texts: Change zoom rate for Show Active and Local View

texts:
I really like the functions Show Active (.) and Local View (Numpad /). They zoom in on either the selected object, or the selection in Edit Mode.

However, I find they zoom in a little too much for my liking. I was wondering if there's a way to change this? See my screenshot as an example. I'd like to see the whole object when zoomed in, without it being cut-off at the top and bottom.


texts: When I render my model in blender the only thing that appears is the blue color i have for the backround

texts:
I've been trying to fix this for ages and can't seem to find a solution. I'm rendering with cycles. I've tried messing with the layers and different render engines and even tried finding a solution based on other questions but no luck.

Here is the blend file


texts: Is the Glass BSDF shader in Blender PBR accurate?

texts:
So I was wondering whether or not the glass shader present within Blender is already PBR accurate. The only reason this sparks my attention is that I'm working on a watch at the moment in Blender, and I just want to ensure that the glass for the watch is PBR accurate.

Any information about this would be greatly appreciated.


texts: Not unflipped normal but some faces are unusually brighter?

texts: Why are these faces brighter than the rest? These are not flipped normal. After creating the window with edge loops, I deleted some edges and joined distant vertices to make face, thinking that doing so will reduce tris count. I shall use it in Unity.


texts: What is the function of the Clip option of Quad View?

texts: I'm a Blender beginner and My Blender version 2.80 beta. I was reading about Quad View here. I do not understand the function of Clip option which I found in the Properties region under the "Quad View" section. When I turn it on or off, it seems it does nothing. The manual and pop up menu triggered by clip option says "Clip objects based on what is visible in other side views." I do not understand what it means. Can anyone help me by explaining this a little bit thoroughly?


texts: How to Link/Append collections from a different blender file in 2.8

texts:
im trying to link some collections from python, and i was following the example from this post : How to Link/Append a data-block using the Python API?

but its not for 2.8 and it uses groups, how can i implement something like this in 2.8?
Kind Regards
Andre


texts:
I've been working on this scene for a long time now but as I tried to put a skydome in, it would keep denying me the ability unwrap the top half of a UV sphere. I tried doing the same thing in a brand new scene and it worked, but not in the one I am currently stuck on.

The UV editor is more of a rectangular shape than normal, which I believe is part of the problem. Basically I am asking how I can fix this so I can unwrap the top half of a sphere to create a skydome.


texts: Something happened to my normals and they're all over the place. I'm guessing it's because of my genius idea of separating the roof from the rest of the mesh (thought I'd have to worry less about the NGONs), but I don't exactly know how to connect it back. How am I supposed to fix it? Re-calculating everything outside doesn't seem to help and especially the left wall (yellow) doens't even match it's bottom partner if I flip it.


texts: Extruding a form along a curve + rotating it

texts:
Is there a way to control the rotation of the extruded mesh along the curve?

To show what I want to do:

And this is what I got so far

Don't worry about the overall proportions and the mat (still on it) But my Problem is that I can't control the rotation of the object along the curve.

I tried to apply the modifiers and just rotate parts of the model by hand, but that leads to certain issues in the edgeflow and I can imagine that there is a much easier and cleaner solution.


texts: when unwrapping there is a hard edge between the lower and upper part of the object. How can I fix this?


texts: I have a rigged object that I'd like one of my characters, who is also rigged, to be holding even as his arms move. How can I attach this object to his hand?


texts: Usually, when I edit templates, I can just press Tab and I can edit the text. Suddenly, when I press Tab, this happens:


texts: Create still copies of a moving object (using python scripting)

texts:
I have an object A that is constrained to move on a path and I want to create still copies of it while it moves on the path. I tried the following code but it failed. In particular, it arbitrarily moves the object A itself and all the copies go crazy. Could you please help me fix this? Thank you!
A = context.active_object

for i in range(1, copies_number+1):

    A.constraints["Follow Path"].offset_factor = (i-1) / (self.copies_number-1)

    A.constraints["Follow Path"].keyframe_insert(data_path='offset_factor', frame=i)

    copy = duplicate(A) #this is a function that I have introduce to duplicate objects

    bpy.context.view_layer.objects.active = copy

    bpy.ops.object.visual_transform_apply()

    for constraint in copy.constraints:

       copy.constraints.remove(constraint)


texts: Painting color and normals simultaneously

texts:
It seems this question is unresolved :
If I want to paint let’s say wood color and normals on a part of my mesh, how would I do that?
Painting it once for each layer (color then normals) will produce a mismatch between the texture coordinates.
It’s important to keep the whole model on one material (of course normals and metallic are on separate textures) because I’ll use it for a game, so need to keep the draw calls at minimum.
Consider this scene : should I make one material per substance, or should I make only one texture containing wood, paint, ceiling, etc. Because then I won't just sculpt the wood details and bake them right?** :

I just can’t get it right, been looking for that solution for years.
Is ArmorPaint supposed to do that?
Thank you very much !


texts: I have my scene looking really good and its ready to go, but when I hit render animation the warning pops up saying "could not open file for writing". Is there a simple step I'm missing?


texts: How can I achieve an "blinded by light" effect?

texts:
First of all, the term I use is definetely not a good one, so as soon as someone know how to describe it please tell me so I can correct it (or correct it directly)

I have a box in the middle of my scene who emit light more and more I as move forward in time. What I'd like to achieve is that at some point, the light begin to be so intense it surexpose the scene and at the ind all the scene is white (well…what the camera get).

I tried pushing the emit value and also change exposure value in the world parameters but its not related.

I assume I'll need to play with the node editor with compositing but is there others ways to do that?


texts: How to stop viewing controls to be too sensitive to mouse movements?

texts:
The camera sometimes in the 3D view becomes hyper sensitive to mouse motion.

eg: Initially rolling the middle mouse wheel would advance .5 grid square per notch. After moving the view around to edit, now one notch of the mouse wheel is 20 squares distance and any slight mouse motion sends the view flying off wildly.

All I know what to do about it is save my work close Blender and reopen the file and it works correctly again.

Why does it do that?
Is there a reset for that?


texts:
i was wondering if there's a way to bake (scene scale) ambient occlusion information into an object vertex group?
I believe the only option is to uv unwrap the terrain, create a new image texture, bake a cycle material into an image texture (a destructive i'd like to avoid),  then try to convert the uv image data into a vertex group. but this solution is something i'd like to avoid. as it's taking extremely destructive steps. is there a more direct solution?


texts: How can I change theme for background color?

texts:
I can't find background color option in the Preferences>Themes>3D View menu.
Where is it?

Thanks!


texts: What is a good approach to reduce the number of faces on this chair model

texts:
See the model below. I first scanned it with a 3D scanner and then remodelled every part of it. I used the subdivision modifier a lot. Resulting in a smooth surface. Sometimes a surface is completely flat, like the top of the seat for instance. I used the subdiv modifier here to get a smooth curvature on the edges.

Is it good practice to reduce the number of faces on flat surfaces? I am thinking of modelling for VR environments for instance. What is a good approach to reduce the number of faces on this seat, for instance.


texts: How to connect two sections of a mesh (sawed off shotgun)

texts: I was wondering how I could connect the grip of my shotgun to the body like image one instead of the way i have it where it is just laying on the object.(check picture two)


texts: Objects Not Showing in Other Workspace Viewports, Only Default

texts:
I'm having this issue where my objects only show up in default view. When I switch to the other workspaces; UV editing, compositing, Nothing shows up at all; not even the cameras, lighting, either. The names show up in the outliner, but in the viewport of the other workspaces. Nothing.

Tried changing Clipping Distance: Didn't work
Tried to switch the interface windows around: Didn't Work
I am Using Blender 2.79b
I am in Cycles Mode, I don't care about Blender Internal Render
I tried changing some of the windows to 3D view in the other workspaces: Didn't work
I am using the Pie Menu add-on, idk if that could be a problem


texts: How to connect two different Textures on the same faces with a transparent background?

texts: I want to get rid of that black background next to that golden and red triangle. The golden edge of that red triangle is one texture and the red triangle itself is the other texture. I seperated the edge and the triangle, because i want the edge to be metallic.


texts: How to ensure that two objects do not intersect before collision?

texts:
I am dropping an object on top of another and I'm noticing some odd behavior. The object that falls intersects the object that it falls on top of:

It then proceeds to "wobble":

I have the following properties set for the objects:

What causes this to occur and how can I prevent the two objects from intersecting at all?

Here's a link to the .blend that demonstrates the problem:


texts:
I want the maximum polygon size to be the same for all my objects. I am using the remesh modifier to generate many faces, but I would like to specify how dense the mesh is globally, rather than relative to the object's size.

Example:

Here are the settings I'm using for all objects:

ob.modifiers["Remesh"].octree_depth = 5
ob.modifiers["Remesh"].scale = 0.99
ob.modifiers[0].mode = 'SHARP'

I was thinking I could play with the scale? How would I adjust scale appropriately to get polygons of the same size? Not sure how to go about this..


texts:
Blender noob would like to know if it is possible to import data from a file (say tab delimited text or csv format) to set values for animated objects in Blender.
Specifically, what I am trying to do is to animate a set of gauges driven by GPS data from a file. Some time ago, there were a couple of people working on importing GPS data into Blender but the files and the authors seem to have disappeared.
Scott :-)


texts: Divide a face into multiple vertical edges

texts:
Blender newb here. I want to divide a face into multiple faces (vertical edges).

From:

To:

Naturally, I can use the Knife tool and do it manually, but if I have many divisions to create this seems highly inefficient.

For the picture I subdivided and simply deleted each horizontal edge between the desired edges, but this is also absurd.

This seems very simple but nothing related has come up in my searches.

Thank you!


texts: Why objects with cloth modifier don't move after I parent them to moving empty?

texts:
I created the mast of a ship with a sail, flag and several ropes. Sail, flag and some ropes have cloth modifier.

I parent them all to empty, but when I move empty, only the mast and ropes without the cloth modifier moves. And all of the objects that have cloth modifier remain in place. It looks parent does not work with them.

I am allready using pinned vertices, it works fine. But I need to be able to move the mast with a sail, not sail separately from the mast.

Why is this happening and how to fix it?


texts: how can we remove the blurry effect that has been caused by denoising?

texts:
(using blender2.82)
hey guys i have been trying to add fog to my scene but when i do it i have a lot of noise in the image i tried to use  blender default denoise but it made it worst because it added huge amount of blur in place of the noise i also tried to use intel AI denoiser but it did the same thing it didn't help
here are the examples:
here with no fog or denoise
and here with fog without denoiser:

and finally here with denoising:

how you see the grass get so smooth in bad way!! can any one help? i just want the noise gone without effecting the other objects !


texts: Is it possible to create a BoolProperty on the fly in the panel to control a FloatProperty of a node?

texts:
Assuming that the nodes have no possibility of boolean buttons, I was wondering if it is possible to draw one on the fly that sets the value 0-1 (Fac) of a "MIX_RGB" type node.
Suppose that it retrieves all "MIX_RGB" type nodes with an operation of this type:

class CustomMenu(bpy.types.Panel):
    bl_label = "Custom Menu"
    bl_idname = "Test_PT_menu"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):
        layout = self.layout
        ob=context.object
        mat = ob.active_material
        if mat:
            for n in mat.node_tree.nodes:
                if n.type == 'MIX_RGB':
                    #I would like to turn this into a Boolean False = 0, True = 1 :
                    layout.prop(n.inputs[0],"default_value",text=n.name)

This is what I get if there is a node of type "MIX_RGB" in the material:

Actually I'd like to get a boolean property, which if True it sets the value to 1, otherwise the value must be 0 .

Since I would like any node of type "MIX_RGB" to show this property, I was wondering if it was possible to create a property on the fly that does this, avoiding to compile an infinite number of BoolProperty in a class of type PropertyGroup, it would be somewhat difficult to predict, for the simple reason that if the nodes were 100, I should have 100 BoolProperty declared. So I wondered if there was a way to create a situation on the fly


texts:
I've been looking through the blender source code and noticed that nearly all cycles shaders are programmed in OSL.

However, the Wiki mentions the following:

  It is also possible to create your own nodes using Open Shading Language (OSL). Note that these nodes will only work for CPU rendering; there is no support for running OSL code on the GPU.
  (source)

Does this imply that most of the Cycles shader nodes only support CPU rendering?


texts: Images as Planes leaving white areas of images looking gray

texts:
Need some help here, guys.  Pretty new to Blender; I've created a scene (set in a rather gloomy looking tunnel) with warning signs attached to the walls.  The signs were added as images as planes; kept it as simple as possible.  But any part of the images that are supposed to be white look a nasty gray.  Help!

Edit: I've added an image of the light node set-up.  Thanks!

Edit #2: May have inadvertently solved this one myself!  Playing with the ambient occlusion settings is allowing me to bring out the white of the images!  Now to just get the settings right so my tunnel scene doesn't look too bright!

[![Material nodes][1]][1]


texts: Can I use the shoe last technique with modifiers or constraints in Blender?

texts:
I want to use the shoe last technique used in shoe making in Blender.
Please see the picture below.

Curved plates and spheres overlap.
The curved plate is like shoe last, and I want to sculpt the sphere.

I tried the following steps.

With the shrinkwrap modifier, the sphere sticks to the curved plate and acts like a shoe last.
However, when attempting to sculpt, the sphere will stick to the curved plate and remain flat.

Removing the shrinkwarp modifier enables free sculpting.

But now the sphere passes through the curved plate.

From the example above the specific features of the technique i want are as follows.

When the mesh of the sphere is outside the curved plate, free sculpting should be possible.
If the mesh of the sphere digs into the inside of the curved plate, the movement of the vertices is limited.
This is similar to the shrinkwrap modifier, floor constraint or limit location constraint.
But it's not about the transformation of the object, it's about the interaction between meshes.

Can I model or sculpt in the same way as above in Blender?


texts: Editing fcurve.keyframe points in FAST mode?

texts:
I can add and remove keyframes like this via python, no issues arise.

#remove all existing keys
for i in reversed(range(0, len(fcu.keyframe_points))):
    fcu.keyframe_points.remove(fcu.keyframe_points[i])
#insert the corrected keys
for frame, sample in zip(new_frames, new_samples):
    fcu.keyframe_points.insert(frame, sample)

But I want to use the fast option to avoid updating the fcurve after each modification and only update after the loop:

#remove all existing keys
for i in reversed(range(0, len(fcu.keyframe_points))):
    fcu.keyframe_points.remove(fcu.keyframe_points[i], fast=True)
fcu.update()
#insert the corrected keys
for frame, sample in zip(new_frames, new_samples):
    fcu.keyframe_points.insert(frame, sample, set(("FAST", )))
fcu.update()

Now that code is also functional, but in the dope sheet, the resulting keyframes are dark grey instead of the usual white. Anything I'm missing or is this intended behavior? Does the color have any significance?


texts:
I'm trying to make a simple cloth simulation in the skirt of my mesh

I want something like this but with cloth colission of course

but this happens when I turn on cloth colission.

it looks like the problem is in cloth colission config. but I dont know exactly where.

Somebody knows what to do?

Thanks in advance


texts: How to successfully transfer one .blend to another computer and keep everything intact?

texts:
Okay, here's what's going on. I have one of my biggest animation projects yet that I will be sending to another computer to render. I have packed the image textures so as to make sure that they will not be lost. Now, the project contains audio files in the VSE (music and sound effects) and it also contains an image sequence. These are the ones I'm concerned about. It is my understanding that Blender does not pack audio files and image sequences, correct?

If that is correct, then that means moving the .blend to another computer will result in lost audio and a lost image sequence. Is there any way to keep everything in the .blend file, even if it means blowing up the file size?

This problem may be resulting from messy organization on my part. Consolidating everything into one folder at this point (in order to make the paths relative and therefore move the entire folder with no issues) would take a while and become tedious quickly.


texts:
I'm having trouble achieving a simple glow effect in GP. Instead of solid color fading out into transparency, I'm getting solid color fading into world background color. Would be grateful for any help.
blender file: test.blend

edit: added blender file


texts: Texture stretches on faces in Unreal Engine after importing from Blender

texts:
I've run in to a problem where some of the faces are stretched out in UE4 after importing from blender. The problem starts after I've used the extrude tool on a face in blender.

This is how it looks in Unreal -> https://prnt.sc/que9a8

I was wondering if there is a better way to make a complex figure without extruding faces, because that doesn't seem to work and I've tried adding bunch of cubes together and join them all and it just treats each cube separately.

The figure I'm trying to make -> https://prnt.sc/queaj3


texts:
so i created a really detailed model of what I need 3D printed. but when I try to export it to a 3D printing software it does not do what I want.
It creates infill in spots that I specificly designed to be empty,
it makes up empty layers, while in my model in blender its completely filled
it just in general does not do what I want.
I made the model with exact sizes that it needs to be etc. I really could use the help.


texts: 2 bones, 3 leg pieces. Middle piece is deforming. Why?

texts:
I'm trying to rig a robot leg that has 3 different pieces (thigh, knee & shin), but I would like to use the standard biped armature, so the leg has only 2 bones.

All fine, it moves nicely, but the knee piece is deforming when I move the bones, it gets squished the nearer the bones are:

The middle piece is 0.5 weight for each bone, maybe I shouldn't do like that, but I'm not sure how would be the best way to do that. I tried adding constrains instead of using the armature deform, but it is very mad lol.

Any tips?
Thanks


texts: UV project from view: Can foreground items block projected image from proceeding?

texts:
Imagine a scene with a camera facing a background plane, with suzanne in between partially obscuring some of the background plane. I'd like to do a 'project from view' from the perspective of the camera and see a suzanne shaped hole in whatever image was projected onto the background.
Both meshes are a single object.

As I have my scene set up at the moment, the image being projected hits both the monkey and background.


texts: How to render out in VSE only a region of the frame?

texts:
I can see in VSE there is the option to render a region of the frames (and to crop).
Can you please confirm it is possible to do that and how to define the region in VSE?


texts: How can my process of modeling be Sped Up?

texts:
I noticed that it takes me too much time modeling some simple things, I can't understand why it is so.

I am using Blender for quite a long time already and using all the Hotkeys possible, but still I think I'm not efficient enough.

I would like to know if there is a way to 3D Model Faster / More Efficiently, Apart from being an experienced user and knowing where every function/button is or using Hotkeys.


texts: Particles don't behave like rigid bodies

texts: How can I make particles act like little rigid bodies? I've done it before, just forgotten how. Right now, they fall right through my floor object, and into the abyss. Note, they are effected by forces, which is good!


texts:
Let's say I have a light bulb at home that I want to add as a light source.

Specs:

40W incandescent light bulb
5cm in diameter
Color temperature of 2700 kelvin

What values should I enter into Blender to have this simulated properly?

I will accept an answer explaining this for Cycles, together with how the conversion of my numbers above into Blender was done.

Bonus points for Eevee settings as well, which are not the same IIUC.

NOTES

Just filling in 40W in the Blender light settings is wrong and will not work.
The light "Size" setting in Cycles is documented as being the light radius, not its diameter.


texts: Export FBX with shape keys and animations takes FOREVER?

texts:
Ok, I am following https://www.youtube.com/watch?v=1Zqy5GhUV-Q just trying to export my skapekeys/animations in FBX from Blender (going to Unity).

Granted my mesh has a lot of parts and I had total 6 animations, but it has been loading for the past 2 min now. Did I do something wrong? I'm on a Mac and blender 2.79, cycles.

How can I reduce this export time? Im not even sure it's going through at this point.


texts:
Im trying to make a flock of birds in a massive cage using boids.
But they keep flying through the walls.
How do I tell them to stay in the cage?


texts: How to bulk select all objects while also exclude things like Empties in a large collection

texts:
I have a collection of about 200 objects and about half of them are parented and nested to Empties that drive the overall collections' animation.

As you know, to unwrap the objects I need to select each object and unwrap them while in edit mode.

In a perfect world I'd do this process once, but, in reality, there is always some need to fix some issue with the mesh found during the unwrap process, or, just as the project progresses, and once mesh changes are made, I need to then to CTRl-Click select each objects one by one, unwrap again, fix, reselect -- etc... as you can see this is painful and very time consuming.

I thought of hiding the empties, but then I have to go in and unhide them for other processes. So that strategy does not scale when as in my case; as said, I have a high quantity of objects and empties in my collection. Collection> select Objects selects everything including the empties which then prevents edit mode to allow unwrapping.

Is there a way to quickly and efficiently pick out/select objects ONLY from within a collection that highlights them from everything else that's visible within a collection?
Thanks.


texts: how i add a world background with color and with a HDRI sky?

texts: i want to have a world bg with a grey or black color for example, but with a hdri sky lighting only, which means i only want to preview the bg color but not the image texture from the hdri, but i want to keep the lighting of that hdri... i dont want to use lamps instead which could be more easier but its not want i want...there is an option called transparent that appears in the film option in render tab, but it gets transparent obviously and it keeps the lighting, but i want to add color to it instead of transparency.


texts: Particles emitting from particles. Is it possible?

texts:
I am relatively new in the world of Blender, which I have started using as a scientist to make schematics for publications.

I am currently struggling in making a particle emitting from a particle system and use that as a particle.

Essentially what I want to do is make a sphere with spheres emitted from the vertices
 and I want these spheres to have hairs on top as in image below:

In the latter case, I had to manually position the smaller spheres on the big sphere surface and manually delete half on the emitting hairs. I really don't want to do it manually all the time lol. Do you guys know how to do it easily?


texts: Noise Texture suddenly shows only pixels

texts:
I don't know what happend but my Noise Texture shows only pixels (see attached picture). Normally it should be a smooth distribution.
I need help to get this back to normal?

Loading the factory settings and even reinstalling blender didn't work.


texts: 2.8 Can I automatically remove all vertex groups that are not influencing any mesh?

texts:
When I assign Apply Automatic Weights I want to then delete all unused vertex for simplicity sake when my character to rig is composed of many mesh parts.

The Delete Unlocked Vertex Group option helps but I wish I didn't have to delete hundreds of vertex groups by hand to begin with. I know sometimes a character to rig is one mesh but for when it isn't I wish there could be a way to just have vertex groups created only if they are influencing the part of the mesh.

eg: I don't need feet and finger vertex groups for the head mesh.

Ideally, if I can remove all vertex groups that are not influencing any mesh with one click would be optimal.

Is there a script or add-on that can help me speed up removing unwanted vertex?


texts: Newbie green screener: background keyed out without selecting key color

texts: Newbie here: I’ve been through several green screen tuts, think I understand it, but am not getting the results shown in the tuts. Using v2.82.7 and v2.83.1 after reinstalling to try to fix problem. I have gone into compositing, opened the source file in the movie clip node, added the composite node, and viewer node. All works as expected. I see the source image in the background of compositing window. As soon as I add the matte keying node, the image looses its background, as if I had selected the background keying color…though I didn’t. The keying color remains set to the default white. The original background, which disappears, it blue. Without making any entries into the keying node, the background disappears. I’ve set up a virgin model for testing, and without any changes to the model at all, the background disappears the instant I add the keying node. Any idea why this is happening? Note 1.Blue background in image clip node. 2.Default white key color in keying node. 3.Missing background in viewer node. Thanks for any help.


texts:
I've made an oversized UV texture and keyframed the mesh face position on the UV map using AnimAll in order to change the image during an animation. Rendering the animation confirms the texture change works.

However, when after exporting to .dae the texture stays the same throughout. Is there a step I've missed or is this a limitation of the file format?

Thanks a lot


texts: Image texture to partially mask part of material

texts:
Please forgive me if I used beginner terminology.

I would like to have a bottle in color "provided by the simple diffuse shader" (ie. with pure red). I would like to put a test texture (222222 on the screenshoot) only on part of bottle which was UV unwraped (only box with 22222 has been cover by unwrapped faces).

I know how to do this with image with transparency (alpha) as decals however the question is if there is any simple option just to put part of texture on object and leave the rest with pure shader without texture?

I've found on blender manual that if I set texture as "clip" it will set exterior pixels as "transparent black". No idea what transparent black means, but it is not transparent.

The mix node always mixes the rest of bottle with texture and does not give pure color (red). I tried to put an alpha texture node into mix factor to separate the texture part from rest (as manual states remaining pixels are transparent "black") but the result is well..bad.

I would appreciate your support. No idea where is my mistake.


texts:
My cloth simulation sometimes works fine, but other times it does this.

This usually happens when the character jerks on to the cape suddenly.

The top of the cape dose have a vertex group with 100% power, pinning it to the character, and the rest of the cape has only 10% power so it stays near him.

If you know how to stop the cloth simulation from going jagged at points then please let me know.


texts: I looked in the online manual, but all I am trying to do for example is set (Cube 1) on layer 1 and take (Cube 2) and put that on layer two but I cannot figure out please help thank you!


texts: Basic Cell Fracture not appearing to work

texts: I'm new to Blender, and am using Blender 2.78b, and I thought I would try cell fracturing a cube. I turned on the Cell Fracture add-on in User Preferences and subdivided the cube a  couple of times. I tried to use the Cell Fracture add-on, and it seemed to be working like it did in the tutorial I was watching, but when it was done the cube returned to its original state. Does anyone know how I can fix this?


texts: render view not working in camera view/blank render

texts:
I can't see my project in the rendered view (ctrl+z) when im in camera view but it works when I exit camera view. This is what it looks like before and after I press CTRL+Z

and when I render my animation all I get is a blank black image. It was working before but I think I might have accidentally pressed something that made it this way and have no idea how to fix it. Please help.


texts: How do I make settings in 1 scene affect other scene?

texts: I am making a game and I wanted to find out, how to make a settings in 1 scene to affect (example, volume) other scene. Is it possible to import data from python and set it to other scene? I need to import a property from 1 scene and paste it in other scene.


texts: How to use an RGB normal map in the Displace modifier

texts:
I have a model which was created for a game engine. It uses the usual RGB normal format (most pixels are just under $(.5, .5, 1)$ for some normal maps in the form of PNG images.

I'd like to use these normal maps and the low-poly geometry to approximate the original high-poly geometry. I know I need to use the subdivision or multires modifers, followed by a displace modifier, but what settings should I use to apply this kind of normal map in the displace modifier?

So far in experimenting I've set "direction" to "RGB to XYZ" and "texture co-ordinates" to "UV", but I'm not sure what the correct values for "space", "midlevel", and "strength" should be, nor if there's anything I need to change in the texture block.

Other questions on this subject seem to be about using greyscale bump maps for displacement, or about the (more common) reverse process of baking a high-poly mesh into a normal map.


texts:
I made this wallpaper type animation and I used Noise and Bump nodes to make the floor look like flowing water. I added a mapping node to move around the detail and make it look like its flowing.

Its supposed to be a wallpaper but the problem is I cant make a loop.

I cant find a value I can add at the end of the animation to make it look like its going on forever. Anyone got any ideas how to make it into a loop?


texts: Snap Tool isn't working at all in Blender 2.9

texts:
I've tried every single option in the Snap Tool panel, I've read the answers to the people asking the same question but nothing fixed it. It just doesn't react to anything. The only thing that would sometimes work is Snap to Increments while holding down CTRL, but again only sometimes. Yes, the button to activate the Snap Tool is on and yes i am not using Proportional editing mode.
Does anyone have any idea what might be the problem ??
EDIT: Nvm, i think i figured it out. Your mouse needs to be in the precise spot where you want your object to snap. Like, for example if you need to snap to vertex the mouse needs to be on the corner of the object where the vertex is. Also it only works if you use the hotkeys ( G + Y, for example) and not the gizmo, at least for me.


texts:
appreciate you taking the time!

So I have a simulation of smoke that I'm using for the engine of a spaceship, my problem is that I can't feasibly see how I can render it.

A single frame on 1080p/300 samples in cycles (on the more demanding frames with the most smoke) takes 1 hour 35 minutes. which works out at around 20 days render time for the whole thing.

I have a huge amount of points on sheepit renderfarm but I can't use them as the max upload file is 500mb and my smoke cache is 4.5gb.

Is there something that I'm doing wrong? Please let me know if you need additional information. And any broad guesses at common size issues are very welcome!

Cheers guys!


texts:
I have a scene with some objects.
Lamps, modelled stuff and imported 3ds objects.

When i try to rotate the 3d View via middlemouse, the pivotpoint is never inside the selected object.
It always sits at the middle of the screen.

Is there a way to force blender to pivot around the selected object ?
Pivot Point settings imply that you can easily tell blender where the pivotpoint should sit.
But if i use it nothing changes.

Things i already tried:
I reset the origin.
I tried all Pivot Point Settings.
I applied Rotation and Scale.
I looked for already asked questions and answers but none of them helped.

What is it im doing wrong ?
Is there a simple solution and im just stupid ?


texts: Fading out particle system from one side

texts: I am trying to animate a part of a forest being cleared and being replaced by a building. I was wondering how I would animate the tree particles in the area fading out in transparency from the top of the image to the bottom, with the bottom trees fading out last. The area around the clearing is a river. I have created a separate particle system with only the trees that I want to disappear. This particle system is hidden in the  picture. I was looking into using the distance from an empty on the top side with no success yet. Thank you.


texts:
I am learning rigging in blender so I made this:

The bones work fine with everything except for the upper arm on both arms. Take a look here:
Here is my rig:


texts:
I’m quite new to Blender and started to make some shapes. At the moment I was trying to make a flag shape like that:

But unfortunately, I’ve got no clue how to do it the proper way. If someone could give me a tip or redirect me to a video tutorial that would be very helpful!
Thanks!


texts: I have imported this file before an it has worked but not this time. I have pressed Numpad . and that just zooms me into here the picture below. I am not in local view.Last time it worked it had imported absolutely huge bugs scaling it down doesn't seem to work. thanks for your help!


texts: Split Screen Video- My videos combined won't render with sound?

texts:
I looked all over stack exchange, and I couldn't find an answer. So I'm making a video where there is two of me in the same video, by taking two separate videos and combining them. My video with sound renders individually correctly. When I combine it with the other video, combined they don't render with sound. I also did everything I could: turned on "AV-sync", turned on the audio codec, etc... and everything.

Now, I am just confused.These are the properties of the combined videos I am trying to render into one video. What am I doing wrong? Yes, the audio is turned up as well... thank you. Here is both of the videos in the VSE:


texts: Limit rendering to a specific part of the world

texts:
My blender file represents one object for an isometric tiled game. I now want to render this object in multiple parts according to my coordinate system.

What I need is to tell blender it should only render inside of a specific cube-sized area (parallel to Blender's global axes).

I tried adding a cube mesh in combination with Boolean modifier. Did not work as expected.
Is there a way I can set a minXYZ/maxXYZ option for rendering?
Another option I'm not seeing right now?


texts:
Blender was working fine until recently (I can't pin point what happened). I have not knowingly changed any settings in Blender or on my PC in general.
I've been working with Blender daily and hadn't noticed the change since most of what I was doing was in Cycles Render View, which does seem to work.
Here's the problem.
Doesn't matter if it's a file I open or a default object on a fresh file.
In Object mode, if I add any object (example monkey), then switch to wire frame, I get an outline of the object only, no wire frame. Solid view seems to show correctly. Material Preview only shows a filled outline, the fill color is the same as the grid color, but applying a color does not make any difference. Render View EEVEE shows a filled outline, not a render, and the fill color disappears as I rotate the object. If I switch to Cycles, it seems to be ok.
I was using Blender 2.90, and hoped that switching to 2.91 would resolve, but it's exactly the same. I also tried going back to 2.8 and got the same result. I then looked at my graphics card RX 580 which recently did an update...I reverted back to the previous version, but to no avail.
I'm out of ideas, and cannot figure out if this a Blender issue, a hardware/software issue....or if I inadvertently clicked something. I've looked through Blender settings repeatedly but can't see what could be wrong.
I did see a post here from another user who is having the exact same issue, and he/she uploaded a youtube video showing their issue. I would have preferred to comment on theirs, but this forum doesn't let me, so I had to load my own questions.
[UPDATE Dec 4-2020]
I did a system restore back 1 month (to ensure no new updates were present), tested and Blender was working fine (V2.90). I began re-installing updates one at a time and test after each.
Summary of results - All Windows updates installed to current, Blender works fine.
Radeon updates - v20.9.2 (driver v27.20.12031.1000), Blender works without issue.
Radeon update 20.11.2 & 20.11.3, Blender is broken.


texts: Combining all materials into one/few. over 200 Materials and textures. Complex meshes

texts:
I'm porting a model (A city) right now to Source Engine, which can only handle 32 Materials if compiled to .mdl.

The problem:

The Model has about 230 objects, now joined toegther with CTRL+J. Each object had its own Material and its own texture.

That means this combined "thing" has now 230 Materials and Textures.

Unwrapping this monster results in completely distorted textures everywhere, and the UV Image looks like a Black MIDI or something. Also if i'm in the Image Editor, there is a image already set (from the chosen material), and if i press X, the whole object/mesh turns white.

It can't be baked without proper UV Unwrapping as far as i know.. soo..

How can i combine all the materials & textures (230) into one? Any help is realy appreciated!

Best regards,
Eric


texts:
I download .obj modeling file on the internet
I open the 'texture' file there is a lot of black and white image.
I think black is mean that a part of a model.
Can I select only the black part of UV map or model?
I want to put on a material to the black part.

Thanks!


texts: does anyone knows how to make spiral clouds (hurricane) for a planet?

texts: Does anyone knows how to make spiral clouds (hurricane) for a planet? i want to make a planet with spiral clouds like in the image but here is the thing online tutorial on youtube show you how to make hurricane but sadly they don't work with planets because they use some kinda angle tricks meaning if you moved the camera you will break the illusion


texts: I´m getting something weird with my fluid sim

texts:
everyone!

Im testing for the first time with fluid simulations and i was trying something very simple but im getting a really odd result:

I dont know why but my fluid is placing above 0 in Z axis. All my objects, including the Domain object are perfectly snapped to 0 in Z but i´m still getting this result.

It has something to do with resolution or preview display or what?

Thanks!


texts: I am working on a project where water needs to be sprayed so to form 60 deg full cone from the spray nozzle in an animation. I have tried it with inflow and v cylinder but when water leaves out it does not exapand to 60 deg as required. Can you please give m advise how to achieve that? I have done hollow cone spray with addition of obstacle but need full cone spray.


texts: The image replacement button is blank after I've tried to replace the skin. When I tried to experiment by going into open new image, I've replaced it. I reversed it, but still can't find a solution after going on forums. Anyone know the solution or can back me up on this?


texts:
Youtube video I am loosely following: Face Blur with Motion Tracking

How can I use nodes (except render layer node) to blur part of a video that uses tracked markers from movie clip editor?

I want to do this so I do not need to render the same circular mask for each frame. It is taking up a lot of time even with Cycles engine at 1 sample. By using the nodes, I hope to speed up the process.

My node set up so far (blur position is almost right, but is offset a little from marker position):


texts: How do I merge multiple rows of vertices together?

texts:
Is there a way to merge multiple rows of vertices together like in the example below?

To looks like this (I manually connected each vertex).
PS: I'm sure there is a better way to model it, but I'm just asking as a hypothetical question which would be good to know.


texts: Branched Path Tracing vs Path Tracing. (Cycles Render)

texts: What are the differences between these two settings and which is less CPU intensive in terms of rendering.


texts: Why my blender will show such an error color in render preview mode?

texts: I don't know why my render preview mode viewport will show such an error color, any kind of helps are appreciating !!!


texts: Blender 2.77 Unwrapping a mirrored object (Pre-existing texture)

texts:
Ok going to rewrite my question as it was a bit confusing.

I took .obj shirt that has a existing uv/bump map, and cut it in half along the X axis. I then mirrored the shirt so that I could Edit one side only and have the other be an exact duplicate.

As you can see in the below image, the uv texture is now sharing the same area for both sides since I did a mirror.

My question:
Are there any methods that I could:

Unwrap the object and generate a new texture based off of what is already assigned/attached to the .obj? (ie so that the vertex faces no longer overlap each other, and are separated to there own sides, but also morphing the texture as well)
"Glue" the attached texture to the .obj so that when I do a unwrap, the texture also follows the unwrap. (texture follows the new vertex coordinates of the unwrap)

Maybe there is another 3d texture software that might be able to do what I am trying to achieve?


texts: Blender 3D objects are shaking in viewport when it's too far from center

texts:
If you place any object in the viewport really far away from the center and start to rotate, it starts shaking/giggling...

Does anyone know how to solve this problem by not moving objects to center?

And here is a test blend scene:

This kind of problem usually occurs when you need to import .dxf files that contain exact coordinates of lines and not allowed to move!


texts: edges sharp though edge split modifier not added

texts:
Hello Blender Community,

I imported an OBJ mesh into Blender. When I set the shading to smooth some edges appear sharp and others don't, though I haven't added the edge split modifier.

If I go into Edit Mode I can see the blue lines indicating the sharp lines. I already checked if there are doubles by merging vertexes by distance and I checked if the normals are all pointing in the right direction.
Does anybody know what happened here?

Here's a picture of the object:

Here's a pictuer of the object in edit mode:


texts: Is there any shortcut to recalculate smoke/fluid simulations?

texts:
While working with smoke/liquid, I often have to go to cache and press "Is Resumable" twice in order for parameter changes to update the simulation (the workaround I found so far).
Is there any shortcut to invalidate the cache and recalculate+animate it?


texts:
I understand that this type of question has been asked at least 50x, but please read me out.

This is as simple as it gets: Freestyle is not rendering in the final render. It simply does not work. Yes, I know this question already exists, but despite checking to make sure no settings were touched, despite trying this with a simple cube, it does not work. The "Include" option is running, not "Exclude".

I understand this is really ridiculous, but may I ask just what I am missing? I have previously used 2.79 builds, but I am not sure if that affects 2.78c, if that means anything. Please note that I am currently attempting this with Cycles, in case this ruins the whole thing.


texts: Black faces in scultping cant remove them

texts: Here is the image, of what's happening. Before that i pressed shift, then something else, and i don't know how to fix it.


texts: my model, which has texture painting and a skin colour is not showing up on render. Only the hair shows on render. I've tried clearing the restricted render, which I didn't set up anyway, all sorts, but only the hair shows. The hair is particles, I was following a tutorial to try this out and had the hair attached to a vertex group only. When it didn't render the body, I tried duplicating the scalp to another layer and having no particles on the main figure (though it still has wispy hair attached there, no idea why) Can anyone help? I am using cycles render and 2.79. Picture is a bit rubbish, but I'm only learning


texts:
I'm looking for a way of exporting my Blender model in web-browser. I noticed this very cool video with model in browser and I want to make the same site. The project was done by three.js but I'm very novice in programming . Is there are more efficient ways or another alternatives in exporting Blender model to the web-browser?

Thanks for answers!


texts: What it the meaning of  added by 3d view to the object name?

texts: Does anybody know what's the meaning of that suffix I've found while browsing a .blend file sent by a friend?


texts:
I have a problem with Freestyle rendering.

As you can see there is a redundant line, which actually is hidden.
Why this is happening?
Is this a bug?
Are there any ways to solve or workaround (except manually marking edges) this problem?

What is even more ridiculous is that if I delete farthest bar then unwanted line will dissapears!
How it could be even explained?

.blend file is here: http://www.pasteall.org/blend/40994

Please help!


texts: My render is black and all of the fixes I have seen do not work

texts: I am following Blender Guru's donut tutorial on Youtube, and it was working fine until I started doing the coffee. Now, whenever I go into the render viewport the screen is completely black. Whenever I hide the donut and only render the coffee it works fine. What is the problem? None of the fixes I have found have worked.


texts: Crazy Large Render Needed for Exhibition

texts:
My company needs a Blender scene rendered at 338700px by 164550px for a backdrop for an exhibition stand. Blender is telling me that the maximum I could render the image is at 65536px by 65536px, but I'm not sure whether this resolution is a limitation of Blender or my work PC.

Is it even possible to render such at 338700px by 164550px? If so, does anyone know  a render farm who could do it on my Company's behalf?

The exhibition is next month so any timely assistance would be most appreciated.

Thanks and regards,

Matthew Shepherd


texts:
Curious as to where the limit is on Blender so I quit freezing it up. I have 2.83 and I have reached the limits of Blender many times but I do not know the exact limits so I can skirt the edge. So I am curious what is its limits?
My Current project I did a lot of physics work. A bit sluggish but that is expected however after a while it started shrinking the UI before doing something and now that I hit undo it truly froze. I have frozen a few times while doing it but this time it truly froze again with the UI shrinking down.
My memory and GPU are at 20 percent.
I have reached this limit before with something else but again I reached it never knowing where it is. It would be handy to know where it is.
Maybe just know what not to do.
(Blender is unique in that with how it freezes I am not sure exactly what causes it, so to avoid it next time. Most programs I know the butt clinching limits on it. Figured I would ask before having to find it the hard way. I think it is still the undo stack people were complaining of since this was an undo albeit I heard it was fixed in this one.)


texts: How to programatically emulate bookmark selection?

texts:
I have created a button within the "fileselect" panel when selected goes off and allows the user to select a file in the "cloud" via another application. When the user selects the file in the cloud it is copy to their local system in a predefined location and the file's path is returned to Blender.

What I would like to do is now update the panel file path and name to point to the drive, path and file similar to what happens when a user selects a bookmark. Here is my code so far:

class SchedulePLM(bpy.types.Operator):
bl_idname = "object.schedule_plm"
bl_label = "PLM..."

def invoke(self, context, event):
    # create path to app location
    ypsApp = gtlngstring.GetLanguageDir() + "ypsApp.exe"
    # build the args
    args = [ypsApp,"-f"]
    imagefile = subprocess.check_output(args)
    # print("imagefile: ", imagefile)
    if len(imagefile) != 0:
        dirname = os.path.dirname(imagefile)
        basename = os.path.basename(imagefile)
        # print("dir: ", dirname)
        # print("file: ", basename)
# update file path and file name in panel
    return {'RUNNING_MODAL'}

bpy.utils.register_class(SchedulePLM)


texts:
In blender is there any way to cycle through colours in an image. For example here is an image with 4 distinct sections of different colours.

How could a setup be made so that it recognises red in the top left? Now the red is at 0% on the color ramp so over 10 seconds it would cycle through the colour ramp until it got to 100%. Then in the next section, it would recognise the green is roughly at 66% of the way through the colour ramp. So over 10 seconds it would cycle from 66% to 100% and then from 0% to 66% of the colour ramp so it returns to its initial colour at the end of the animation. And so on for the other sections.

Also, as the white and black have the values rgb(255, 255, 255) and rgb(0, 0, 0) they should not be affected.

I tried using RGB curves connected to the picture and keyframes to achieve this effect, however, it proved unsuccessful.


texts:
I have been having a heck of a time with trying to create a unique shape that requires lofting a shape over two curves /rail. This is possible to do in Fusion 360 with relative ease, but I know no such equivalent for blender.
for the sake of this example, we have the model image here:

target shape "green hammer/rear assembly bit" (i will Duplicate and extrude for the white part before boolianing):

and the base shapes/keys here:

as you can see by my blender image, im trying to extrude the back wall against the x and Z-axis (or any other combination) to achieve the loft transition from a vaguely half hexagonal shape to an egged dome shape. I've tried everything I know over the last two weeks and just do not have a good solution yet, nor am I sure there IS a good solution. I could def use some guidance


texts: Confusion over animations in the Dope Sheet and NLA Editor

texts:
I'm currently confused as to what's going on with my animations. If I click the star icon to lock a certain animation and mute the others, each animation works correctly. If I have none starred, the default animation is always my walking animation, and the animations don't play correctly if I select them from the Action list; parts of the mesh deform. The character's right foot for the walk animation looks as though he's hobbling or trying to walk on tip-toes.
I can have nothing selected in the NLA Editor or nothing from my Action list under the Dope Sheet, but it will always play my walking animation by default. I'm not sure why or how to change this.
It almost seems like one or two of my animations have inherited keyframes from other animations with the way they deform. I even tried deleting every key frame from every animation so nothing shows for each action, and yet I've noticed the hands still move slightly. o_O

Why animations are the 'right' ones according to Blender? The ones I can star under the NLA Editor or the ones that are broken via the Action list of the Dope Editor. I'll upload my save file.


texts: Difference boolean giving odd results - any help?

texts:
I've got a weird problems when using the boolean tool.

I'm trying to boolean part A and B together using with difference operation (pic 1).   However every time I try to do this by selecting part B and then choosing part A to difference boolean, it only joins the left side of part A to B even though the two pieces of part A were joined in the first place (pic 2).

Then when I click the apply mod, the pieces have joined separately (pic 3) andnot all as one.  I tried then to boolean a new mesh together in the same fashion as before but the parts do the same thing weirdly (pic 4)...

There arent any doubles or duplicate meshes so not sure whats happened.  Anyone offer any help?


texts:
I created this piece but I'd like to delete triangles to have a perfect result and use a Subsurf.
How I could to do to improve my mesh ?

Thank you so much !


texts:
I'm looking for a node that will return a white value for the thickest part of an object (as seen from the camera), fading off to black as the thickness becomes 0. Does such a thing exist?

I'd like to simulate an opaque light without needing caustics, so my idea is that center of the object would be the brightest part with the outer edge being darker.


texts: Can't figure out how to fix non-manifold geometry in my game title

texts:
So I have this mesh and I'm having issues figuring out why these are non-manifold geometries, I've pulled them apart, dissolved them, merged them by distances, checked for any faces that shouldn't be there or extra vertices / edges and I don't understand why these are being marked non-manifold, normally this wouldn't even be a problem because I won't be further modifying the mesh further, but I need to UV unwrap this to apply a texture to it in my game and that requires manifold geometry from what I understand, I also can't dissolve these edges to make the title look sleek and clean.
I've tried quite a few guides on non-manifold geometry and it seems like my entire model is derped both in terms of vertices and edges, faces are okay apparently but I don't understand what I did wrong, I just extruded and merged vertices by edges to make essentially all of it, and even if I had extruded extra edges and forgot to undo them I merged all the selected points manually and by selection by trait and neither produces any result so I don't imagine there are duplicate vertices / edges.
Any help for fixing and/or improving my modeling technique would be greatly appreciated, I've made a few models but this is the first time I've ever even encountered this sort of problem.
https://drive.google.com/file/d/1iqUoXQXGYPrqvPpo2CdKPBRoVGIl1vWA/view?usp=sharing
A link to the blend file


texts: What does the ! mean in user preferences?

texts: I want to enable the export option with the ! next to it, but I want to know if it's safe. Can you please tell me what the object with the circle over it means in user preferences?


texts:
I have just upgraded to 2.8 and upon opening up a project I was working on in the old version I find that only the object I last had active is shown.

Alt H is not revealing other objects event though they are in the outliner. In fact according the to the outliner, all the objects should be shown, but aren't

I am sure there is some small trick here. Can someone please help this noob out

super thanks


texts:
It was looking like dividing by parts, a scene for rendering and reading this,

http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Options

see Xparts and Yparts but on blender 2.4, but the interface has changed I currently have the 2.63 and download the, 2.73 and see but I can not see the menu for Xparts and Yparts, someone can say me if these options are even, and if I could show where.

Thanks.


texts: I'm currently learning about rigging, skinning and animating, but I've run into a problem with a part of my armature. The scale, rotation and position of my mesh and armature on right side has been applied, I've duplicated the armature for the arm, hand and fingers, mirrored it to the left side on the X axis, but for some reason a part of the arm is twisted. I tried resetting the rotation, scale and position using Alt + G, R, and S, which has helped, but it's still not right. To begin with, the arm was twisted round like a sausage. This is what it looks like now:


texts:
I made this axe and now i want to add subdivision surface to smooth the edges but i got some problems.
This is the axe without the modifier.

I applied the modifier and now i'm trying to add supporting loops to make edges sharper.

I dont want this effect on those spots. I want it kinda like in the concept photo. Do u have an idea on how to achieve that?
https://we.tl/t-NlBFZ6mraP
tried to edge slide (g + g) some edges the seams are not dissapearing.


texts: The Add Menu or the Shift-a Menu Is Stuck at Meshes

texts:
I'm new to blender so this question may have an easy answer but, when I press Shift+A on my keyboard, instead of showing all the menus, it only shows the mesh menu
or the add menu where all of the primitive objects are stored.
I use the latest version of blender and I am hoping to get help from you guys.


texts: Problems with Using Substance Designer Height Maps

texts:
I realize this question also deals with software other than Blender, but it's mostly a blender focused problem.
I am trying to figure out how to correctly set up displacement / height maps exported from Substance to Blender. Here is my node setup:

As you can see, the displacement is horrible. It's coming apart at the seams (black spots) and just generally looks horrible. This is what the material should look like:

So my question is the following:
What is the proper way to import and set up substance designer maps in Blender?
Is there an add-on that handles this automatically?
Is my node setup the proper way to do this?


texts: FBX Exports IK bone with wrong position, rotation and scale

texts:
I have a rigged and animated model with IK bones attached behind the feet. I've exported the model to FBX with the following settings:

4 out of 5 animations seem to export properly, but in one of the animations the IK bones have moved to a different position, got scaled up and rotated ~90 degrees.

How do I export the IK bones properly? Alternatively, how do I export without the IK bones entirely? I only need the final bone positions anyway.


texts: Read csv file (converted from excel) and set variables x,y,z etc as the cell values

texts:
How to set cell values as x,y,z,l,m,n,p,q,r variables in python without using pandas (ignore second set of coordinates)

So x=5000, y=300, z=2700, l=0.2, m=-1, n=0.1, p=0, q=0, r=0


texts: Why Can't i get back to the normal screen layout?

texts: My screen layout in one blend won't go back to normal. Even if I go to the tile area there is no bar for the different screen areas like uv editing. in the right hand corner where file and window is supposed to be, there is the object mode, rotate,scale and transform option. Look at the picture[look at the arrow


texts: I'm trying to texture this 3D model of a squirrel, and I want to see how my eye placement looks on the model. I imported the textured UV map into blender (see the lower window), but it doesn't appear on the 3D model (see the upper window). How can I get my textured UV map to show up?


texts:
i'm trying to create a bottle of wine. I'm totally new to 3d design and family, in fact i'm a web developer but i do like to learn and try new things! Now i struggling (a lot) on this project.

As you can see i have that bad color change (or reflection) and the bottom, which i dont know where coming from, i want to remove it! I tried a lot a different stuff like changing glossy and other proprieties...so i'm here because i need your help :)

Thanks, much appreciated!

Here some shots:

:: Download .blend


texts:
I’m practising on this model, and I’d like where the blue curved line is to be more crisp. So when I add an additional loop where the yellow line indicates the loop cut, my mesh becomes from round to a more triangle projection. How can I keep the smooth curve, but make that dip where the blue line is more crisp without affecting that particular area?

Thank you


texts:
As you can see on the picture below, I have this object shaped like a complex tube (selected in picture) that I want to wrap around this other object which looks like a flattened low-poly sphere (inactive object in picture).

As you may see, the center of the tube is flat on the Z axis. I need to wrap the "tube" around the "sphere" so that a line of faces on the bottom of the tube snap to the faces of the sphere. If I try to do it manually with "snap to faces", only the selected face of the tube moves and the rests stays in place, which distorts the object. I need to bend the tube withtout changing its general geometry. The result intended is what you can see on this picture:

I tried the shrinkwrap mod but it flattens all the vertices of the tube on the surface of the sphere (like it were intended for wrapping objects without thickness). Should I use physics to make them solid and use bones in my tube so I can articulate it like an arm? I haven't done any rigging/animation so far. Or is there another efficient way of doing this? Another mod? I read a bit about cast, curve and deform modifiers but none them will make the object snap to the other without passing through it. Also, if I skipped a step and there was a more efficient way to do this from the beginning, don't hesitate to tell me. Thanks in advance!


texts: I have a High poly mesh and I have decided to make the low poly by merging as it is easiest for me. Would it be possible to change the W Hotkey , so that it merges to the center automatically? It is time consuming pressing W > Merge > Center.


texts: Cannot import skin with animation in hitfilm,is there anything we can do in Blender to prevent it?

texts:
I'm new to Blender.

I tried animating a 3ds model and then importing it into hitfilm (https://hitfilm.com/)

Initial render looks pretty good in both cycles and blender internal, and also imports well as just 3d model, but when tryng the animation  everything "goes to bananas" (goes crazy) and skin disappears -_-


texts: I tried rigging this but my mesh "breaks" when moving it. What do I do?

texts:
Added this image just so you know what tthe mesh looks like

This is the problem


texts: I need to render my models in wireframe (no solid). I first turned to the Wireframe modifier, it works great. Only I can see through to the wires at the back of the model. I need to render only the front-visible wires, otherwise it just clutters the view. Is it possible and how? (No matter if it's BI or Cycles in this case.)


texts: How to draw grease pencil on a surface (blender 2,75)?

texts: I used to draw grease pencil on surface normally on older blender versions but now I cant find the option to do that,how can I draw on surface on the new blender grease pencil?


texts: I do some tests of 3D projection, I am using some references mesh like a cube. However, I need to colorize the vertices of a cube. Is it possible to do that?


texts: Bones change rotation to first frame of last animation

texts: I want the bones rotation of my model to be at 0,0,0 when exporting. But it automatically sets the rotation of the bones to the the first frame of the last animation used. I cant seem find anything on the internet about this and I've been looking for ages. How do i fix this?.


texts: How to get rid of materials showing in the viewport when in solid mode

texts:
I modeled a mesh and gave it materials. But material colors get in the way; I'd like to go on modeling and just seeing a well-contrasted, solid-light object.

I find this setup uncomfortable and I'd like it to be just solid color, for instance:

I know this is the normal, default Blender behaviour; my question is not "Why my materials doesn't show in viewport", but:

Is there a way to get rid of materials showing in viewport when in solid mode, without removing them?

EDIT: I can use matcaps, I'm using BI. Same problem with Cycles. Apparently shading is ok. I'm trying to post the blend...

blend file

EDIT2: Cycles shows the same behavior. This has been tested with an untamed Blender 2.79a just downloaded.


texts:
I have multiple scripts that i would like to turn into an addon. I already have everything it needs, but i when i click the button to enable the addon in the user preferences it says:

  bpy.utils.register_class(SCAPANEL)
  ValueError: register_class(...): already registered as a subclass

I imported every other file I need via from .example import example and put these files in one folder. I even looked up other blender addons, but that didn't help either.

Edit:

def register():
   bpy.utils.register_class(SCAPANEL)
   bpy.utils.register_class(SCA)
   bpy.utils.register_class(Skin)
   bpy.utils.register_class(removeDoubles)
   bpy.utils.register_class(thin)
   bpy.types.Scene.Tree = bpy.props.StringProperty()
   bpy.utils.register_class(particlesystem)
   bpy.types.Scene.Growth_limitation = bpy.props.BoolProperty()
   bpy.types.Scene.limiter = bpy.props.StringProperty()

def unregister():
   bpy.utils.unregister_class(SCAPANEL)
   bpy.utils.unregister_class(SCA)
   bpy.utils.unregister_class(Skin)
   bpy.utils.unregister_class(removeDoubles)
   bpy.utils.unregister_class(thin)
   bpy.utils.unregister_class(particlesystem)
   del bpy.types.Object.Tree
   del bpy.types.Object.Growth_limitation
   del bpy.types.Object.limiter

register()

These are only the register and unregister functions. I noticed that my panels sitll shows up, even though the box is not ticked. When I try to execute my script it says, that it cannot perform a relative import.


texts: The Armature deforms my object unevenly, no matter what rotation I try. What am I missing?

texts: I'm trying to animate a book opening, and have tried multiple different ways, but I can't get rid of this issue. The armature closes one side of the books crooked and the other straight. I have no idea where to go from here. Help


texts: How does Blender lights work in Cycles regarding intensity?

texts:
The scene:

Just a plane, a camera, and a light.
The plane is facing the camera, the lamp is facing the plane, all 3 completely aligned.
The plane is just a diffuse, R,G,B=1,1,1 which means the material bring back the light it received with the same intensity.
The light has a size of 10cm, R,G,B=1,1,1 and strength of 10, I've tried each type (spot, area...) put a fall off node in constant (which for me and blender manual means, light intensity remain the same regardless the distance it travels).

Render result:

So when I hit render and analyze the scene linear value, I expect to have a value of 10 for the lighted pixels, but I've got pixels around R,G,B=0.25,0.25,0.25 or 0.7,0.7,0.7 depending on the type.

Even worst I've constated that the light is stronger when set to quadratic than to constant, but not close to 10 neither.

I've tried with only the world background R,G,B=1,1,1 and strength to 10, this time the result is as I expected, analyzed lighted pixels R,G,B=10,10,10

Question:

So the question is how do these lights work in cycles, and are they broken?

Edit :

Look Mike's answer and my comment below to see why there's nothing to worry about these lights in Cycles.

Edit2 :

I offert the bounty to Bertmoog because he provide a good in deep answer, in fact, if it was possible, I would have split the bounty 50/50 with Mike, because he point me to the fact that W/m² aren't the same as pixels values, which was an important part to understand why I haven't got the same values for the source and for the mesured pixel (ray intensity).
Thanks to both of you.


texts: I have a 2d character drawn in grease pencil, I want to animate 3d objects around the character on the grease pencil time line. The 3d object is in the same collection but I cant animate it with the grease pencil animation. How do I move it so it shares the same timeline as the grease pencil animation? Thanks.


texts:
how can i add another layer of another image texture(in this case a PNG image) onto an object that already has an image texture on it?
for example: i use a plane as a floor and it has a wooden texture on it but now i want to add a dirt PNG on it as well.


texts:
Video: https://drive.google.com/file/d/1NJgEU3oITAyUqQu0f6W2y9treeCZ2Fhb/view?usp=sharing
I'm trying to make a parasol (outside umbrella thing) in blender, so I decided to use a cloth sim for the bit on top so that it would rest nicely on the top of the frame. The video shows you what is wrong.
I created a plane and then used the knife tool to create 2 diagonal edges across the plane, and to create a vertex in the middle. I then moved the 4 outside vertices down. I set that plane to a cloth sim in the physics tab and the frame to a collision.
Quality steps: 20
Quality (collisions): 20
Enabled self collision.
Frame start and end 1 to 30.

Sorry for the low quality screen video.
Thanks for your time.


texts:
I've just recently been having a problem where I set my character up, set the first keyframe at 0 but when I try to set other keyframes later on my character makes no movements. (I have all bones keyframed correctly and everything). Some parts make very minor movements but they aren't what I keyframed and they are instant too. Also I don't know if this makes a difference or not but I am using the dopesheet.

I`m unable to show more than 2 pictures so I got rid of the first one. Basically it showed my starting keyframes on frame 0 (I had everything keyframed just like in the second image). The character at frame 0 looks like how he does in the 3rd image.

Now in this image I have moved all the parts I needed to move, and keyframed every single part even if I didn`t move it.

After I keyframed everything in the previous photo, I moved to a different keyframe and all the parts I moved snapped back to look more like the keyframes in frame 0 instead of what I had in frame 9. I honestly have no idea why this is happening and really need help figuring out why this is happening.

My .blend file can be found here:


texts:
I'm making a 3D tube, and I need to make it 'move' to form something, starting from 0 to the form, that is actually a ring.

If you remember, its something like the old windows 3D tube screen saver:


texts: Arm rig with natural shoulder deformation

texts:
Part two in the answer to this post describes exactly what I want to achieve for the shoulder deformation but it doesn't explain how to do it:
Shoulder deformations
I downloaded the example Sintel rig and I can't find which controller is being moved to achieve movement of both the arm and the shoulder. It's quite a complex rig and I want to keep mine as simple as possible.
I see somebody else asked the same question here but with no solid solution -
Shoulder Movement following the arm
Any other suggestions on how to achieve this?
Thanks


texts: Cannot get rid of reported missing files

texts:
In the attached startup file for Blender, I cannot -for the life of me- get rid of the path of an image file reported as missing.

The offending file was the photo of a mug used in a previous project, as a background image in an ortho view. In my startup file, I have deleted references to any image file being added to any view, as far as I can tell.

You may confirm that the path is not found by selecting File -> External Data -> Report Missing Files.

I suspect that references to the file are left, somehow, in my startup file, but I cannot find any.

Can you help me get rid of this very annoying message?


texts: Morph Camera from perspective to Panoramic

texts:
Is it possible to ease the camera type from perspective to panoramic? or is there a work around to do this?

Is there a mathematical approach to this?


texts: How to lock center vertices with mirror modifier?

texts:
I'm having trouble keeping center vertices in place while editing a head.

Am I missing a lock function?


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

texts:
I get that error message when I try to bake a simple AO map in cycles. I can do it with cpu but with the gpu i get that error message.

I have 13gig of memory on the card so it cant be that but just to check I tried to bake on a simple cube and got same error.

Any Ideas?

-Computer-
Processor : 12x Intel(R) Xeon(R) CPU E5-1650 v3 @ 3.50GHz
Memory : 32842MB (5671MB used)
Operating System : Manjaro Linux
Resolution : 1680x1050 pixels
OpenGL Renderer : GeForce GTX TITAN X/PCIe/SSE2
X11 Vendor : (null)


texts:
Apologies if this question has been answered already, but I can't seem to get this thing working.
What I am trying to do is have a cube follow a curve interpolated out of coordinates. Manually this would be done selecting both curve and cube and selecting "follow path" constraint in the Ctrl + P menu.
I have have put together a short script, but when I run it, the curve has the cube as a child, and there is a follow curve constraint. But the cube is not centered on the curve, and pressing play will not do anything.
I believe that I might be missing something conceptual, but can't really figure out what that is.
Thanks!
import bpy

# Clearing scene
for item in bpy.data.objects:
    bpy.data.objects.remove(item)

# Simulation Parameters
coords = [[0,0,0],[0,5,0],[0,0,15],[15,0,15], [0,0,20]]

bpy.ops.mesh.primitive_cube_add()

# making curve
crv = bpy.data.curves.new('crv', 'CURVE')
crv.dimensions = '3D'

# initialize spline
spline = crv.splines.new(type='NURBS')

# a spline for each point
spline.points.add(len(coords)-1) # 1 point by default

# assign the point coordinates to the spline points
for p, new_co in zip(spline.points, coords):
    p.co = (new_co + [1.0]) # (add nurbs weight)

# make a new object with the curve
obj = bpy.data.objects.new('object_name', crv)
bpy.context.scene.collection.objects.link(obj)
obj.name = "Path"

# Constraining Space craft to orbit
cube = bpy.context.scene.objects['Cube']

#cube.parent = bpy.context.scene.objects['Path']
bpy.ops.object.parent_set(type='FOLLOW')

cube.constraints.new('FOLLOW_PATH')  #Constraining cubesat to follow the path
cube.constraints['Follow Path'].target=bpy.data.objects['Path']
cube.constraints["Follow Path"].forward_axis = 'FORWARD_X'
cube.constraints["Follow Path"].use_curve_follow = True
```


texts: Extrude edge along normal by a specified distance

texts:
I'm trying to create a roof on an existing building mesh. I thought I would do this by extruding this edge:

So I extruded it down the Z axis:

But I need it to go "inwards" a bit on the Y axis, like the edge of a roof does; like this:

So I tried changing the orientation of the extrude operation from Global to Normal:

But for some reason it moves the edge on the X axis:

I've verified that the normals are correct for the edge by turning on Display Split Normals in the Viewport Overlays menu. Here's a screenshot of that, from the Y/Z view:

How can I get it to extrude along the normal of the existing edge (so I guess along the Z and Y axis), without any movement on the X axis?


texts: How do I make a fluid simulation so it retains its shape till it touches ground?

texts:
I am trying to make one of those animation videos where an apparently heavy object is falling on a fragile object. But rather that heavy or rigid object turns out to break or be fluid.

So I made a hammer's head, and a glass. I turned the hammer [head] to fluid and kept it on a height. So when I bake the fluid, on the first frame only it's shape is distorted and it starts looking that its actually fluid.
I want it to keep its original shape and act as fluid at the same time.

In this image, the glass is kept aside because I wanted to run a try first.


texts: Joined Object to Mesh Separates when Moved

texts:
So for this mesh, I decided to add a little rose to the shirt. The rose is made from grease pencil and turned into a mesh. So I joined the two objects first and then added an armature modifier and then parented with automatic weights to the armature. The rose will move with the shirt, but it won't move with the bones. I have tried weight painting the rose to a bone while connected to the shirt, but then it moves with the bone and changes places on the shirt. I have also tried parenting the rose to the shirt, but the bones still only move the shirt.
Here the rose and shirt are joined and moving as expected

Here it is still joined but does not move with the armature

Is there any way to get it to move with the shirt?


texts: Missing DNA Block while rendering through commandline rendering on google colab

texts:
I have been rendering a project on google Colab Pro using the TPUs and high RAM with this script: https://drive.google.com/file/d/1q_ufEUtv9DYNGA_n3Ai3sgN6k6g_tfhh/view?usp=sharing
It had been working very well for a few iterations and recently I started getting a "missing DNA block" error. I looked into this a lot before posting and it seems like when other folks get this error the file is somehow corrupted and usually it's best to just use the backup files etc. The strange thing is that I'm able to open the files on my computer with no errors, I've only gotten the errors once it's on google drive and rendering through Colab services. I've also tried rendering older files I know had worked before and those are now also getting this error so I'm thinking it's something on the Colab side rather than in blender.
Thanks for any help or ideas you can offer!


texts:
Scene:

I have a simple weapon system: weapon which has a ray that collides with game-related objects (i.e. objects that can collide with player); an empty that is always at the end of the ray; and, on a trigger (left click), an object (damage object) is added to the end of the empty, the object changes the health value of an opponent when collision occurs. There is also an opponent, for the simplicity of this question, a cube set to dynamic for physics.

Problem:

I am trying to get the ray to exert a force the way it is facing/going. I'm not quite sure how to create such an idea in the game-engine. How can I have a ray create a force facing the same way the ray is facing/going?

Include/Note

Force only affects certain object(s). This/these object(s) are whatever the damage object collides with. In other words, the force will affect no object but those that the damage object collides with. (You can have it collide with the object(s) the ray collides with if you can't do this)
Force does not decrease/increase strength over time; force is constant.
A property that defines how much force to use.
A property that defines how long the force will last.
Please try to answer in python.

Any help is appreciated. Thanks!


texts: Can I mark on mesh surface with Grease Pencil and have it move with animated mesh?

texts:
I put GP marks on my mesh surface for reference in viewport solid mode.

But when I move my rigged mesh, the GP marks do not follow.

Is there a way I can make the marks follow with the rigged mesh?


texts: What does the "Absolute" setting in the Math node do?

texts:
The documentation is a little unclear.

"Always return non-negative value from any operation input 2 between input 1."

https://www.blender.org/manual/render/blender_render/materials/nodes/types/converter.html

I'd expect the node to ignore the second value altogether, and just give you the absolute value of whatever you piped into the left side. But it's not clear how this node deals with two values. Does it ignore the non-piped value? Does it ignore the second value, regardless? Does it give you whichever input is non-negative? How does it handle two inputs? What "operation" is performed between the two inputs?

What does the "Absolute" setting actually do?


texts: Can I export a render of the material view mode?

texts:
So as you probably know, Blender allows different viewport shading mode (e.g. solid, wireframe, etc), and I was wondering if I could render / export an animation of the material view mode.

I want to do this in order to show the animation of my project without having to wait for a full render or using an extremely low sample rate (which, quite frankly, looks disgusting).

Is this at all possible?


texts:
When I added an object constraint to my eye mesh, I selected my armature as my target and my bone as the one that I want my eye to track to, but it's not working.

Here's what it looks like:

And every time I move my bone, the eye doesn't track to it. There appears to be a red bar right next to the word Track To in the Constraints Panel, maybe there might be an error?


texts: I have a requirement to overlap the colors so that they look a bit appealing. For now they can be seen with clear boundary between them. Please suggest how can I overlap the colors


texts:
I am setting up a first-person-shooting scene, where I want to place a camera inside a pit on the ground.

Ideally, at a proper height from the pit bottom, the camera is expected to capture the pit wall in half of its view and outside world in the other half such that the camera peeks at the world from inside the pit.

However, I'm having a hard time achieving this, although I've physically placed the camera inside the pit.

By tuning focal length and near clipping (values of which are unconstrained and free to vary in my case), I get something like this

The pit appears in front of the camera.

How can I actually make the camera view be half pit wall and half the world, just as what our eyes see if we are squatting inside the pit?

My minimal working example Blender file:


texts: So my problem is pretty obvious. Add front and side view, tried to move front view picture, it didn't react, so i tried to delete them, side view works as normal, front view picture doesn't react at all.


texts:
i think i saw in a video once, someone took a loop of vertices from one mesh, copied it, and applied it to another mesh in a way that it perfectly snapped to the surface of the other mesh. no matter where he put it, the loop flowed across the surface of the other mesh perfectly.

am i dreaming this or is this possible.


texts:
I want to generate several bones on vertices with python. I have figured out how to make an Armature Object, and how to make edit bones within it. Now I need to get these bones onto their appropriate vertices. Can I create them on certain points in the first place? Or can I somehow move them there?

Do I use head, head_local, translate, matrices, or something else?


texts: Python. How to find a point on the timeline where Fcurve reaches a certain value without changing current subframe?

texts:
Is there any way to find out via Python at which point of the Timeline (at which subframe) fcurve reaches a certain value, without actually changing the current subframe? I have found out that it was possible to get certain keyframe_points coordinates on the timeline, but is there any way to analyze the whole fcurve somehow?
Thanks in advance!


texts:
With this code fragment, I can enter the camera view correctly, but I'd like to be able to get out.

 for a in bpy.context.screen.areas:
        if a.type == 'VIEW_3D':
            for r in a.regions:
                if r.type == 'WINDOW':
                    override = {'window': bpy.context.window,
                                'area': a,
                                'region': r,
                                'scene': bpy.context.scene,
                                'active_object': camera}
                    bpy.ops.view3d.object_as_camera(override)


texts: Weird symetry in the weight painting after automatic weight painting is applied

texts:
(the circular lines are just an option I turned on at some point)
So here is my problem:
I do the automatic weight painting (that comes out partly normal) but some un-removable weights pop out, mostly on the symmetric side of almost every bones that are connected to the shirt of my character.
This cause strange distortions for every movement: pieces of the left shoulder move when the right hip bone moves, etc.
-Those extra weights seem to have completely random positions.
-it is as if only one side of the symmetry was editable. In my example, I can paint weights all over the right side of the shirt while nothing affects the left side.
I suspect some hidden option is crossed somewhere but I couldn't figure out...
Did anyone ever come across that problem?
Thanks
EDIT
Hello again,
I uploaded a simplified version of the file at this link.
Please have a look: https://blend-exchange.giantcowfilms.com/b/0g9rLesg
There is a small walk cycle so you can see the strangeness of the weight painting in the shirt.


texts:
I would like to control multiple bones with a bezier curve but I don't want them to follow the path of the curve.

I want the heads of the bones to follow the curve without rotation. Is it possible ? Can their tails be fixed to a position and the heads still follow the curve ? And a last question can the heads ans the tails be attached to 2 different curves ?

I'm animating a dragon and i want the wings to follow the exact shape I want without moving every bones of the wings. It would be so easier and faster if blender could do it.


texts: Two perpendicular faces are highlighted as one (upon selection)

texts: Two perpendicular faces are highlighted as one upon selection. Actually the upper one is not recognized as a separate face at all (it lacks the dot in the middle). How has it happened and how can I fix it?


texts: Only renders a small section of the object

texts: Blender only renders a small section of the object. I've look at the other posts and i might have  accidentally chosen to render a selected part of the scene. The other post says Alt + Ctrl +  B to get out of it in Windows. But I couldn't find what is the shortcut for Mac. Any help?


texts: The mirrored half can still be manipulated

texts:
When I mirror an object, the mirrored half still has vertices and doesn't move with the other half.

That's what it's supposed to be like, right?

Welp, this is what happens when I try it.

What should I do?
Seriously, this is actually really important to me.


texts:
I have a model with strange colouring on some of the faces after I've sculpted. If I remove the faces and re-create them manually then they are fine and the colour appears as it should...the wierd faces are lighter in colour...

This is an image texture being applied to a UV map.

See also when next to the UV Editor these faces are missing...

Another EDIT:

Just found the faces, they were in the very bottom of the UV Editor...

If I do a Smart UV Project it fixes it, however then my texture image doesn't match the UV unwrap.

Just learning Blender so this might be a simple fix.

thanks

Dave


texts: Is it possible to render outlines in BI/Cycles using this technique for the BGE?

texts: I want to achieve this outline effect outside of the game engine for animations, without using freestyle. Is it possible to make this effect work in Cycles or BI?


texts: How to use Blender object rotation style using Maya Navigation?

texts:
I just switched to Blender Navigation to test a few things and shortcuts, and noticed Blender Rotation style is different than Maya, when I press R it goes in Rotation mode, when I press R again it goes in trackball rotation mode I can see this could be useful in some situations, but how do I use this in Maya Navigation
mode, any shortcut or command for this ?


texts: Remove animation properties to use blender scene in Python BPY script

texts:
TL;DR How do I remove all animation properties (not just the keyframe data) from a blender file, so that I can use other features of the scene in a Python script?
Details:
I am using Blender and Python bpy to animate drone flights based on drone location data from a set of files. I have a .blend file where I built an object to represent the drone and added a background. I also set up the animation engine, frame rate and other information on the animation output panel. I initially ran my Python code from within Blender, and it correctly read in the flight data and plotted the drone's flight.
I am now running the code headless from the command line. I wrote code to accept the name of the data file from the command line, and it creates an output file with a unique name. However, when I run the code, it first does the original animation from when I developed the code inside Blender, saves it to a file, and then renders the new file, saving it to the correct file name.
I removed all animation data from the object in Blender, but now, it just produces a "still" movie with the same number of frame lengths and one image that does not change.
I tried to patch the problem by giving it only two frames to work with, changing the number of frames in my code. I was hoping that at least the useless animation would be short. However it would not accept the new frame_end value in the code and only gave me two frames of the flight I wanted.
I would like to save just enough of the Blender file to set up the background and retain the drone asset. I don't want to do that in Python. But I'm stuck with the animation I did in development. I would like to remove all information pertaining to the animation from the .blend file and put all of the that in the Python script.


texts: I am trying to make a character talk without having to animate it by hand. I made a shape key and used the "Bake Sound to F-Curves" option to do this. The character talks just as I wanted but how do I put that into a shape key action so I can use it in the NLA editor?


texts: I want to do a test for image brightness in the rendered image (bpy.data.images["Render Result"]). I would like to be able to see if the image is dark or light. An example output of the code could be The rendered image is: light


texts: Interpreting a formula for Blender Python

texts:
I'm pretty poor at maths but managed to get someone who is decent at it to come up with a linear algebraic formula for the control over the distribution of points along a straight line.
The formula is:
$$f(x) = \left(\frac xL\right)^{\frac 1c}L$$
Would anyone be kind enough and help me translate that into a function I can write within Blender python?
Thanks in advance.


texts: Multiple planes with transparent PNG textures render black

texts: I am trying to create a forest effect, however, the alpha from the trees in the background is not working properly in front views. Any idea about how to solve this? Thanks!


texts: For some reason the cell fracture addon put all the shards (about 50 of them) to be on all the layers, instead of keeping them on the first layer. I use these layers for other things, so leaving them isn't an option. How do I set all of the shards to be in the first layer, without having to do all of them by hand?


texts:
So I made some shape keys for the lips, added some eyebrows and went to work on them, only to notice that they're being affected by the lip shape keys.

How do I fix this? Do I have to make the eyebrows before adding these shape keys to the face? Also why and how are they affecting the eyebrows?


texts: How to load an internal blender image using OSL?

texts:
OSL has the texture command that we can use to load image files and map in an object. Dfelinto made a nice video about it some years ago. https://www.youtube.com/watch?v=V5N2rnFtSlw

We also have many samples of it in the source of blender:
https://github.com/dfelinto/blender/blob/master/intern/cycles/kernel/shaders/node_image_texture.osl

But how we can load using OSL an blender's internal image? Some created inside it or already loaded using the uv/image editor?


texts: Why won't this mesh let itself be weight painted?

texts:
For some reason, this Mesh won't let itself be weight painted. No matter what I do, I can't really paint more weights on it, specially not in face mask mode which I kinda need.

Does anybody know why?

Sample file: https://a.pomf.cat/wtlzlh.blend


texts: Bake image from Mix Shader node output to show BSDF base color without light gradients

texts:
I've a shading node setup to create a scratched surface, to show wear of paint. I'm using Blender 2.80. See the image below.

I would like to export the model to SteamVR, and for that I need a single diffuse texture (normal map can be set separately in the SteamVR model). I was hoping I could bake the result. The baked result should not contain shadows or light gradients or anything, only the base color from the BSDF shader, combined with the image from the mix shader so show the scratches. So I expect no gradients, but a homogenous surface color, with scratches here and there, (showing through the other picture of wood). See the shader node setup below.

Shader nodes:

Bake setup:

I tried combining different options. But none give me the result I am looking for.

Result:

This is the best result I got so far. It shows the base color (white) with the colors of the wood texture (to show the scracthes). But the base color has gradients, which I do not want. I do not want the darker color on the left, but a homogenous color. How can I achieve this?


texts: How do I use albedo, heightmap and normalmap on a material?

texts: I've been going through a couple of tutorials on applying textures using the node editor, but I can't seem to get it right. I downloaded some 3d images, they include (albedo, heightmap and normalmap) but that's as far as I can go. I don't know how I should apply them. While following a tutorial it seems so easy but now that I'm trying it by myself, things get a bit tricky :p. I've already UV unwraped my mesh, now I just need some sort of guideline. Thanks in advance.


texts: How do I add a sun to the background without a texture?

texts: I'm trying to get rid of the extra texture in the world material to save on memory that I can use on other things than a white dot in the sky.


texts:
Hey guys, just a quick one. I'm trying to enable this addon in Blender 2.8 (which it's designed for) and I'm getting this call back error. I have no idea what it means or how to fix it.

My addon paths are located in /2.80/scripts/addons/Arnold & /2.80/scripts/addons/brnold.

I enabled the environemnt variables in windows 10 too as required the instructions: https://github.com/tyler-furby/Arnold-For-Blender

Anyone know what's wrong?


texts: How do I prevent trilobe shaped particles from passing through to the outside of the container like so?

texts:
Already made sure that:

The trilobe mesh is triangulated for simulation stability(Ctrl+T in edit mode).
The normals are pointed inwards for the cylindrical container.
The normals are pointed outwards for the trilobes.

Also worth mentioning:

The collision margin was kept at 0.0004 m for both the particles and the container.
The particles were falling out of the bottom of the container as well before when I was using the Cap Fill Type as Triangle Fan after which I switched to Ngon when that issue was resolved.
The Steps Per Second were kept at 1500. Solver Iterations at 200.

Attached also is the .blend file: