texts:
The simulated transformations of a rigid body can be read out through .matrix_local, .matrix_world, and animation drivers set to "Transform Channel".
However, Euler rotations are wrapped to their lowest magnitude equivalents. E.G. 190° becomes -170°, 360° becomes 0°, etc.
Is there a way to get the full, unwrapped rotation, relative to the start of the simulation?


texts: Keyframed object jumps instantly from one keyframe to next or not at all

texts:
The body.001 is the object I'd like to animate but it moves suddenly from one keyframe to next, and sometimes doesn't even move at all when scrolling the timeline.

You can clearly see the timeline cursor at the beginning of animation:

And end:

But the object won't budge.

I've checked everything I can think of including:

Making sure all the keys are not straight lines in graph editor
Parenting to armature then animating
Deleting NLA tracks and again adding one
Not using NLA tracks at all and just using Action Editor

The body.001 can be appended to other blend files and animated without any issues


texts: Blender 2.8.3, Volume Scatter Fog, Does not scale up with mesh

texts:
I am using Blender 2.8.3 and am watching this video to create fog in my scene.
However, the after applying the volume scatter node to my material output, it appears but not to the scale of my bounding box but stays in the default cube form and size.
I will appreciate if anyone is able to help!


texts: I wanted to make a nice game, but I am having a problem with water. I am trying to make a simple underwater shader and motion, but I have to make my water so the character can also walk through it. It also must have collision, so I can activate the properties. How can I make its physics work like that?


texts: Weird shapes and lines on solid shapes and low light on cycles

texts: I'm new to blender and I have been using blender cycles the lighting is weird and low in my render and another issue is that my shaped are glitching out and showing random lines and shapes on solid objects. I thought It was connecting all vertices but I tested it by remaking the object but no luck.


texts: Mirrored object is misaligned when compared to its source object

texts:
I have an object to be mirrored on X. Its origin is at the world origin as is the 3d cursor. The problem is that when I apply the mirror modifier to it, its mirrored pair is not exactly aligned when compared to the source. (see pic 1-- it's the RightOrtho view))

I think this is an obj transform/align issue because the object was rotated etc during its build, and its nested under an empty that has also been rotated etc during the animation. So if I look at N, I see loc and rot info (the loc is of the empty) -- prior to parenting the object to the empty, I had applied AtrlA>all to the object.

If I apply Ctrl A>All to the object, that zero's out its Loc, rot -- fine, however now the obj's origin is now not aligned to the world origin so I can't apply Mirror to get a copy along X. Then if then try to get the origin back to the center by using Object>set origin to 3d cursor (which I placed at the world origin) then I can mirror the object along x again, but I'm back to the original problem of having its mirrored pair not being mirrored exactly right.

Unless I'm wrong, I think my solution is to get its Loc, Rot to 0 AND have its origin set to the world center so it can be mirrored exactly. I can get either loc=0 or origin to 0, but not both at the same time. If this is how to correct this problem, what are blender 2.8 settings to get that done please? Or what should I be applying another solution instead?

In this image you can see how the mirrored pair is "higher" in Z than it should be.

This one is of the top view... see how the mirrored pair is "closer" along the x axis compared to the source.

You can also see silver clamps from another object.. as you see those are being mirrored perfectly at source and destination (their rot, loc are 0 AND its origin is at the world origin, so as expected its mirroring perfectly) That's why I'm thinking my solution is to apply the same to the messed up part, but like I said, i'm not doing something right to get all Alignments done correctly to get a correct mirror.

One more thing to note, not sure how important this is... this problematic object (and I have a few others with the same issue) are nested/Parented to Empties, some of then parented to empties and other empties upto 3 levels deep. using these Empties to animate these objects for a game. Thinking that the parenting was causing the mirror problem, I've also tried unparenting the objects from the Empties (keeping transform) and then trying to get the loc, rot and origins to all be 0 and line up, but not been successful.

I've also tried ShiftD S X-1 and that does produce a copy in x-1, but that duplicate also then has the same rot and loc problems in exactly the same way as using mirror produces as is described above.

Any suggestion to help solve this, greatly appreciated.


texts:
I did this tutorial, and when I render there is an artifact like in the image below.

I'm using the last macOS with an AMD 560, and if I don't include denoising everything is fine. Can someone tell me how to solve this problem? If I render on the processor with denoising then everything is in order. How does the problem relate to the graphics card?

Or how could I set up denoising so that there would not be such an artifact?


texts: What does the mixRGB node do in Dodge mode?

texts: Can someone explain to me or point me to the documentation of the MixRGB color dodge mode? I've found the documentation of the MixRGB node but could not find an explanation to what the color dodge does. I'm following along a tutorial and I want to understands what is happening.


texts: How does a normal map contain more information than a heigh map?

texts:
I know that a bump map stores height information as 1D grayscale values, while normal maps store normal information as 3D color values.
However, a normal map can be obtained from the spacial derivatives of the bump map, what can even be done in standard image manipulation softwares, like Gimp.
So, I would conclude that the normal map does not really stores more information, it simply stores it in a "fancy" processed way. Both maps would be just different standards for representing the same thing and there should be no reason for both bump and normal maps exist. We could chose only one by convention.
However, both bump and normal maps are commonly used, even together sometimes. They are both implemented in Blender and other 3D softwares.
So I suppose I must be wrong in some way, and both maps actually achieve different things. But I can't figure out what I'm missing


texts: How can I properly wrap complex objects?

texts:
I'm having problems with the Shrinkwrap modifier. I wanna wrap this dragon on the objects surface.

But instead I get this :(

I've tried with Curve too...

Can anyone help me? Thanks... And sorry for my bad english :P


texts: Is it possible to simulate an adjustable lamp's limbs using armatures/bones?

texts:
I want to model the limbs of this type of lamp such that I can mechanically move the structure into different poses without having to manually move each object piece one by one.

I have spent some time trying to do this with bones, but the fact that you have adjacent 'arms' that are connected to the same solid piece at each end (with hinges) makes it not behave as desired with single bones.

If not with bones/armatures, is it possible with some other method within Blender?


texts: My textures / UVs don't seem to exist anymore after upgrading to Blender 2.8

texts:
When I load up an object in Blender 2.8 beta, it does not appear to have the textures that I assigned it in 2.79. The object appears plain white. In 2.79, I can see the textures fine.

In 2.8, the UV editor window does not show any UV coordinates like it did in 2.79. What is going on? Did 2.8 delete my UV coordinates? Why can't I see the UVs or see the textures?

I have tried changing between wireframe, solid, lookdev, and render preview.
I have looked in the shading menu and changed around the settings.
I have tried changing the renderer between Cycles and Eevee.


texts:
I am trying to do a relatively simple thing but can't make it, so if anyone is willing to help, here is the problem. Have in mind that I am very new to Blender (5th day:)

It's a foldable paper gift box model that consists of two parts (attch img). You arrange them in cross flat on the surface and flip all four ends locking them together pulling the ends of one through the slots in the other.

I would like to bend the two parts and apply material that I can change when I multiply the model. But, it is falling appart - the outline that is imported from ai has some holes where material is not showing, I can't manipulate the parts in such a way to get the shape that I need and so on.

Can anyone help?

enter image description here


texts: How Can I add an Object so that is not facing the current the view?

texts:
I was following a tutorial on blender ( I dont remember which now, as I have watched a lot ). I some how  set up this feature and now I dont know how to turn it off.

Each time I apply an object in to my scene, it applies facing whichever direction my camera is facing. How can I get this back to the default of applying the object in the center?

Thank you in advance.


texts: Animation nodes effects are not appearing in final render

texts: In blender 2.8, I made a curve path on XY plane and animated it to rotate along Z-axis and using animation nodes I made a text object which shows the live angle as the curve rotates. It works in the viewport but in final render video, the curve rotates but angle (text object) doesn't change. I even baked the nodes to key frames , still no change. Kindly help me with this.


texts: [![When sculpting the cursor has two circles and a cross hair. It is extremely distracting to say the least. I don't even know what the purpose of the double circles are. Is there way to disable this complicated icon or at the very least remove the cross hair?


texts: How can I straighten ALL the vertical UV lines at once? Is there a hot keyshort cut? Or if I have to do them one by one .. is there at shortcut for that? Thank you!


texts: Using Python to create a popup that changes an object based on the input

texts:
So I found this example from another answer here. I'm new to programing and don't fully understand how it all flows. I've only used "def execute" to run stuff. I would like to create a class that creates a popup menu. I would like the popup to change the selected object when I adjust variable within it (without hitting okay). Is it even possible? I defined "athing" below to test. I want it to go to edit mode, select everything and divide. It says it can't modify blend data in this state. Thank you for the help.

class DialogOperator(bpy.types.Operator):
bl_idname = "object.dialog_operator"
bl_label = "Simple Dialog Operator"

my_float = bpy.props.FloatProperty(name="Some Floating Point")
my_bool = bpy.props.BoolProperty(name="Toggle Option")
my_string = bpy.props.StringProperty(name="String Value")

def execute(self, context):
    message = "Popup Values: %f, %d, '%s'" % \
        (self.my_float, self.my_bool, self.my_string)
    self.report({'INFO'}, message)
    return {'FINISHED'}

def check(self, context):
    return True

def athing(self, context):
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action='SELECT')

    #SUBDIVED VIA "subs" INPUT
    bpy.ops.mesh.subdivide(smoothness=0)
    return {'FINISHED'}

def draw(self, context):
    layout = self.layout
    layout.prop(self, "my_bool")
    if self.my_bool:
        layout.label("It's TRUE")
        layout.prop(self, "my_string")
        self.athing(self)

def invoke(self, context, event):
    wm = context.window_manager
    return wm.invoke_props_dialog(self)


texts: How to mix a jpeg background image with a 3D scene generated using Filmic Blender?

texts:
I want to compose 3D-model over image, and I use filmic to get more suitable result. But I want the background image to remain in the original colors. So I try to use this setting:

but it haven't setting "look" ("high contrast", "low contrast", ets..) here, so color changes..

How to solve this?

Of course, I can save my render and compose it with jpg-image in different place - no problem here, but my question is about how to make it in place. It will give ability to control colors in filmic color space and see the results immediately.

UPD: image is from image node:

UPD2:

  you can't really convert a display referred image to the scene
  referred domain; the information has been permanently lost

Ok, but how to make the colors at the output looks close to the original?

UPD3:

This filmic version is from daily build.


texts:
So I'm rendering an animation of 420 frames and each frame is taking more than one hour. I have two render layers, both with the same settings. One is the background and the other the principal object of my scene.
I don't have many meshes.
Here are my render settings am I doing something wrong?

Here  is what I'm rendering

My computer specifications are:

Intel Core i7-2600 CPU 3.40 ghz
Ram 8GB
Nvdia Geforce Gtx 555


texts: How to access Fracture Cells / Fracture Modifier in Blender 2.80?

texts: I recently switched to Blender 2.80 and while trying to do some modelling using old online tutorials, I found that Blender 2.80 doesn't seem to have Fracture Cells / Fracture Modifier feature at where it was in previous versions. Was it removed, renamed, or is there a new way to access it?


texts:
I am trying to design a steel structure frame, like this:

Obviously, I can model individual beams of different length and arange them, however, it feels like there should be an easier way.

My second attempt was to use a curve and extrude along path (as in Extrude along path), which works well, except that a curve can not have a three-junction, and corners look weird:

Is there some way to get this right? Maybe a special form of the wireframe modifier, which allows me to give a bevel object, just as I do with the curve?


texts:
I've made this model with bones but when i try to animate the model by moving or rotating a bone it disconnects from another. How do i get a bone so when i rotate it its still connected to another bone?

Bone before rotation:

Bone after rotation:

I have no idea why this is happening i thought bones were supposed to be connected. I have been researching this problem for hours but this nothing about this, it doesn't look like anyone else has this problem.


texts: Screenshots will explain my problem. Im talking about strange shadows.


texts: How could I put put a node with a transparent texture coming from a picture? I don't want any reflexion, just display a normal image.


texts:
Okay, a pretty simple problem, you can see the fluid sim is passing through my effector. How do I fix that?
So far I've tried flipping the normals, adding and applying a solidify modifier, and decimating the mesh (I read that high polygon density can affect collision). Granted, I could re-topologize the mesh but I'd rather avoid it.


texts: How to automatically rename empties created with hook operator

texts:
I need to rename each new empties I've made. Can you help me?
import bpy, bmesh

#select vertex

bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')
for vert in range(len(obj.data.vertices)):
    obj.data.vertices[vert].select = True
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.object.hook_add_newob()


texts: How can I see the python actions in Blender

texts: Is there a way to see the python code generated when I do actions? I know that this may be a simple question but I just started using blender.


texts: How to transfer vertex position between 2 similar objects

texts:
So I've got 2 faces.

I want the shinier head to the right to have the exact vertex positions as the other one.

I really need them to be on the object on the right without duplicate the left one.

I'd be really thankful if somebody could help!


texts: photo realistic sss skin shader... i need a great node setup

texts: So i was looking for a great node setup, heres my results so far and my node setup. I was wondering what i was doing wrong because it doesn't look good, also i know light setup is important but for right now i want to focus on the nodes than play around with different lighting angles.


texts:
I was wondering if there is a script or addon that allows me to make timelapse videos of my blender projects?

For example, is it possible to add a camera to the scene which takes a quick image of the scene from that point of view every couple of seconds or moves?


texts:
TLDR

When I change the 'obj.data.body' of a Text object in Python, the viewport doesn't update. How to update it?

Longer explanation

I have a script in which I work with a text.data.body, something like this:

import bpy

mast = bpy.context.selected_objects[0]
obj = bpy.context.selected_objects[0]

obj.data.body = mast.data.body

The problem is that while the body changes based on my script, the viewport doesn't update.

I noticed that the text refreshes only when I toggle Edit Mode on and off, so here there are my thoughts:

after replacing the text.data.body, toggle on and off Edit Mode to show the changes:

selectedObjects = bpy.context.selected_objects
    for obj in bpy.context.scene.objects:
        obj.select_set(False)
        if obj.type == 'FONT':
            obj.select_set(True)
            bpy.ops.object.editmode_toggle()
            bpy.ops.object.editmode_toggle()
            obj.select_set(False)
    for obj in selectedObjects:
        obj.select_set(True)

but this just makes Blender crash (I think switching to Edit Mode interferes with other Blender processes)
Use a modal operator to toggle Edit Mode on and off, but in Blender 2.80 (June 2019) I can't get them to work (Blender crashes), and anyway the toggle could be triggered while the user is doing something and Blender would crash
Use some functions to update the entire 3D Viewport, but bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) is not recommended and it doesn't refresh the text, bpy.data.scenes[0].update() doesn't exist anymore, and I don't understand how to use 'bpy.context.area.tag_redraw()', but It probably won't work either

Do you guys have any suggestions?

(Sorry for the long post)


texts: I've just started playing around with Blender 2.80 and I'm trying to animate some lightning I did. Whenever I hit 'I' on the Brightness, whether it's at 0 or 1, no keyframe appears on the Timeline.


texts:
I'm doing a short credits sequence (blend file below), where a few alpha UV materials are overlaid, lit with a single sun lamp.

When I render out the sequence, I can't get a good ol' 8-bit white from settings that I think should get me white. If I export a frame and bring it into Photoshop I get F6F6F6 (246,246,246).

If I increase the sun power I start blasting out the logo colours. Increasing ambient light blasts out shadows. Any tips here?

Blend file: https://www.dropbox.com/s/gklakgma0je92xk/flop3.blend?dl=0


texts: is there any way to preview rendered image from command line while running script?

texts:
I have written a script to render animation, i set camera location as a command line argument for rendering so actually i want to provide to user rendered first frame of animation as an image to visualize to verify that the camera location is right and animation character is in range of camera view else user can change camera location accordingly, is there any way to do this, i tried to use matplotlib.pyplot to visualize rendered first frame image from command line while running blender from background, but i think 3rd party modules installation is very hectic. Is there any other way to do this?
I am using Windows10, blender 2.79b


texts: i have created a grenade for game use in blender, and it has 4,449 vertices. Using decimate, i brought it down from 45K vertices. But i don't know if 4,449 vertices is low enough for a game, and if not, how else will i reduce poly count? Any feedback would be appreciated. this is for A FPS game


texts:
The Setting

I am currently working on sculpting my first sculpt project in blender.
I created the head shape by using a square and the subsurface modifier.

The Issues

When I try to crease certain areas, such as behind this ear, the vertices do not move.

When I try to lay clay strips on certain areas of the mesh, such as the neck, there is very strange distortion that is very undesirable. The zig-zag is what I am talking about in this image:

I am using Blender version 2.79.
I am not using dynamic topology.
I have not applied the subdivision surface modifier.
I have applied the rotation, location and scale of the mesh.

Note:

I understand that applying the subsurface and then using dynamic topology will fix these issues, but I am curious if there is another way.


texts: headless (or non-UI) mode for non-rendering purpose

texts:
Recently I am working on some projects that I want to control blender modeling outside blender.
Currently, I am able to do this with the UI version, and running on a computer with X-window, so the UI is totally fine.
Here is a simple description of what I am doing right now:
say I have a python process, randomly decide what action to take, e.g., move a vertex, do the subdivision, and so on, on an existing mesh.

The question is, I now have access to a server that does not have X-window, I am wondering how I can do the thing in background mode.
Since until so far, I am aware most of the headless mode is for rendering.
If I did not ask blender to render something, it just quit right after.
Following is the screenshot:

Is there any good approach that I can load the blend file, and then keep the blender up (not quit immediately), so that my script can send the follow up action to it?

thx a lot


texts:
When I get an idea for something I'd like to make in Blender, I hit up Google for specifics, then blender SE when I get stuck.

I'm very overwhelmed by the immensity of Blender and I'm a little afraid that this self-directed approach is going to lead me to develop bad habits. Is there a "best practice" way of learning to use Blender?


texts:
I have a mesh that I would like to cut out a tube from.  I'm familiar with the boolean modifier, but the problem is it will not cut out the middle of the tube.

What would be the best way to cut out the tube (including hollow inner section) from a mesh?

Thank you


texts:
my 3D manipulator is always in the wrong position. I have tried everything to make it work, yet nothing has. I have relaunched it, and everything I can think of.

I simply cannot work like this. Please help.


texts: How to Import 3ds max file into Blender?

texts:
I received the scene from a friend but cant seem to make it work properly in 3ds max
and when exporting as fbx into Blender it seems to lose all its materials and lights?


texts: (2.8) how should I use a particles texture to stop emitting?

texts:
I read this post about using a texture to affect the particules size; and it works fine.

I have also read that to stop my emitter emitting particles,
I could do the same on the "density" parameter.
But I can't make it work.

1 - could particles have several textures ?
2 - how should I fix my texture to stop emitting ?

Thanks


texts: Motion foward is stoping the character's fall

texts:
Ok I searched this question and seems nobody is talking abount this.

I set up a acceleration system with bricks of "Servo Control Motion" being actaveted by an property whith number that is kind of a velocimeter. I push the accel button and it add to the property and subtract when not pressed. The higher the number of property activate the Stronger "Motion Actuator", (corrent have 10 motion actuators in sequence each stronger than de last)

I Got that problem when the character is in mid air, while accelerating he's falling very slowly, stop the motion and he will fall normaly. It was actualy occuring with the "simple motion actuator" in "linear velocity" so a read in the manual that the "servo controler" fixes that problem. I tested it alone and seemed to work fine while falling. but after that I put it in sequence to simulate acceleration of a cart the problem of the slow fall was back.
I don't know if i changed other option in phisics of the character to be hapening this.

I cold set up an sensor to stop all te Motions actuator while he's in mid air, but it will stop the motion foward when he's falling, and i want to keep the foward velocity while in air.


texts: How do I replicate this asymmetrical bevel?

texts:
I am rebuilding this mesh from scratch with primitives, but it has a bevel that is non-uniform:

CTRL + B on the top of a cylinder will add a uniform bevel across the whole top of the cylinder:

Any ideas how I would go about creating this type of bevel?


texts: I have a GT 1030 so I am wondering will it work with Blender CUDA? If yes, what should I do to make it work?


texts: I had a model with eyes, gum and teeth and the basic human rigify was giving me errors when automatic weighting. So I separated those parts into another mesh. Now that I rigged one of the meshes, how can I join the two meshes so the entire head moves correctly?


texts:
Ive added an image texture to this object and the texture shows all over, which is fine however I wanted to create another texture image (of rust) on the INSIDE this time... how would I go about doing that in the nodes as the outside faces are the same as the inside ones so I cant select them and just create a new material

Thanks for any help


texts:
I apologize for the lack of information; I am new to Blender and am unsure why this is happening. I recently started using Blender for video editing as I wanted an open-source video editor. In general, it does an amazing job. I keep running into a big issue with is causing me not to use it, though.
When editing clips, sometimes, for no reason, Blender moves the audio track from the position where I clipped it. For example, if I have a video where someone is talking, and I clip just one scene from their speech and then edit other clips and come back to that scene, the audio would have shifted to a different point in the video where it was split.
I have no idea why this is happening, and it is driving me crazy. I just spent all day on something and didn't even want to restart as this is the second time it has done this. Does anyone know what may be causing this? I am on Blender 2.90. I do have av-sync on.
This could be how I am using, but I am just so new to Blender I have no idea.
SOLUTION:
Frame rate! When I was importing video clips from different sources it skewed the frame rate, use handbrake to fix it.


texts:
Hi Guys,

I have a set of points in 3D. How can I convert this into a surface ?


texts: any way to let 2 sub-programs to talk each other?

texts:
Can these 2 nodes, someway, talk each other? Or a sub-program is only an end stage?

I still have to fully understand the dynamic behind these cool sub-programs..

Is maybe necessary creating something that stand "on the middle"? like a script by the sub-program, don't know....

EDIT:

I'm trying to automate the position of the scotch according to the position of the picture's vertices, the way I've done yet with the pictures and the picture's paper to the vertices of a grid :)

I just miss the scotch.. I searching a way to use the vertices by the looping sub-program...

A little difficult to explain, I know ^^"

e.thing red after linking..

the 2 subprograms I'm trying to connect. I need the position of those vertexes..


texts: Is there something like a stretch or deformation Map?

texts:
Working on some procedural materials and wondering if there's some way to get a sense of how much an area has been compressed or stretched from some resting position. Ideally this would be a vector value with direction of stretch.

I know there's the UV Stretch stretch feature in the UV editor as described here:
Is there a way to show distribution of UVs as a heat map?

If there is some way to get these value into cycles I imagine it might be possible to calculate a vector stretch value for a neutral version of the model then subtract it from one for the deformed model.

My second thought is there may be some way to do this with OSL, but I've never dabbled into it before.

I'm currently digging into the Blender API and OSL to see if I can make my own script node for this, but I thought I'd ask the question here before I waste a bunch of time only to find out there's an easier way to do this.


texts: How do I make backfaces override transparency into a flat color?

texts:
I want to be able to change the outer edge seen as A into B where the transparent part is shown as green.

As long as it looks like the B version on this image.
Without changing any aspect of the inner sphere.
While keeping the toon shading as is.
Without adding any additional mesh.


texts: Only render Frames with Markers (one camera only)

texts:
I've been looking for some addon or something to render only the marked frames on timeline, i found this answer here on the stackexchange Render Videos From Marker Ranges?

The thing is this script only works with multiple cameras, i have only one camera that goes all aorund the scene but i only want to render the frames that i've marked on timeline.

Is there someone who can help me modify this script? Or find a better solution?


texts:
I have a problem in UV mode.

This is what I have

This is how should be to look

One of My friend have same version of Blender 2.79b like Me and for him is work fine..

(I have Rx 480 8GB , Win 10)


texts: Animate a spheres system as a camera diaphragm

texts:
I have to make an animated intro from this logo

As you can see, there's a galaxy shaped array of spheres forming something similar to a camera's diaphragm. I would like to know which is the fastest way to create mesh for that shape, being able to animate it as a close-open diaphragm.

I was thinking about creating the "galaxy", ring by ring, creating a single sphere and then using array modifier, set to "fit curve" and then linked to a ring curve. Is that the way? I need to animate the spheres in a way that the ones closer to center gather at it, while the outer ones keep in position. The intermediate ones move the most as they are closer to center. That movement must be spiralled, as keeping the "galaxy" idea.


texts: What is the Most Effective Modelling/Sculpting Method for this Reference?

texts:
hope we're all well!
Was in the process of modelling this 2D styled vintage hand cartoon. With this model, I'm up to modelling the palm of the hand, and as you can see in the 2D reference there's a lot of round creases.
From the tutorials I've watched online the method I've attempted is;
• Use some spheres to create a rough outline of the overall shape
• Then re-topologies the mesh by having "snap to face" as a guide, and right-clicking and drawing out the individual vertices with a more even form and geometry
I've found this method a little challenging and was curious to know if anyone else had any other different methods they would use to tackle this?
Naturally from this question, I am quite a beginner and would love to know how everyone else would approach this to open me up to different ways this problem can be solved.
One idea I had was to draw a simplified rectangle version of the palm, with a subdivision modifier and then draw a distinct edge around the creases and then bevel that edge to replicate the rounded look from the 2D illustration.
Thanks in advance for everyone's help!
UPDATE
On the third image across, I've changed the overall shape with a cube and a subdivision modifier. But I'm struggling with how to make the right "incisions" within the inner creases of the palms to get those creases I'm obsessing over.


texts: Clothes don't collide to its parent : a rigid body

texts:
Description of my scene :
I have a human face mesh (an alembic file in movement) and ropes made with single vert and whith cloths properties  parenting to my face (as child)
When my face moves, ropes move too but its dont collide to my face, they're just passing through this bloody face.
I have tried :
-set clothes "object collision".
-set my face mesh too rigid body / collision.
-duplicate my face mesh and puting at the same child level than my ropes too see if ropes can't react to its parent.
Is that doesnt work because my ropes (clothes properties) is children of my face mesh ?

Thank you :)


texts: Why is my Shadow Catcher layer shadow-pass entirely black?

texts:
Using the standard layers / compositor setup created with the Setup Tracking Scene button (in Cycles), I've used the second layer 'Background' to build a rough mockup of the street in order to act as a shadow catcher. However:

1) The shadow-pass for this layer is always entirely black. Is that correct? If not, how do I correct it?

2) With default settings, the shadowcatcher model darkens EVERYTHING it covers in the render, whether a shadow is cast there or not. I imagined that shadowcatcher layers should ONLY darken the movieclip in areas where the foreground layer (the ship model (please ignore the cube!)) is casting a shadow - that's not happening... so how can I achieve that effect?

3) Is bothering with Ambient Occlusion more trouble than it's worth for the shadowcatcher model? Given that the ship rarely touches the roofs, etc, but that the shadowcatcher model has lots of places with planes meet each other, etc...

(Still quite new to this! Please explain like I'm five!)

All the best,

--RoB


texts: why my mesh get weird shading when I click smooth?

texts:
why I get this weird shading?
I think the angle of edge loop is not extreme enough,


texts: Image texture won't appear correctly in Unity... Fine In Blender (And Yes It's Baked)

texts:
In Blender, I made a model and baked the textures into a single image. It works great in Blender.

I imported my model as an .fbx into Unity, and then dragged in its image texture material.

For some reason, the image texture won't "line up" where it's supposed to go! I've watched a lot of YouTube tutorials and this is exactly what they tell us to do, so what could be the reason it's not working for me?


texts: Simple infinite terrain concept BGE, HUGE drop in frame rate on spawned land

texts:
The idea is to make an endless, possibly randomised,terrain for the player to explore (Modified from a concept found on Blendswap). Right now, I have it set up so that as the player walks toward the edge of a piece of land, then a new piece will spawn in front of them. This works fine. The only problem is there is a huge drop in framerate whenever the player walks onto a spawned landmass, and this is a big problem. Any ideas why this could be? I've included some screencaps with the fps breakdown. Let me know if there is more info I can give that might be helpful. Thanks!

Frame rate screenshots on original and spawned landmasses


texts:
How would it be possible to stop certain parts of a model being subdivided where its not needed?

This picture shows how it currently does it, notice the lines in between the sharps? it adds useless polygons, and can be manually removed but takes a long time to do the whole model.

Is there anyway to get this result without effecting the rest of the model or doing it manually ?


texts: ScriptingText Ascii Art to 3d Text Mesh - Ways to preserve spaces when converting txt to 3d Object

texts:
So I'm trying to import some actual ascii art into the scripting window's txt editor, aiming to convert it into an extruded 3d mesh to create the basis for some quick mazes.
But upon conversion despite the looking fine in the text editor, the formatting is completely thrown off when it turns into a 3d Object, and messing with the alignment didn't help much.

I feel there is a logical answer to this problem, but have found no way to resolve my issue, any feedback on this would be nice


texts:
Everyone . This is my private work. I'm trying to upload this model via SketchFab.com bbut this model got too much data and too much Face
Anything i can do to reduce face and vertex ??


texts: Can I name the layers with customized names, or something like that? If not, is it possible to add different colors to every single box?


texts: How does the bone constraint follow path work

texts: I am not very skilled at blender, but anyways, I was working on a project with follow path and realised that across the whole animation in follow path the location of the object does not change but it somehow still moves. I don't understand why this is and I need to know the location of the object because i'm animating wheels from the location of the object which is a car.


texts: Animation Node 2.0 Object Instancer question

texts:
we're trying to understand how Animation Node 2.0 work.
We usually use Cinema 4d and mograph, but we would like to try blender.

I've noticed that object instancer accept only a single object, and i cannot use a group as input, neither a object list or something else.

parenting object doesn't help too.

Join is not considered, because let's say that we want to animate all sphere with their center, and keep al as parametric as possible.

I'm sure i'm doing some mistake.

Someone can help us please?

Thanks in advance.

Max.


texts: Apply button is greyed out in subdivision modifier how to fixe this?

texts: The subdivision modifier apply button is grayed out, therefore I am unable to apply. Below is the screenshot for clarification.


texts: Dyntopo: Re-symmetrize only part of mesh

texts:
I've sculpted a mesh using Dyntopo with symmetry enabled. I've then disabled symmetry to make the front half of my creature non-symmetric (think a cat with one paw raised). Then I've turned symmetry back on to work on the back half of the sculpt.

Using Dyntopo has left some non-symmetric artifacts on one side of the back half (the bit that should be symmetric). Is there a way to restore symmetry but only to the back half of the mesh?

I've tried using the mask in sculpting, but the whole mesh is affected by the Dyntopo symmetrize button.

Using the symmetrize function in edit mode only works on selected vertices but leaves holes in the mesh along the selection area. I'll fill these and go back to sculpting but I wondered if there was another way.

A tool that applies the symmetrize function to part of a mesh would have to ease the vertices around the edge of the mask but sculpting already does stuff this clever.


texts: Different gpu without sli.how will it work in terms of memory

texts: I want to use gpu without sli to render.so how will this work? Example if i have a 8 gb and 11 gb card....will my system bottle neck and only use 8gb when rendering or will total of 19 gb of memory be available.


texts: Armature with vertex painting cause hand to deform when rotating

texts:
So all the bones work except the hand. Attached are a few pics of what I mean:
https://imgur.com/a/IZO3hFF

Only part of the hand rotates, and I've tried weight painting the entire hand, but it still does the same deform. I've tried adding in an IK for the hand which also doesn't seem to help. If it helps, the fingers (Which work just fine) are all parented to the hand bone.

I've tried searching, but it seems that people are stuck on the mesh deforming once the armature is applied, as opposed to when rotating or manipulating the armature.

Where did I go wrong?


texts:
What I have:

What I want:

Can I get it without playing with rotation degrees? Mirror is not working well for me.


texts:
I know how to do this manually but I want to know how to do this with a python script. I was trying to use nodes to connect the z buffer to the output.
However, when I save this, the outputs are all 0s and 1s.

#switch on nodes
scene.use_nodes = True
tree = scene.node_tree
links = tree.links

# clear default nodes
for n in tree.nodes:
    tree.nodes.remove(n)

# create input render layer node
rl = tree.nodes.new('CompositorNodeRLayers')

# create defocus layer
d = tree.nodes.new('CompositorNodeDefocus')
d.use_zbuffer = True

# create output node
v = tree.nodes.new('CompositorNodeViewer')
v.use_alpha = False

# Links
links.new(rl.outputs[0], d.inputs[0])  # link Image output to defocus Image
links.new(rl.outputs[2], d.inputs[1]) # link Z-Buffer output to defocus Z
links.new(d.outputs[0], v.inputs[0])

# render
bpy.ops.render.render()

# get viewer pixels
pixels = bpy.data.images['Viewer Node'].pixels
print(len(pixels)) # size is always width * height * 4 (rgba)

# copy buffer to numpy array for faster manipulation
arr = np.array(pixels[:])
fname = "depth.npz"
with open(fname, "wb") as f:
    np.savez(f, arr)


texts: How can a get a meta-ball to do this repeatedly, while dropping pieces on every landing?


texts: What are the limitations of Blender for Mac?

texts:
What (if any) limitations are there with the current (2.78) and soon-to-come (2.79) versions of Blender for OS X?

I know in the past there have been some features that weren't fully supported (Open Subdiv and micropolygon displacement?), and issues with GPU rendering only working on Invidia GPUs. It's been a while since I've looked at this issue in detail, so I'm hoping to get an up-to-date view of the Blender+Mac landscape.

I hate to ask such a broad question, because I know it can be hard to address every angle... but that's just the trouble I'm having. I don't know how much of my own knowledge is still current, or how much I might not be aware of.

If this question can be answered with a "here is the official place to get all the details about Blender's OS X builds" that would be ideal. I just don't know if there is such a place, on blender.org or elsewhere. Any help appreciated.


texts:
I switch to Cycles rendering engine in Blender but it doesn't switch rather Blender crashes. Previously it didn't happen but now after installing an NVIDIA 710 GT 2GB graphics card it keeps happening. The graphics card is totally fine though. Other games and software runs well but not Blender anymore. I need some help and fast.

hey i tried reinstalling the driver but it's still crashing.Can you show me how to uninstall / install the driver.


texts:
How do I set the 3D manipulator to the middle of my selection?
I am new to Blender and have no idea how it is done. In a tutorial I was looking at, it happens automatically when you do the selection, but in my 2.76b it does not.
I found how the center point of the whole object can be set to the middle of geometry but I do not mean that.


texts:
I keep getting spotting in my render preview on a lightbulb I'm making, it doesn't seem to be anything to do with my hardware as I've rendered far more complex scenes than this more of something I'm missing either in the lighting or the object settings, can anyone help?

https://imgur.com/a/DTdqVdr


texts: How to render video to plane/face-of-mesh in evee

texts:
Let's take the generic example of the preloaded cube, how do I apply video to each of the faces? I prefer the non-node method of doing this.

As well explain how to display it in the 3d viewport if it won't automatically.


texts: Driver: Scripted Expression (Copy and invert some Objects Rotation and apply it to another Object)

texts:
I just started working with Blender Drivers and some Scripted Expressions.

To start off, I wanted to apply an objects rotation to another object, but inverted.

Here is what I did:

But it's not working and I don't know why, becuase when I type my expression into console, it returns the correct value that I need.


texts: Deleted .dvd file, and "Could not open file for writing."

texts:
I just completed my first Blender job. Without thinking, I deleted what I thought was a superfluous .dvd file.

After realizing I rendered my file in black and white instead of RBG, I tried to render my job again but I just get a the warning, "Could not open file for writing." I do have a saved, .blend file. Is it possible to generate another mpeg file from this?


texts: Reducing rendertime: multiple materials vs one complex material

texts:
BI render. I have one object combined from many meshes with their own materials (textures varies from 1024*1024 to 512x512 px). What is the best way for reducing rendertime:

Left everything as it is
Bake all to one diffuse texture (1024*1024 or bigger?) and create alpha, specular, reflective, etc. maps to keep things separate

Maybe it doesn't worth it and difference in render time will be bare noticeable?


texts: Path prediction: Python script slowing down

texts:
I have a script and tried to optimize it for CPU path prediction. It worked perfectly, but I got one problem left:

Options are selected in the user interface, so path prediction should work. In the beginning only option 1 is activated.

if option1:
   do_slightly_demanding_task1()

if option2:
   do_more_demanding_task2()

This works, until I activate option 2. Of course, now there are 2 demanding tasks to do.

BUT: When I deactivate option 2 again, the script still executes noticebly slower than in the beginning. Resetting Blender brings the speed back. How come?

EDIT:
I just need to know, that path prediction IS NOT responsible for the slow down. The case is really as simple as the pseudocode above.


texts:
https://www.youtube.com/watch?v=WGV5LPLwMgk

In this tutorial to unity, he makes a river and animates it. But at 1:12
 when he moves the object it moves the "waves" in that direction.

But when I try to do it just does the moves at 1:09
I am completely new to the blender I have been stuck on this for ages....
Thank you for your help or any type of advice!


texts: Exporting a material with multiple diffuse textures in COLLADA format

texts:
I need a Blender export format that handles materials with multiple diffuse textures in it. Specifically, I want to export a mesh with a single material and two diffuse textures and a single stencil map. The blender COLLADA exporter appears to ignore two out of the three textures in my material. All three are referenced in the export file as:

<library_images>
   <image id="Grass_1_png" name="Grass_1_png">
     <init_from>Grass_1.png</init_from>
   </image>
   <image id="stencilmap" name="stencilmap">
     <init_from>stencilmap.png</init_from>
   </image>
   <image id="BlueMarbleSlabs_png" name="BlueMarbleSlabs_png">
     <init_from>BlueMarbleSlabs.png</init_from>
   </image>
</library_images>

However the library effect diffuse component only references the last texture in the material texture stack:

<diffuse>
    <texture texture="BlueMarbleSlabs_png-sampler" texcoord="UVMap"/>
</diffuse>

Does anyone know if this is a limitation of the COLLADA exporter? If this is the case then I'll need to modify the Assimp COLLADA loader for my purposes. Thanks in advance.


texts:
I have a CSV file that contains XYZ points for many separate curves. It is formatted like this

 x  y  z  curve ID
 1  2  3  aB12
 7  8  9  aB13
 8  10  40  aB12
 1  3  6  aB13

 I'm looking for a way to import these points and form them into individual curves based on their curve id. I have over 200 curves, so importing them individually would be quite time consuming.


texts: How to avoid overlaping corners on hard surface modeling?

texts:
i´m trying to model this armor piece but im getting overlaping geometry in some corners using bevel modifier with bevel weight and subsurf.

The only way i can manage to get rid of them is by adding edge loops but with that i can´t keep the roundness of my object.

Any help, advice or suggestions are much appreciated, thanks in advance.
If someone wants to take a look at the mesh in blender here´s a download link:
https://drive.google.com/open?id=1wat10y8BVTwcdP_rpkes6gixkH9rZwMn


texts: bpy: how do I list the "pivot center for rotation/scaling" items?

texts:
I'm new to blender and python.
I would like to create a pie menu that lists the "pivot center for rotation/scaling" items (active element, median point, 3d cursor, ...).

I found the very useful "Ui Pie Menu" python template in the text editor, but I don't know what to replace the "pie.operator_enum"'s function arguments with, here is the template code:

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Select Mode"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        pie.operator_enum("mesh.select_mode", "type")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

I know that I need to replace this line:

pie.operator_enum("mesh.select_mode", "type")

But what with?

I tried this without luck:

pie.operator_enum("bpy.context.space_data.pivot_point")

but it didn't work.


texts: How could one unwrap/morph/project a complex 3D mesh to a flat surface?

texts:
I'm working with a 3D mesh (non-convex) and would like to achieve a similar effect as shown in the following video:

From: https://youtu.be/Z0Qiq22PRWQ?t=1544

In other words, if I'm starting with a mesh that looks like this:

I would like to flatten/unwrap/morph/project its vertices to a flat plane mesh like this:

I'm looking for a general process of how this could be done. An example, e.g with Suzanne, would be helpful.

I recognize that this is somewhat similar to UV-unwrapping. However, it's not clear to me how one would go about creating flat 3D mesh vertices from the UV map data.

This could also be done by moving each mesh vertex to the desired position on a plane, but I wonder if there is a more efficient method.


texts: How not to lose quality of image with brush

texts:
I'm using texture material on the brush and the quality is way worse than I would like.Original

Painted with a brush


texts: Animation Nodes - How do I read the Particle Count with the Object Attribute Output node?

texts:
I am currently trying to drive the particle count of various instances of an object (containing a particleSystem) dynamically for each instance.

I'm using a loop subprogram with an Object Attribute Output node.

The one thing I can't seem to get right is how to point to the particle count in the Attribute Output node.

What I need is basically a one-line version of this:

bpy.data.objects['Plane'].modifiers['ParticleSystem 1']
bpy.data.particles['ParticleSettings'].count = value

Any help would be much appreciated.

Update with Node-Setup:


texts: How to deform a plane according to the shape of other objects

texts:
I have 2 planes: 1 with Displace modifier (so random hills and valleys according to a cloud texture) and another flat of different size. My question is if it is possible to deform the flat plane according to the first plane.

Depending on where I place the second plane regarding the first plane it'll take exactly the same shape the first one has at the position where I place it. Think of the second plane like a piece of cloth that when I put it on top of a rough surface, depending on where in the other surface, it would deform and take the shape of the irregularities it is placed on.


texts: How to get all bl_category for all addons using python?


texts: Animated textures don't work in Blender viewport playback

texts: I am trying to animate in 2d. I do it with planes that have textures on them. I recently came up with the idea of having a plane with an image sequence of mouths because animating actual lip syncing by hand takes too long and isn't really necessary for what I'm trying to acomplish. However, when playing back the animation in textured viewport shading the animated texture stays at the last frame until the animation stops. I can use the arrow keys and it works fine as well as scrubbing through the timeline, just not when playing back the animation with alt+a. Can anyone help me with this problem?


texts: How do I parent a single bone from a rigify metarig to a cube without it parenting the whole metarig?

texts: I'd like to parent a single bone within a Rigify human full skeleton metarig to a corresponding cube [which contains animation information], however I can't select a single bone for parenting without selecting the whole skeleton. Is it not possible to parent individual bones within a metarig?


texts: Blender modeling a mallet / T-joint with variable cylindrical dia

texts:
Unlike regular T-Joint, mallet has shruken cylindrical component forged with a big cylindrical component.
Please guide correct mesh flow.


texts: Use internal images in template_icon_view

texts:
I'm trying to fill a template_icon_view with Blender's default brushes, here's the code:

import bpy
import bpy.utils.previews
from bpy.types import WindowManager, EnumProperty
from bpy.props import EnumProperty

def getBrushPreviews(self, context):
    import bpy
    previews = []
    index = 0
    for brush in bpy.data.brushes:
        previews.append((brush.name, brush.name, "", brush.preview.icon_id, index))
        index += 1
    pcoll = preview_collections["main"]
    pcoll.brush_selection_previews = previews
    return pcoll.brush_selection_previews

class BrushSelectionPanel(bpy.types.Panel):
    """Creates a new panel for brush selection with categories."""
    bl_label = "Brush Selection"
    bl_idname = "brush_selection_panel"
    bl_category = "Advanced Brushes UI"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        wm = context.window_manager

        row = layout.row()
        row.template_icon_view(wm, "brush_selection_previews")

        row = layout.row()
        row.prop(wm, "brush_selection_previews")

class BrushSelectionPanelReload(bpy.types.Operator):
    """Reload brush selection panel brushes."""
    bl_label = "Reload brush selection panel"
    bl_idname = "brush_selection_panel_reload"

#This is where the previews are stored
preview_collections = {}

def registerBrushSelectionPanel():
    WindowManager.brush_selection_previews = EnumProperty(
            items=getBrushPreviews,
            )
    pcoll = bpy.utils.previews.new()
    pcoll.brush_selection_previews = ()
    preview_collections["main"] = pcoll
    bpy.utils.register_class(BrushSelectionPanel)

It finds the brushes just fine, but doesn't actually show any preview images, just blank spaces where the images should be. Any ideas why?


texts:
So i was working on a model for my school project, and it was all going well until this happened. I can see the armature in object or pose mode, but if i switch to edit mode, the armature dissappears. I can still see the origin of the armature, and all the animations are still playable, there isnt anything wrong with the armature i think, but in no way you can edit the armature. I tried googling about this issue, but apparently no one had such problem like i am having right now.
The armature is not hidden in any way, maybe its a bug, i have know idea. I wish i had a copy of this model to which i can always go back, but i guess i learned my lesson this time.
Here is the armature in object mode where it is visible:
Here is the armature in edit mode where it is not visible which is the reason why it cannot be edited, the origin point is still visible so i guess its still there.

I dont know how i got this problem, i was just working with the animations and was switching over to edit mode and couldn't see the armature anymore, very strange. If this problem persists i guess i'll just have to keep working on the model with the armature that i have lol.
Any help is appreciated, Thanks :)
Btw english isnt my best language so sorry for any mistakes.


texts: 'Bake data' button not visible in fluid options

texts: (new to blender) i am trying to create a fluid sim in blender 2.83 but in my physics tab under domain there is no 'bake data' button in the options. It's there in all the tutorials i've watched but i dont seem to have it.


texts:
What I want to do is for the flight sim world (XP11 now).
One of the helpful things with max was the ability to use planes to put a plan on in order to get correct shapes etc for a model. Essentially there would be 3 views, top, side and front.

I'm trying to build a poly aircraft hanger on which photo textures can be baked.


texts: How do I remove UV images in Blender, and what do they do?

texts: I'm pretty new to Blender, so sorry if this question is silly. I am trying to unwrap a model that I created, and in the process I created a few images. There is 'Render Result' as well as two untitled images I created. What are the purposes of these images, and how do I delete them. In another model I am working on, there are no options in the menu as seen in the attached image. Even 'Render Result' is not present. From what I've gathered, 'Render Result' displays a blank, rectangular grid which does not show the UV map. The other two untitled images that I created on accident are solid black - and this color is not reflected onto the texture.


texts: Quick way to move an object some distance from one external vertex to another external vertex?

texts:
I'm trying to move away from Autodesk Max, but I work with a lot of 2d plans, and one thing that I do very very often is to move an object ( or vertices of one object ) a distance x, taking as reference two vertices of another object ( or different objects ).
I know that I can do this in Blender using the 3d cursor, but there's three steps involved, and as I said I do this a few hundred times per day. Is there any way ( even if it's an addon ) to do it faster, without middle steps, like in this animation ( from 3dsmax ):


texts: Using 3D Warehouse models in Blender (Sketchup - Collada - Import)

texts:
There is an incredible wealth of 3D models available on Google's 3D Warehouse. Unfortunately these models come in Sketchup format. I have read a lot of tutorials on this, and everybody seems to praise Blender's Collada integration.
However, I still get very mixed results when using Collada export to transfer the models:

pieces are missing
objects are combinations of hundreds of meshes, spread randomly throughout the outliner, grouped in non-logical groups
scaling is almost always wrong
when going into edit mode, the triangulation is all wrong so no UV unwrap possible (I have read on this forum that this is inherent to the ways Sketchup works)
materials are never exported in the right way
I have tried every possible combination of the Sketchup export options but no success so far when using .dae

My question: Is this because not all 3D warehouse models are made by professionals? Am I doing something wrong? Is there something superior to Collada to export (via Autodesk files?) I thought that inter program compatibility was the whole point of Collada...

Thanks very much.
Some examples below:


texts: I know the stuff with the noise texture and the colorramp but when moving the camera something looks kinda off. When searching for this I heard terms like "infinte background" and stuff like that but I really don't know what I should do now. Is there a correct way to display the background or am I just crazy


texts:
I wanted to make an animation, on an modeled object, that it doesn't just appears like in the "build" modifier. Instead, the object should appear in small parts and grow fast. (So it builds together the model).

Is that possible ?


texts: Why does my render result look different than the rendered preview in the 3D view

texts:
This is the rendered preview.

This is the render result.

I tried to increase the sample size but the problem persists. I want the render to look like the rendered preview.


texts: Can I parent objects to parts of a group instance?

texts: Let's say I have a group of ten parts and I want to parent an object to one of the objects in a group instance. Is that possible?


texts: Use Blender Cuda Build to use GPU in Simulations:

texts:
Ok, my current situation is this:
I have a very slow CPU (AMD Athlon 750X (2 Cores 4 Threads))
But I have a pretty fast GPU (NVIDIA GeForce 1080)
The GPU actually supports CUDA 6.1

I need to bake some physics simulations, and I tried with the default settings.
It is very very slow Baking, (like 4 hours for a 92 divisions 1 Smoke High Res for 600 frames). I tried looking for a way to use GPU in baking online but I have found nothing except for this:

http://graphicall.org/444

This is the Modified build of Blender 2.78.5 that uses CUDA for most of the things. It says that it sopports both Smoke and Fluid Simulations. (It says Elbeem Modifier (Fluid Simulation), Smoke Modifier (Smoke Simulation) and Tile based nodal compositor in the section Features enabled in compilation). And the file is also called 12348_blender-2.78---6e90294---cuda-and-osl---fastest.7z so I assume it make osl work with GPU rendering. I tried installing it and nothing. I could not get any performance boost in any feature. I also could not enable OSL in GPU COmpute options in Cycle (The Open Shading Language checkbox is greyed out).

I tried searching online for a fix but I could not find anything. I could not even contact the author cause there is no way I could find to contact him.

Is there any fix?

Am I doing something wrong?

Should I uninstall previous Blender Version?


texts: Blender collada import export, sketchup comparison

texts: I have building models (with no textures) in Sketchup (15 and 17, free and Pro) that I close into solids and export to Collada. However they appear to sometimes break and sometimes wont reimport into sketchup. Blender however will open the files and re-export them to dae again. The new dae files are typically larger but can be opened in sketchup and other applications. Both have triangulated faces. This tells me that Blender has a better collada import and export tool. Well done. Can anybody tell me the technicalities of why it is better? The sketchup community seems quite quiet on the matter. If there are any converts online who are at that level...


texts: Addon preferences don't show consistently

texts:
Background
I have some add-on preferences in the modular tree add-on I have been contributing to.
Problem
They show up fine on my macbook with blender 2.77, but they appear to be missing on windows and linux computers using the same blender version. Any ideas as to why?
Extra Info
I have personally tested it on a windows 7 box: there are no errors and all the functionality works fine (so the add-on prefs are registering correctly). It is just impossible to change the add-on prefs without a knowledge of scripting because it doesn't show up in blender's UI.
Github repo:
https://github.com/MaximeHerpin/modular_tree
Blender Artists thread:
https://blenderartists.org/forum/showthread.php?405377-Addon-Modular-Tree&p=3101211#post3101211
What it should look like (the rest don't show anything past the "Internet: Docs  Report  Remove" line):


texts: Can someone tell me what these weird red textures are that's just floating above my object? I can't select them and they are not in my collect list.


texts: Can you set maximum particle force field strengths?

texts: I want to have my particles interact with a gravitational field, but if any intersect directly with the force fields position in space, the distance becomes zero and thus the force becomes extreme and it shoots off all with extreme velocity. Is there anyway to tell the particle to not divide by zero or set a maximum strength?


texts: What is meant exactly by 'Deformable Mesh Area'? (context: Was Reading when/when not to use triangles)

texts:
I have been learning basic modelling and texturing using Maya. I read many times to avoid using Tris and I can see why sometimes I get pinches or the edge flow breaks down.
But I was reading this thread: https://blenderartists.org/t/why-tris-are-bad/547399
The top answer says:

"Tris have their purpose and place. Those what blindly repeat never ever use tris probably can’t even tell you why.
They don’t deform well, can cause pinching artifacts, don’t play nice with subdivision surfaces, and kill the holy edge loop.
You can use tris. Just not on deformable areas and are best avoided on large planar areas as well. They work very well tucked away behind the ears though…"

It seems this guy knows what he is talking about and I understand that I should only use them in hidden areas. But what exactly does he mean by 'They don't deform well' and 'not in deformable areas'?
I googled it, it seems like any curved area is 'deformed' (https://catlikecoding.com/unity/tutorials/mesh-deformation/#:~:text=The%20mesh%20is%20deformed%20because%20a%20force%20is,entire%20object%20would%20move%20without%20changing%20its%20shape.). But is the answerer meaning deforming as in animation or live movement?


texts: Blender and exported .obj files exceeding 2GB even after decimation & limited dissolve

texts:
First of all, I am not all that professional working with blender, which made me very proud, that I was able to come up with a complex model which is supposed to be used for a 3D crystal engraving business. Naturally, as I am not a pro, I most likely used a lot of walk arounds and have probably used design methods, any pro would have done simpler, easier and more effective. But for me, optically I am happy with it.

It is a very complex and detailed model of a village in Austria and so far it looks good but it just got to large. The blender file is about 920MB with compressed storage while the exported .obj file is 2.4GB and all that without any During the process I have decimated the model to the limits and also applied various limited dissolve operations as well as I have resized it.

My question would be, what else can I do to get this model smaller in size and ist it normal for complex models like this to blow up to that poinnt? The point cloud conversion software rejects it most likely because of the size.

The attached pic of the model is some 2 weeks old and by now there is more details like trees, boats etc in the model. The pic was taken before I applied the decimate modifier and limited dissolve.

Tnx a lot in advance for your help.


texts: Moving an object by its vertices to another objects vertices

texts:
so I'm quite new to blender and may have missed something glaringly obvious. What I am trying to do is move a mesh to another mesh so it overlaps let's call them Mesh A and Mesh B. The meshes itself has quite a lot of vertices. I need these two meshes to align exactly so my thinking is to select one of the vertices of mesh A and move the whole mesh by that specific vertice onto another specific vertice on Mesh B. Here is where I am stuck. I cant seem to select individual verticies in Object mode and precisely guide it to another vertice. I tried Vertice snapping but it seems to only want to snap the "edge" vertice instead of the one i am trying to use. In Edit mode, moving verticies only move the vertice and not the whole object so thats not what i want either. I feel like its such a simple task esp as i'm used to other 3D modelling software like Rhino so this simple task not working makes me think i am missing something. I have attached some images below to try illustrate what i would like. Appreciate any advice and help on this! :)

EDIT: Ok so halfway through typing this i figured out you had to move the pivot point of the mesh to the vertice you want to use and go from there.... Quite a bit of effort just to move one vertice to another please tell me there is another method...


texts:
At my work we use 3dsMax and are trying to transition to using Blender. One thing we've run into is that when we import a Blender model as an fbx, the scale is 100 times the size in 3dsMax, but the dimensions are correct. 3dsMax Local Scale is 100 times larger than it should be but the dimensions of the object are correct. In Blender the opposite is true. Where the Scale is 100 times smaller.01 and the dimensions are correct. I can apply the transform in Blender or the Xform in 3dsMax to correct the scale, but we want to prevent it from happening in the first place.

Other potentially info is that in 3dsmax our system units are in Centimeters. 3dsMax's "Local Scales should say 100.0 instead of 10000.0 and Blender's Scale should say 1.000.

I understand it is not optimal to be working between programs, but we need to be able to work between both fluidly so we can transition to Blender completely.

Thank you.


texts: Simulating an egg on a conveyor belt getting smashed

texts:
I have a short animation of an egg shape (solid w/o liquid) and the egg is on a conveyor belt (follows directional movement of belt via driver) then was supposed to have the egg get smashed by a large fist.

I've successfully gotten the egg to follow the track but I can't figure out how to use something like cell fracture without being able to follow the track and stay in one piece.

I wanted the egg shape to be able to collide and fall apart with the fist.
Fist and belt are both passive.

Here's a link to what I have so far for the blend file.

Any help would be greatly appreciated, thanks.


texts:
What processes comprise a Cycles render?
I was watching the top of the render view and watching the progress messages:

Synchronizing Object | ObjectName
Updating Mesh | Computing Normals
Updating Scene BVH | Building BVH
Packing BVH Nodes
Path Tracing Sample 1/xxx

There were a couple others I missed because they happened so quickly.
But this got me wondering what actually is happening underneath the hood and I thought you guys might know.

I am especially interested in finding out what BVH is, since I've heard of BVH data being imported/exported between 3D applications.


texts: The box with the settings is not showing up when i add a new object

texts: When i add a box, plane, cylinder etc., the box on the bottom left (screenshot) is not showing up. What shoud i turn on to get that box when i create a new object?


texts: I am trying to make a the mustache in the picture above but can’t make the same thing. So far I have tried modeling the mustache but there is no hair and it’s just a flat mesh.


texts:
I'm trying to model something like the object on the left side of this photo:

I need to get a shape that is basically a sphere with two flattened areas, one at the bottom and one on the side with an angle. The part I'm having trouble with is getting the shape while maintaining a clean topology.

The best base topology seems like a cylinder, I just can't find a way to deform it perfectly with the Simple Deform (Bend) + Cast (Sphere) modifiers.


texts:
Hi everyone i am a novice to blender and have been watching tutorial by Chic Areon on youtube
I am doing just as she says by choosing select face in edit mode but when i click on my cube it still hightlights the whole thing. I have even tried pressing P  but that doesn't look right either.
Can anyone give me some pointers on what to do from here.


texts: I'm trying to pose my armature in a scene directly after a jump-cut. Its mostly static until the cut and i want its location and armature pose to be completely different. Unfortunately, every time I pose and move it, when I go back to check the previous scenes, hes in his original spot but standing the pose I had just completed. What should I do?


texts: How do I stop Eevee videos from being pixelated?

texts:
I'm rendering a short video using the Eevee renderer and when I view the video after its saved, it all looks pixelated. I can see whilst its rendering that each frame doesn't look pixelated when rendering. I don't know what to do to fix it
Ive got screenshots showing the pixelated effect and how it is supposed to look, and ive included my render settings


texts: Cycles makes Grass look like Black Clumps

texts:
this is more of an expert advice thing than a technical error.
I'm adding a grass particle system to my scene in cycles but somehow the lighting makes the grass look black and very not-grassy.
Image in Texture View

Image in Render View

Grass Particle Model

I have shade smooth on and here are the upper particle settings

Thanks for reading, I love it when people help me with stuff like this. Lastly, here is the blend file.


texts:
I can't figure out what exactly to do with this, when I run the simulation at a smaller scale, everything is fine.

When I scale it by 10 it becomes strange, even though everything is aligned with the origin and the force field is a point and as such scale shouldn't affect it.

Which parameters need to be modified for it to scale correctly?


texts:
Regarding my previous question, how to remove background, I wish to do the following:
There will be a narration so I will need each object to glow while I talk about them, how can you do this? Please demonstrate on one (or more) of the videos.

Thanks in advance

EDIT

I would like the object to emit light, affecting the other objects.


texts: Final Render is different from Viewport Render

texts:
When I render in the 3D viewport, the image comes out how I want it. However, in the final render, the image has some other light source.
Viewport:

Final:


texts: Is there a way to put the sun on a location that is specified by azimuth and altitude, using a script?


texts: Subdividing arbitrary face into smaller faces

texts:
I'm trying to split an arbitrary face into smaller faces hopefully making some kind of grid. What I mean by arbitrary face is a face constricted by an random number of edges. Say, for example a circle with 32 vertices. By selecting the face (in edit mode) and pressing W> Subdivide I only manage to split the edges of the face into more edges, not the face itself.
For my purpose it doesn't matter what shapes the original face is split into, as long as its some kind og grid.


texts: Lens specs of smartphones for camera tracking in Blender

texts: I've been trying to track a footage taken by my Samsung Galaxy Note 8.0 (GT-n5100) tablet. It has a good 5 mp camera and I tracked the footage well. But the problem arises at the time of solving the camera. The solve error is too high (more than 2). I don't know the width the tablet's camera sensor or the focal length or any other specifications. So my question is, has anybody been able to solve the camera on footage shot by a smartphone and if yes,  what camera and lense specs did you feed to the Blender?


texts: Normal map baking (cycles) edges and bleeding edges

texts:
I am trying to bake a normal map from a few high poly objects down to a lp base object for a game engine. I am using cycles with a baking cage but am getting odd results as you can see in the image below. The round nobs in the middle have weird bleeding edges and the horizontal panels in the middle have jagged edges.

I have attached the blend file

How to get rid of those?


texts: object instancer animation nodes only work on a clean new blend file?

texts:
i don't know if Jacques Lucke is here on blenderstack for help but
it seems that i can't make the object instancer node work on top the work i'm currently doing
in the picture below, i set the instance of the object to 3, i know (from my observation) that without any other nodes involved the object instances will pop right at the center location of the world, in this case where my object is at. but all i select when i try to place the instances around is the object alone, no other instances.

i tried the same with a new blend file

no problems
there must be a setting to set here but i just dont know :(


texts: I am new to Blender, I've been playing around with it for about 2 weeks now, first time with a 3D software. I've done some tutorials and there are some where I have to go to user preferences and choose an add-on, the first time I did this, it was with the sapling add-on, worked fine, however today when I went to play around with it again, I checked the box, but the add-on settings that usually showed up on the tool bar on the left side of the screen isn't there. for any add-ons. I was really hoping someone could shed some light on why this is?


texts: Blender UV Problem: Unwraped UV Size different in UV Editor and 3D View

texts:
I am facing this problem :

My UV doesn't look the same in the 3D Viewport and in the UV editor.


texts: What are some free sculpting tutorials for absoute begineers in sculpting, Where each brushes explained in details with examples?


texts: Output two files when rendering an animation

texts:
I'm working on rendering out my first 3D animation from Blender!

It is a scene that I'm rendering with a transparent sky that I'll composite in After Effects later. I'm outputting to Radiance HDR so I can do HDR toning in Photoshop. . .

So, what I've done so far is render a few frames, then save them first as a Radiance HDR and then as a PNG. I use the HDR for my image data and pull the alpha channel out of the PNG, the problem I'm having is that when I render my animation I don't have the option to output both filetypes.

Is there a way to output more than one filetype while rendering an animation?

Or maybe there is something else that I'm missing all together, thanks in advance!


texts: Blender：How to convert different 3D format to blend by python script?

texts:
I have successfully made preview of blend 3D format. The /1/ below is my working script. Since customer has other formats, for example obj, Aveva made 3D format files. How could I make a conversion from obj or other format files to blend file format by python?

import bpy
import math

scn = bpy.context.scene
j=-1
for k in bpy.data.objects.keys():
    if(k.startswith('Camera')):
        j =k
        break
print('j is: %s ', j)
cam = bpy.data.objects[j]
origin = bpy.data.objects.new('Empty',None)

step_count = 2

for step in range(0, step_count):
    origin.rotation_euler[2] = math.radians(step * (360.0 / step_count))

    scn.render.filepath = 'e:\\temp\\happy_shot_%d_wednes_Sep_7.png' % step

    bpy.context.scene.render.resolution_x = 120
    bpy.context.scene.render.resolution_y = 64

    bpy.ops.render.render(write_still=True)


texts: I may have enabled an option by mistake. When I try to sculpt, a line appears that slows my sculpt, how do I disable it ?


texts:
I have one object with 1 bevel modifier and second with 2 bevel modifier, when I join both (ctrl j) the 2 bevel changes bevel to the first one...

is there any way for each individual object keep their bevel modifier after joined?


texts:
I am trying to build a maze similar to the one shown below.

This was made with basic urdf models on pybullet physics simulator. However, if you look at it closely, some pair of walls have gaps in between them and some don't. I tried many ways to get rid of them but it's very inconsistent for some reason. Instead I'd like to make the same shape on blender as a single .obj file. Any links or suggestions would be much appreciated.


texts: In blender there was an add on called, align by faces, I don't see it in the blender 2.8 add on list. Is there any other way to align two faces as in an intersecting wall?


texts: How to handle image creation, search and deletion properly?

texts:
Tides are changing and so is the Blender Python API. I would like to know how to properly create, search for and delete an image as my own experiments show confusing results.

At the moment, I have troubles finishing my script for spritesheet generation. It renders animation frames, saves them, loads to actually have access to the pixels, inserts those pixels into a new pool of pixels which will finally be assigned as pixels of the spritesheet. This works fabulously, however, I have problems creating the spritesheet image from scratch while only maintaining one image of that name (older ones might exist from previous script runs for example).

In my version of Blender (2.72) bpy.ops.image.new does not return the image object but a rather useless finilization-message. This means, I have have to grab the image from bpy.data.images by name if I don't want iterate over all of them to check for more matching attributes beside the name. There is the catch: Blender automatically iterated the name of already existing image names and seemingly does this differently from time to time. How am I suposed to know exactly the way, the automatic names are numbered? And even if I know that, why must I iterate over all images with a similar name until I identify the one with the highes number behind it? This seems inpractical.

Ok, what if I check if an image of that name already exists and delete it accordingly? This mus free the desired name, though it bears some risks in complex working environments. I will have to clear its users as well as delete it completely to get it out off the system for good. And this is what I tried to do in my spritesheet generator (code snippet):

if spriteSheetName in bpy.data.images:
    # delete previous spritesheet radically
    spriteSheet = bpy.data.images[spriteSheetName]
    if spriteSheet != None:
        spriteSheet.user_clear()
        bpy.data.images.remove(spriteSheet)
# create new one
bpy.ops.image.new(name = spriteSheetName,
    width = shPxWidth, height = shPxHeight,
    color = [1, 1, 1, 0], alpha = True)
spriteSheet = bpy.data.images[spriteSheetName]
spriteSheet.filepath = imgDirectory + "\\" + spriteSheetName + "." + imgType
spriteSheet.file_format = imgType.upper()

This results in errors taking place in the Blender Python Api itself:

Traceback (most recent call last):
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\startup\bl_ui\space_image.py", line 414, in draw
    MASK_MT_editor_menus.draw_collapsible(context, layout)
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\modules\bpy_types.py", line 770, in draw_collapsible
    cls.draw_menus(layout, context)
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\startup\bl_ui\space_image.py", line 497, in draw_menus
    if ima and ima.is_dirty:
AttributeError: 'ID' object has no attribute 'is_dirty'

location: <unknown location>:-1

Traceback (most recent call last):
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\startup\bl_ui\space_image.py", line 414, in draw
    MASK_MT_editor_menus.draw_collapsible(context, layout)
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\modules\bpy_types.py", line 770, in draw_collapsible
    cls.draw_menus(layout, context)
  File "B:\Programs\Blender Foundation\blender-2.72b-windows64\2.72\scripts\startup\bl_ui\space_image.py", line 497, in draw_menus
    if ima and ima.is_dirty:
AttributeError: 'ID' object has no attribute 'is_dirty'

location: <unknown location>:-1

So, I am asking you if you know proper image handling via the Blender Python API.

Thanks you in advance!


texts:
I'm trying to understand how the following material / object can be created in Blender, particular the "inset" inside the plastic that roughly follows the shape of the character.
How would I start with creating such an outline?


texts:
this is an example of what  mean.

i have a model that i made. lets say it was a human shaped head or body. how would i turn that into something like this picture with all of its wires and the shape.

i want it so it will look be completely covered in it


texts: I just installed Blender on my flashed Mac Pro 4,1 and the GUI is totally messed up. I'm not sure what to do. Any ideas?


texts:
Is it possible to cut an soft body (such as a jelly sphere) in game engine mode using a 3D cursor (as a knife)?

I'm trying to animate a jelly in the scene, that can be cut in play mode using a knife as a 3D cursor.


texts: Does someone know whats happening to my Armature?

texts:
I was trying to make a basic small wizard character for a game in unity, (it's ugly, I know), but when I want to parent the mesh to the armature, using Ctrl+P > Parent with empty groups, I can barely move my armature in pose mode, since it lags a lot.
https://www.youtube.com/watch?v=GjF_VswskSE


texts: Issue with z rotation with spawned objects from group along curve

texts:
I am trying to build a wall using grouped objects, particles and arrays as described here:
Place/spawn objects along curve with randomized scale and rotation?

A link was provided to a solution but I can't get it to work. My issue is that I can't get my objects to rotate along the path. I just get long string of objects following the curve but all have the same global rotation. I've made an example blend with a wall: https://www11.zippyshare.com/v/hHOCX15J/file.html How do I get the walls to follow the curve z rotation? To be a continuous wall.


texts: GPU Rendering issue "Cuda error at cuCtxCreate: Illegal Address"

texts:
I've searched Google and has no luck finding a solution hopefully someone can give me some info and what I should do about it.

I have:

GT 640m 2Gb  <- a Laptop
Driver ver:                368.81
DirectX runtime version:    12.0
Direct3D API ver:           12
Cuda Cores:                384
Graphics Clock:            624 Mhz
Memory Data rate:         1800 Mhz
Dedicated video memory:   2048 MB DDR3
Bus:                       PCI Express x16 Gen3
Compute Capability:        3.0   ---> https://developer.nvidia.com/cuda-gpus
NVCUDA.DLL fileversion:    6.14.13.6881
NVCUDA.DLL Product Name:   NVIDIA CUDA 8.0.0 driver
Intel Core i5 3210M CPU @ 2.50Ghz
Windows 10 64bit OS
8Gb Ram
Intel HD Graphics 4000
1366 x 768 32bit 60Hz Display

Blender 2.78 4bb1e22

I have no problem rendering using the CPU, but it is extremely slow. So slow that I've decreased sampling to just the base number of 8.

I'm thinking that I could do more once I render using GPU rendering, but whenever I used it, it never actually renders, in fact it stops right after BVH percentage is complete and just shows a blank render. Pressing Esc exits render back to 3D viewport and shows the error:

  Cuda error at cuCtxCreate: Illegal Address

EDIT::
Updating Nvidia graphics driver to 373.06 didn't worked as of 19/10/16

EDIT:: as of 30/01/17
My current settings is

same old Lenovo z480 laptop
OS:                Linux Fedora 25 64bit
Kernel:            4.9.5-200
Graphics driver:   bumblebee-nvidia, nvidia 375.25 and cuda 8.0.44 toolkit

Even with new OS and a different graphics driver I am still getting that cuCtxCreate.

EDIT:: as of 30/01/17

Lowering the Memory Transfer Rate has fixed this issue for me, thanks to andrej solution.


texts: What does this mean when I try to parent armatures together?

texts: blender amateur here trying to rig a character. I have already created the skeleton for the character, but when I try to parent parts of the armature together so they can move as one, an error pops up. I've tried switching modes, creating new armatures, etc etc. and I'm not sure what to do! Any help is appreciated.


texts: How can I export and import ID property as json? (to make preset file)

texts:
I think it should be simple, but could not find correct way ore related document then hope to know way.

Now I have active armature as "amt" , and it have many ID properties for shape keys and drive some bones.  eg  amt["prop1"] = 1.0, amt["prop2"] = 0.2 etc,,

by bpy, I can get amt ID property keys and values of current frame,  which I only need to export, as python dictionary.

eg  preset = {"prop1":1.0, "prop3" :0.2,,,}

Now I hope to export the dictionary as json,
then import the saved json , and apply these ID property values for current active armature, when I need. (of course it have same ID property keys)
 (I prefer to export as json,,)


texts: I got the nodes from website. I have the below nodes and the result. How can scale the holes. As there is no nodes to scale down. I tried to unwrap and scale down in the im image editor did not work. Any suggestion or help. Thanks


texts: Why Eevee doesn't illuminate more than 128 lights in a scene in real-time?

texts:
I don't know if it is a bug or a limitation of Eevee, but the bigger scenes actually needs more than 128 lights. Also, Eevee doesn't bake more than 64 irradiance volumes. If it is not a bug, is there a culling option how to deactivate those lights and light probes that are behind the cameras, behind any object without a visual of them on the camera?
Thanks.


texts:
I recently discovered vertex slide and edge slide which are very useful. Now I'm in a similar situation, but I want to move a vertex such that it stays within the plane of a face. Is there a similar way to do this?

(What I am trying to do is modelling the Szilassi polyhedron, where you could see the usefulness of such a tool.)


texts: Normal map not baking correctly even after changing max ray distance blender

texts:
Normal map is not baking correctly
I checked all the normals are correct
I applied scaling
Checked all ranges of max ray distance
and selected high poly first and the low poly
Also unwrapped the low poly mesh
but the image remains the same


texts:
I am currently working on some animation and I wanted to create some particles for it.
I am trying to make a firework, and was wondering how to make the particles textured.
these are the textures I want my firework to be made of.

I would be so glad if you could help me!
Thank you!


texts: Convert Cycles Hair Particle System to Mesh Object

texts:
I'm hoping this community can help me solve a issue.
I have created a cycles hair particle system to render grass. This is successful in rendering and works great. However I want to convert this particle system into a whole mesh (A patch of grass) so I can distribute it across the ground in my scene, rather than using tons of memory with hair particles alone.

I have two issues with converting the particle system into a mesh in the modifiers tab.

It only outputs the strand vertices rather than the faces of the cycles hair rendering such as in my case True-normal.
The Material that is used in the particle system does not copy over or appear on the mesh. I presume this is something to do with the UVs as I am using the output intercept on a hair info node.

I'm hoping theres a solution within Blender or even a script that can help me with this process. Can you please help me out.

Thank You


texts: Is the AMD Radeon RX 5700 XT with Navi 10 compatible with Blender 2.81 on Linux?

texts:
If I want to select my GPU under OpenCL, I only get the following message:
"No compatible path tracking GPUs found. Cycles are rendered on the CPU"

I've already tried to find the reason (Google, etc.), but I can not find a reason or a solution.
I think my GPU actually should be supported! (or am I wrong here?)
I've enclosed my system information below this post.

Does anyone have an idea how I can solve this?

Thanks,

Oliver

System information
System:
Host: terra
Kernel: 5.4.0-2.gf582eb1 standard x86_64
bits: 64
Desktop: KDE Plasma 5.17.3
Distribution: openSUSE Tumbleweed 20191127

Machine:
Type: Desktop
Mobo: ASUSTeK
Model: Pro WS X570-ACE (v: Version X.0x)
Serial Number: <root required>
UEFI: American Megatrends (v: 1104, date: 10/29/2019)

CPU:
Topology: 8-Core
Model: AMD Ryzen 7 3800X
Bits: 64
Type: MT MCP
L2 Cache: 4096 KiB
Speed: 4123 MHz
min / max: 2200/4000 MHz
core speed (MHz):
1: 4119, 2: 4120, 3: 4120, 4: 4140,
5: 4139, 6: 4113, 7: 4108, 8: 4102,
9: 4108, 10: 4120, 11: 4135, 12: 4149,
13: 4143, 14: 4140, 15: 4121, 16: 4102

Graphics:
Device 1: Advanced Micro Devices [AMD / ATI] Navi 10 [Radeon RX 5700/5700 XT]
Driver: amdgpu
v: Kernel

Display: x11
Server: X.org 1.20.6
Driver: amdgpu
FAILED: ati
unload: fbdev, modesetting, radeon, vesa
Resolution: <xdpyinfo missing>

OpenGL:
Renderer: AMD NAVI10 (DRM 3.35.0 5.4.0-2.gf582eb1 standard LLVM 9.0.0)
v: 4.5 Mesa 19.2.6

Info:
Processes: 356
Operating time: 1h 49m
Memory: 62.72 GiB
used: 1.80 GiB (2.9%)
Shell: bash inxi: 3.0.36


texts: Is there away to render update the objects that move while the back drop will be in scene? I have a huge scene setup it takes 3 to 4 mins per frame to render on the 1920 x 1080, I have learned many things to reduce render time while keeping good quality but in scene where camera doesn't move, only the character or car etc. I would like to render only updating the movement rather than doing whole picture but keeping the background in the render. When I have a good video editing software I know I can croma key characters etc. But would be nice to able to skip that process if possible.


texts: Before when I went into side view it would automatically put it in orthographic view but now it isn't. How do I fix this?


texts: How To Make Two Objects into One Mesh and then Only Animate One Object (Rotation)

texts:
I have two obejcts, one of which I want to rotate 45 degrees then bring it back to its original rotation, while the other object stays in its place.

I am having problems animating both meshes and combining it into one event in another source because when I import the two animations, the animation of the object that should be rotated is acting in weird ways in relation to the static object. I'm hoping by combining them to one object, its rotation will hold true to how it is showed inside Blender when I hit play.


texts: Looking at my mesh in render view, I get these results. I've turned off my Subdivision Surface modifier as well as my Solidify modifier, but the jagged zigzags in the curves remain. Wondering if it has something to do with the geometry of the mesh - I converted a curve into a mesh - or my graphics card. Would much appreciate the help for a Blender beginner.


texts: How can I create a similar material in eevee blender

texts:
How can I create a similar material in EEVEE, because in Cycles high quality render takes forever so I thought of using EEVEE.

Is there any specific name for this material?

This is from Derek Elliott planet animation tutorial

https://i.stack.imgur.com/moJ5j.jpg


texts: Making a custom property driver in python

texts:
Hello I am trying to build a custom space switcher in my rig that is driven by a custom property. I will use this property as a driver for constraints in my rig. I also want this property to run some code for me before it sets its value. Here i have some code for what I want to happen before the value is set but where I am struggling is turning this into a custom property inside of the "Bone Properties" tab..
import bpy

class Super_Space_Switch(bpy.types.Operator):
    " This Keeps the current space of a bone then switches it parent"
    bl_idname = "super.space_switch"
    bl_label = "Space Switch"

    # Set selected bones current pose to rest pose
    bpy.ops.pose.armature_apply(selected=True)

    bpy.ops.pose.transforms_clear()

    # HERE IS WHERE I WANT TO SET THE VALUE OF THE CUSTOM PROPERTY

    def execute(self, context):

         # we want to get the selected bones constraint and search for a child of constraint

        sel = context.selected_pose_bones

        for bone in sel:
            name = bone.name
            child_of_constraints = context.object.pose.bones[name].constraints["Child Of"]

            for constraint in child_of_constraints:
                if constraint.influence > 0.0:
                    constraint.childof_set_inverse()

        # get the current constraints in selected bone

            # check each constraint and see which one has a value of 1 and set its inverse action

        return {'FINISHED'}

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

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

if __name__ == '__main__':
    register()


texts: Error in addon: "wm_operator_invoke: invalid operator call"

texts:
In this simple addon example, a button is added to the Render tab of the Properties window

but when I click on it, I get the error message:

  wm_operator_invoke: invalid operator call 'OBJECT_OT_my_operator'

What am I doing wrong?  Here's my code:

import bpy

class OBJECT_OT_my_operator(bpy.types.Operator):
    bl_idname='object.my_operator'
    bl_label="My Operator"

    def exec(self, context):
        print("hello")
        return {'FINISHED'}

def draw(self, context):
    self.layout.operator('object.my_operator', text="Operator 1")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.RENDER_PT_render.append(draw)

if __name__ == "__main__":
    register()


texts: Object Transparency is not working on the principled bsdf

texts:
can someone help me?
i can't make my object transparent and i have alpha image, and translucency and i don't know where to put it...

i'm using cycle
blender 2.79b

i didn't connect the translucency and alpha

it worked on the material preview but doesn't even do anything


texts: Detach Individual Settings/Properties Tabs as Small Windows?

texts:
Is there any way I can detach individual settings tabs to be their own windows in Blender 2.8 rather than it being stuck within the interface?

Thanks.


texts: When I render it I got a fully black image

texts:
I am trying to make a 360degree photo. I just do such i saw in some you tube tutorials. I change blender render to cyclic render and change camera to panoramic .But when I render it I got a fully black image. How i can solve this.(hopping you can understand. Because my English is very bad)

This is my blender file:
https://drive.google.com/file/d/0B4E2Wd62ZA0Yc1J3ZFBFLThaRWM/view?usp=drivesdk

Can you just render it to image and show me it

Because I think it may be problem of my system.

My project

Camera view

Rendering window


texts: Shrinkwrap tetris shapes without scaling or diagonal shapes

texts:
Hello guys I want to achieve a Shrinkwrap modifier from a sphere to a tetris shape like this. This shape was achieved by merging two cubes Scale (1,2,1) and (1,1,1) I also tried getting this shape by modifying the vertices but the results of the shrinkwrap were the same

I kind of already did other shrinkwrap shapes that worked perfectly like these

These are exactly the way I want the shrinkwraps to work by adding a shrinkwrap modifier and putting the mode to nearest vertex and setting the target as the shape I wanted but all of these were made with cubes in where only the scale got changed. The mode nearest surface point needed me to scale the sphere so it fits the shape but I cant scale the sphere (the game I develop doesnt allow it) so the mode nearest vertex did the thing I exactly wanted. This is what I got when I try to shrinkwrap the tetris shape

the shape doesnt select all the vertices as a whole shape like the ones before so the outcome will not be good. Somehow there are even triangle shapes outside the actual shape.

So how do I achieve the shrinkwrap to perfectly wrap around my tetris shape (just realized its not even a tetris shape) without triangles and that.

I'd be grateful for any tips (I am a newbie in blender btw)