texts: Driver to Texture Animation Playback Slowdown

texts:
My Animation playback speed in OpenGL 3D view (solid mode) dropped from well above 25 fps to 0.3 fps. As it turns out, the reason is a Driver added to a texture used on a huge number of objects. More specifically, the Driver applies to an input value buried down in some Node group; since that node group is used in several textures, my idea was to link that property to a custom property (defined on some Empty which acts as parent for the whole subsystem). This setup would allow me to edit a single F-curve for that controlling property, instead of having to copy-paste animation keyframes to at least 5 Node Trees.
Anyway, as soon as this driver is even just present on a widely used texture, the slowdown occurs. It does not help to disable the driver. It does not help to close the F-Curve / Drivers view, and it does not even help to remove the whole Screen for animation tweaking, nor does it help to disable animation display for Curve editors (through the Timeline view's menu). Only if I delete the driver, animation playback speed returns to usual level.

is this a known problem?
are there any other influence factors I've missed?

Note I am still working with Blender 2.79


texts: Automatic weights affect opposite side of the pants

texts: Ok so I'm having this problem where i have these pants and i want to link them via mesh deform but when i try to apply automatic weights and even bone envelope weights, the bones will affect the opposite leg. So for example, i apply automatic weights to the right leg, and the heat map will go on the left leg. Does anyone have a reason for this and possible fix?


texts: My laptop is crashing througth renders, is my graphic card too old?

texts:
Hi (forgive my bad English), I have a HP Zbook i7, with a Nvidia Quadro K2100M. I use Blender (2.81) mainly to render clean mesh objects with some basic texture and hdri ligthing so I can have some reference for drawings and paintings. The last week I was working fine in Eeve and then redendering in Cycles (renders with low quantity of bounces and throwing to the GPU an "easy" render , optimizing here and there so I can have a quite noisy image but quickly and with enougth quality to work as reference and not as digital artwork). Today I added a few textures and now Blender is crashing while rendering. I dont know if it is doing to some bug or if indeed my graphic card is just not made for this, or if my laptop is having some actualization issues, I have tried to actualize or run old actualizations for a few hours, changing TDR values,  but I am done XD.

Any advice?


texts: Camera Footage appears stretched in render window

texts: I'm quite new to blender and i have been doing a Donut and completed it . right now i just wanna put it in a live footage. hence i've tracked camera and set up plane, origin, solved the camera and even arranged my model to suit it . But the problem is my footage appears to be stretched in the render view. I've attached the Snapshot below. please help me get out of it. Thank you ! I've matched the footage's resolutions to the output settings too. however it's an image sequence


texts: How can I stretch a bone's tail to another bone or empty with a constraint?

texts:
A want the second bone's tail to stretch to the third's head.

I have tried to use the Stretch To constraint but then I would need the target to be at the tail at start.

Is there a way to force the tail position to the thirds head?

It's a bit confusing... The bone has only one position in pose mode, but in edit mode it has two positions (head and tail). So when using the stretch to constraint all it can do is to scale the bone. What I really want is to adjust the length of the bone but that attribute doesn't makes sens in pose mode.

The end goal of this is to create joins aligned to other objects and then Apply Pose As Rest Pose.

I'm starting to think it wasn't a good idea.

[Edit]
There is apparently no way of doing this using bone constraints only.
It could be done with an intermediate object constraint but it would be a complicated and not a useful solution.


texts: I locked one axis in edit mode and don't know how to unlock

texts:
I just have a simple plane and I can't move it in z axis.
even if I rotate it, it just shrinks onto its self. Rotates normal in object mode
and the weird lock seams to follow the objects orientation from object mode
I must have hit some shortcut by accident but I can't figure it out.
plis help


texts: How do I change my model to work properly with UV Unwrap?

texts:
I created a character and now I want to texture it.

It was going well until I tried to add texture on sunglasses.

I open the UV Image Editor, after I unwraped the sunglasses and I am getting only a dot. Please take a look as shown in the picture below:


texts: Test if imported (Gmsh) knitted fabric T-yarn mesh has volume?

texts:
I am interested to do meshing for woven T-yarn and Knitted S-yarn as is shown in the figure below in blender. I am using Gmsh to convert standard triangle language to volume mesh.

I am looking for having a mesh to 8 T-yarn and single T-yarn, I follow some videos how to do that, however, in the single T-yarn, it seems there is no actual volume even the tetrahedron seems not optimized.

My question is: How to check whether there is an actual volume mesh in my example of single T-yarn.

From the left is the stl files and the right is the Gmsh software where I am trying to convert to volume mesh.


texts:
I've spent the entire weekend trying to get a grasp on how to rig clothes to characters. I feel like I've tried every possible solution on google and YouTube. What I've done is imported a character with a rig on it, tested before hand the rig itself works perfectly. From a cube I modeled a primitive shirt design, added a Sub Surf modifier and a Shrinkwrap modifier. I parented the Shirt to the rig, clicking the shirt first, holding shift and selecting the rig 2nd, parenting it using the Armature Deform With Empty Groups. Then added the Data Transfer modifier as you can see in the picture. If the modifier is first or applied the shirt modes on the Z axis slightly towards the characters head and is not rigged. When going into pose mode and moving any of the bones, the Shirt mesh completely stands still. Am I doing something wrong or missing a critical step? Any help or guidance will be greatly appreciated. Thanks ahead of time!

Hi Nathan, I appreciate you taking the time to answer my question. But after reading all of that, Its honestly just created more questions in my mind instead of answering any.
1. You say "(With the armature modifier. Use ctrl-p armature deform.)" What do you mean with the armature modifier? Also I'm not supposed to do ctrl-p armature deform with empty groups? Everywhere else I've ever seen people do it they use empty groups.
2. You say "because you don't want to transfer from a posed character, you want to transfer from an unposed character and only then pose both the character and the clothes." I'm currently using Adobe Fuse CC to create my characters, defaulted they come in T-Pose mode. Would this be considered a pose even though its defaulted like that? If so what would be an non-posed character? Because technically in order to get the character in any other position that the defauled one, I'd have to pose it.

I've reread your comment probably 30 times trying to understand what you mean and trying different things, but I just cannot get it to work.


texts: Twisted IK handles. mesh is twisted. what am I doing wrong?

texts:
it is my first time really using blender to make a rigged 3D humanoid with IK handles. for some reason, my model is very twisted and contorted after applying automatic weights. and I've been unable to figure out what I'm doing wrong or how to fix it.
could someone who is experienced tell me what I might be doing wrong? or how to fix these issues?
Here is my blend file!


texts: What's the difference between the different Rig Types ? (Rigify add-on)

texts:
I've made a metarig (a ready-to-use skeleton) for a character mesh and I've added some extra bones for the feet (my character has long floppy flippers). For each new bone, I need to assign a "Rig type". To do so, in "Pose Mode", I select my new bone and I go to the "Bone Panel" and I scroll down to "Rigify Type" and "Rig type". Here there is a all variety of usable types of rigs...

My question is: With Rigify, what's the difference between the different types of rigs and in which situations should we choose one specific type of rig instead of another ?


texts: What's happening RE Blender Player? Has it been discontinued?

texts:
I'm a bit out of the loop, but my Mac Software update client says Blender Player has been discontinued. The current (last?) version of Blender Player is 2.79, file build date 9/14/2017.

I'm wondering what the story is behind this? I looked through the release notes going back to V 2.73 on the official Blender website and did a search via DuckDuckGo (my preferred search engine) and did not find any mention about what's going on with the Blender Player, and I looked deep clicking on "read more" on closely related topics on version 2.79 and 2.78.


texts: How to convert STEP to Open Collada or other importable format

texts:
My source models are from Creo (CAD application), and I have had fairly good success getting them into Blender as follows:

Export from Creo in STEP format.
Import into 3ds Max (30-day trial license).
Export from 3ds Max as Open Collada using the plugin.
Import into Blender.

However, my trial license for 3ds Max is ending soon, so I'm wondering if anyone knows of a good free tool that will convert STEP into something that Blender can import. Thanks!


texts: Brushes flickering as I scale their brush size

texts:
I am trying to use some brushes that I purchased. As I click and drag, the brush's "image" will scale up to a point, but then suddenly change entirely, please see my video attached
https://youtu.be/THpZ9ZpGLoI


texts: How can I achieve a "painted" effect in my scene in blender?

texts:
I would like to model some rooms and offices and achieve this sort of look when in done:

Im fine with modelling, but how can i go by in getting it to look like the style on these images? Is there a way to add a painted effect in blender to objects or even to the whole render? Or should I consider getting this look in post production in another program by applying effects?


texts: Adding a cardan-error to an animation with constraints

texts:
I have created an animation of a cardan shaft: youtube video. I'm using transformation constraints to copy the rotation of the base joint and obviously the others are sliding into each other. I would like to modify the constraints insofar that variations in the rotation-speeds can be simulated. You can download the example from here: Dropbox

A I'm using transformation-constraints to simulate a cardan joint. Since transformation constraints can only solve simple linear equations with one variable, it is impossible to correctly calculate the speed inequalities between the joints which would occur in reality. As a result the joints  overlap during the rotation.
B I was looking for a possibility to add functions to emulate this cardan-error. I learned recently that it is possible to combine constraints with drivers. Blender-drivers call python method. In this methods trigonometric functions can be called and it is possible to use more than one input parameter. (It is necessary to calculate the bend between two joints.)

I would have accepted B as solution for my problem.


texts: From an imported DXF file, line weights were taken over as faces. Now I have to connect the outer edges. Is there a simple way to do this?


texts: Rendering multiple layers separately causes weird black artifacts (2.79b, Cycles)

texts:
I have a ground mesh which I have cloned into multiple layers. It is the same mesh, except one has a grass material, and the other is sand. I wish to render these layers into separate render layers, and then combine the result with the compositor to produce a fancy effect.

When I select only the grass layer, and render that, then everything seems fine (environment & background omitted):

Same goes for the sand layer:

But when I try to select both layers for rendering, and render, then the grass layer seems to have strange artifacts (just the grass layer, no compositor):

Looking carefully, it could just be Z fighting, since you can kind of see that the black parts are where the sand was displaced (as the sand uses displacement in it's material). But the grass render layer and sand render layer have separate scene layers selected, I can't see why this would happen.


texts: While editing my model, my camera jumps?

texts:
So I'm editing a model and for a while now, the camera seems to "jump" to a different view whenever I click. I'm using the shift+F method for moving the camera, I'll move the view to see some vertices better to continue working and when I click the mouse to stop using the camera it jumps to a view that is really off.

For example, the area I'm working on(on the model) is the area I've circled in red and this is after I've pressed Shift+F and in free-roam camera mode(I think that's what it's called)

And this happens when I click to exit free roam camera to work on the model

So any ideas on how to fix this? I've changed the clipping distance minimum so I could get this close to edit(otherwise the vertices vanish) so please don't say to go to default, otherwise I can't do the internal work on the model.

Update: I know clicking with the right mouse button resets the initial position and no, I've been clicking with the left, not right button.
Update: The fix/answer was posted in this question:
Walk mode camera "jumps" back when stopped

In short, scroll as far in with the mouse wheel as you can, then it won't happen. That causes the camera to jump.


texts:
I'm having an issue getting fluids to calculate if i set the stat time anything other than 0. I have a situation where the calculations (base on an object track) need to start 4 seconds in and end 32 seconds later. I've tried a number of things all of which don't net the correct results.

1) Setting start-end frame ranges
 - Everything still simulates from frame 0 even if i set the frame ranges where i need them.
 - Have TIME on the domain set to 0 and 32. was assuming that it would use the start time based on the current frame range? Guessing not.

2) Setting the start time
 - Frame range is left to start at 0.
 - Domain is set to start of 4.0 and end of 36 (to include the offset of the 4 second start).
 - Upon doing this it never actually simulates. Just sits on a calculating to infinity.

So my first question is is it even possible to simulate MID portion of an animation or do i need to slide everything back to start where i want the action the begin?

And secondly, does the time offset for start work currently? I've read mixed results online.

Appreciate the help!


texts: I thought, that I would import "images as planes" a video of a green screen explosion and then remove the green background, but I couldn't find a tutorial for it. Any help?


texts: How to make a node group to calculate fresnel via F0 values

texts:
Object
I want to make a node group so I can enter a F0 value instead of the IOR value for fresnel.
Purpose
The purpose is to make a fresnel node group for metallic shaders, since default fresnel isn't suitable for metallics.
Already tried
I've already tried curves with facing node, but I'm searching an alternative without curves since they aren't easyly/quickly modifiable (in my opinion).
Starting point
I've started with a fresnel node with an IOR of 1.6, it gives me a nice curve to work on.
Then I put a power math node to have a max value of 1 and adjust the curve's F0, it works like I want, but it isn't intuitive to enter a power value of 0.01 for a F0 of 97%.
Test scene
Color management set to none (pure datas)
Orthographic camera
An arched mesh to apply the shader, I know that the progression of the angle related to the camera isn't linear, so the end of my curve will tend to be x compressed.
Emission shader to see the curve in the waveform tool of the compositor

fresnel_f0_test_scene.blend

Question
With this base, let say I want a F0 = 45% (0.45 is good too), what node group must I set to have the 45% (or 0.45) value driving the power of the fresnel 1.6 IOR value?
Precision
Since it's for metallics I don't need to go under the 1.6 IOR base.
And I used the terme driving but if possible I want to avoid drivers.

Edit: To expose a bit more about the fresnel issue with metallics.
This is a fresnel curve from default fresnel IOR=1.6 (F0=6%). Good behavior for dielectrics.

This one is a default fresnel IOR=18 (F0=80%). Here you see the drop down of the curve, certainly why people use edge tint.

This one is a default fresnel IOR=1.6 with a power of 0.072 (F0=80%). This time the curve is correct (don't know if it's 100% but nice enough). No darkening of the grazing angles

It's why I need a convertion from F0 to the value that powered the fresnel curve IOR of 1.6 (or better, an IOR value of x)


texts: Not getting similar shape in edit and object mode

texts: Im not getting similar shape to my model. When im in object mode look that the end is connected and when i go in edit mode its far away from the end to join. Whats going wrong with my model. i have remove doubles also yet not get a success. Any solution


texts: What's the best way to build a GUI for non-blender users to control materials?

texts:
OK so I have a scenario whereby my colleagues are creating an image and overwriting a texture, they can then open a blender file and hit render to get an image showing off the design.  However I need them to be able to change certain colours of materials without ever having to know anything about node setups.  They are comfortable with design software but 3D etc is beyond them.

I am looking to create a separate scene that will act as a simple GUI for them, whereby they can change certain colours of materials with colour picker boxes etc.

I'm comfortable with scripting in other languages and feel I could get on with Python but is there a way of doing something like this without much scripting?  I see the option to 'add custom properties' on an object (probably not what I'm looking for but it gives you an idea)

Hope that all makes sense.

Tom


texts: Cycles texture bake differs from rendered appearence?

texts: Baking textures in cycles in ruining the look of objects, but it only seems to be a problem when scaling is required(Scaling in this case was done in UV Editor by scaling UV unwrap. Leaving unwrap oversized causes texture display problems, but if I try to use Ctrl+a to average size and then Ctrl+P to pack, that causes issues in its own right.  Node Setup Included.  Im sure there is something simple I am overlooking, but I can't seem to nail it down.  Any help would be greatly appreciated.


texts:
Why image showing black. As the image and the nodes looks fine to me.

I have my transparent png image. When i unwrap and added texture. Image and the background look black.

May i know the reason why the texture and its background getting black.

I need this way the result

But its fake or wrong method i just put a plane on top it like this

and got the above result. But i want a clean way result.

Any suggestion or help. Thanks


texts:
I want to make a plant that has long 'slitlike' leaves (long, and narrows to a point at each end). So I made a UV sphere and have removed the horizontal edges so i just have the slits 'on the sphere' as it were. Now I want to "peel off" each slit individually and shape it so that it has the shape of the leaf. How might I do that?
thanks

the plant should look like this: enter link description here


texts: Is there a way to rotate my object such that it matches perfectly with the axis? I'm trying to mirror a spherical object but the mirrored product is always off due to (what I suspect to be) rotational issues. I'm new to blender and I've been struggling with this for hours, any help would be welcome


texts:
is there a way to bypass this openGL support, i just need to run this program on low spec computer in purpose.

or maybe there's another suggestion about what program that i can use with OprnGL 1.3

best regards~


texts:
I export my model from Blender with gradient vertex color but when I import to Godot, all the color become solid:

I don't see any other setting in export panel that allow use to change anything about vertex color, So I am not sure what else I can do to make this possible.


texts: Can't insert drive to Transform belong to edit mode?

texts:
I want to insert a drive into the transform of the bone's head or object's vertex, but I can't insert it. Is it impossible to insert itself?
2020-12-20 updated
I found a way to drive the object's vertex. No bones. This is the link. Is it possible to add a driver to a vertex position?

2021-01-18
My update is too late. I thought I solved the problem, but it wasn't. I accessed the Outliner's Data API, but it was impossible to modify the value in Object Mode.


texts: Can some one help me identify these edge lines

texts:
So my problem is that i was making a low poly house and part of my workflow is to use the solidify modifier but after i applied it when i go and select or look at certain lines they very thick and also when i select one it goes black yellow-orange (or white) then black, its hard to discrib buts here's a image.

Help is much appreciated.


texts: Select all faces within an area delimited by sharp edges

texts:
I've got a model that has sharp edges around islands.  I want to keep the sharp edges, and be able to select only the faces inside the island borders.  Any ideas?

I'm able to select a single row around the island.

Then one more row.

Any more than that and the selection selects things outside of the island.


texts: Eyebrow mesh, Eyelash mesh move seperatly from rest of head

texts:
I went through the suggested posts that came up when I typed this title and they did not solve my issue.

I have a model created with the Make Human program. head, eyebrows, hair, teeth, eyelashes are all separate meshes. When I tilt the head back the eyebrow and eyelashes sink down into the head. All the other meshes move with the head properly. I have tried to join the eyebrow and eyelash meshes to the head, when I did they disappeared.


texts: Can object parameters be set from data file?

texts:
I would like to do 3D animations.

M spheres appear moving around and rotating along N frames (all spheres will appear in every frame).

For each sphere at every frame, these values are saved in a text file, which I'd like Blender to read:

position
angle rotation

Is it possible to read this file from blender, (so that Blender will create N frames and move and rotate at each frame the M spheres with the data read)?

I can write the file with the positions and angles in the most easily format to perform this. Eg. csv file:

time step | sphere number | x | y | z | mx | my | mz

(where m is refered to the rotation components)


texts: Is there a way to change default Modifiers' options?

texts:
Is there a way to change the default Modifiers' options? For example, Boolean options.
Let me explain: I work with high-poly models for 3D printing. And each time I forget to turn off preview option I have to wait for 1-5 minutes of calculating while risking Blender to crash. If I accidently choose e.g. Bevel instead of Boolean - the same. With this issue modelling becomes a real pain feeling like minesweeping. One wrong move - and you either waste 5 minutes or all loose unsaved progress. Or 5 minutes AND loss of progress.
I'm so done by this problem I'm even ready to bother myself with finding and editing internal Blender's scripts =) Or am I being stupid and there's a button that does this?
Also, this would save a lot of time because it'd save a ton of unnecessary clicking.
Thanks!


texts: My projects are turning into my background

texts:
For some reason my project in material and render views are trying to copy my background, literally. I've tried installing reinstalling (My blender version was 2.83 now is 2.91) google, updating drivers, restarting my computer, starting a new project( it affects even my default cube), resetting my default settings, opening another project and I'm lost...
My computer has 15.9 gb for ram and it's a 2019 CyberPowerPC


texts:
I have an animation where projectiles are being shot at a character.
Currently, my projectiles have to exist for the entirety of the animation. This means they have to exist in a far-off place, be transformed to the correct location, and then linger (invisibly).
All of the above significantly slows down my animation. The viewport barely renders at 6 FPS.
My projectiles are rigged, and have to be animated while being shot at the character.
Is there any way to spawn and despawn these projectiles when I wish?


texts: I am having trouble with baking normals on these pants i modeled. you can see in the image that the top right. The normal just ends in the middle of the uvs. does anyone know of a way to deal with this sort of things? I had a high poly pair of pants with the folds and details and then retopologied using the snap to face toggle. so the models are the same shape and size.


texts:
I want to extrude three cylinders from one. I don't want to create another cylinder mesh, so this way I can avoid clipping

Here's exactly what I want:

https://gyazo.com/d9f9d82db16d75bb2386da1380c9022f

Thanks


texts: Is there a way to save a baked cloth simulation (in .blend file or to disc)? seams odd if you have to bake each time the blend file is reopened?


texts: How to render 2 scenes in the same animation

texts:
I have two scenes, both with the same resolution (720x576).
My target is to get an animation with one scene in the upper part e the other in the lower part.

I tried using  compositing, but I couldn't get the result I expected.

I added a third scene with resolution (720x1152) as canvas.

It seems that the two images are enlarged and cropped to be resized to the resolution of the canvas (720x1152).

Any suggestion to avoid such a resizing or any other method to get the result I expected?

I tried also VSE, but I found a very similar problem.

Thanks

As suggested, I edit my question to explain the problem I have with the solutions of the two questions indicated below, that are similar or equal to mine. They do not avoid the resizing of the images when the images/animations are rendered, at least in my case.

Fig.1 below shows the best result I have got from the solution indicated in the first of the two questions, adjusting some of the parameters of the nodes.

The solution proposed in the second question is very similar to mine. It uses the transform node instead  the translate node. It seems to work in the preview, but when it is rendered, it shows similar problem as the others, at least in my case. Please see fig.2 below. Note the change in the input node where the images have been resized automatically.


texts: how can I position an object at a moving bonehead?

texts:
I would like to draw a steam locomotive with rotating wheels, driven by a horizontal rod.

Cannot find an Object Constraint to couple an empty to the head of a rotating bone.

The base of a second bone should follow the head of the rotating bone.
The head of the second bone should move lineairly on one axis.
The base of a third bone (the horizontal rod) should be connected to the head of the second bone.

3        2/\
---------/  \1


texts:
The manual for V. 2.80 says:
 "To open the User Preferences editor go To File ‣ User Preferences. "

User Preference does not exist under File.
I want to make paths to folders with filepaths
Where do I find it?


texts: Set and display correct Z depth values Blender render

texts:
I have an object in my scene and I wonder how I can render it so that each pixel will have the distance from the camera in metrics unit? where the the nearer to the camera it will have whiter colour and the further from the camera will have blacker colour and greyish in between. I don't want to use normalization as this will ulter the correct Z depth values so I'm trying to use the Map Value node but I'm not sure how to set the correct values where logically the pixels nearer to the camera will have smaller z values than pixels far from the camera.

This is my current status:

As seen in the below image, the z values of the closer parts is bigger than the values of further parts, I don't know how to fix this:

My .blend file can be found here:


texts:
I would like to hide many items in the Outliner by grouping them and then collapsing the group.

I realize the Outliner can display only Groups, but those groups are functional groups that affect the way, for example, animations work.

The kind of groups I'm wanting to create are solely for the purpose of reducing visual clutter in the Outliner and won't effect anything else.

I saw this question was asked before, but none of the answers solved my problem. (How can I organize the outliner with groups?)

Does anyone know of any solution?


texts: Destroy objects in real life (Compositing)

texts:
How can I use Blender Compositing, to do a fracture cube, and compositing it into a video, for example where are building or something is destroy itself.. :)

But the texture of the building in the Video should be match with the destroying cube, so it should be look like it was real happening.. :)

I hope you understand what I mean... :)

When you not understand it, then watch this video from the minute 1:10.15, where he is "match" the texture with the ground break... :)
https://www.youtube.com/watch?v=2R7N8UqT04U&list=RD2R7N8UqT04U&start_radio=1

So I hope anybody can help me? :)

Thanks for answers :D


texts:
here is a gif that shows what I mean, https://gyazo.com/8eddc89e4b69484d22b8974d49c474fd
I want to make a path for the tractor to follow but the paths are just to rough, even if I extrude 10 times or 100 times, it keeps chopping. im a blender noob :/ but if someone knows an easy way for me to make a smooth path that would be great


texts:
I am writing some app to control Blender by gestures using MS Kinect. I saw few examples, like adding cubes etc, but i would like to know is there an option to use API to change view, rotate or move object smoothly as doing it by mouse. I know that i can use for example:
    bpy.ops.view3d.view_pan()
but it will happen instantly, not as doing it by mouse.
The second question is can I use Blender API to execute python scripts one after other. I mean, is there option to run script by external program, not by clicking in blender "run script"? This is necessary if I want use Kinect without using keyboard or mouse.Thank you in advance for your answer and I'm sorry for my English :)


texts: How do I change between different images based on the rotation of the camera

texts: This is the 3D setup in blender with the plane always facing the camera. The method I used here was animating the texuture. I want to know If there is a method for the image to automatically change based on the camera's rotation.


texts: How to make falloff of point light constant using python API

texts:
Version: Blender 2.81
I want to make point light's falloff_type constant using python api.
And I ran below scripts:
bpy.ops.object.light_add(type='POINT')
bpy.context.active_object.data.falloff_type = 'CONSTANT'

But the second line doesn't seem to work. What's wrong?


texts: Convert objects with the clamp constrain to a single mesh

texts:
So I created a circle with leafs

And I used a method from an older question here on stackexchange Spawn planes around a circle?

And this is how I have done it

But now I have to rig my mesh and I get weird results with rigify. Is is possible to convert the complete circle of leafs to a real mesh?


texts: How to correct flat shading on textured face with holes cutted?

texts: I am modeling some furniture and got a problem with flat shading of a surface. I first draw a rectangle, where the texture and shade were OK. After cutting two holes though, the shading got weird. Could you help me with this issue?


texts: Why does editing leaves behind the previous mesh?

texts: I don't know what exactly to ask for but every time I try to edit this mesh, it leaves behind the old mesh; occasionally with a connection to the edit. Please help. I can't find a way around this issue.


texts:
I have an object created in Cycles. After switching to BGE some parts(bandwrist elements) are significantly changing its position, though in viewport everything is correctly displayed.
In other threads it is said that problem can be related to broken modifiers, but in this file I've found modifiers that only affect shape of bandwrist elements and after disabling them, displacement still being there anyways.

Blend file : http://www.filedropper.com/wristwatch


texts: How to render a world position pass that includes volumetrics?

texts:
I've found the 'how to render a world position pass' Q&A on here, but I'm stuck at how to render one that includes volumetric objects (smoke in a domain object), it does not show in the render layer I setup as per the above answer.
Obviously, as there would need to be a separate shader feeding into the 'volume' input of the material output node, my question is how do you create a WPP shader for volumes? Or more to the point can you create one?

Edit- It looks like you can almost do it, but the smoke gets incorrect / different XYZ-RGB data compared to the meshes. If you look at this video, you can see that in Fusion you can pick 3D/XYZ position from the 2D render, but the smoke isn't in the same 'world' position wise.
https://youtu.be/Ne9J2vyGOS4

The shaders are as follows-

Any ideas? How to get the smoke WPP shader to match the mesh WPP shader position wise?


texts:
I am texturing leaves on planes and while rendering , it is generating blurry  shadows of the leave object. The same problem occurs with the other objects also.

Any recommended render settings for a sharper shadow?


texts: Shrink Wrap Modifier producing unexpected results

texts:
I'm trying to add a label to a bag I've modelled and I want it to follow the vertices of the bag. When I try to shrink-wrap the label to the top of the bag it just makes an odd rectangular shape.

I tried pointing the modifier at a vertex group on the bag but this did not work either.

Any ideas?


texts: Exporting camera movement from Blender to Cinema 4D

texts: So I have a very simple camera in Blender that I need to get into C4D. I've been trying both fbx and collada exports with various settings but nothing seems to go through. I either get no keyframes at all, or keyframes with scale and rotation completely wrong. I have baked the animation. Any help or pointers would be greatly appreciated.


texts: I know there exists a spacing button in Blender (seen it on YouTube) but can't find it. It automatically spaces selected vertices an even distance from each other. Ideal for getting a more regular Grid Fill .


texts: Can tracking data from Blender be exported to use in Fusion?

texts: I’m new to blender and resolve and was curious if it’s possible to do the tracking in blender and then send tracking data in some way to resolve to use in fusion? If so, how?


texts: I made a model of a small building, lit with HDR and some light planes.  The walls are textured with images, normal maps etc The whole file is about 28mb.  The 4 walls are separate meshes, and I am trying to bake the textures one wall at a time.  I unwrap a wall section, create an image in the UV editor, add a new image texture node in the node editor,  etc. and hit bake and every time Blender crashes immediately.  If I copy and paste the wall section into a new Blender file it bakes just fine. The wall panel by itself is about 1.5mb. I have tried baking while in Object mode, Edit mode, to no avail.  I'm just trying to bake one small mesh at a time so I don't understand if this is a memory problem?  Using 2.79, Cycles, CPU.


texts:
I have two 3D views, one for each of my monitors. The first view with a solid shading and the second with the rendered view of Octane render.

It would be great if when rotating my solid shaded view the rendered view would update, on the other monitor, to reflect the same change.

Is this possible with Blender?


texts: Cycles Materials Math node with more than two inputs

texts:
Are there any mods that allow Math nodes to accept more than just two inputs? I regularly find myself wanting to, say, get the Maximum value from multiple inputs and end up having to chain multiple Math nodes together. While this does work fine, it looks really messy and is quite inconvenient and cumbersome. It would be really nice to have a Math node that could work like the Group Input/Output nodes where a blank socket is used to add any additional inputs/outputs as required.

Obviously better than a mod would be native Blender functionality for this. Where would I post such a feature request if there isn't one already?

EDIT : The main question here is whether such a feature exists already - if it doesn't then I'll look into raising it as a feature request - but I'd like to determine that this feature doesn't already exist in some form first.


texts: UV-Mapping not correct on 3d model but in UV-Editor

texts:
Recently I started texturing parts of my model and came across a problem I cannot figure out a solution.

I unwrapped the model as I liked and created a simple transparency map to not use any modifiers to cut out windows and so. As soon as I connected the map to see the first result the texture was slightly off on the 3d model. I looked in the UV-Editor but there the mesh is correctly unwrapped as it should be, however on the 3d model it is not. Do you have some advice for me or a solution?

In the last picture, you can see it's not only a problem at the rear door but also with the sunglass-look at the cockpit windows.

Here is the link

Do you have some advice for me or a solution?


texts: Loop animation of an imported image sequence in the video sequence editor

texts:
I'm looking into the Blender Video Sequence Editor to create animations out of existing sequences of images. The image sequences are generated with POV-ray. I've downloaded Blender 2.79, I run W7 64-bit.

So far my main source for learning about the Blender VSE has been the series of Youtube tutorials by Mikeycal Meyers. Other than watching the first videos of that series I have no experience with the Blender VSE.

The shots of the video that I want to create are all looping sequences. For instance, the shot that I'd like to render for my first try is a sequence of 240 frames (sequentially numbered PNG files). Designed to loop around the last frame connects seamlessly to the first frame.

With Google as my friend I succeeded in importing the 240 sequence of images into the Blender VSE. Using Shift + D I can create a duplicate of the image sequence, and when I drag that to the right the duplicate appends itself after the last frame of the original image sequence.

At that point I got stuck.
To test I would like to render a 480 frame animation; two repetitions of the image sequence. But after the dragging  the 'Edit Strip' says the
'start frame' is 240. What I need, of course, is that the 'Start Frame' remains 0, and that the 'Length' increases to 480.
I tried editing the 'start frame' field. But when I do that the VSE bumps the duplicate from Channel 1 to Channel 2, so that doesn't work.

So my question is:
Is there a way to render a sequence of multiple duplicates of an image sequence as a single animation?
For many of the shots of the video that I have in mind the animation needs to loop multiple times.


texts: Rendered environment map is misaligned to World

texts:
I modeled a sun, placed it up in the sky of my scene, and rendered an HDR image to use as an environment map.

The problem is that when I then make a World material and load this image into the Environment Texture node it is totally out of alignment with where the sun object is in my sky.

My camera is in the World center, and I've tried various rotation settings, including clearing its rotation. No luck.
I've also tried to shift the alignment of the Environment Texture node's image via its Vector input, but that caused nothing to show up at all.
Any ideas what I need to do differently?


texts: Boolean half the time doesn't work but does union?

texts:
Im not sure if Im doing something wrong here or what is happening but about 50% of the time whenever I do a normal boolean difference modifier, if I have at all modified the big object previously, I get this instead of a nice clean cut -

Where that bottom cube sticking out was supposed to be cut away. I have no idea what to do about it and oddly a union cuts a hole, but doesn't make the insides have "walls" so to speak. Ive tried recalc normals and everything here How to cut holes in an object using another object?

But nothing is working. What is wrong? its doing an additive boolean.


texts:
Is there a way to set the backup directory for Blender 2.8?

Previously, I used the addon from this question, but it is deprecated for 2.8.

Has a builtin way been implemented?


texts: using particle system to cover hollow objects

texts: I want to use particle system to put particles on the inside of this hollow cylinder (to project from inner surface to the hollow cavity or lumen) but when i use particle system it automatically covers the outside of the cylinder with particles.


texts:
I want to add a short key to mark seam.
So I selected the edge and press ctrl+E and with the mark seam I right click on it and selected Add shortcut and press the key that is dot beside shift in the pc keyboard.
When I start to press it works awesome. But the problem is when I open a new file there is no shortcut key to mark seam.
Then I tried again same way and save with the save startup file. But same after open a new file the shortcut key disappear.
How can I fix or keep permanently my shortcut key? And how to know which key is available in blender that can I put on that shortcut? Any suggestion or help?

Answer : After adding the shortcut i have to save user settings in user preferences.


texts: How do I copy uvs between uv sets on a single mesh in blender 2.8?

texts: New to blender. I have an imported fbx mesh with several uv sets: uvs_1, uvs_2, uvs_3. I would like to copy the uv islands from uvs_2 and uvs_3 to uvs_1 in order to collapse the sets to a single set. In other DCCs (modo, maya) I am able to simply copy my uvs and paste my uvs into other sets. It does not appear to be as straightforward in Blender. Google and youtube are failing me so I'm here now. How am I able to achieve something similar in blender? Thanks!


texts: How to rearrange the angle of existing polygons

texts:
I'm trying to think of the easiest way to connect the opposite angles of the quads, as shown in the figure below, are there any existing solutions?
I've found a way with inset modifier + collapse, but after that there's an old grid that's hard to isolate


texts: Output vs Format vs Codec: what is the right combination?

texts:
Context

My problem started with a partial lack of sound in my rendered file. The WAV audio strips were missing from the output, while the AAC audio from a .mp4 video file was present. Everything is audible when editing.

There are some related questions which taught me that it's a problem of codec selection. This one and its answer motivated my further investigation and my question: I can't render audio with my video

I had the following for the output settings because I thought MP3 is a good selection which would work on all computers (I am using Blender 2.77 on a Ubuntu 14.04 derivative (Mint) and I have libmp3lame installed)

I solved my problem by changing the Audio Codec to AAC.

I am looking for:

Explanation of why with MP3 output the WAV sound is missing but the AAC sound is audible
Understanding the differences between selections in Output section: MPEG vs H.264 since these seem to be the most common. Other formats are welcome :) (Frame server, XVid, AVI Raw|JPEG).
Explanation of Encoding > Format and Encoding > Codec options, in relation to point 2. For example, why are you able to choose MPEG output and non-MPEG format and non-MPEG-non-<format> codec? This is VERY confusing.

I hope I won't be closed as being too broad, I tried to be as specific as possible.

I realise this may not be a blender specific question. Please advise where to look for additional information.

Related questions:

Some of these are experiencing problems similar to mine (lack of sound) and usually due to a misconfiguration of Output and Encoding sections. However, even those that are solved give a very specific answer and are of little help when you're problem is slightly different

Sound works in Blender, but no sound in the final render

This one gives one choice that is working, but no explanation: Rendering Sound In Video Sequencer  (duplicate https://blender.stackexchange.com/questions/47816/how-do-i-render-intros-in-blender-with-sound )

This one reports a problem when converting FLAC to MP3. It could be related to my initial problem, since both FLAC and WAV are lossless https://blender.stackexchange.com/questions/38850/script-for-audio-encoding

Can I incorporate audio into my output avi render?

Why isn't audio rendering?

No audio output in rendered video file

VSE: How to render a video with audio?

Maybe: No sound in VSE


texts: Blender 2.8 subdivision creating small bumps

texts: I'm new to blender and I tried making a face but it ended up having small and sharp bumps well as creases. So how do I make it smoother?


texts:
Uploaded an unlisted video of it on youtube, happens at 00:05.

If you notice, the shadow of the blue shirted guy's head is blocky and very glitchy. I have no idea what caused this. Here are my render settings:
24fps
AAing turned on at 8, full sample
256x256 tile size
PNG, 90% compression
720p 100%

I just need someone to explain this. Thanks.


texts:
I've linked to a blend file containing bits of two objects, both with a green material, and both (at least as far as I can tell) with the same texture. In fact the object on the left (named "water") was created from the object on the right (named "terrain") after the material was created. They look the same in solid shading. But in textured shading, they look different. The water still shows the green material, but the terrain does not. I obviously did something to the terrain object when I was paying insufficient attention, but I cannot figure out what would cause the same material to look different. Help, please?

FWIW, the rendering agent of choice here is Blender internal.


texts: Set inverse Child OF constraints via python

texts:
A few years ago I used to be using a little script found here in order to reset every "Stretch to" constraints of an armature, in pose mode, even on unselected/offlayered bones  :

import bpy
    for b in bpy.context.active_object.pose.bones:
        for c in b.constraints:
            if c.type == "STRETCH_TO":
                c.rest_length = 0

It has been very useful, especially when you drastically edit the bones positions of an already finished rig (i.e. when you reuse the same rig for similar but different models).

I would like a very similar script, but with "set inverse" for CHILD_OF constraint.
But I barely know Blender's API and every try haven't got anything working nor going the right direction.

My last attempt looked like that:

import bpy

    for b in bpy.context.active_object.pose.bones:
        for c in b.constraints:
            if c.type == "CHILD_OF":
                context_py = bpy.context.copy()
                context_py["constraint"] = constraint
                bpy.ops.constraint.childof_set_inverse(context_py, constraint="Child Of")

And got this error:

Traceback (most recent call last):
  File "\Text", line 7, in <module>
NameError: name 'constraint' is not defined

I also got this proposition from another guy:

import bpy

for b in bpy.context.active_object.pose.bones:
    for c in b.constraints:
        if c.type == "CHILD_OF" and c.target is not None:
            c.inverse_matrix = c.target.matrix_world.inverted()

With this one, no errors returned, it executes properly but simply doesn’t affects the rig.

If someone could help me, that would be kind.

Edit: this is one of the tracks if followed, but hasn't worked for me. Also, it looks like it's for object mode and for active selection only, while I'm going for pose mode and effect on the whole armature.

EDIT 2: SOLUTION

A big thank to Konybravo for this piece of code:

import bpy

ob = bpy.context.active_object

# Take a copy of current layers
org_layers = ob.data.layers[:]

# Show all layers
for i in range(len(org_layers)):
    ob.data.layers[i] = True

for b in ob.pose.bones:
    for c in b.constraints:
        if c.type == "CHILD_OF":
            context_py = bpy.context.copy()
            context_py["constraint"] = c
            ob.data.bones.active = b.bone
            bpy.ops.constraint.childof_set_inverse(context_py, constraint="Child Of", owner='BONE')

# Reset back to orginal layer state
for i in range(len(org_layers)):
    ob.data.layers[i] = org_layers[i]

Working straight away, even on bones hidden in a layer. Yay \o/ And thank y'all for helping me those days.


texts: Mesh transparency, with image but turns the transparent parts black

texts:
I'm still new to this, I have a transparent image for this mesh, but it makes the transparent parts black, any help?

only appears transparent in texture paint though I don't get it


texts:
I am trying to get the text (Date) to inscribe onto the base but when I apply the Boolean modifier it the result I get isn't as  expected.

Here are the images of the problem meshes:

Clarifying that they are seperate objects

The boolean modifyer and the shapes together

After effects of applying boolean


texts: How can I export every frame vertex animation data?


texts: By hollow, I mean that I want only the sides and the base of the frustum to be visible. I already have a 3D Cone Frustum so now I only want to subtract the inner regions from the cone. So, my question is of course, how to do that ? I thought of using boolean but it only shows the option of a cone, so is it possible to use another one as a boolean modifier ? if yes, then how. I am a total noob and hence forgive me if its a bad question.Thanks in advance.


texts: How to create topographical contour lines ?

texts:
I am working on engraved cave walls, got from 3D scan. I would like to create topographical contour lines (maybe not "lines" but "ranges" ...) in order to see better the engravings.

I have already managed to display what is front from what is back with Geometry/Pointiness node, but i would like to be able to enter accurate values for each slice ... Like 0-3mm, 3-6mm ...

Does anyone know how to do this ?

(sorry if my english is not quite good)


texts: I am working with some models, and most of them come like this, with a line in the middle that delimits the model in this two uvs. What's happening here?


texts: Can I import an image file so it can be used in grease pencil?

texts:
Can I import an image file so it can be used in grease pencil instead of drawing? I would have problems with hand drawn image in Blender due to a stroke.

Specifically I'll have difficulty drawing vertical and horizontal lines with grease pencil. I need to import some line drawings of buildings, and the way that Grease pencil enables you to draw in 3D space appeals to me.

If so How would I import exactly, into Blender generally?


texts: How to join all objects created in a Python script?

texts:
I have a script that creates a bunch of objects and at the end joins all the objects in the scene into one big object using this piece of code:
bpy.context.view_layer.objects.active = bpy.data.objects["Base"]
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.join()

This works fine if I start with an empty scene, and then copy the final object into my main scene. However, I would like to have a script that creates a new object in the main scene, so I need a way to join all the objects created with the script, and not the ones already in the scene.
I thought of adding some unique prefix to all the created objects, then selecting all the objects with that prefix, join them, and finally remove the prefix from the final object, but that solution seems very tedious and wrong.
How would you solve this?


texts: Can Blender toggle camera orbit/rotate on keypress?

texts:
I'm new to Blender and one of the big hurdles for me is camera movement. I'm coming from 3ds Max where I'm used to pressing a keybind (CTRL-R) to enter an Orbit mode, in which left click and drag rotates the view and right click exits the mode. My question is, is there a way (settings or otherwise) I can get Blender to do the same?

I already know that I can set camera rotation/orbit to different keybinds, and that both 3ds Max and Blender will let you orbit with CTRL-Middle Mouse, but I've gotten so used to toggling it on/off instead of holding down a key. I foolishly tried to set camera rotation to left mouse in Blender but then it just orbited always and I couldn't select things. If I could somehow set orbit/rotate camera to left mouse and then a toggle keybind to turn it on and off I'd be set!


texts: how can i change the blend mode to alpha in 2.79

texts:
In Eevee in newer versions you have to change blend mode to Alpha blend if you want to use transparency.
How do you change this blend mode in former version before 2.8? So how can i do this in 2.79 with Blender Render engine? (thanks Jachym)


texts: I am using a lamp with shader glossy, without the lamp the scene is good, but when I bring the lamp with the shader increases the amount of noise. what do I do?


texts: How to extrude from a square shape to a circle shape?

texts: This is roughly the shape I want to make but in 3D. I want to extrude some shape, e.g. a plane, into a circle. I tried using the Curves to Mesh plugin but it didn't work for me because I had an older version which doesn't have a "sweep to mesh" option.


texts: Does a Subsurf modifier slow down renders?

texts: First of all, this is all hypothetical; I'm not actually doing this in a project. For example, let's say I'm trying to make a shape that can either be made by modeling it by hand, or I can get the same shape by applying a subsurf modifier to a cube. Which renders faster, or does it even matter since in the end they are both exactly the same shape?


texts: Very undetailed normal map, blurry? High poly to low poly mesh help

texts: I am in the process of baking a normalmap from a high poly mesh down to a low poly mesh. I am getting a very blurry looking normalmap with bad results. Is there something I am doing wrong? The image for the normal is 1024^2, non alpha, 32bit checked. Using 1m ray distance. Any help on getting a detailed, accurate bake would be great! Thanks


texts: How to set the newly added material to an object as "active" (or selected) material

texts:
I add a new material created by this little example :

ob = bpy.context.active_object
mat = bpy.data.materials.new(name="Example Material")
ob.data.materials.append(mat)

I noticed that the material is added but not active, as in the normal practice of adding blender materials bpy.ops.object.material_slot_add ()
I was wondering how to do this simple step, I tried with ob.active_material = mat, but is wrong:

Edit:

This is what I get, it creates confusion and does not set the active slot correctly:

I would like to get this:

Note that the newly created slot is selected by default (which is what I would like to get)


texts: Blender OBJ export properties panel missing

texts:
Sorry for the newbie question. I have this project where I need to export a mesh in obj format, but I can't see the export properties panel (Export OBJ panel):

How can I bring it back?


texts: UV wrapping brushed steel hard-surface models

texts:
So I have one today I hope really can be found by others and learned from! I am really trying to create some high quality models and I think the area I am having the hardest time with is proper UV wrapping. I am working with a brushed steel material from Poliigon.com and I want the angle of the brushed lines in specific directions.

First, here is the model and texture:

Now, despite my best efforts, and hours on YouTube this model is still loaded with imperfections. Here are just a few examples:

Lastly here is the desired flow I am wanting for my brushed lines:

So, I am really just curious if anyone has any pointers, or ideas as to how I can get really tight clean UV wraps or even point me in the direction of a paid course, etc. I have learned a lot about seams, marking sharp, and even the general process of UV wrapping and it's interface within Blender. However, wrapping these lines in a seamless and flawless manner, that point in the desired direction, is beyond me at the moment and ANY help would be incredibly appreciated!

I hope this also can help others who are struggling with intermediate level UV stuff.

Let me know if someone wants the .blend

THANK YOU ALL !!!


texts: I want to mirror my loop cuts, not the whole object. Like when you tug an edge when edge modeling. I have tried but found no solution.


texts: Why are UV mapped textures rendered as black color?

texts:
Actually, it is very weird, since the uv works on some model parts and not on others. It shows up in the materials but not in the render. The UV is mapping correctly to the wheel strut. The left wheel is fine, the right is just black.

There is a sun lamp and the world background is set to white.

I tried the attributes node and the texture coordinates method. As you can see from the screen shot, it does map correctly. It just won't render.

I also tried flipping the normals. Although I don't understand that part technically yet.

Since I can see it with the 3d view set to materials, does that mean that the mesh is bad? The file came from tf3dm.com  . I tried the .3ds import but that one was missing parts and blown apart.

Here's the screen shot of my import and attempts.

Here's the blend file: Link to mq9predator.blend file.


texts: How to rotate bezier control point (viewport not updating)

texts:
I working on a procedural system that defines two bezier curves and bevels them together. I cannot, for the life of me, figure out how to rotate the handles on the control vertices of my bezier curves.

import bpy
import mathutils

# do some rotation
bpy.ops.transform.transform(
    mode='ROTATION',
    value=0.6
)
# or
bpy.ops.transform.rotate(
    value=0.6
)
# or
p = bpy.context.active_object.splines[0].bezier_points[0]
p.handle_left = mathutils.Vector((1, 2, 3))

# nothing updates the viewport
bpy.ops.wm.redraw_timer(type='DRAW', iterations=1) # nope
# or
bpy.context.area.tag_redraw() # nope
# or
bpy.context.scene.update() # not a method


texts: How do you turn off an objects interaction with others in the scene, but still show up in the render?

texts:
I have several objects in a scene and my goal is to add a background image of some clouds and blue sky.  I downloaded a nice HDR and brought it in using add>image>background.  Looked nice but it did not show up in the render.  After some research I found I needed to import the image as a plane, which I did.
So I enlarged it and moved it to the back.  Its an outdoor scene so I am using the sun as a light source.  When I view it in material preview it looks fine.  When I go to rendered preview it acts like a large wall in the scene.  It casts a shadow and looks very dark, like a photo at night.
So is there a way to stop this plane from interacting with the scenes lighting but still be able to show the image in the final render?
I am using Blender 2.83


texts: Animating blood dripping down surface of mesh

texts:
Can anybody please point me in some kind of direction for animating blood/tears/whatever dripping down the surface of a mesh? Maybe particularly the "correct" method a studio would actually use?

I've tried a few approaches now that all fail for one reason or another. Dynamic paint in vertex mode doesn't look good/can't figure out how to do it over an existing texture/requires adding >9000 subdivisions to still look bad.

Dynamic paint as image sequence seems like it would be the would be the way to go when I use it on a plane but when I try to do it on a characters face it just makes a tiny little splotch that doesn't move with the brush at all.

Someone suggested texture paint but I have this weird problem when I try to paint on an existing texture where the color shows up black and white and doesn't appear in rendered view- a problem that can only be mitigated by painting on a solid color and plugging the image texture in afterwards. More importantly than that I don't see how I can record my brush strokes to make the thing actually animate.

This seems like such a basic thing that it's impossible to find information on?


texts: How to emit light from base color of a wave texture node?

texts: So as you can see I am trying to recreate the added picture using wave texture node and I want only the red color to emit light. So that to do? and what should be the node set up?


texts: Navigation working in Object mode but not Edit mode?

texts:
Hi I've got left mouse navigation working in object mode but in edit mode it doesn't work.

Alt Left - Rotate
Shift Alt Left - Pan
Ctrl Alt Left - Zoom

Also this only breaks when using left mouse selection

Any ideas why it would work in Object mode but not in edit mode?

Thanks,
Vaughan


texts:
I'm trying to have a helicopter flying above some clouds. The most elegant way to create clouds that I've seen is using the cloud generator add-on that comes included with blender. When rendering with BI, it works just fine, but in cycles all I can see is the original mesh/bounding box. I've messed around with some volume materials, but I can't figure it out.

What materials should I use? Which objects should I apply them to? I've read in several forums that cycles doesn't support some critical volume-related feature that the add-on used, but they were all old, and I think the features have been implemented since then.

What I've tried to do so far is replace the material that the add-on creates automatically with this cycles "equivalent":but it still doesn't work right. I just see a cube with a sphere inside of it:

I specifically want to use this add-on, not an alternative way to create clouds


texts:
Anyone clever enough to figure out a way to assign a shortcut to rotate UV islands by -/+ 90 degrees (Blender 2.8)?

I found the transform.rotate shortcut, which works great when you type in 90 into the angle field. But then you have to confirm it with a second button after. I was wondering if anyone knows of a trick to auto-confirm or something similar? I was trying to rig the shortcuts as Ctrl + Mouse Wheel up/down. Key presses work a little better because you can use the release event to confirm. Still a little sketchy.

Any advice is appreciated!


texts: Poor Animation FBX Export, Random Rotations of Bones

texts: I created some animations(like idle, walk, attack etc.) for a model in blender. I then exported them as an fbx to use them in unity. All the animations works fine in blender. In unity, all of them work except the last one, which is rotated quickly and then returns back to normal in like 4 frames. When reimporting the fbx in blender, the animation had the same issue, but only that one. What can I do? (first picture is the original blender project, second is unity, third is reimporting the fbx on blender, all of them show frame 5 of the animation).


texts:
I have a blender object, and a large number of materials that I need to apply to the object.

Can you please share a python script that applies various materials to an object in a loop and saves output images to a given location?


texts: Editing Text Geometry Without Converting To Mesh

texts:
I have a unique issue.  I am trying to create animation effects similar to those found in the below tutorials using text objects that can be customized later with the text options in the object data tab.  To achieve this, my text objects cannot be converted to a mesh, as both tutorials describe.  I'm not sure if there is a way to use an unconverted text object with the boolean modifier as described in the second tutorial, or have a text object emit particles as described in the first tutorial.

http://www.blenderdiplom.com/en/tutorials/all-tutorials/394-tutorial-dissolve-your-logo-in-blender-262.html

http://www.blenderskool.cf/carve-a-text-from-a-wooden-block/

Again, it is very important that these text objects not be converted into mesh objects!  Any help is greatly appreciated, even if it is a simple confirmation that what I am trying to achieve is not yet possible in Blender.  Thanks!


texts: I'm a total noob - and I'm doing a soft body simulation -  just a ball bouncing. The ball does bounce, but it is not actually touching the collision surface, it is bouncing slightly above. It's like there's an invisible surface holding the ball floating in space. It's very noticeable in a side view (see picture). How do I make the ball actually bounce on the correct surface?


texts: Black rendered images with Cycler and Blender Render

texts:
I'm trying to fallow this tutorial, but I am only rendering black images (or videos).
I only have downloaded the file and tried to render with Blender 2.74 on MacOSX and Blender 2.76 on Windows 7 (and also old versions of blender).
I already checked lights, camera, layers and scene. I also tried both Cycles and Blender Render.

I cannot find the problem!


texts: Why do I get a text that reads "feet" on the top corner of the 3d viewport?

texts:
.

I somehow now have this in my startup file. Can someone tell me what this represents and how to change/remove it?


texts:
I'm trying to model a little pistol for my game and I ran into this problem:

I was connecting my vertices and an unselectable face showed up. I would like to remove this face but it isn't selectable :(

I have ran into this problems multiple times. What I did before was deleting all the vertices around this face. Then I would have to remake and reconnect all the vertices again which lead to a lot of work. Is there a better way?


texts: Where are .exr files listed in Properties dropdowns in Blender?

texts:
city.exr, courtyard.exr, forest.exr, interior.exr, night.exr, studio.exr, sunrise.exr, sunset.exr are shipped with Blender 2.92 and courtyard.exr wants to load by default into a simple refraction construct--it's visible here in the area below the UV skydome I set on top of the XY plane:

Before I discovered these samples in the Shading top-screen tab, I think I encountered the list of same .exr names elsewhere in the side screen control panels (but I don't remember where).
Therefore my question is where are these .exr files in Properties dropdowns and elsewhere in Blender?


texts: Render multiple images simultaneously in blender from multple cameras

texts:
If I have 2 cameras in my scene, and I want to render images from both the cameras simultaneously and not one after the other, is that possible ?

One alternate option I was thinking of doing was open two blend files and render image from one camera in each blend file simultaneously. But my doubt is can it be done in the same blend file?


texts:
Could someone please explain, line for line how this script works; in particular the dots in between the setting definitions s.proxy.build_50

import bpy

for s in bpy.context.scene.sequence_editor.sequences:
    if s.type != 'SOUND':
        s.use_proxy = True
        s.proxy.build_25 = True
        s.proxy.build_50 = False
        s.proxy.build_75 = False
        s.proxy.build_100 = False

I'm most interested in understanding how one finds out how to define other settings/switches.

I know you can right click on for online Python reference. Also hover over them to see a bit of code; but looking at these has just confused me.

Is there a list of other settings / code to define them?


texts: I've seen videos of people using blender and using the modify button but the wrench icon isn't there for me?


texts: Take 1 seamless textured plane, and make a large square out of multiple of that 1 texture

texts: I have a single, small seamless textured plane, and I want to make a large plane out of multiple of that texture. The array function is basically what I want to do, but it only goes in 1 direction which isnt ideal, and time consuming. Any help would be nice


texts: In blender 2.9 how do I get freestyle to ignore transparent materials on a vroid character

texts:
I'm doing a more anime style animation and I'm using vroid to help with anime characters but it uses transparent materials for the eyebrows and eyelashes. Obviously if I'm using vroid for anime characters, I'm going to use freestyle, or the other method I forget its name, but it sees them has a mesh and no tutorial I look at mentions how to solve this problem, which is odd since you know anime has outlines.
So I need help figuring out how to make freestyle ignore or go through them or if theirs an add-on that does that. Please use pictures or video as I'm still new to blender.
Also, I'm going to use the eevee engine.
This is what it looks like when I render it.


texts:
I was creating a project in blender 2.8. I unintentionally pressed the 1 button, and now only one of the objects (each object is inside a collection) appears on the screen. All other objects are hidden.

How can I see the collections again? I don't want to loose all the work of the previous hours.

Besides, something as basic as that should have documentation. One hour of search in google, stackoverflow, and the blender 2.8 documentation for terms like "unhide collections" or "show all collections" or "unhide objects" do not return any working solution. This was a basic feature of blender 2.7. What happened?

Obs: Alt+H does nothing.


texts: A python script that would dublicate / seperate a mesh per texture

texts:
Is there a way to create a python script that would go through the blend/project and:

If the object has more then one material, create a copy of it containing only one material per copy / mesh.
If the material name is - "removeme" - it would delete it from the mesh completely.


texts: Projecting a 2D road onto a 3D elevation mesh

texts:
I'm trying to create a track for Assetto Corsa (a racing game) based on a real mountain road that's close to where I live. It's an ambitious endeavour, but I hope to learn a lot in the process - even if I won't eventaully finish the whole road.

What I've already done is: I imported an SRTM elevation file with this excellent plugin which turns it into a georeferenced mesh. I had to delete big parts of this mesh because it was huge, but now I have the mountain ready.

Next I imported an OSM file containing the road in question with a plugin written by the same author. Now I have two gereferenced objects which superimpose perfectly from what I can tell.

Perspective view with the road floating above the mesh

The problem is that, while the mesh is 3D and ready to use, the road is a 2D path. What I want is to have a 3D path of the road (with elevation) which I can then use as the basis of the road for the game as explained in this tutorial.

Top down view

I think I can obtain this path by:

Intersecting an extrusion of the 2D road path with the 3D mesh, but how do I do this? I went as far as creating the extrusion, but I don't know how to do the intersection.
Using Knife Project to cut the mesh with the road's projection. Again, I tried, but Blender crashes, so I'm not sure if I'm doing it right.

Any help appreciated.


texts: So I made an image in the uv image editor thats really simple (really just a line) and when I made the new image I checked the alpha box. but the background is simply black. Is there a way to make a new image in the uv editor that is nothing but the alpha to start with?


texts: Texture Paint window not showing any light

texts:
I have an object(chair) and light in my scene, everything works fine in object/edit mode. I can switch between display methods and the lights/color change accordingly. But when I click the chair and go into TexturePaint mode, there is no more light/shading. A metallic material will be pure black, an image texture will show all the colors completely flat.

Changing to Lookdev or Rendered Mode doesn't help either. Any idea why this is happening?

Thanks!


texts: Image is fuzzy or noisy when rendered in cycles

texts:
When I rendered this image it became really fuzzy and pixelated. I have tried to fix this but it doesn't seem to be working.

File Here


texts: Network render one still image not an animation

texts:
I know it's possible to render an animation in a network by rendering every frame with one PC. However, I want to render one image.

I would like to know how.

Should I let every computer render one different pass. If so, how?

Or, should I split the still image in tiles. (Would I do this with a script, or is there a better way?)

I want to post processing of the image and have control over the different passes to blur noise and get rid of fireflies.

Sorry for my bad English.


texts: How to bend a edge on a mesh without subdividing it? Like the edges around the mouth in the image I shared

texts: I want to get the straight edges on my mesh to bend/curve like the edges around the mouth in the image I shared.


texts: Get Shape Key from Action or FCurve in Python?

texts:
I've been messing around with this for a while and I can't seem to find the connection between fcurves and the specific shape key values they control.

I can use something like the following:
bpy.data.actions['KeyAction'].fcurves[0].data_path
to get:'key_blocks["sitFix"].value'

But how do I get the shape key list that "sitFix" is in?
bpy.data.shape_keys['Key'].key_blocks["sitFix"]
i.e. 'Key' in this instance

Searching by name doesn't look like it will work, as Blender allows different shape key blocks to use the same name within different shape key lists, so there's a 'sitFix' in both 'Key' and 'Key.001'

Ultimately, I'm trying to see which mesh is being affected by a particular fcurve, but here I've hit a break in the chain connecting them.


texts: (edge vertices) normal view object mode blender

texts:
I have a problem with blender which consists in having the normal view of the object on which I am working
Look at my hand with full of vertices in object mode
or i want it like suzanne like this

so this is my probleme i can't have this normal view


texts: If I have a property like bpy.types.Object.thing = BoolProperty() how would I go about removing it? I have tried del bpy.context.object.thing and bpy.context.object.remove("thing") and del bpy.context.object["thing"]. Do I just have to create a new object with this objects data? Or is there a way to delete them?


texts: How to properly hook up various maps types in Cycles?

texts:
I created some texture maps in MindTex to use in Blender, but I can't figure out how to properly hook them up. The maps I have:
 - Diffuse
 - Normal
 - Height
 - Specular
 - Gloss
 - Self Illumination
 - Reflection
 - Ambient Occlusion

MindTex (left) vs. Blender (right)

As you can clearly see it's a pretty big difference.
Here is my material node setup in Blender.
In the examples I don't actually use self illumination or reflection images, but including this in the answer would be helpful.


texts:
I often use illustrators, so I value size and accuracy. Especially, I think 3D printer will be used.
Can I use a snap to size the small circle to fit the bottom of the object half circle shown above? Or is there a function for the task that requires this accuracy?


texts: Cycles nodes: is it possible to get distance to nearest edge?

texts: I want to create a procedural texture that will be based on the geometry of an object. How can I get distance to the nearest edge for the current pixel of an object in Cycles nodes? I hope it is possible. Without any UV mapping and obviously before splitting each face into triangles.


texts: I tried to symmetrize my model, and now I can move the transform tool, but nothing else is affected in object mode

texts: new to the community, not really new to modeling. Anyway I am making a model for my friend, and I am quite nearly done. However as I was using the symmetry tool, it seemed to mess with my model. Now when I try to move the model in object mode, i can see the tool to move actually moves, but the model wont budge a millimeter. Thankfully I can still mess with it in editor mode, but I dont really want to mess with it much more in editing, object mode would be best. I would share the file, but one she has nipples so shes nsfw, and two my friend is extremely private with their idea they are going with. If it comes down to thats the only way to see whats wrong, i will share, but i feel it would be better to not.


texts: Blender Sequencer speed is Extremely slow

texts:
I have a video (720p) that is 37 minutes long, with a bitrate of ~3000kb/s.

This video is a game recording, so 37 minutes worth of this footage was written in 37 minutes, while other extremely CPU, GPU and hard-drive intensive operations were occurring.

If the recording program can record and output at the same rate as is being played, I don't understand why rendering with blender at the same exact settings, same codec, same container type, same bitrate and size, the only difference being that I removed about 4 seconds from the beginning, is going to take 5.3 hours to render.

I've disabled every feature under user preferences that are said to increase performance, I disabled rendering of the 3D scene (which is empty anyways). I set the sequencer memory cashe limit higher, I've increased the number of prefetch frame which is supposed to help with multicore rendering.

What else can I do to make the rendering faster? I've used blender for years for 3D, and I'm getting into recording videos for YouTube, all the good programs for video editing are very expensive. But those programs can render 37 minute videos in 10-20 minutes, not 5.3 hours. I don't understand why it's so slow, it's so slow to the point it's unusable.

Replies to Comments

@user277143: My guess: try increasing the cache of blender itself too (alongside the Sequencer's cache). Also, having meshes in the scene will cause them to be reloaded for every frame. That can cause problems. So, go to the 3D-view and delete everything. Also, off topic, check the resolution multiplier in the render settings. I have screwed up many sequence renders by having it at 50%.

I have already done the cache of Blender as well. I already have nothing in the 3D scene, and I even have that entire render layer disabled in the outliner.

@gandalf3: Related:

How to make VSE render faster?
VSE suddenly slow like hell
Poor performance with h.264 VSE
How to speed up Blender Video Sequence Editor rendering?
Is the VSE multi-threaded?

I've seen all of those, none of them provide any help that has altered the result. Those issues were due to bugs, or a settings issue. In the past I've been able to render at around 50-60 outputted frames per second, so rendering a 30 minute video in 15-18 minutes. Only in the last 3 weeks has this started to take this long, so there is a way somehow to speed it up, and I haven't touched any settings on the program.


texts: Grid Alignment in Viewport when Numpad Keys are used

texts:
I have some experience with 3DS Max, and am switching to Blender. I am a retired Software Developer, so this is solely for self-education and mental exercise. I have an object I originally created in 3DS Max which I have imported into Blender as a .obj file.

I have done some experimentation in Blender with this model in both object and edit modes, and I seem to be making progress, but I notice that when I use the Numpad 7, 1, and 3 keys with this object, the Grid is not aligned, it appears sloped in all three views. By contrast, when I do a File->New and load the default cube, the 7, 1, and 3 keys all show the grid as exactly aligned to each axis.

I assume I have caused this myself, but I'd like to know how to correct it.


texts: Is it possible to set all texture nodes in a node tree to a specific vector?

texts:
Is there a way to automatically set selected nodes to use a specific vector input?

E.g. If you have a larger node setup with a lot of texture nodes, it can be a pain to go back through and connect each texture node's vector input to a texture coordinate node individually.

Is there a way to automate this process?


texts: Using Inverse Kinematics and/or Pole Targets to move hair bones in unison?

texts:
I have a model whose hair is composed of several strands that I have each connected to a bone as part of the whole armature. What I want is for each "hair bone" to rotate at the tail in correspondence with the bone above her head (which I have unparanted). The goal is to use one bone to move all the other bones in unison so make it easier to bob her hair up and down as I animate her.

My first thought went to using that bone above her head as a Pole Target, but my understanding is that you need one IK bone for a pole target to work, and the thing is I have several "hair" bones, not just one.

What do I do?


texts:
i try to get a videostream in blender and output the data as a numpy array in animation node.
The following aproach works but way to slow because the invoke subprogram node take the whole script into acount and not only the loop function def loop().
This is visible if the script node is printed to the console (second image) so the image stream gets loaded again and again instead of only the function def loop()

If i call the def loop() function inside a timer function and print the result everything works
great but the result is not accessable inside animation node (or better to say i dont know how to pass the printed result to a socket as a node output).

Any hint how to handle this kind of situation is welcome.


texts:
Hi, maybe someone had it, please tell me.
Enabled addon, but it is not


texts: Object not rendering with cycles but works with Eevee

texts: I made a simple animation and was able to render it with Eevee, but when I went to switch to cycles to see the difference I not longer see the model.


texts:
I wondering what is the best and quick way to texturing fireplace made from bricks.
The fastest way is to use box project, but there is some issue (on picture).
The more complicated method is to unwrap fireplace, and hand correct the UV (grab, scale etc) but it is very time-consuming. Off course i can use texture paint, but i would like to use PBR texture.
What is the best way in your opinion to texturing that fireplace?
Thanks for help,


texts: How to create texture for sculpting from mesh

texts:
I've made this mesh that i want to use as a texture for sculpting, how should I do this?
would creating a normal map of it work?


texts: Object's attribute that says if object is still or moves?

texts:
Is it possible to know if an object moves or not with python in Blender? Is there any object's attribute/state/other that gives this information?

EDIT: Here I speak of movement in world space. More precisely, if the world positions of the vertices of an object don't move between two frames, I consider the object doesn't move. If the camera moves but the objects don't, then their world positions shouldn't change and I consider they don't move.

I saw some answer using Blender Game Engine with an active object, but I just use a rigid solids simulation in Cycles.
EDIT bis: My goal is to know when the objects in the simulation are in their final state basically.

Example: a wrecking ball breaks a stack of cubes. Some cubes fall, and after some time they stop sliding on the ground: the object's state should tell me that now they are "inactive". If they get hit by other falling cubes, then their state should change back to "active", until they "stabilize" again.

Thanks !


texts: Control how tight / loose a mesh will be to a vertex

texts: How to control in Blender 2.8 how tight a mesh will be to a vertex. I thought it was vertex weight but after several tries no success. As you can see in the example image, the mesh follow the vertex ponted with green arrows in a loose fashion while those marked with red arrows fully "atract" the mesh.


texts: How do I duplicate a particle system and keep its settings separate from the original?

texts: When I select "Duplicate particle systems" a copy of the first particle system is created. This copy can be edited in Particle edit and I can even add new particles there. But if I change any settings (for example, change Children, Root, Material & etc.), then these settings also change in first particle system. How can I duplicate a particle system so that I can edit the copy, but that this doesn't affect the first particle system?


texts: How to assign a keyboard shortcut for a mesh selection mode?

texts: I want a keyboard shortcut for switching between selecting things; vertices, faces and points. One key for each, not a pop up menu where i have to select with the mouse. Does this exist? Modelling should be like playing a piano or something, a key for everything, minimal aiming the mouse pointer att small icons, this aiming the mouse att small icons all the time is so.. breaks the flow.. Im sure it exists but i cant find it anywhere?


texts: I am trying to use inverse kinematics but for the bone would not bend in the right direction so i tried rolling it but the it deformed the foot and leg of the mesh how do i fix this?


texts: Scale, Rotate, and move function not working

texts: I am new to blender and I was using a blender tutorial to make a donut and a coffee cup and everything was working just fine and then all of a sudden I couldn't rotate, scale, or move my donut! None of the keyboard shortcuts for rotating scaling and moving would work and neither would the buttons for them! I tried rotating the coffee cup and that worked just fine but I can't do scale, move, or rotate the donut! Does anyone know what setting I might've accidentally turned on that made this happen?


texts: Default value for bpy.props.CollectionProperty

texts:
How to set a default value for bpy.props.CollectionProperty?

Let's use the example in the documentation for an answer.

I tried to set the default value in the register function, but neither bpy.data nor bpy.context is available at that moment.


texts: How do I select the last keyframes off of selected bones?

texts:
Say I have a complex rig. From which, I selected a bunch of bones and wanted to find the last keyframe I made for each and every selected bone. I need to do this so I can duplicate these keyframes to extend the motionless state of these bones before I animate them further.
I could do that manually, but for extensive animations with over 20 bones selected, it becomes unbearably cumbersome in the Graph Editor, and it's not accurate (or clear enough) on the Dope sheet.
I attached a file of a simple animation for a rigged hand. Say I want to select the last keyframes of Index.1, Pinky.2, and Ring.2 only. How do I do it smartly?
Rigged Hand


texts:
I'm having trouble with the Wavefront .OBJ export script (using Blender 2.69). I can't seem to affect the origin of the exported vertices.

I've seen other threads suggesting the origin is that of the scene/world, but as far as I can tell the origin seems to always be the centre of the object's bounds. This makes it difficult to position objects in the game I'm developing because I'm never sure where exactly the origin is.

I have tried the following:

Tweaking all the export settings
Moving the object's origin around
Moving the object around in the scene (inc applying transformations)

All of the above have no effect on the exported vertices.

Any help would be much appreciated; thanks.


texts:
I tried my best to rig my first character, but every time I try to weight paint something seems to go wrong. The automatic weights are ok but need some editing. However every time I try  to do  that I seem to make it worse instead of better.
What are perhaps some good tutorials to learn this?
Thank you for your time.


texts: How to make Blender 2.8 remember collections Outliner state when i save and reopen the file?

texts:
If you create bunch of collections and arrange them in outliner, you "close" some of them and "open" others (with little arrow left to the collection name in Outliner), save the file, exit and open file again - Blender 2.8 won't respect the state you left your collection in when you saved the file, all of them will be "opened" creating a mess, every time i open the file i have to go through and close all collections again. This is one of the small things that really ruin user expirience for me when working in production in new Blender 2.8.

Not sure if i should ask separate question: Blender 2.8 also don't respect what filters i have active in Outliner (things like "Diable in Render" "Selectable") when saving and opening the file, how to fix that?

How to fix that behavior?


texts: Why can't I see wieght colors unless I use the numpad [ / ] key?

texts: Why can't I see weight colors unless I use / key? It seems I can only see the weight colors when the object is isolated but that isn't always practical. How can it work with all items in view?


texts: Blender game: get face orientation (stacking blocks)

texts:
I have a cube and I want to spawn another cube right on top of it. (it should work for other shapes like a pyramid, too). The tricky part is, that the first cube (or pyramid) moves randomly around.

So I guess what I need is the orientation of the first cube's top face I want to spawn my second cube at. But how can I get that information?

I can get the vertex normal with

# get the 1st mesh
mesh = obj.meshes[0]

# get the first vertex of the first material
vert  = mesh.getVertex( 0, 0)

# get the vertex normal vector
normal = vert.getNormal()

but I need the face normal for properly place my second cube on top of the first.

In the end what I want is to randomly stack objects on top of each other without gabs between them. And the newly spawned object always should should match the faces normal it is spawned on.

Thanks for any hint,
cheers


texts: Blender becomes very slow with large amount of objects sharing mesh data

texts:
In my script I am importing a large amount of objects (+2500) but sharing the mesh data from one single primitive. While this has taken care of importing speed, it completely slows blender down. However when I import as individual primitives blender is very responsive even with + 2500 objects.

Why does blender slow down (frame rate, buttons, etc) when sharing mesh data blocks and is there anyway to aliviate this?

Code:

def create_mesh(name, radius, locat):
    #print (fList)

    # Create mesh and object
    mesh = bpy.data.meshes.new('Sphere')
    mesh = bpy.data.meshes['Primary']
    obj = bpy.data.objects.new('Shpere', mesh)
    #obj.show_name = True
    obj.scale = (radius, radius, radius)
    obj.location = locat

    # Link object to scene and make active
    scn = bpy.context.scene
    scn.objects.link(obj)
    #scn.objects.active = obj
    #obj.select = True

    # Update mesh with new data
    mesh.update()

    return obj


texts: Autosmooth causing subsurf problems with holes

texts:
As you can see when I use Autosmooth to get rid of the hole artefacts then my subsurf messes up. When its off my subsurf is fine but then the holes glitch out.
I am not sure what to do really :/


texts:
I was following this tutorial for making a 3d avatar from scratch, and found that there was an artefact on the nose of my model. The modifiers used are the mirror modifier along the x axis and the subdivision modifier.
0 subdivisions:

1 subdivisions:

Can anyone explain why this artifact is occurring and what I can do to remove it?


texts: Is there a way to show distribution of UVs as a heat map?

texts: I was wondering if there's an option in blender like that of UV unfold, to be able to see a "heatmap" for UV distribution like red for stretching and blue for too close UVs. I am quite clear of the workflow in UV editor but this is something I have not come across, I know I can apply the checker, but this is more computer displaying the stretching which I think is a handy tool.


texts:
I have 24 points which correspond to 12 different "elements" (2 points per element) saved in an .csv file with the following column order (1: Element Name, 2: x, 3: y, 4: z).
I would like to import them so that there will be an edge between the two points for every element.
Alternatively if this is not possible. It would be great to import all the points as separate elements. So I can know which points correspond to which element by the order of import.

Update:

This is great and I would like to extend this to the first six point:
I tried to update your code with the edges I want, but it fails.

What does ensure_lookup_table() do ?

In if row[0] there is only one vert. How can I add more ?
The Ideal solution would be select 1,6 or all verts and make a mesh.
The order of the edges would be cool to have but if too much hustle.
Just importing 1, 6 or all verts and connecting them to a mesh would good.

Here my attempt to updated your code:

import bpy
import bmesh
import csv
from mathutils import Vector
from bpy_extras.object_utils import object_data_add

csvfile = open('path2csvfile')

inFile = csv.reader(csvfile, delimiter=',', quotechar='"')
# skip header
inFile.__next__()

for row in inFile:
    #  column order (0: Element Name, 1: x, 2: y, 3: z)
    if row[0] not in bpy.data.objects:
        vert = [Vector((float(row[1]),float(row[2]),float(row[3])))]
        mesh = bpy.data.meshes.new(name=row[0])
        mesh.from_pydata(vert, [], [])
        object_data_add(bpy.context, mesh)
    else:
        bpy.data.objects[row[0]].select = True
        bpy.context.scene.objects.active = bpy.data.objects[row[0]]
        bpy.ops.object.mode_set(mode='EDIT')
        mesh = bmesh.from_edit_mesh(bpy.data.objects[row[0]].data)
        mesh.verts.new((float(row[1]),float(row[2]),float(row[3])))
        mesh.verts.ensure_lookup_table()
        mesh.edges.new([mesh.verts[0],mesh.verts[1]])
        mesh.edges.new([mesh.verts[1],mesh.verts[2]])
        mesh.edges.new([mesh.verts[2],mesh.verts[3]])
        mesh.edges.new([mesh.verts[1],mesh.verts[4]])
        mesh.edges.new([mesh.verts[4],mesh.verts[5]])
        bmesh.update_edit_mesh(bpy.data.objects[row[0]].data, True)
        bpy.ops.object.mode_set(mode='OBJECT')


texts: Is there a global wire (display) option, not wireframe mode?

texts:
I apologize if this is a duplicate question. I have searched the exchange, google and in Blender itself. I cannot find an answer to my question.

I am in Blender 2.79.

Is there a way to turn on a global 'wire' mode (not wireframe mode, not shortcut Z) for all shaded objects, not just the selected?

The only option I know of at the moment is to select an object, go to the object properties panel, and turn on the 'wire' option under display.

But that only works on the selected object/solid/mesh, whatever you want to call it.

I'm looking for a way to do this as a one button toggle, without having to select anything. It's either on for all objects or it's off for all objects.

For those familiar with Maya, it's the same as the 'wireframe on shaded' option.

Thank you in advance,

Jim


texts: add parameters (Grid, Random...) with python

texts:
I created a script to generate the mesh (spheres, cubes, ...), but I must add parameters existing in the particles menu as Grid, random, ...

are you help me how to add this in my menu panel

How can add the selected  yellow portion  in particles menu to my script is to create different distributions.


texts: Import 3D model from CityEngine into Blender and edit UV Map

texts: I really would like to learn about UV mapping and I presume this is the best community for me to ask about Blender. I have a 3D building model produced from CityEngine and when it was exported into collada (.dae file) -or even .obj file- all its textures are stored in one folder. I mean, there are alot of images stored. I was searching for a means to merge these images into one image file and I have this UV mapping researched. I would like to ask how would I do that in blender. Can somebody help me edit my model and have the UV mapping in blender? I don't know where to start, I have importd my model into blender yet none of the textures were displayed. it's all white. I really appreciate help from you nad God bless.


texts: How can GPU be used instead of CPU for background processing in a Python script?

texts:
I created a Python script that I execute on an Ubuntu server. The script loads a big PLY file (around 100MB), decimates it and smooths it.

Currently, the script is quite slow (around 10 minutes to finish). As my server has 2 great GPUs (Tesla P100), I'm wondering if it's possible to use GPU instead of CPU for this script. If yes, how?

Here is the executed script:

import bpy as bpy
print("Importing PLY")
bpy.ops.import_mesh.ply(filepath="input.ply")
print("PLY imported")

print("Add decimate modifier 0.03")
bpy.ops.object.modifier_add(type='DECIMATE')
bpy.context.object.modifiers[-1].ratio = 0.03
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Decimate")
print("Decimate modifier applied")

print("Add Laplacial smooth modifier 10 1.0 0")
bpy.context.object.modifiers["Laplacian Smooth"].use_y = False
bpy.context.object.modifiers["Laplacian Smooth"].use_x = False
bpy.context.object.modifiers["Laplacian Smooth"].lambda_border = 0
bpy.context.object.modifiers["Laplacian Smooth"].iterations = 10
bpy.context.object.modifiers["Laplacian Smooth"].lambda_factor = 1.0
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Laplacian Smooth")
print("Laplacial modifier applied")

print("Exporting STL")
bpy.ops.export_mesh.stl(filepath="output.stl",   use_selection=True)
print("STL exported")


texts: Is there a rule for where the origin point should be when modeling?

texts:
During modeling my origin point, (object origin) has moved and it has me wondering where the best place to put it is.

When modeling in Blender is there a general rule or suggestion for where the origin point of an object should be?

Please elaborate with what purpose it serves. For example, is there a benefit to having the origin point at the bottom center rather than the absolute center? Explain what scenarios the origin point is useful for.

Related question: How can I put an object in the center of the viewport and on top of the floor?
(For those who want to know how to move the object origin to the bottom center)