "EDIT_GPENCIL", ICON_EDITMODE_HLT, "Grease Pencil Edit Mode", "Edit Grease Pencil Strokes"},
    {OB_MODE_SCULPT_GPENCIL, "SCULPT_GPENCIL", ICON_SCULPTMODE_HLT, "Grease Pencil Sculpt Mode", "Sculpt Grease Pencil Strokes"},
    {OB_MODE_PAINT_GPENCIL, "PAINT_GPENCIL", ICON_GREASEPENCIL, "Grease Pencil Draw", "Paint Grease Pencil Strokes"},
    {OB_MODE_WEIGHT_GPENCIL, "WEIGHT_GPENCIL", ICON_WPAINT_HLT, "Grease Pencil Weight Paint", "Grease Pencil Weight Paint Strokes"},
    {0, NULL, 0, NULL, NULL},
};

In case it matters, there is also another list/version, named rna_enum_object_mode_items that has slightly different mode names for Grease Pencil modes.


texts: Particle system that forms a Text in Blender 2.81

texts:
I want to make a particle system rain down particles that form a text on the ground of my scene.

How would you do this in Blender 2.81 ?

There are many tutorials using old versions of blender but I am after the steps to set this up in 2.81


texts:
I know you can create and edit shortcuts in User Preferences > Input, but I can't figure out how to make a shortcut to toggle something on/off.

For example, I can right click on the Shade Smooth button on the Tool Shelf,
(N in the 3D view)
and select "Create Shortcut" but I only can get one shortcut to shade smooth or shade flat, not one or the other based on what the current shading setting is.

So my question is,
is it possible to create a shortcut to toggle a setting?


texts: Why is the 'GPU compute' render option blurred out for me?

texts:
I think it would be faster to render with my gpu, but I can't seem to select it.

My GPU is an MSI gtx 1050 ti


texts:
Recently I’ve noticed something off with my bump/Normal maps. More specifically how they’re rendered out. I end up with these weird ridges as shown below. It was like this in Blender v2.79, so I know it’s not v2.8-specific. As far as I know I’m feeding textures through proper nodes. For Normal maps I’ll use a Normal map node; height maps go through a bump node.

I don’t believe it’s an issue with the maps themselves. I’ve run the same maps through Arnold’s shader system in Maya and haven’t seen the same issues.

Does anyone have any suggestions? How do you set up the shader nodes to use your bump/Normal maps? Am I missing a button or setting somewhere?

For further reference:
only reference I have of what I'm trying to make:

My progress so far:

The texture should be like that pattern swatch on the upper right.

I’ve managed to get it close, but I’m dealing with those same issues. I’ve isolated it in the first image above, to show what I’m referring to when I say “ridges.” This is something I have come across many times, and I assume I’m doing something wrong with my node setup.


texts:
I can obtain the coordinate of a mesh vertex with python via

wco = mesh.vertices[mesh_vert_idx].co

Further, it is possible to convert this coordinate system to the camera system with

cco = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, bpy.data.objects['Camera'], wco)

But I am interested in the 2D position of the vertex in the image captured by the camera 'Camera'. In other words, is there a python method the projects the 3D point of the model to the 2D point in the image?


texts: I accidentally keyframed scaling for all selected bones where only LocRot is required, is there a way to remove all scaling keys for all bones at once?


texts: ImageViewport.refresh() seems to do nothing / how to re-render in BGE before taking a screenshot

texts:
I made this toy example to demonstrate the problem i have. I am trying to use BGE to make screenshots of a rotating object for a report.
 I use a script on the cube to rotate and capture that uses logic to run on the object (e.g. deleted the cube and added a rotated cone - to which I applied the rotation, so in the screenshot it has rotation 0):

import bpy
import bge
from mathutils import *
import numpy as np
import math

cont = bge.logic.getCurrentController()
own = cont.owner
new_q = np.random.randint(4)
if new_q == 0:
    q = Euler((0.0, 0.0, 0.0)).to_quaternion()
elif new_q == 1:
    q = Euler((0.0, 0.0, math.radians(90.0))).to_quaternion()
elif new_q == 2:
    q = Euler((0.0, 0.0, math.radians(180.0))).to_quaternion()
elif new_q == 3:
    q = Euler((0.0, 0.0, math.radians(270.0))).to_quaternion()
own.worldOrientation = q
fname = 'e:/temp/q_{}-{}.png'.format(new_q,int(np.random.random() * 100000))
ivp = bge.texture.ImageViewport()
ivp.refresh()
print ('saving {}'.format(fname))
bge.render.makeScreenshot(fname)

the script rotates the object and then captures a screenshot:
However, when I compare the screenshots, they are not acurate. E.g., files starting with q_0 randomly point to all axes...

Is there any way to enforce a new render so that the saved images have the exact rotation they are supposed to have?

I also tried saving on the next frame (e.g. saving to the global dictionary a flag, and then on the next time the script was called, save then) No joy there either... :S


texts: How to change a certain parameter of all principled shaders in my blend file?

texts:
I have like 100 objects, each with its own material, different mesh, own texture and UV maps. I want to immediately adjust only one parameter for all the materials, say: metallic but I want to keep separate textures, so I won't just link materials.
I found that "copy to selected" does not work for material properties (this would be a cool feature, by the way).
I also watched a tutorial about group nodes and yeah, it's cool to control many materials with a single node, but I would sooner move 100 sliders manually, rather than set up a node tree for each material.
If there's no tool for it, I would be happy with a simple python script that takes all materials in the model and changes them one parameter.


texts:
Is there a way to do this in Blender on Windows?

If this specific one isn't a capability, are there other neural net things that I would be able to experiment with in/with Blender?

With that example, I'd like to be able to model ideas I had for new manual wheelchairs, and if the program can learn to use them, then maybe I can have it built in real life.


texts: High Poly on Low Poly Baking in Substance Painter

texts:
When I bake high poly on low poly I get some issues (artifacts) on my low poly model. Usually those are straight lines from triangulated low poly which cause these issues. I know that this problem can be tackled by making smoothing grups but Blender has more options than one and I am curious which works best as I have not seen any differences.

using autosmooth
mark sharp option + autosmooth
Using the edge split modifier - This one gives more vertices as it splits them

All have same results and in all cases I get sharped edges around the sharped angles even tho I baked the high poly. Is this normal?
I have provided an example below of how the artifacts look like.

Plus I would like to here if you have any other option to this problem.


texts: Why my texture becomes black in certain regions?

texts:
I'm trying to implement some kind of Ian Hubert style. I use a PBR texture for the wall, mixed a brick PBR texture with a moss PBR texture and used some other image textures for the windows and such. As you can see in the following image, the texture gets black for whatever reason:

The same thing happens in the viewport preview (it's a different version of the scene):

How do I mix the textures:

As you can see the texture becomes black at a certain angle. The blend mode is set to opaque:

Interestingly, there is no issue when using Eevee:

I don't get why is this is happening and what I can do to get rid of those artefacts. Can you guys please give me any advice or ideally some suggestions how to fix this in cycles?


texts: How to adapt automatically and easily a plane texture to a 3d object

texts:
I'm trying to do projection painting because I want to apply a texture found on te net to my bird, instead of coloring it by/with my hands. The  tutorial that I'm following can be found here.

I'm using this tutorial because the model used there is very similar to mine. The problem I have is that I'm not able to adapt the texture to the UV maps of my model. On the tutorial he used proportional editing and has been able to do a good job. I tried to do the same with my model, but I'm having problems probably because I haven't understood how to use proportional editing well. Is there another way to do this? Or do you have some suggestion to give me to improve my skill using proportional editing? Thanks.

I attach a screenshot to show you where I'm having problems:

PS : Maybe the image found is not good for my UVs,but I don't know how to find a better one.

PS 2 :


texts: Weird pinched shading from bevel and subdivision

texts:
I have this peculiar shading issue on this pipe that I'm making, only apears after I add a bevel and a subdiv modifier, also after shading smooth. In the center of the pipe, I have this ridge extruded out:

on the corners of the ridge where it bevels into the pipe, I'm getting this weird pinched shading

I've got the edges marked with bevel weight

I've tried adding loop cuts to constrain the issue but I'm still being left with odd shading artifacts

These are the settings I have for the modifiers. I've tried playing around with them, but I just can't seem to iron it out. I'm on vanilla blender, so no hardops quick fixes.


texts: Mismatch between 2.69 and 2.72 interfaces for Video Sequence Editor window

texts:
In the 2.69-based tutorial I am following, this is the interface shown for the Properties panel of the Video Sequence Editor set to Preview:

In the 2.72 version I am using on Windows 7, this is what I get for the same:

How can I get my version to match the tutorial?

Also, what setting in the Video Sequence Editor controls Preview vs Sequencer sub-views?


texts: How to render a large number of stacked glass sheets

texts:
I am trying to render a large number of glass sheets stacked on top of each other (42 to be precise)

I bumped up the transmission bounces amount to 50 just to be sure. set up a simple 'office' environment with some area lights and 3 white walls to have some interesting refractions. I am also using HDRI as a light source.

Is there some general shader that would work well with this kind of setup (stacked glass)? Do i need to worry about different interfaces (Glass to glass, glass to air)?

See below images for the materials and sample render.

Light paths settings

Material on top side of the glass sheet (as you can see the difference is that i use 'Is transmission ray' instead of 'Is reflection ray', also i add an image with it's alpha as a factor, the image is a mostly transparent png image with some text on it)

Material on sides and bottom of the glass sheet

test render with above settings

I am aiming at maximum realism yet the glass still looks unrealistic and it is "dark" inside no matter how many transmission bounces i use, How can i improve it?

I attached slightly simplified scene so you can see roughly how i proceeded.


texts: Is there a way to use Sverchok's ScriptNode without defining in_sockets? So, writing a script using constants and creating out_sockets solely?


texts: Rendering problem, weird distortion on blender 2.91

texts:
when rendering this i face strange issues on some frames like 5 o 6 of 281, they are specific frames,
only happens when rendering final image, but in viewport rendering mode it looks good


texts: Lighting requires extreme values (Blender 2.8)

texts:
I recently started learning Blender and been following one of Blenderguru's tutorials on lighting (found here) but for some reason my lights, using the exact same scene, requires extreme values to give off any noticeable light. His light is around 50w but for me I need around 500w to achieve a similar effect. I tried applying the scale of everything in the scene but it didn't make a difference. I also checked to see the units were set up correctly (metric/meter) which they were as far as I can tell.

It feels like the range of the light is very short because if I move the light really close it does get much brighter. Maybe there's some falloff setting I need to adjust? .. Happy for any advice on what might be wrong!

And this is my settings:

The file I'm using is shared by Blenderguru with a link in the description of the video. Here's the file I used:

https://www.dropbox.com/s/lqspxls3yte73f8/Mafia4%20%281%29.blend?dl=0

Also here's how my image looks with False Color activated:

Compared to BlenderGuru's image:

Could something like this be impacted by hardware or software related outside of blender? Like a scene should render the exact same end result on two different computers given all settings are equal right?!


texts: How to denoise animations using Blender's Temporal Denoiser?

texts:
I've been diving into the secret Blender Animation Denoiser function mentioned in February of 2019 by Pablo and documented on the Developer Site.
Here are some things I figured out after digging around:

When you render for the animation denoiser you have to use OpenEXR Multilayer.
I then enabled denoising within the Blender view layer settings panel, like instructed.

My code looks like this:
bpy.ops.cycles.denoise_animation(output_filepath="//Render\Denoised Sequence\Denoised_Images_")

After hitting enter on the above command, it worked!!!!.... except it didn't.

It went through the process of creating the images of the new denoised sequence.  But when I open the files... they are not denoised.  Simply exact copies of the original noisy images.
So close, yet I don't know where to go from here. Any ideas?


texts: Attaching a nurbspath to a mesh (to create a rope attached to an object)

texts:
I'm trying to create a simulation of a phone receiver which is attached to the phone base via a phone cord.  I want the cord to dangle and stretch the same as a real coiled phone would, but without the headache of manually animating it.

After reading several tutorials and watching this helpful video, I've created what I think is a realistic looking phone cord using a nurbspath and a curve circle to provide the bevel shape.

However I now don't know how to attach the cord at both ends to my phone receiver and phone base meshes.  I then jumped straight back into the tutorials and quickly determined that hooks might be what I was after.  However I've been flicking through youtube tutorials for a bit now and I'm not sure I understand the full behaviour of a hook.

I have tried to do the following:
1. Select my phone receiver (the handset).

Select the phone cord (nurbspath).

Tab into edit mode.
Select only the first vertices on the path.
Press Ctrl+H and select "Hook to Selected Object".

The result is that I can move my phone receiver and it pulls along the first vertices of the nurbspath.

But when I hit the Play button the nurbs path just falls away from the handset as if no hook exists.

I will take a good bet I'm doing it all wrong.  Happy to take suggestions of a better way to do this.


texts: Blender rendering makes my pc randomly die and restart

texts:
Blender has suddenly decided that it is going to randomly kill the power to my pc whenever I render something. I have always been running my renders in Cycles Render and no problem no matter how long or what the quality (Samples) are. I can leave Blender open and model for hours on end... no problem. I can run various programs like the Adobe Master Suite for hours on end... no problem. But when I render in Blender, my power crashes. My motherboard is new, ram is new, graphics card is working perfectly fine, I have 4 hard drives that I reinstalled windows on and installed the latest Blender on... problem never goes away when I am rendering in Blender. I have also done the obvious super clean/vacuuming and done it with anti-static cloths, grounded the case, etc etc etc

Anyone have any idea what could be going on?


texts:
so, I have a bit of an issue with my grease pencil visual effects rendering.
I created a simple grease pencil animation that utilizes both the Shadow and Rim Light Visual Effects, but for some reason these effects are not rendering to the edge of the frame. It's as if theres an invisible 'bezel' around the frame that is preventing them from rendering there.
One frame from the render in question is attached, sorry if its a bit dark and hard to see. on the top edge it looks like both the drop shadow and rim light are not showing up in the render, but on the right-most cloud only the drop shadow is missing. appreciate any help!


texts: When I go to render my object, only the cylinders at the rear show up. I have a sun in the scene to provide light, and I checked to make sure the camera next to my object wasn't selected too.  Can anyone explain why I can't see anything?


texts: blender 2.8 select vertex, edge, face problem

texts:
i work on a macbook pro (no numpad) with  Blender 2.8 (no ctrl+tab shortcut) and i only have the choice to select between emulate numpad to chage point of view or not emulate numpad and use ctrl+1,2 or 3 to choose between vertex, edge or face modes.

it's not possible to have both? i tried to bind vertex, edge and face select modes to a quick favorites but its not possible

Any idea or solution?


texts: Theory of calculating randomness for damping factor

texts: I am referring, as an example, to Blender's particle collision system, where you can set the randomness for particle damping between 0.0 and 1.0. My question now is: how does it exactly work? Yes, there will be a random number between 0.0 and 1.0 but how is it applied to the damping factor? I want to create something similar in Java and therefore I want to fully understand the calculation behind that. Is the random factor the probability p and the calculation something like a gaussian distribution?


texts: I am wanting to make a depression in an object using a UV Sphere. I create the sphere and position it, then shift-select the object and enter edit mode. When I select the knife project tool, I get an error message "No other selected objects found to use for projection". Why does a UV sphere not work with this tool?


texts: Is Blender right for me? - A photographer creating 3d renderings

texts:
I am looking to replace photography with Photo realistic 3d Renderings.

In almost the same way and reason Ikea did. (http://www.pixatecreative.com/ikea-3d-rendering/).
They use 3DStudio Max and V-Ray to create their 3D renders. Would Blender be the cost effective equivalent? Scenes are not important, a simple product shot that would normally be taken in my photography studio. I want results to be equivalent to the image below.

I have time to learn and am quick at picking up new software, but DStudio Max and V-Ray are more problematic - in my head. I would like to learn the basics before I tell the boss I am overhauling all our images and replacing them with these, and this is where cost makes it easier to pitch and blender is a fair bit cheaper.


texts: Particle settings emit soft body object animation

texts:
I am trying to make this can shoot out worms at frame 35, then the worms fall to the ground and squish. It works perfectly when I make just the emitter object and the plane, and then as soon as I add it to a particle settings object group, it

doesnt reach all the way to the ground
doesnt settle on the ground but flies around crazy

I just want the simple movement of them falling and crashing to the plane but in like a random shooting motion like it is being squirted from the top.

If anyone knows anything that could help it would be much appreciated!

Thanks!


texts: How to make objects follow a ellipse? (Duplication around ellipse)

texts:
I am trying to make a Quidditch scene from Harry Potter.

So I am trying to make outer diagonal trees.
I used Array modifier Object offset, target to empty at center
I can make "Circle" but I can not make "Ellipse".

I tried to change Location, Rotation and Scale of Empty and Wood Object.
Thank you.
(Blender 2.90
Windows 10)


texts: Armature: bone rotating other bones when moved!

texts:
Is anyone here that knows armatures?

I'm having a major problem with one of my bones and I cannot for the life of me figure it out. I've rebuilt this armature a dozen times and I still run into the same issue! For a couple of weeks now I'm frustrated to tears almost!

I cannot get the bone to not rotate the wings no matter what I do, but it's the main armature bone!

https://youtu.be/X1AXJWoRzGo


texts: Mirrored bones move the other side of the armature aswell

texts:
I searched the questions on the site and I tried a lot of solutions but I'm kinda stuck here.
This is what I'm dealing with

When I move a bone on one side, the other side moves with it, basically mirroring it. It is not parented to the other side's bones and I have no clue why it is happening, I tried applying all deformations, I've renamed every bone with .L and .R, I tried remaking the armature, but the problem, for some reason, persists. It applies on all mirrored limbs, fingers included.


texts: How to make an original image texture with transparency in Blender Render?

texts:
can anyone help me in figuring out a problem that I've been having regarding applying transparency for the image textures that comprise of my model's eye(s)?

You see, the eye(s) of my character is made up of three separate layers: the pupils, the eyelid(s) & the sclera, overlaid over one another to create the eye(s) in their entirety.  In order for this to work properly, it would require the pupil & eyelid(s) textures to have transparency (the sclera is painted onto the main body) applied, but unfortunately I had trouble trying to find tutorials online on how to create a original texture image with transparency.  Pretty much all the tutorials I found were for how to get transparency from a preexisting asset, rather than how to make one from scratch.

Eventually, I was able get transparency on the image textures I created by using Erase Alpha from Brush Blending Model options in Texture Paint mode.  However, the transparency isn't quite working as I intended, as pupils appear to faded rather than pitch black like their suppose to.

There's also other visible issues as well, as highlighted in the screenshot below, such as how the pink area covered by the pupil & eyelid(s) layers appears darker than the areas not covered:

If no one can directly identify what is wrong with the way that the transparency is applied on my model, I was then hoping that someone could instead tell me what the proper way is of applying transparency to a self-made image texture in Blender Render.  If I have to redo the textures again from the beginning, that's fine since the textures I've made were hastily made with the intent of cleaning them up later.

There's also another issue that I believe is connected, although I can't say for certain that it is, but that I would, nevertheless, like answered anyhow.  This other issue, came about when I decided to try and test rendering an image and I ended up with this result:

The strange thing is that this result only happens when I choose to render an image, it doesn't occur in Rendered mode or any other Viewport Shading setting.  Even weirder is that the visible geometry conforms exclusively to the shape of the eye(s) despite the fact that the mesh for both the pupil & eyelid(s) textures consists of a rectangular-shaped "mask".  At one point I was going to make the various parts of the eye(s) into overlaid polygonal meshes, but I changed my mind and decided to deleted them.  Just to be on the safe side, I looked through every component making up my model to see if I perhaps had forgotten to delete the old mesh, but I couldn't find anything like that, so there should be no reason for this to be happening. And even weirder still, the visible Quads making up the eye mesh appear to have been cut in half into Tris, which was not something I did myself.

Any help with either of these matters would be greatly appreciated!


texts: Can blender be used to remap textures to a different format?

texts:
I am a Engineering Student who is creating a simulation of a Porsche for his final year dissertation. I have a question about blender and is it possible for the software to remap textures into a different format?

I have the texture for the car in the format below:

and would like it to be in this format:

The original file is from assetto corsa and it needs to be converted to work with a Cruden Driving simulator (software is called panthera)

Is this possible and if so how do you do it? Or is using photoshop and moving the first image around the best way?

I have never used blender so sorry if i am missing any information.

Thank you!


texts:
How to add an index ID to thousand of objects?

Selecting the whole group and changing the ID, It applies only to the singular object..

a solution could be to assign a different material and so to use that index.. but what about objects IDs?


texts:
How to snap and align an object to the 3d cursors position and rotation? I’m pretty sure I have done this before and it was straight forward. but I can’t get this to work now at all. Via the shift - S menu I can snap the poistion, but none of the commans affect the rotation.

The align tools don’t seem to want to play nice with the 3d cursor at all.

any suggestions?


texts: Blender Game Engine control material values

texts:
I'd like to have dynamically changing materials in the Blender Game engine.

Is there any way for the game logic or a python script to change the properties of a node in a material?

For example, in the image, I would like to be able to change the red "value" input that connects to the color ramp.

(I know that the BGE can assign an overall color to an object, but I would like to do more complex things than just single colors. If I could input that object color to the node set-up, having those 3 floats might be enough to work with)

Thanks for any help you can offer.


texts:
I am having an issue with a rendering. I am trying to render a outside architecture scene with a sky texture (nishita)
For some reasons, there are some black stains/pixel in some random areas of the render...
I'm using blender 2.90.1
Here is the file :

Any thought ? :D

Thanks
Valentin


texts: Is there a better way to see what I'm doing during retopology?

texts:
I have been struggling with striking the balance of transparency and visibility when retopologizing a mesh.
I need to be able to see the retopo mesh clearly, so I turn on "In Front" under the mesh object's properties. However, this often makes it hard to see the other mesh:

I can see the low-poly mesh just fine, but now I can't see what I'm creating the new topology for.
If I turn In Front off, then large patches of the retopo mesh become hard to make out because the high poly mesh is intersecting with it:

I thought that, perhaps, a solution would be to show the object in Material mode with materials with alpha blend on and some transparency in the alpha channel.

However, this also is very hard to see, because the patches wherever the meshes intersect are still there.
If I turn on Wireframe, there is just too much information, because of how dense the other mesh is:

The big problem here, I think, is that anything that intersects over the low-poly mesh hides its edges and vertices in the viewport in Edit mode, regardless of the transparency of the material. Unless I turn on In Front for the mesh I want to see, but that gives too much information, because in many cases I don't want to see across to the other side of the object - I only want to clearly see the mesh on the side of the object facing me in the viewport.
What I would like is:

to be able to clearly see the geometry of the low-poly mesh above the surface of the high poly mesh when I'm tweaking or retopologizing it
Not to have the geometry of the low-poly mesh on the far side of the model get in the way of seeing what I'm doing in front

Is there a better way?


texts: Inconsistant behavior when re-linking missing textures. sRGB and Non-Color mismatches

texts:
I am having some trouble when re-linking image textures that have single user copies using different color spaces. I.E. A texture being used multiple times in the file, both in Non-Color and sRGB color spaces:

Create two objects and assign a unique material to them.
Plug in the same image texture into the base color of each object, but make one of them a single user copy set to "Non-Color" instead of "sRGB".
Rename the texture on disk to something different to break the links.
Point your materials to the new texture on disk.
Notice that your single user copy is no longer a single user copy. If you change the color space to non-color, the other material will change too.
This can be mitigated in simple scenes by making another single user copy. But if this material is used all over it can quickly become a nightmare trying to remember what was supposed to be sRGB and what was supposed to be non-color.

I can provide more images if any of this is confusing.
Is this working as intended? Or is this a bug? If I make a single user copy, I expect that datablock to function independently from the copy. But the process of re-linking the texture breaks this.
Any help would be great. Thanks!


texts: Script works well in python console but crashes when "Run Script" in text editor?

texts:
I have a python script. It works well when I run the code in python console but if I open the script file in text editor and click "Run Script", blender crashed.

Does anyone know what might causes the difference?

Here is the script:

import bpy
from bpy import data as D
from bpy import context as C
from mathutils import *
from math import *
import blensor
bpy.context.scene.objects.active=bpy.data.objects['Camera']
blensor.tof.scan_advanced( max_distance = 20.0)


texts: 2.92.0 bug? EEVEE AOVs are not fully opaque

texts:
Been using aovs in the experimental 2.92 version in eevee to export EXRs for compositing in Nuke and even though all my materials are have alphas of one, the AOV layers have a max alpha of 0.984. Example attached below.

In Nuke the max value is always 0.984 when it should be 1.00


texts:
I am trying to apply a color gradient to single face of a mesh, selected using the edit view. I made a color ramp in the texture view but I can't figure out for the life of me how to paint that onto the mesh. It looks like only material tab changes the render. How can I use the color ramp from the textures tab on the face?

The Material -> gradient only has a black/white gradient, how do I change the color of that?


texts: How to display a projected texture on a mesh?

texts:
I'm working with UV Project modifier in Blender 2.81a but can't achieve the exepected result as shown on the documentation page. I've seen other questions regarding the Project modifier but all seems to have it work out of the box.

Taking the example project I don't see the texture applied to Suzanne. I've tried to change the viewport shading to no avail.
I tried both with and without applying the modifier on Suzanne first.

Which settings should I use in my view port to see the projected image on my mesh object?

Additionaly, I tried to visualize the projected UV map but the UV Editing workspace does not display any UV map. I tried to unwrap different objects (which work in a virgin project) but I didn't manage to see or play with any UV map.

Any help would be appreciated!


texts: So I have a plane and an object, I want to create mask image: white where the object is and black where it isn't. How can I perform this? I'm searching for universal solution.


texts: How to copy position, size from one armature to another?

texts:
I have a armature A and made Copy armature B and C;

I went to editmode on B and moved arms bones a little down and made head bone bigger;

How to I apply same changes on C without manually moving the bones or without creating a new armature (ctrl+d from B)?

I was hoping for some button to copy armature from one to another (the bones structure is exacly the same even same names)

this is a quite challenging question, I don't expect an exact answer but directions to help me do what I want

thanks


texts: Parenting/Joining a helmet to a skeleton rig

texts:
I'm looking for help on how to parent/join this helmet:

With this skeleton rig:

Sorry if it's super simple I just can't seem to figure it out for the life of me. I feel like it's obvious but whatever I try it doesn't parent with the rig when I try to animate.


texts:
I'm a beginner to Blender and as my first Non-tutorial model, i tried making a Wine Bottle & a Wine Glass.
Well, the modelling went fine but the lighting part is still troubling me.
Can someone please help me with the lighting .
Here is the reference photo of how I want it to look like(except the cap opener) :
And here is my best renders up till now :

I'm also attaching the .blend file :
Thanks in Advance.


texts:
I have a point in 3d view (found out with region_2d_to_origin_3d of mouse position). I want to find its projection on a plane defined by a normal (x1, y1, z1) in orthographic view. How to do this?

Edit: Attaching a sample blend file with the script I am trying to run. If you run the modal operator from the perspective view and move the mouse pointer, the Bezier line always lies on the plane (which is the desired functionality). But the same operator from orthographic view does not produce any movement.


texts: The menu that shows up when a new mesh is added disappears when I click on it

texts: I am not able to access the menu when we add a new mesh. It disappears when I click on it. What do I do?


texts: When I render an image that could take hours to finish is there a way that I can save the render  at every hour, so that if my computer crashes I do not loose everything?


texts: Creating a ragdoll in Blender to use in Garry's Mod

texts:
Not sure if this is the greatest place to ask this but I have a quick and not so simple question, how could I possibly export a blender model into gmod as a ragdoll. Not talking about making a playermodel or static model in gmod, but a fully-functioning ragdoll.

I have already created a model in Blender. The model is fully-rigged using an armature as well as textured. It has multiple objects. I would also like body groups to be added, so certain objects in the model can be shown/hidden. It would also be great to allow the ragdoll to be compatible with the eye poser and face poser tools available in gmod.

Trouble is, I have absolutely no clue how to do this. I think I remember one chap on a tutorial talking about how armatures aren't compatible with gmod, whether that's true or not I don't know. The furthest I've got is extracting it as a static model that isn't textured. I've already spent the whole day trying to find how to do this, however, with the limited tutorials there are, most of them focus on static models rather than functioning ragdolls. Apologies if there's a tutorial that I'm missing but if someone could point me in that direction that would be great. Or of course if someone could just give me a few tips here or something that would also be great!

Many thanks for reading and hopefully I can find a solution soon...


texts:
I've got a  file and it fails to render, I'm not sure why.

When I hit the render button a grey pixelated screen comes up and it doesn't seem to process. I've tried playing around with the settings, but I get nothing. When I hit Open GL render then it looks like the render version of the image, but  it doesn't include the background color scheme!


texts: Weight paint and mesh are mirrored, weight paint color seems right, but vertices are left behind

texts:
Right now I'm weight painting my mesh, so I can rig it correctly. However, the forearm isn't behaving the way it should, the left one at least. The right one moves the mesh correctly, but the left one leaves a line of vertices behind, even though they are weight painted and the same as the right side. Here's some screenshots:

Weight painted left (uncorrect) side:

Mesh deforming uncorrectly on the left side:

Weight painted right (correct) side, it was mirrored from the left one:

Mesh deforming correctly on the right side:

Any idea of how I can solve this? I've tried erasing all the painting and doing it again, but the result is the same. The weight of every individual vertex seems to be right. The mesh is mirrored and there's no unnecessary vertices inside it. All fingers and hands worked fine.


texts: How do I turn Collides on so that objects stop going through each other when I'm moving a object

texts: Let's say i wanted to make a box, but to make a box you need 6 sides. If i wanted each of them to never overlap and be perfect. Is there any way to turn collides on?


texts: Reassign position and scale of the navigation gizmo

texts: in the will to build a -limited Blender edition- easy to use for 3D model visualization, I want to move and scale the navigation gizmo. It seems that is not declared in a python file.


texts: Blender 2.8 Principled BSDF : Getting emissive? material when trying to assign hex color as base color

texts:
I'm populating spheres off of a csv file and in theory adding a hex color as the base color from the same spreadsheet. While I've looked at other questions that make it clear that a RGB-> hex is problematic due to color management and gamma, that isn't my current problem.

I'm using the Principled BSDF shader and getting an emissive material by default when my emission is set to 0 and I'm using a dielectric material...  Any help is appreciated.

import bpy, csv

def hex_to_rgb( hex_value ):
    rgb = list(tuple(int(h[i:i+2], 16) for i in (0, 2, 4)))
    r = rgb.pop(0)
    g = rgb.pop(1)
    b = rgb.pop()
    return r, g, b

def add_material(obj, material_name, h):
    material = bpy.data.materials.get(material_name)

if material is None:
    material = bpy.data.materials.new(material_name)

material.use_nodes = True
principled_bsdf = material.node_tree.nodes.get('Principled BSDF')

if principled_bsdf is not None:
    principled_bsdf.inputs[0].default_value = (*hex_to_rgb(h), 1) #RGBA
    principled_bsdf.inputs[4].default_value = (0) #metallic =1 dielectric=0
    principled_bsdf.inputs[7].default_value = (0) #roughness
    principled_bsdf.inputs[17].default_value = (0,0,0,0) #emission

obj.active_material = material

path = "//points_hex.csv" #opens hex color spreadsheet

with open(path) as csvfile:
    content = csv.reader(csvfile, delimiter=',', dialect='excel')
    hexcolors = []
    names =()
    for i, row in enumerate(content) :
        if i == 0: continue #skip header
        id = row[0]
        x,y,z = row [1], row[2], row[3]
        group = row [4]
        h = row [5]
        bpy.ops.mesh.primitive_uv_sphere_add(radius = 0.5, location = (float(x), float(y) ,float(z)))
        bpy.context.active_object.name = id
        obj = bpy.context.object
        newmaterialname = (str(h)+ "_G" + str(i))
        print (newmaterialname)
        add_material(obj, newmaterialname ,h)


texts: Addon Development: How can I add a 3D model to an addon through a folder?

texts: I need the most simple possible script to add a 3D object to a scene through the addon folder next to the init.py script. I know how to add custom icons and HDRIs to addon .zips, but I can`t find any resources on how to add a premade object to an addon. Any help appreciated.


texts:
I have an addon with that I draw in 3d space (lines). The vertices are where I click with the mouse cursor.

I use the region_2d_to_location to get a point from the mouse coordinates in 3d space. But I want to draw a bit more "in front" like 2 or 3 units in direction of the view camera (hope this is understandable:-))

I guess I have to manipulate the last parameter of the region_2d_to_location function, but how to calculate this location dependant on the current view?

I guess I can use the

bpy.context.space_data.region_3d.view_rotation

and then kind of multiply a vector like (2,2,2) with it to draw in a distance to the origin. Any ideas on how to do this with this Quaterion?


texts:
How do I paint a texture onto an already textured object? How do I do that? I have human with a skin texture and I want to paint a lip texture on his lips.

https://drive.google.com/file/d/0B2ZiQtohl3tmdUc0cnhuTmpqYjQ/view?usp=sharing

Heres the blend file.


texts: How to subtract cylinder from a cube, add bevel and make it all smooth

texts:
So I have this kind of cube and I need to subtract half of the cylinder from it. The cylinder is centered in the z-axis. The boolean operation seems to work fine but on top of that I want to bevel all my edges of the cube and smooth the semi-hole I just carved before.
Eveything I try results in glitches in the mesh.
What am I doing wrong?
I'm using blender 2.91.0 beta


texts: Is it normal to have to select in object mode before moving into edit mode. At the moment if i have not selected something in object mode and i go to edit mode i can not select it. I have tried to save it to help but this makes no difference,


texts: Should I make this model seperate objects or 1 mesh

texts:
I'm modelling a humanoid character made of both solid and flexible parts joined together.

To avoid problems when rigging should the objects be joined together then weight painted to get the desired result, or is there a better way?

I have joints like the one below all over my model, should the flexible part be connected to one, both, or neither of the solid parts?


texts: Help with limiting rotation of an armature

texts:
I am totally new to animation and armatures in blender, and I have been following a tutorial to make an animated lamp. I have been trying to set a limit for the rotation of one of the bones of the armature, but it doesn't seem to be working. I set the limits on the local Y axis to -60 - 60, the piece rotates smoothly as expected:

But, if I change the rotation limits to -90 - 90 (which is how I want it to be) the rotation is strange. It seems to only rotate some of the way and then it snaps to the limit points. I have no idea what is causing this, as the set up is exactly the same as it was before, just with a different limit.

Does anyone know how to fix this?


texts: Polygon stops when the mirror modifier is turned on and carved in Sculpt mode

texts: I want to carve with the mirror Modifier on. Is there any way to do this?


texts:
I have a question here.

I'm doing an animation where there's a glowing line coming out from a globe (like what in the video down below), but i don't know how to do the exact effect in Blender.
Glowing Line

I tried some glowing shader on a curve but how do I make the line move from spot to spot? do i have to make a trace or something? thank you guys.


texts: Animation: create a rotation around the object z-axis instead of global z-axis

texts:
I'm creating an animation where I rotate an object, insert a LocRotScale keyframe (via the I key), select another frame, rotate the object again and insert a LocRotScale keyframe.

For example I use this:

Z, 190, Enter

Now I want to rotate the object around its own z-axis instead of the global z-axis.
I've found out if you press the [Z] two times you get the Local axis instead of Global.

For example I do this now:

ZZ, 190, Enter

The rotation is ok, but when I insert the LocRotScale keyframe it did the rotation, but not around the Normal axis, but it used the Global axis.

Any suggestion on what I'm doing wrong here?


texts: BGE Object List within a specified distance

texts:
In a script that I'm writing I'm trying to create a list of all the objects within a specific distance of the player which have a certain property assigned to them, but I can't figure out how to get the script to search within that specified distance instead of across the entire scene.

For instance, to create a list of all the objects within a scene that contain a specific variable, I can use the code:

object_list = [ob for ob in scene.objects if ob.get("property_name")]

I have several hundred objects that contain this property, but I only want the objects that are within a specific distance from the player to be put into the list.

Now here's the dilemna: I need to create the list every frame, and I know it's possible to do what I want by scanning for every object in the scene with the property, but with several hundred (potentially thousands) of objects in the scene using this method becomes way too resource intensive.

So my question to you; Is it possible to only scan the objects within a specific distance from the player, for any object with the specified property?

To clarify, for ob in scene.objects scans the entire scene for a specific object. Is it possible to do exactly the same, but only for a small section of the scene (within a distance from the player)?


texts: Creating a glass like material without it being transparent

texts: Any tips on creating a material that will be easily reconized as glass, without it showing anything behind it? (0 transparency). I'm making a vehicle that has glass windows, but I don't want to make the interior, so I need something glass like that will not show what is behind the glass.


texts: Is it possible to use an external image as a brush in Cycles texture painting?  When I hit the checkered box to browse to an external image, the only option I get is for a black blank texture.


texts: How do I measure the distance between two UV vertices?

texts:
I am using Blender version 2.77a. I am attempting to make a paper model of a mesh that has been UV mapped, but not to scale. I need to:

Measure the distance between any two vertices on a UV map
Make a duplicate of a UV island


texts:
I have curve modifier applied on 3 extruded planes. The curves and planes all have the same width and the curves have the default handle values.

My expectation was that since the distance between the two curves throughout the curve extent is constant, if at one end the objects are just touching each other, at the other end also they would touch but not overlap.

I notice, however that at point 1 of the curve there is considerable overlap in the objects. Could you help me find the reason and the resolution of the issue.


texts: How do I join two UV islands into one making it better for unwrapping?

texts: How do I join two parts into one making it better for unwrapping? One part was mirrored and joined in the middle, doubles removed.


texts: Coordinate/attribute not working to mix textures through factor

texts:
I am still quite new to blender, I am trying to make a small mountain scene with different textures on the higher points of the mountain vs the lower ones.

I am currently using a coordinate node with a colour ramp and mix node to control it. However, when I plug the colour ramp into the factor of the mix shader only one of the textures occupies the entire object. I tried a simpler way by using an attribute node and vertex groups but I had the same issue.

I've searched for an answer online but haven't found anything relating to this issue. I've also looked at several tutorials on this and I believe the node set-up is correct but they still wont play nicely together.

Any info as to what I'm doing wrong would be hugely helpful as this is a relatively small part of a larger scene and I don't want it to cause the whole thing to look janky lol

give it a look


texts: Painting problem when using pen in Blender

texts:
I've been using Blender for years. This is my first time to experience it on a 2in1 PC (HP Pavilion x360). This machine has a pen which works perfectly in any app except Blender.

Whenever I tap the screen with the pen on a surface to paint (in UV/Image Editor or 3D View, no matter), it just doesn't start. When I drag the pen a little bit, then it starts drawing. Interestingly, the distance between the point I click and the point it starts drawing seems equal to length of the radius which appears in Win10 when holding pen to emulate right-click. I disabled holding option for right-click but the problem still exists. (This happens also when sculpting or painting weights.)

In Krita or GIMP, I don't experience this kind of issue. It just starts painting the moment I touch the stylus on screen.

I really want and prefer to use this pen in Blender rather than a mouse. How can I solve this problem? Can I decrease or totally disable required length of dragging that tells the system I'm not holding? (as I said disabling it in Control Panel doesn't work.) Or is there any way to make Win10 to treat Blender's window as in Krita's or GIMP's?


texts:
Blender YouTube Donut Tutorial-can't get Painted Texture onto model in 3Dviewport to show on Texture map BUT Reverse works.  I did create a Donut_Texture_Tutorial texture file.  I'm using Blender 2.91.0
Here is an image of my window:


texts:
I need to know which edge is longer only in the Right Orthographic.

.


texts:
Is there a tool that would convert fibermesh hair to game-ready usable hair sheets as shown here:

http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html

Currently I have this:

Or should I simply put this beard into the dustbin because it cannot easily be converted to some game-ready?


texts: Is there a way of setting vertex colors per mesh in an object output node?

texts:
I have a node tree that generates random vertex colors per object that I have instanced onto a particle system. I have the effect working but have to bake it down to a single mesh and I'm trying to copy each object's vertex color into one final vertex color set on the merged object. I am currently exploring writing my own solution but I wanted to check if someone has come accross this first.

Cheers
Ian


texts: How do I use soft body and the ocean modifier to make a random screensaver?

texts:
I am a noob when it comes to the blender game engine, in fact blender in general, however I did find an amazingly simple cool thing to do with a the soft body physics in Blender and the ocean modifier.  So I made the animation below and thought to myself, "Hey, I wonder if I can make a screensaver out of this."  So I looked up a tutorial on makingh a screensaver and found I had to use the blender game engine and make a .exe file then save it has an .scr, but that's not my problem.  I have looked up a lot of tutorials and I can't find a straight answer, but it feels like they are all pointing towards this is currently impossible.  However instead of just scrapping the project, I decided to look for the wonderful people of the internet's advice.  Can you recreate this in blender game as a .exe file and still have it be randomized?  Also, if you can how do I reset the screensaver when the cube hits the plane at the bottom?

Apologies for my long windedness.

Edit: Fixed the links, my bad :/

General idea animation:  https://drive.google.com/open?id=0B5WX5WPaU3pHZF9yVXR1MmIxMnc&authuser=0

Blender file:  https://drive.google.com/open?id=0B5WX5WPaU3pHcUhlTDdCUkJ5ZGs&authuser=0
Pasteall:  http://www.pasteall.org/blend/33679

Ignore the other objects in the second layer, I was going to figure out how to add more stuff bouncing around and adding an empty to spawn objects at random so I didn't have to reset the program.


texts: The idea is to create procedural stairs that are driven by a 2 point curve (or just 2 empties if possible). The curve/distance between empties controls the amount/length of stairs and the angle. I tried with array modifier but this method doesn't give me desired control. Endgame of this will be stairs for procedural soccer stadium (placed on a bezier circle) adjustable along the whole stadium size


texts: Is there a simple way to attach a skin texture to a humanod mesh?

texts:
I thought this would be a relatively simple thing but it turns out
nothing in Blender is simple and it appears to be a maze of information
where I cant even find the trail let alone follow it.


texts: How to highlight only part of an object when highlighting with B?

texts:
I'm following a tutorial on youtube called "Blender Beginner Tutorial - Part 3: Edit Mode" by blender guru and on the 18th minute he highlights the top half of his doughnut and or any part of it by holding B and highlighting over a selected area.

When I do it however it just automatically highlights the entire doughnut and not just a piece of it or where I highlight even if all I highlighted was a single edge or face. I'm sure it's a simple fix but I'm new so I have much to learn.

Heres the link to the video - https://www.youtube.com/watch?v=qqeNA_4O0Qg


texts: I'm wondering if there's a way to show the number of markers you have in a sequence in the blender VSE? Thanks


texts: How to change the color of hair in blender internal?

texts:
In cycles I made a hair simulation with multi colored hair

How can I do this in blender internal? This is what I have so far:


texts: Moving from material to texture, how do I keep diffuse/specular settings?

texts:
The sole purpose of my models is to export them into a game engine (Unity).

I model in low poly with flat shading, and the goal is to be able to use a simple color palette to be shared among all models in the game.

I'm inspired by this guide: http://gamedevelopment.tutsplus.com/articles/go-beyond-retro-pixel-art-with-flat-shaded-3d-in-unity--gamedev-12259

It suggests unwrapping and then moving the faces over to the right color:

Can I somehow make this color palette automatically or do I have to make it in an image editor? Or can I perhaps make it manually in blender (the next best thing)?

My real question is, though, how do I keep everything from getting super specular, as textures are wont to do? How do I get my diffuse/specular settings over into the texture?

Complete beginner at this, as you can see.


texts: Access hair child strands (animation nodes)

texts: Animation nodes has a Hair Data node that allows you to get Splines from Particle Hair strands. However, it does not seem to output child hair strands. Is there any way to get the Child hair strands as splines or edges too?


texts:
I'll start with pictures:

These are not vertices... they are faces, but I don't know how they got "duplicated" or what. As you can see down, in the 3D Viewport's footer, I'm in face selection mode.

How do i fix this without deleting that edge or face? Because if I delete it, I'll have to redo it all again...


texts:
I've decided to embark on my first background image model and I'm off to a rough start.

My Blender geometry doesn't line up nicely with the image geometry.

Everything is fine with the rotation but when overlaying a cube, things don't line up.

The left side of the cube is pretty much perfect but the right side won't play nice.

Any ideas?


texts:
In blender's internal renderer DOF was highly faked, complex, and used much resources from the computer.

Cycles DOF does not seem to need anything more than the usual sample setting (and that applies to everything, not just DOF).

I intend to use DOF for quite a few projects, and I was wondering, from a perfectionist perspective, does DOF actually use more resources to render?


texts: Rigify finger controls rotation not moving correctly

texts:
I have a humanoid mesh and created a meta rig with rigify.  All goes according plan except after skinning the mesh the fingers don't behave as they should when scaling the finger controls (wanting to make a fist),  all the fingers go off in a wonky direction some bending upwards or sideways instead of down.  So...  I figured that I screwed up the rotation of the bones at some point.  Is there a good way to go back to the meta rig stage and adjust the rotation of the bones to line up with the mesh better.  I feel like I saw this somewhere but now cannot find it.

Edit:

I believe what I'm looking for is a way to automatically adjust the "Roll" of each finger bone to align with the hand.  Am I looking at this the correct way?


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I have 4 models in *.mmgl format. Is there any way I can edit them using Blender? If not, what software do I need to use?

Thanks!


texts: (EEVEE) Can't get Depth Of Field to focus on one object! (.Blend file included)

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i'm currently having a huge problem where i cant seem to make the camera focus on only one object, i want it to focus on the rabbit character:
https://i.gyazo.com/8a12c2843f8448bd6b2120e10753aa2e.gif
Yes i did "Focus on Object" as well, help would be highly appreciated.
And if you'd like to see the .Blend file for yourself since i may not be able to explain fully correctly, here's the blend file:
https://www.mediafire.com/file/9m3q6w9vnhyqwgo/ribbii.zip/file


texts: Rendered image is not as smooth as in 3d preview

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I'm a newb to blender so apologies if this is obvious.  I modelled a simple cup and set the modifier subdivisions to 5 after I turned on 'smooth'.  It renders fine in the CTRL+Z render preview window but when I do a final render the handle of the cup is blocky and not smooth.... Any ideas what I'm doing wrong?

Attached pics of the render with blocky handle and the object/render settings

Many thanks


texts: I know the red lines are seams. What are the purple lines?


texts: How to control the squash of a geo rigged with bendy bones?

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There is a way to control the squash over a model rigged on a bendy bone?
I whant to enphatize the volume when squashed, of course i know the possibility to use a blend shape with driven key, but to have a control over how much the bendy bones squash the mesh would be great!
Thanks to all,
Carlo


texts: Painfully slow at selecting bones in pose mode

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I have to wait for 5+seconds every time I select a bone before it's selected. Is my PC just bad or am I bad?

my specs should be pretty good, can't remember them because I am a scrub


texts: Missing 'Generate' button in Rigify Buttons tab

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I cannot find the Generate button to generate my rig, in the Blender Cookie Rigging Tutorial it should be found in the bottom right corner as another tab under the "Rigify Buttons" tab.

However I cannot see the Generate button under the Rigify Buttons tab. I can only see an add sample button.

You can see the Generate button in the bottom right corner of the screen clipping from the Youtube tutorial, but not on my screen.


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I try to import from the file "boolean_2d_union" the function but fail to be able to get this right.

I have the following structure

add-on folder:
   __init__.py
   addons (folder)
       boolean_2d_union.py

Here is the script of my ini file.

   bl_info = {
    "name": "Fullscreen Modeling Pie Menus",
    "author": "Claas Kuhnen",
    "version": (1, 0),
    "blender": (2, 75, 0),
    "location": "View3D > Pie Menus",
    "description": "Pie Menus for Modeling and Object Properties",
    "warning": "Beta - Concepy Study",
    "category": "User Interface",
}
import math
import bmesh
import bpy, os
from bpy.types import Menu, Header, Panel, UIList
from bpy.props import IntProperty, FloatProperty, BoolProperty,EnumProperty,StringProperty
from mathutils import *

from boolean_2d_union import Boolean2DUnion

class PieTest(Menu):
    bl_idname = "pie.test"
    bl_label = "Pie Test"

    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        #4
        pie.operator("bpt.boolean_2d_union", text="Import Test")

addon_keymaps = []

def register():
    bpy.utils.register_module(__name__)

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:

        #Viewport Shade
        km = wm.keyconfigs.addon.keymaps.new(name = 'Object Non-modal')
        kmi = km.keymap_items.new('wm.call_menu_pie', "RIGHTMOUSE", "PRESS", shift=True, ctrl=True)
        kmi.properties.name = "pie.test"

def unregister():
    bpy.utils.unregister_module(__name__)

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        for km in addon_keymaps:
            for kmi in km.keymap_items:
                km.keymap_items.remove(kmi)

            wm.keyconfigs.addon.keymaps.remove(km)

    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()

I always get a syntax error:

I added a link to the add-on zip file URL

Inside the file boolean_2d_union.py this is the following code:

class Boolean2DUnion(bpy.types.Operator):
    bl_idname = "bpt.boolean_2d_union"
    bl_label = "Boolean 2D Union"
    bl_options = {'REGISTER', 'UNDO'}


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EDIT V2: Added new photos with camera settings and render settings.

Hi there this is my first ever post in this forum. I'm new to blender and proabably doing something stupid but I'm struggling to come up with a solution for my render and I can't just keep creeping through threads.

Basically I'm trying to render a fire simulation but it doesn't seem to want to come out right, it always seems a bit blurry. I tried turning off motion blur and depth of field and increased sub sampling and turned on branch path tracing. I've also tried increasing my sample rate to 1000 and increasing the overall ambient light, turned indirect clamping on and off, increasing resolution... Still nothing... I'm sure it's something simple I'm missing but I can figure it out please help!


texts: Bending a road at 90 degrees for a modular road system?

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I'm building a modular road system. I'm trying to make a road piece that bends around 90 degrees. Essentially a quarter of a circle in shape. I've used (Pi x Diameter)/4 to get the length my road needs to be.

The original piece looks like this. a 10mx10m road piece extended to 100mx10m by using the array modifier and applying it. Extending the length to 157.07963m. Reset Rotation and Scale.

Simple deform modifier seems to be the tool to use.

Something doesn't seem to be adding up though. With a diameter of 200 (200m x Pi)/4 gives me 157.07963. If I start of with this length of road and apply a 90 degree angle bend the final mesh has dimensions of y 38.131m and x 148.49m. I would expect to see y=100 , x=100, i.e the radius. The original mesh is y=10m x=157.08m.

To make matters worse, when I rotate it 45 degrees, I can see that the top of the ends aren't even straight.

Modifier Used