texts:
So, there are some great tutorials around the web about isolating render passes in Cycles so that you can make changes, and then recombine all of your work as one complete image.

You'll probably have a Compositor node setup that looks something like this:

Blender's Manual used to have a schematic explaining how these can be recombined:

But not all of the pass types are explained by this deprecated schematic, as now there are more pass types (SSS, Shadow...)

What would be the "master" routing, so that if all passes are separated out they would all get recombined properly to form the complete image?

I set off on a mission to create such a routing, but realized I wasn't sure how to recombine some of the passes.


texts: How to add a displacement map on a plane using procedural textures with a layer mask

texts:
I have mixed two textures together using black and white values from a noise texture which is connected to a color ramp.
How can I apply a displacement map on a plane so that either the texture "A" or "B" is the limiting factor that determines
which parts are affected by the displacement modifier within a plane? I want to use a mask layer to adjust the intensity
of the displacement with a noise texture, but at the same time limit it to only some parts of the texture combination.
I have applied a rough displacement on my scene which covers the whole plane, but I'm asking this beacuse I want to
add some fine details with two (displacement) modifiers. I know you can assign vertex groups to mark off the affected area,
but in my case that's not possible, for you can't see any textures in a vertex select mode and it forces you to select them
randomly.
There's a link below to give you a better idea about the problem. Areas which I want to add some extra displacement to are
marked as red.
Link: https://drive.google.com/file/d/0B4NHszZHPR_1OVFEWEt2UkdON28/view?pli=1


texts: Blender renders plane in distorted way when enabling displacement only vs. bump displacement

texts:
I'm trying to use a plane with an image texture to render a topographic map of the US. When I add a subdivision modifier and use a bump only surface displacement, I have a fine looking map:

When I try to use displacement only, however, I get this much less fun looking thing:

Is there a reason for this, and if so, what can I do to avoid it?

p.s. I'm very new to blender, so please forgive anything egregious in the wording!

edit: here's my set of settings for reference:


texts:
I have an add-on with rather a lot of UI options and am trying to find a way to clean it up so that not all the options need to be shown at once. I've noticed that some of the default tools have foldout sections, but I can't figure out what UI component I need to use to get the same behaviour.

Here is an example of what I'm talking about, showing the Color Picker panel open, but Color Palette and Options panels folded up. Is there a simple UI component I can use to emulate the behaviour and visual style of this in my add-on?


texts:
I have this animation that also includes a fire/smoke simulation. I first rendered that animation at night (with CPU rendering). Although it lasted ages every went ok. But now I have started rendering this animation with GPU (I use Blender 2.77 RC) the render stops every night. And apparently for some reason Blender quits.

I have a couple of question related to this issue:

1) what can be the reason for this ... the rendering stopping every night ? The render runs on a Windows/NVIDIA machine. Is this because of some "power settings" ? It is weird that the render only stops at night since during the day there also are periods that the windows machine is rendering and I am not working at the computer. By the way, during the day the monitor is shared with a MAC machine and I shut down the MAC at the end of the day

2) If I restart the render can I start it at the first frame not rendered yet (it involves a fire simulation) ?

3) I notice that when Blender has quitted also the bake of my fire simulation has gone ?? Why is this ? And can I simply rebake and start the render at the first frame not rendered yet ?


texts: How would you select the outer edge of a hideously fragmented terrain?

texts:
So I have a giant model of Kansas City, MO with buildings and terrain and I need to 3D print it. (I'll be doing it in chunks) The terrain is flat, however, so my goal is to extrude the outer edge down so I can give it a bit of thickness for the print. This is where the problem begins.

When I use "ALT+(right click)" to select the outer edge of the model to extrude, it skips around selecting apparently random lines, some of which aren't even connected. Not sure how that works, but okay.

After closer inspection, I realized that the model is full of vertices which are adjacent to lines, but don't technically connect. So when the above selection is moved down slightly, this happens:

Not ideal.
So my question is this: Is there a way to select the outer edge of my model without manually doing it edge by edge? Failing that, how would I go about cleaning up this monstrosity so that my original strategy would work as it should?


texts: Error: EXCEPTION_STACK_OVERFLOW 2.79b Win10 with convert modifier particles to objects higher than 10K

texts:
For the first Thank YOU all for Blender !!!

I have a problem :

Error: EXCEPTION_STACK_OVERFLOW

Config: 2.79b  Win10 when using convert modifier particles to objects higher than 10K BLENDER have a crash w/o any messages, Ubuntu it's all ok w/o any problem.  how can resolve?

PS C:\Program Files\Blender Foundation\Blender> blender
Read prefs: C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
measureit: Imported multifiles
archimesh: Imported multifiles
Starting App Manager server (port 8668)
Read blend: D:\3D_blender\z.blend
Error: EXCEPTION_STACK_OVERFLOW
PS C:\Program Files\Blender Foundation\Blender>

TNX,
Denis


texts: Can you use instances as part of a skin?

texts:
I made this limboish guy to learn how to create armatures.

I thought I would use instances for the hands, so that when I make changes to the hand mesh, both would update.

After which I learned that you cannot use modifiers with instances. Since being deformed by an armature is a modifier, this seems to mean that instances cannot be part of a skin.

Is there a way to use instances as part of the skin of an armature?

(One way to overcome this would be to "make duplicates real" and then apply the modifier. That would defeat the point though, as changes would no longer be reflected in both hands.)


texts: How to paint color on different part of an object?

texts:
I have a long object (a leg bone). The object consists of two parts (left and right) which are divided by a non-manifold plane (zero thickness). I would like to ask if there is any way to paint the right part with different color than the left part without "cutting" the object by Boolean modifier?
Thank you


texts: Background goes transparent when png UV map is applied

texts: I have a png logo-label I want applied to a section of the display. Problem is when I set up the label material and apply it the background of the display goes transparent too.


texts: Bezier freehand draw curve is very coarse with larger errors

texts:
When creating a freehand drawing of a Bezier curve i get very coarse angular line with an "error" of ~10 in the "Draw Curve" menu (see image).

When opening a new Blender window the curve draws fine (see second image):

Any ideas how to fix this large error in the first example? Note, This occurs after import of a raster image using the BlenderGIS plugin.

MacOSX
Blender 2.78


texts: Mechanical modeling: placing a bar between two ball joints

texts:
Background:
I need to place a bar (cylinder) between two ball joints (roundcubes).
You might think "Uh! Such an easy task deserves a post here?"

Well, the task is less easy than you could think at first:
As you can see, these joints are positioned really weird in the space.

So, I thought to a quick solution: I could position a bone, with the head centered on a joint, the tail on the other one and finally parent the bar to the bone.

This way I'd get the bar located, scaled and rotated to match the ball joints. NOPE.

Positioning a bone EXACTLY is really trivial.
You set the cursor where you want the bone's head to be and set the head to the cursor position.
Repeat for the bone's tail. DONE.

What I tried:
I tried parenting the object to the bone, but the cylinder went to some random position in the space.
I also tried using the eSnap addon, to no avail.
I tried using hooks, but I couldn't make them work as I expected to.

All complicated by the fact that my right arm is currently enveloped in chalk...


texts:
(Disclaimer: Although I've worked with Blender on and off for a few years now, I consider myself a novice in many areas, as this is just a hobby for me)

So I'm currently creating a library scene, and before you ask, yes, the books and bookshelves have been made together and turned into low poly models, however I have a number of models that I've had a significant amount of trouble in reducing the poly count.

I was thinking about using these models in a game, so I know the importance of actually reducing the poly count, but it's just not working out as planned. I was almost considering giving up on the game aspect until I read that some models in games have 10k poly counts (which is very achievable for my models)

So my question is now, how many is "too many"?
an additional point of information is that lighting & texturing is all baked to the models, there isn't a great deal of dynamic lighting even in the game - so would this allow me to get away with higher poly models??


texts: Why I can't find A.N.T. Landscape in add-ons tab (Blender 2.80)


texts: Make one solid from mesh built out of multiple squares by snapping to grid

texts:
I made a mesh out of multiple squares and there are an abundance of vertices throughout the entire mash. I want to make it so there is only vertices on the corners.
Do you know any way I can make it a solid object with only vertices at each corner of the object instead of having vertices all throughout the entire match?


texts: How to accurately shade an object while texture painting

texts:
I'm trying to initiate the process of texture-painting in this object but when I turn to the texture paint mode, the object turns flat. All the shadows are gone.

Searching for some explanations, I found out that the solution is just to open the overlays menu and turn the Texture Paint opacity to zero. Turns out this does not solve the problem, since I need the shading elements to a texture-painting I can see, like in the second image, down below.

How can I solve that?


texts: I'am trying to model a tank wheelchair, I have made a curve for tank treads but when I make array of cubes it is not following the curve. What should I do so that my cubes not only follow the curve but also I could be able to move the cubes along curve to simulate tank tracks?


texts:
I have change color in tab Flow. But I still in black color. Please help me!
This picture is my blender display.


texts: Scale the model, with automatically scaling UV's

texts: Is it possible to interactively manipulate vertices in 3D view, and have the same update in UV image editor?


texts: How can i import the world nodes to another .blend file?

texts: I would like to use the sky from this file for another project. I tried to use copy/paste and Append, but none of them worked. Do you know any solutions?


texts: Cutting Holes with Boolean Modifier Makes Subdivision Surface Impossible

texts:
I am trying to cut numerous holes into a cylinder to create the barrel of gun. I used the Boolean modifier to cut the holes but now when I try to apply a subdivision surface to the cylinder I get horrifying results.

Would applying the subdivision surface first give better results or should I abandon the Boolean modifier entirely and opt for the knife project tool?

EDIT: Thanks to cegaton I am now able to cut the holes and use a subdivision surface. I still end up with an issue when smooth shading is applied though.


texts: Bezier curve does not always follow hooks

texts:
I've imported a Source model (smd and vta) which includes a skinned armature and Shape Keys data. I then want a curve to run along the face and follow the facial expressions from the Shape Keys. I learn of the Hook and Vertex Parenting, so I make the curve with so many points, make sure each point is in the same place as the key vertices I've selected, Hook each point to an Empty, as well as a few of the point's handles, and parent each Empty to the selected vertices. So far so good when going through some shape motions.

However, when I pose the armature the curve seems to get very large loops, as if the handles were pulled extremely far. When I go into Edit Mode again, the points seem to have stayed in their original place and size. I decide to try and parent the entire curve object to the armature's head bone, which offset things. Rebuilding that, I try again to pose the armature, but the curve still gets loops. I even placed the curve object at the center of the world, which pulled the loops even further.

It is as if the curve points do follow the hooks, but their handles don't want to follow anything, neither a hook or keep with the relative positions of their points. What am I missing here?


texts: Track simulation jittering & Instability

texts:
I will start by posting a video illustrating the issue:
Track issue
To put the issue in words; the tracks will randomly jitter along their respective axis. This is not limited to the one area shown in the video but also occurs when the track runs along the top of the roadwheels.
I may be wrong but I think that this may be due to some sort of instant change in acceleration which happens to one track; resulting in a chain reaction. The rotation and scale of every object is applied. If anyone has insight on what I could do to mitigate this issue I would greatly appreciate it.
Rig details vvv
My rig consists of 2 main parts, one being the actual tracks and the other being the roadwheels. The tracks are all rigid bodies with each being connected to the next via a hinge constraint.

The second part(the wheels) are also rigid bodies. Each of the wheels has a generic spring constraint. The 5 roadwheels also have a constraint to limit their distance from the suspension.

The drive wheel has a motor constraint along with a the generic spring constraint (which does not have springs enabled) and the tensioning wheel towards the front is the same as the drive wheel minus the motor constraint.
Here is a file which contains the rig. One side of tracks is a different size from the other as I was messing around trying to find solutions (It doesnt effect anything).

Thank you.


texts:
Is there a way to have a 2D mesh wrapped around a 3D object. Like this:

The red part is a flattened knot, which I mapped onto the surface of the blue part. In this specific case I used math to achieve it, but not all shapes can be easily expressed as formulae. What other ways are there?

I tried using physics, making the blue part a passive rigid body and the red part a soft body falling onto the blue part, and it seemed to work beautifully. But when I tried it again now, I realised that it doesn't do what I'm after. The net and the object onto which I want to wrap it already have the same X and Y dimensions, which is how I want it. I only need to remap the Z coordinates.

Another idea that comes to mind, would be generating a texture from the Z coordinates of the blue part and use that texture with the displace modifier on the red part. Is this possible?


texts: What is the easiest way to animate beams of light in blender?

texts:
I am having trouble doing stuff like this with light. I am trying to make stuff like this.

I can make a white Cylnder and model it into a beam shape, but i have no idea how to animate it. Any ideas or videos that could help me? Ive already tried how to animate abstract waves, but that didn't get me what i wanted.


texts: Should I avoid triangles when doing retopology?

texts:
I'm having an extremely difficult time avoiding triangles when doing retopology. Is it even necessary to do so?

The only way I can see to easily avoid them it have have many more polygons than necessary...

Making a game asset for UE4


texts:
I'm using 2.79 and Cycles render.

I'm making a flat, cartoony scene, and would like to essentially use the below image as a horizon/sky texture. I want the image to display undistorted by perspective, independent of the camera/view angle.

I attempted to do this using the World tab > image texture, but I couldn't get it to do anything like what I wanted (under most settings it just shows flat colours from the image rather than the full thing, and one setting gives a kind of distorted polar coordinates-style effect, which is again different to what I'm going for)

I have tried using textured flat planes and cylinders, but these were both hard to set up within the camera view in the way I wanted, and ended up distorting the image texture.

Sorry if this is a basic question - I have tried searching for tutorials on this but nothing I found answered my question, perhaps because I don't know the proper name for this technique.

Thanks in advance!


texts:
first post here.

Fresh install of 2.78a on Win7 64bit. Cleaned out Environment paths. Deleted old Python installs.

Trying to get Animation Nodes to work but it can't see Numpy.

In the Blender console Blender can't see Numpy either. But it is obviously looking in the right path \scripts\modules\numpy

I'd appreciate any help or notifications of or allusions to significant cognitive failure.

Cheers!

added greeting


texts: How to make x-axis mirror work on newly created bones? (2.79)

texts:
I'm rigging a model from scratch, but I'm not sure how to make it detect two bones as the "same" one, so that when I transform one bone (in edit mode) it transforms both. How do I make it so that it sees the bones that way? Is there a specific way in which I need to create the bones, or is there a shortcut I can use, or something else?

Example of it not working:


texts: What is the difference between adding a custom property via the Object Data tab vs the Properties Shelf?

texts:
In Blender 2.82a, on Ubuntu Studio 19.10, there would appear to be a place to add custom properties other than under the Object Data tab of the Properties Panel. Under the Tools tab of the Properties Shelf (N-Panel), there is seemingly another place to add them:

I am not clear on what adding them using this other method actually does, because I have found that, for any object currently selected which has had custom properties added via the Object Data tab, those custom properties cease being displayed in the Properties Panel as soon as that object is no longer selected (as one would expect, since the context has changed).

When custom properties are added via the Tools tab of the Properties Shelf, then unselecting the relevant object does not stop the custom properties from being displayed in the corresponding location of the Properties Shelf. Instead they remain visible. I am wondering why this is.

It would appear that adding the custom properties in these two ways is doing something different, and that these two approaches are not merely two different ways to do the same thing.


texts: Node Wrangler: Lazy connect uses alpha instead of color

texts: According to the keymap, the Node Wrangler addon uses ALT + RMB for lazy connect. But when i use this shortcut to connect diffuse textures to the Principled Shader, it unexpectedly connects the alpha socket instead of color, which doesn't make much sense. How do i change it so that the color sockets are used?


texts: Having trouble rendering fire+smoke with transparency

texts: I'm trying to add fire+smoke to a video by rendering out the simulation as a PNG sequence with transparency. It looks fine in the render window and in the compositor but when I drag in the final PNG and view it, it looks half transparent and grainy. I'm only rendering it on 15 samples with NLM de-noising on so that could be it, but otherwise I'm not sure what's going on! here are some screenshots:


texts: I'm trying to render this circle of balls up to this plate, I'm using for this a bezier curve with an array modifier but every time I try to render, the balls don't appear.


texts: A gray 'pyramid' appeared that limited my model to what was inside that 'pyramid', but only in solid and wireframe view

texts: I was editing in material preview, but when I switched to solid view, most of my scene did not show, just the parts that fell into a dark rectangular pyramid.  The pyramid itself is positioned and rotated arbitrarily.


texts: How could I create this huge knotted blanket?

texts:
I am modelling an interior scene and I need to create a blanket. Thing is, its made up of lots of small knots, and though usually I'd just use a texture, it seems really easy to tell that its not actual geometry.

I have tried using a displacement map but it ends up looking more like a plane with weird texturing then my actual goal. I have also tried creating a knot, then setting a plane as a rigid body, then setting the knot as a collision object, and running the animation. It simply just contours around it but in not high enough detail, and I cannot afford too many subdivisions. I'm honestly not sure what else to try..Can't even seem to find many textures like this one, anyone have any ideas?


texts: Do invisible polygons influence rendering time using Cycles renderer?

texts:
TL;DR The number of polygons has negligible impact on rendering time.
I'm having a furniture designed part by part using FreeCAD and exported as Wavefront OBJ (following Tutorial Render with Blender). This furniture is then placed in a very simple approximation of my apartment (also modeled using FreeCAD).
The problem is with rendering time. With 8K resolution and 2048 samples this is ~14 hours on (not built for this purpose) entry level 8 core 2nd generation Xeon Scalable Processor. With this amount of samples noise is still clearly visible, especially in shadows. Going down to Full HD reduces time to some 50 min.
This amount of time is in odds with what I found on the internet, where (apparently) much more rich models tend to render in an order of minutes.
This makes me think about one thing: my furniture model is probably much more detailed than average model of object used for rendering in blender. In particular there is plenty of polygons inside the object which are clearly not visible. Do these still slow down the rendering?
If yes, is there some tool which could automatically simplify FreeCAD models for rendering removing invisible polygons?
Just for the record: I don't have any GPU capable of rendering.
EDIT:
I made one more super simple experiment: I removed all the furniture leaving just an empty apartment, light and camera. It had negligible impact on total rendering time (Full HD, 32 samples). In retrospect I could have done more to answer this question myself.


texts: trouble using the 'Daz to blender Bridge'

texts: I've tried to import a genesis 8 figure from daz. It had an aging morph applied to it. As you can see in the picture, the pose is all messed up. What did I do wrong to cause such disfigurement?


texts: Mesh/Node/Edge/Face selection lost after installing Blender Source Tools Add-On

texts:
Downloaded and installed the Blender Source Tools to import a Source Filmmaker model and am finding my existing .blend files are not allowing me to select any meshes to manipulate. If I open the file with the source model, I can move nodes/faces/edges as normal, however, any other file I open doesnt let me select any item to move.
I tried disabling the add-on and no luck either. Did I enable some setting to only select specific object types?


texts: How can you join objects without merging vertex groups? (2.79b)

texts: everyone. I am using Blender 2.79b, and I am running into trouble. I have a character mesh that I created, and then selectively separated into multiple objects for easy editing (outer skin, teeth, claws, mouth, etc). I created a vertex group for each object, with the same name as the object. Now that I have finished tweaking things, I am attempting to recombine all of the objects as one using Ctrl+J. However, when I do this, all of my vertex groups seem to merge into one, which is screwing with my textures, my UVs, all of it. Is there a way to join objects without actually merging vertex groups? I have searched on Google, asked in FB groups, and looked at the suggested posts on this site for my question title (didn't find anything that actually matched there). Any help at all would be appreciated.


texts: How to make the hero from my game to be the same in all levels?

texts: When I made the other levels I have to change the names from the logics because I copied my hero, bad guys and amunnition from level 1. I have to change a lot of things then. How can I do to make all the important elements and characters to be with the same name in all the scenes? or a solution to my problem..


texts: I recently switched from Blender 2.79 to 2.91.2 and I use halo materials a lot ... I seem to be confused on how to get halos (for particles) in 2.91.2  Tip would help.  Thank you.


texts: Hi i need to slow down animation, but gradually. I have 3 keyframes, first with linear interpolation, and i want linear motion up to second keyframe. But then, from the second one, i want to animation (rotating object) be smoothly slowed down. If i use bezier interpolation, it will firstly speed up rotation, and then slow down. I need some interpolation or method that will slow down rotation from second to third keyframe. I mean something like reversed easing....


texts:
I am re-rendering the Blender open-source Sintel movie. In particular, I am rendering (as a series of .png images) a scene where Sintel (the main character) is running.

I am getting motion blur in my .png output, but there isn't any blur in the "Render Result" window of Blender GUI. Why do I have this motion blur, and how can I remove it?

I tried increasing the frame rate, but it doesn't help.


texts: How can I combine two colored textures so that the final image is blended to match a specific lighting setup

texts:
I have been working on using Cycles to bake textures for a game environment.  This works well for base lighting which can be rendered at low resolutions, then scaled-up and blurred but for high resolution/high frequency textures Cycles takes way to long to render.  Basically this takes about an hour per texture at 1024x1024 since I have to render at higher samples since the final texture cannot be blurred.  However this only takes a few minutes for the base diffuse texture rendered at 512x512 then blurred and scaled up.

To deal with this, I would like to just bake the diffuse shader result to a texture and then scale it up to match the high-res base texture and combine them both using the compositor but I really have no idea where to begin.  What nodes would I use and with what settings?

Here are some textures to help illustrate this point.

(i) a basic colored procedural texture baked with no lighting(Blender Internal), the original is 2048x2048.

(ii) a texture baked with Cycles_OSL diffuse lighting only.(512x512)

(iii) a texture baked with both of the above(this is what I'm hoping to avoid)

(iv) The final scene with textures applied and no lighting.

UPDATE: Well, the multiply node seems to be what I needed for this, thanks, here is a test that that uses more diverse colors.  The strip on the left is the Cycles bake output done the way things are normally done and the strip to the right uses the compositor node to combine the original colors with the diffuse shader node output.  Both look identical so this all works.(except for the weird margin problem but that's off-topic)

To the right is the scene, the center cube was baked.


texts:
One thing I miss coming from Cinema 4d is the Infinite light. Is there a similar light in Blender? If not, is there a way to do something similar?
For those of you who don't know, the Infinite light doesn't depend on position (doesn't matter where you put it). Instead, in order to change the lighting you change the rotation of the light.
https://youtu.be/StPAPmZN5gg?t=273
Thanks for any help!


texts: Object turns white when rendering/render Layer Colors disappear

texts: Help, where is the color?! I tried everything going through material etc. Im barely learning on youtube with blenderguru but I don't know why my objects colors disappeared when rendering.


texts: Aligning bone's roll accurately to rotated objects

texts:
I am trying to rig a belt with a lot of things attached to it (small boxes and other accesories). I want to add a bone to each one but the problem is that this accessories are rotated in many different ways and I am not sure about how I should align the bone roll for them.

In the simplified example I provide below I eyeballed it and the result is somewhat decent, but I want to know a better approach. The center bone is supposed to control the other two bones at the same time (but again, I am not sure about its roll or placement) and the arrows indicate the direction I am looking for, which is more or less the normal X in edit mode.


texts: Bake Action causes Animation to disappear

texts:
I am trying to bake the global translation and rotation of this bone that I have parented to the foot of this character that has motion capture animation on it.
I want to bake the values so that I can convert the foot to IK and hide the rest of the bones but whenever I hit the "bake action" button my animation disappears and there is only one keyframe of the starting pose that I am on in the timeline.
Here is a gif of before the action is baked
Now I bake it.

And there is no more animation.

Thank you for helping me the people on this site are the true reason artists can create amazing things.
And here's the file (before I bake)


texts:
I'm new to blender and I am trying to create basic shapes/models of few basic objects like - water pot, bottle, tea-cup etc. Now I'm trying to create an iPhone model.

So, when I started modelling, I came to know about precise sizing & other specific dimensions of iPhone. But I see options in XYZ as 0 & 1.
My Question is - How can I create an object with specifications like - 4 inch wide, 1 inch tall etc?


texts: NLE - How to separate and export shots on a video clip

texts:
I have a short film and I want to separate each shot into a separate video file. I've already cut the long string into each shot and named them accordingly.

Is there a way to render and export each shot automatically? Or the only way to go about it is set the starting and ending frame for each shot, press render and repeat it for as many shots I have?


texts:
I'd like to know how my image texture (which possesses an alpha channel) can use said alpha channel to validly affect the transparency node (which primarily works in black and white values).

A more "boiled to the basics" version of this question would probably be the following:

Using the node editor, how can I take the alpha channel of an image and convert that to black-and-white?


texts: Not able to find 'Area Plane' Brush mapping in Blender Texture painting Brush menu?

texts: Not able to find 'Area Plane' Brush mapping in Blender Texture painting Brush menu. This is available for Sculpt Mode why not in Texture paint mode?


texts: Get bone position without parent's rotation

texts:
I'm trying to get the absolute position of a pose bone. To do that, I'm just doing poseBone.matrix.translation. That works fine except for a case. If you rotate the bone's parent, the bone's position will change. The system I must use doesn't accept that, so I decided to do this instead:

globalPos = poseBone.bone.head_local + poseBone.location * Matrix((poseBone.x_axis,
                                                                   poseBone.y_axis,
                                                                   poseBone.z_axis))

That works fine but there's one problem with it. When you scale the bone's parent, the bone's position also changes. I need get taht position change in the globalPos too, which before woekred fine. But with the no-translation-from-parent-rotation way I don't get the scaling translation. I suppose that, to get it, I must do:

globalPos *= poseBone.matrix.to_scale()

That, however, doesn't work quite as I expected. So I was wondering, is there any simpler way to do this? (either apply translation from parent's scaling or substracting translation from parent's rotation).

Thanks in advance.


texts: It is possible to check if a particle is within a face?

texts:
I have a particle system and I wanted to see which face each particle was in. Is there a way to check it? I have tried to check x, y, and z coordinates separately but that would not work. Also is there a way to see which vertices a face has?

These are the faces and the particles:

I would like to check which face each particle is in so that I can find probabilities.


texts: Why do my objects have white dots on them?

texts:
What are these dots and how can I remove them?

I am using version 2.79b.


texts: Letter shortcuts switched to number shortcuts

texts:
As the title says suddenly most of my shortcuts have been reset to numbers instead of letters.
I remember clearly that the "sample" shortcut from texture paint was "s" and now is "1"


texts: How can I bake a position map with Blender, I don't have the option in Cycles baking.


texts: Saved texture painting image but still changes when reverting to layout/object mode

texts:
So i know that a common problem is that people don't know to save the texture paint state so i have done this. However i'm still getting a shift when i return to object mode.
As you can see from the image, i have used a basic leather texture and then used texture paint to make worn corners where needed. I save the image but then when i return to object mode its like the uv map has shifted/changed scale.


texts: Why does sometimes the model render incorrectly?

texts:
I took this in scene view. See the bottom part of my model it is invisble and when i move the view the model cracked.
Anyone know why?


texts: How to stop Blender from making the CPU overheat?

texts:
Apparently my CPU or GPU overheats when Blender renders more than a few minutes.  The computer suddenly powers down, taking down all running apps, email I'm writing, etc.  This is almost never a problem with still scenes, which finish soon enough, but often with animation renders.

The problem occurs with either Cycles or BI renders.  I'm running on a custom-built quad core 64-bit linux desktop system.  (I'm not the one who built it. I am  a knuckle-dragging caveman with hardware issues.) (Yes, all the fans are blowing and dust has been cleaned off.)

So far the only way to prevent this for now is to choose in camera properties: Performance, Threads, Fixed, 1.

Someday, I'll get better hardware, but in the meantime, I suspect Blender could run indefinitely, even with multiple threads, if I could make it pause for perhaps one minute between each frame when animating, just to cool down. How to make this happen?  At least, a way to run an arbitrary Python script between frames, or once per minute during any rendering. Such a script could contain a sleep stat

Even better, if Blender could throttle its rendering effort based on readings of the CPU temperature sensor.   Is that possible?

UPDATE: I've nearly forgotten about this issue, since writing a quick Python script to watch the CPU temperature, sending SIGSTOP and SIGCONT as gandalf3 describes. Zero crashes ever since. I reboot my machine once or twice per year for kernel upgrades, otherwise it's 100% up.

ANOTHER UPDATE: I took the machine apart, popped off the CPU heatsink, and applied fresh thermal paste.  Ever since, the CPU temperature has been running something like 30deg (C) cooler all the time.  Zero shutdowns, and I don't use the Python script any more unless I'm feeling paranoid.


texts: How to transfer weights between vertex groups on separate meshes

texts:
I got 2 objects, 1 has all the vertex groups from the rigged armature, the other doesnt have those, but it has all of the weight paint vertex groups for hair length and density on it.

Object 1 did have these weights for hair, but were overwritten when parenting the mesh to the armature and doing "Automatic Weights" so i lost them and my hair is messed up. luckly i got a backup with those weights, problem is, i cant find a way to transfer those vertex groups from mesh 2 to mesh 1 without overwritting the already existing groups of mesh 1.
its there a way to transfer these WITHOUT overwritting the others?


texts: I have an operator that I want to do something everytime any object is transformed. I'm not sure besides polling in a Python OP how to do this. I see that the Blender Info pane on the scripting console gives the Python command that occurs with every action, is there a why to intercept or get notified/called back when this happens? Is there a better way?


texts:
Knife tool does not work.
After pressing "k" knife icon appears like usually but green box that usually sticks to edges or vertices now is "glued" to object orgin and does not move at all.
It does not work on any objects.
Does anybody know why?
Thanks
Voyt


texts: how to move some vertices of the same object to a desired x,y,z location?

texts:
so the question is:how to move selected vertices all in the same coordinate.
for example how to move 30 selected vertices in x:3.1 and y:1.5 and in the z axis not to move them.
I can't make this questions simplier i can't descibe it better D:.Please comment if u doesn't understand me.
Note:This can be done easily by selecting individual vertices and entering the desired coordinates, but it will take ages if you have many :/, so is there a better way?


texts: how to texturize correctly an interior using ONLY the reference image with which it has been created

texts:
This interior :

is a 3D representation of this reference image :

I would like to learn how to texturize it also exactly. It means that I would like to know what's the workflow that should I use if I want to convert the only reference Image that I have into the needed textures to reproduce exactly its look.

On youtube I found a tool and a tutorial that teach how to convert a single image into its textures,it's called "Materialize -- An AMAZING Free Texture Map Generating Tool" Please give a look at it going here.

I should only give the original picture to the tool and it creates all the textures that I need : diffuse ; edge ; height ; metallic ; normal ; smoothness.

Also,on blender 2.8 I'm using the addon "rapid PBR material creator",that you can find here. It creates all the material nodes with one click.

The problem is that the ground does not seem like that on the original picture,I think because it's not enough to do a simple UV unwrapping :

So,what can I do here ? thanks.


texts: Workflow to to use displacement map for 3d printing

texts:
I'm trying to figure out designing a part that would be 3d printed and painted, my goal is to texturize surfaces without modelling each detail that costs a lot of time.
What is the correct workflow to realize pattern like these obtaining an stl for 3d printing?
Thanks in advice.
Enzo


texts:
I have this 3D Voxel sculpture, this was made of thousands of Box objects, but merged into a single object and it has a nice Vertex Color per Box.

Anyhow, I would like to somewhat layout the UV of this mesh and bake it into a single texture.

I know Blender can "Reset UV" but when I tried to arrange the UV into a nice grid, it simply freezes...

I thought I could just do Auto-UV and then bake transfer, but that's also taking a while.


texts: How can I make the outer edges of my plane a circle like in image 2?


texts: How can I control when a camera starts moving along a curve

texts:
I am making an animation for my senior project and although I have the actual animation done, I am having trouble with the camera paths. I have multiple camera paths set up (most of which will be following a path) and I wanted to transition between the different cameras as the animation progressed. However, when I start the animation, all the cameras start moving immediately. How can I make it so the cameras wait for a set amount of frames (time) before beginning to move?

Thank you for any help you can offer.


texts: Fastest UV unwrapping techique for very large mesh

texts:
I have a mesh which is generated by another program with 100's of thousands of faces. I'd like to UV unwrap this mesh. All of the unwrap options take a very long time. So long that I'm quitting Blender before they complete. Which unwrapping method should finish the fastest?

The surface is created from an airflow simulation and is an iso-surface from a 3D flow like this:


texts: Does some kind of "Box as view boundaries" exist?

texts:
is there a function to "clip-view" everything that is (in the editor view) inside a certain box? Like, hide everything that is outside the box and clip objects that are crossing the surfaces of the box.

thanks!

Florian


texts:
I have an object which has been fractured, it has over 100 pieces. I wanted to animate the visibility of each piece. Unfortunately you cannot animate the disable in renders icon (camera icon in ref image below) for a whole collection, but you can for each object.

As there are a lot of objects, is there any way I can add a keyframe to each one without doing them all individually?


texts: Viewport render is correct while rendering scene shows materials as white

texts:
For some reason when I use the active render in my viewport everything is shown as it should. Then when I actually render the image some of my objects are shown as completely white.

I can't for the life of me figure out why. One of my objects has a texture as well that works perfectly in the viewport render but when I render the scene not only does it show up as only white but it shows no texture whatsoever.

Please help. I've searched through many forums and have not been able to run across anyone else having this problem.

Here is a sample:


texts: Getting the real locations of curve point of animated curves with Animation Nodes?

texts:
I can get the actual points or parametric  points of a curve using spline info and the spline evaluate nodes however none of these gives me the real point locations of a curve if the curve is animated with shapekeys or modifiers.

Is it possible to get such info with AN? I guess if that does not work I am ok with doing this in Sverchok.

Thanks


texts: How to centre align a circle to be above another circle in other layer?

texts:
I am trying to draw an eye in 2D animation.
I am unable to align the centre of the pupil to the centre of the eyeball :-(
Selection to cursor (Keep offset) is aligning the side of the pupil to the 3d cursor, I want it to align the centre of the circle to the 3d cursor, what am I doing wrong?


texts: I have two GTX 1080 and for a while when i press F12 blender rendered everything with 2 tiles. Right now no matter what i do there is only one render tile. In system tab in user preferences i can ether select both GPUs or none, does anyone know a solution to this. BTW it is not hardware


texts:
I'm new to both Blender and Sculptris. I was working on another model and it has similar problem. I first thought there was some problem with mapping the texture file but it seems like the import process went wrong.
I decided to see what it would do if I just export the default sphere into Blender from Sculptris.
Importing default sphere to Blender from Sculptris:
How the sphere looks in rendering:
Thanks a lot!

Edits:
I tried as suggested below to enter edit mode and hit ctrl+N. Something changed but it didn't solve the problem. Please see screenshots below.

Did I not get the ctrl+N right?

2nd edit:
Here's the file.


texts: How to set parameters of orthographic camera to see only a specified plane

texts:
My question:
How can I set the parameters of orthographic camera, to look only at a specific plane from orthogonal position, and at the same time to see the whole plane on the render (fit the size of render to the plane size of a plane)?

Big picture: I have multiple planes in 3D space and I want to take a photo of each plane (render each plane) using python script. I want to set the parameters of orthographic camera, such that the camera is looking at one plane at a time from orthogonal position and the whole plane is visible on the render. Planes should not be moved in 3D space and planes are rectangular, and can be of any width/height combination.

-Just as an idea: Maybe a part of the solution would to use the "Damped track constraint", but I'm still not sure about setting the camera orthogonally and to see the whole plane.

Thank you very much for your time!


texts: Can I rotate multiple bones at once LOCALLY, without unparenting every single one?

texts:
I'm currently having to rotate the bone rolls of my armature like this.

I have to rotate it the same way for all the arm bones, all the leg bones, etc.

In 3DSMax, you can select local rotation and rotate multiple bones at once, however, in Blender, this happens.

Does anyone know of a way to rotate these bones so I can switch their axis?

Thanks!


texts:
A video in MP4 imported in Blender  doesn't  work. I can  see the video in the preview, but when I render it, it is transformed in a single image.
UPDATE
I create new project, select camera and then drag&drop .MP4 video on scene.
I create new 3d object that rotate in front of MP4 video layer.
3d object render correctly but video not play.
Only in preview mode, video play correctly.


texts: I'm following along with a blender guru tut in sculpt mode and as I use the sculpt tool it only seems to work in the z direction. When i sculpt on a horizontal face it works, but when I try on a vertical face it makes these weird divots that don't look right. https://youtu.be/GliQFJMVdY4


texts:
I wanted to simulate a cloth ribbon wrapped around a guitar. After baking a cloth simulation however, the ribbon breaks into individual pieces and I have no idea why. Can you help me?

Ribbon was made by array and curve, simulation is using the "silk" preset.


texts:
I recently saw the film Interstellar and it was fantastic! The effects blew me away and it got me in the mood to try and re create the black hole, however I haven't been able to find any information on how you can make a spherical object warp the world around it.

Is there anyway in which you can do this? I've tried adding another sphere, making it transparent and giving it a gravitational lighting effect but it just doesn't cut it. The sphere needs to somehow warp everything around it and not itself.

I'd love to hear any tips or suggestions to try out and experiment with them!

Note that I am not great at using nodes so if that's the key, could you explain in great detail?

--

I've tried that method but the outcome is with a black sphere. I've checked all the nodes and modifiers multiple times and all is the same so I'm slightly confused as to why it's not working the same. I have a hunch that it could be the shadow being emitted by the half sphere however I've disabled it in the 'Ray Visibility' section. I've tried adding transparency nodes with ray depth, shadow ray, camera ray etc but nothing seems to be working.

Weird shockwave effect:

Here's my .blend file:
Black Hole

I have the black hole working nicely now. Have made some slight changes to accommodate for jagged edges and the warp moving away from the black hole.

I've changed the bounce values to decrease the amount of dark patches.

Here's what it now looks like. All I need to do now is figure out a way to create an inner distortion around the very edge of the black hole. Any advice on that would be great! Then I can work on an accretion disc.

I've upped the To Max value to 0.040.

I should also note that I have chopped the black hole sphere in half. This is so the refraction sphere doesn't hide behind it when up close. It also keeps a nice warped edge when close which looks really good.


texts: Wrong shading of surface (normals are OK)

texts: I would appreciate your help with my model. I'm a beginner so can't figure out how to solve this issue. It's all about wrong shading of the back side of wings and wing flaps (please see attached .blend file below). It is not related to normals but rather to face geometry I believe but how to handle it?


texts: Cannot enter edit mode after moving item to another layer?

texts:
I just duplicated my model and moved it to a new layer to sort of 'save' a copy of it and now I can't enter edit mode?

You can reproduce this by opening a new project and duplicating the cube via Shift+D and then move that cube to a new layer. Once that happens you're no longer able to enter edit mode. Why? How can I maintain a copy of my model on another layer and edit the current layer?


texts:
I have extruded the bones from the trail side and all the bones are connected (on Left Side) and when the extruded on the head side of the bone, the new bones are not connected to the main bone.

The selected bone is the first bone from which i started creating armature

Am I doing something wrong ? Pl help


texts: I want to unparent an object with python

texts:
I want to unparent an object.

I tried the following code

import bpy

selectedList = bpy.context.selected_objects
selectedList[0].removeParent()

However, the following error occurred and the parent could not be removed.

AttributeError: 'Object' object has no attribute 'removeParent'
Error: Python script fail, look in the console for now...

How can I make a selected object have no parent?


texts:
I have tried 3d photoscanning with alot of different programs like meshroom or agisoft metashape pro but didn't get what I wanted.
Is there anyway to 3d photoscan images in blender?
I think that'd be easier to me because I am used to blender more.
If you know please consider to tell me how to do that or just send a link


texts: How to keep flat faces flat when using smooth shading

texts:
Is there a way to make a smooth shaded mesh look like the third column in this example? The six sides of the cube should have their vertex normals aligned with the face normal.

Here is what I've tried so far:

Beveled, smooth shaded (faces are not flat)
beveled, smooth shaded, edge split (faces aren't joined)
Modified in external application (faces are flat, bevels are smooth)


texts: How to use an exported Cycles image as a projected image in Unity?

texts:
I have this simple test scene with every object having a different color. It's hard to explain, but what I want to do is:

Render this 3D scene (in Cycles) from the camera view, then save the image (pic 1).
Projecting the image onto the 3D scene (pic 2).
Bring the scene with the projected image into a game engine (Unity).

My game does'nt require the camera to be moved around, so you are basically just looking at the scene from one view, so basically 2D. This is why I thought I could cheat and only show the textures that are facing the camera.

Is there any way I can accomplish this?

Please keep in mind that I want to capture the look of the rendered image in Cycles, so that I can make great looking scenes and keep that when bringing it into Unity.

(It's fine, too, if you know any other way to make an entire scene in Blender Cycles and bringing it into Inity, but maintaining that look.)


texts: Extracting UV mapped image from 3 joined spheres with 2 different materials

texts: I have created this molecule of CO2 by joining three different spheres and UV wrapping them individually. Now I want a single image of all the materials i used so that I can use it as a material in Unity. How do I do this?


texts:
I am trying to make a die that looks glossy (as most dice do), but using the glossy shader in the way I did fades out the texture underneath. The pips turn into a grayish metallic color, and the whole image texture looses its strength.
So I need to find a way to make it look glossy but still an obvious texture underneath. How can I do this?

This is on 2.73.


texts:
When I bake my fluid data it comes out perfect but soon as I bake my mesh it gives me a wireframe of simulation and the actual fluid simulation right under it.

And here is the one with the mesh data baked.

How do I get it to where it only shows the finished baked mesh. I did this with a different fluid animation and when I check all the settings to this one they are the same.


texts: Animating two objects when there's multiple actions

texts:
I'm rather new to Blender and I have created a character for a game.

This character needs to have several animations such as run, walk, idle etc. I have created an action for each of these animations in the Dope Sheet and it all has been working fine so far, but I recently ran into a problem.

In one of the animations the character is supposed to bring out a box out of thin air and place it on the ground. I created the box in a seperate file and then appended it into the characters file where I thought that I could simply decide during which action the box would show up, but I can't get it to work.

I can create a seperate action to animate the box within and follow along with the animation, and this does work. But when I change the action of the character from the correct animation over to idle for example. The box still shows up.

So I thought that if I went into each of the actions and keyframed the visibility of the box by pressing I while hovering over the eye icon that it would work. But if I keyframe the visibility of the box (while within an action for the character) it also affects the character itself. The box is not parented to the character.

To clarify my question: Is there way to only show one object during a specific action and NOT during any other ones? Or maybe there is another way to get around this problem?

Any help is appreciated!


texts: I'm trying to make a cloud with some displace, the first with a Voronoi and the second with a cloud, finishing it with a simple volume scatter shader, but when I'm rendering the cloud get same artifacts, it isn't occurring when I use only the Voronoi or cloud but when both are on this thing appear, I try something like turning up the max bounce value but made no difference, does someone know how to fix it?


texts: Animate propellers on helicopters without having to reposition them every time the helicopter moves

texts:
We are trying to animate a simple scene of the helicopter flying around a large city area. Is there was a way to make the already moving animated propeller stick to the helicopter moving around, without having to reposition it every time the helicopter flyies around?

Is there an option to add the propeller animation to a folder so that we can animate multiple things at once?


texts:
I'm currently working on some 3D-Objects that can be mounted on a PCB Chip. So there is one component that has some sort of screw thread on it. How can I achieve it? Is there more than one way to do it?
Thanks again
God Bless


texts: How to copy compositing nodes from on file to another?

texts: I do know if I make a group node of the nodes I want could do this. But is there a better way? Copy-Paste? (Note: I am talking about compositing nodes, not material nodes)


texts:
I probably need the help of a Python script to make this work.

What I want is: The player will be able to save and turn off the game, but continue from where they saved when they next log in. Items such as gold, weapons, etc. must be stored.

It feels like something hard to do and I am not managing to figure it out alone. Although I love problems and solving them, in this case I need help.

I know that BSE People should not  ask more questions.

But.

Is this stupid or must I have several Scenes in my game. Say that my player goes into a house. Should the house then be in another Scene, or should I move camera and player to inside the house from the same Scene?

Any advice would be very helpful. I have no one near me whom I can ask.

//
Robin W


texts: I want to add a second splash screen that will appear when I start blender and in which I can add my own text. This is necessary for my addon.


texts: Why i cant see in render view. I have a just a single window. In 3D i can view but when i press Shift+Z to render i cant see the window. I have Press W -> Clear all Restrict Render. I have check the Object cycle setting everything is tick mark.


texts: How to create path/curve tangent to mesh?

texts:
I want to generate a path/bezier curve such that it is tangent to a mesh's surface along the curve's length.
I intend to use array and curve modifiers to add geometry and cant seem to find an efficient way to get the curve to fit via ordinary means. (Using edit mode and manually fitting the curve)


texts: Cycles Preview Render 3D View not using CUDA

texts:
I just installed a new GTX960 graphics card into my old 2008 Mac Pro. Cycles Rendering using CUDA works fine and fast. But when in editing mode (3D Render View), Blender clearly uses CPU instead of GPU computing.

CPU usage is at 100% (1 core used) and preview rendering is slow. It makes no difference whether I select "GPU" or "CPU" in the render settings pane. Same speed for the samples. So clearly CPU only.

I cannot find any error messages either.

What could be wrong?


texts: my menu material is different from most people's menus on the internet, how to replace it?

texts:
This is my material menu look like

meanwhile this is most people material menu look like in most youtube tutorials https://www.wikihow.com/images/thumb/5/5a/Blender-Diffuse-and-Color.png/363px-Blender-Diffuse-and-Color.png.webp


texts:
I wanted to export a blender project with complete animation to USDZ format. Has anyone tried it before? The purpose of it is to use it in an AR application under IOS.
thank you


texts:
I want to see the propagation of a compressional wave in a cube. I meshed a cube along Y and just added wave in this same direction as follows:

But only the first and the last Y normal surfaces move while the rest of the cube remains completely still. How do you get all the surfaces to move to illustrate the propagation of a compression/dilatation wave through the cube?


texts:
Does anyone know how I can get the name of my dope sheet things back up without restarting my entire file?
The second picture is what happens when I press T. It didn't work sadly.


texts:
I'm trying to to create a compound shape pretty much in the same way I did in my C++ code.

Create three shapes (two btCylinderShape, and one btConeShape)
Create a compund shape using the tree
individual shapes (btCompoundShape)
Create a rigid body btRigidBody using the compound shape passing a transformation matrix with some translation

How can it be done in blender?
AFAIK, the option in Properties view panel>Physics tab>CollisionBounds disclosure triangle>Compound has to be enabled for the three bodies, and one of them needs to be the parent, while the other two are its children.

This works pretty well, but I need to add some offset to the parent too, as the picture shows, how can it be done?
Using a fourth empty body as a parent would introduce an additional shape, that would mess the hole thing.

Is there a way to add an additional transformation to the physics shape attached to a mesh?
I'm currently using Blender v2.67b for Mac


texts: What are the correct texture coordinates for a lamp projecting an image?

texts:
I have studied the answers to @Duarte's question here, and can't get any of the driverless answers to work, either in recent 2.79, or 2.8.

This was after trying my own set-up with a 0-sized point/spot lamp, whose local coordinates are shown.

Using these nodes to shade the lamp..

The Incoming vector should be from the lamp to the lit point which fired the ray. Its X and Y should be the projection of the world onto a sphere around the lamp. To correct the spherical distortion,the vector is  divided by [its own Z / some K], to find the X and Y of the incoming ray in the plane Z = K in whatever space we've chosen.

This works in World space. I had hoped that by using the Vector Transform node, we would evaluate 'Incoming' in the lamp's space, so when we rotated the lamp, the projected texture would rotate with the lamp around the world.. but it doesn't work:

when the lamp is  rotated, the projected texture sticks to the world.

Have the fixes mentioned in the previous answers been 'unfixed'.. or am I missing something obvious? Can anyone make those answers work, or come up with another way to make a rotatable projector from a lamp, without using drivers, now?


texts: Break node connections from within Property Editor?

texts:
To create a node and connect it to a Property, I can click on the color-coded dot next to the Property name. This launches a pop-up menu of permitted input nodes for that data type.
So how do I BREAK a connection from the Property Editor? I know I can go into the Node Editor and break the connection there. But I should be able to just break the connection directly in the Property Editor, restoring that Property to its default status and UI.
In Maya, I can do this by right-clicking the attribute name and choosing "Break Connection". But for the life of me, I can't figure out how to do this in Blender. The documentation wasn't helpful, I searched and searched and couldn't find anywhere this magic colored dot was even mentioned. I wasted a great deal of time trying to find it.


texts:
I'm having a problem with the smoke and fire sim, after a few seconds the thrust stream "explodes" and then only sparks appear.
I used a plane as inflow and a cube as domain, all with default settings.
Then I added a wind force field oriented downwards.


texts: How to create color bleeding for material?

texts: I have made a donut in Blender with icing and spinkles on top. I would like to be able to have some of the color from the sprinkles bleed into the icing. I cannot find anything to help me achieve this. Every search result was how to get rid of color bleeding... the complete opposite of what I want!


texts: Weight Paint subtract doesn't work as I expect

texts: Hii Guys can anyone help with this? i am having some trouble with automatic weights. when i substract the weight under the right leg.its just not getting a smooth substract. it just shrink itself when i substract the weights. please can anyone solve my problem?


texts: Add object and shadow over a background using the compositor

texts:
I am doing an animation with a camera to add 3D elements to it (don't really know what it is called)

As you can see in the picture above, i am trying to use nodes to assemble my shadow, object and background for the final render, but for my shadow, some of the plane is still visible... I tried using a "Dilate/Erate" node to mask the plane but it ends up also hiding the shadow.

Do you guys have any idea on how I can fix this? Thank you


texts: Very bad Eevee viewport performance on Macbook Pro 2018 (Blender 2.8)

texts:
I’d like to ask you guys about an advice.

The problem is: ultra bad Eevee performance on:
Macbook Pro 15" 2018
2,2 GHz Intel Core i7
16 GB Ram
Radeon Pro 555X 4GB

As soon as I run Eevee viewport I got very bad performance, I’m even not sure if my macbook starts to kick in his graphic card. I know that macbooks aren’t for 3D graphics, BUT… Blender works quite good on previous generation, the one that I was testing is:

Macbook Pro 13" 2015
2,9 GHz Intel Core i5
16 GB Ram
And no graphic card (only integrated Iris Graphics 6100 1536 GB

Here’s a video comparison, made on the the same project, so lighting and render settings are the same.

 -> Video comparison <-

Do you have any ideas? I'm using Blender 2.8


texts: How do I move multiple vertices to the same point at the same time?

texts:
As the picture illustrates, I've already starting moving vertices on the Torus to the exact same point (X:0, Y:-49.5, Z:1.5).  The highlighted vertices still need to be moved to that point.  The already moved vertices were moved one at a time (I selected the vertex and then typed in the new coordinates).  I'd love to be able to highlight them all and type in the coordinates and they all move to that point, but it doesn't work that way (It treats them like one object and moves the "center" of that object to the point, which results in interesting but undesired behavior).  Is there a way to accomplish this so I don't have to click and type over and over again, but can simply select all the vertices I want to move and then move them with one simple action?

I've been using Blender since yesterday so I'm new, and the training videos didn't reveal anything helpful.


texts: Footage settings in Masking workspace seem stuck on 1920x1080, need 3840x1080, how to change?

texts: Is it even possible to change the Footage Settings in the Masking Workspace? I hit "N" to bring up the tab, and in Footage Settings there seems no way to change them from 1920x1080, even going to other workspaces... my footage is 3840x1080, anamorphic, and I used a scaling modifier in nodes to correct it, but the edges are cut every time I export.


texts: Can a single object in an array be exported?

texts: Just wondering if a single object which is part of an array can be easily selected for export. I have tried in edit mode pressing the P key but can't work out how to quickly select every face in the object (I can hold down the shift key and LMB on each face but there are heaps of them).


texts:
8 years using blender and still, never tried the Python API. Never too late to begin! Then I was stuck on something very frustrating, tried 2 days, created variant, searched for bugtracks and looking for others stack thread.

The context

I'm working on a "civ-like" game with tiles. To generate my map I want to run a small "buildmap.py" script allowing to place tiles and control them.

So, I put the tiles and tiles variant on my second layer and call them from the first layer with a "spawner" Empty object at the launch of the scene:

Always (tap) -> python : buildmap.py

Here is the code :

import bge

world = bge.logic.getCurrentScene()

world.addObject("Tile", "spawner",0)

The problem

When I launch the game everything looks good, the tiles are placed at the right places. Then I clicked on the first one... And realized that my script putted 2 "Tile" objects on each position. I removed the loop to study the addObject and branch it to a keyboard with same result.
By calling once addObject it places 2 objects.

Maybe I’m missing something ? so I came here :)


texts: Dark gray section in the viewport that can't be changed?

texts: What is this long dark section? I'm not sure what I did to make it appear but it prevents me from seeing other objects in my scene. I tried adjusting the clipping already but it did not seem to help.


texts: Can`t make the right looking bevel text, need some help!

texts: So Im trying to do beveled text but it always appears with some kind of holes/creases that follow the shape, the text looks somewhat better in the Edit mode, anyway can`t figure it... I want typical bevel without holes.


texts: Blender 2.91 smoke look fuzzy while I want it plain and smooth

texts:
Blender smoke look fuzzy while I want it plain
Hello everyone, it's my first time doing this so I don't really know If I'm doing this right but here is my problem.
I'm trying to simulate a character appearing of a smoke puff and my smoke doesn't look right :

Blender smoke look fuzzy while I want it plain
see, it's all fuzzy, looking dissipated or like a bunch of dots
here a rendered view,
same problem especially on the bottom left :

I want it to look plain, full, heavy, smooth, puffy like this :

or this

You see ? I think I can provide the file if needed


texts:
I have a stickfigure that I made and I want to rig. Most of the thing is working fine but the arms and legs are streching very weirdly. I want to make it in a way that, for example, if I rotate the elbow, the scale of the mesh wont change just the rotation of the mesh. I also want to be able to rotate each cylinder individually in its local location, regardless of the global location. So currently I am looking to make the normal mesh work and then adding this on top somehow. Any help would be appreciated!
Here is how it is in Rest:
Here is with some rotation:
I read some of the other posts but after attempting the solutions, I keep getting the same issue.
The file can be found here: https://www.dropbox.com/s/x8j4y8iofyul67z/stickfigure.blend?dl=0


texts: The edge disappeared in object mode, but show up in edit mode

texts: Anyone have the same issue? How to fix it?


texts: How do I add a texture to a model in 2.82?

texts:
I've been a Blender user for a few years at this point, and I finally just switched over to 2.82 after having used the version in my system's package repo for a while.  Now, I can't find gosh darn anything and I'm starting to get frustrated.
I can find the Materials window, and I can add a material.  But I've been looking for ten minutes now and I cannot for the life of me find where to add a texture.  Can someone please tell me where to find that setting, preferably with screenshots?
Update 3-6-20:  Here is a screenshot of my window.  The first response shows a tab or button that just isn't there on my interface.
(Like I said, I've been using blender for years.  I've already looked in all the places where it would actually make sense for it to be)


texts: How to export ocean simulation to .json file with the animated modifier?

texts:
I got my blend file from here and I want to export this as a three.js json file so i can load it to browser. I managed to do that but as result i get the 1st frame of the model and not the model animated like it is when i play it at the timeline. What i want is to animate the ocean as it animates when it is in blender.. How can i achieve that? I use the following code to load to three js:

loader = new THREE.JSONLoader();
            loader.load( "wave.json", function( geometry, materials ) {
            wave= new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
            wave.position.set(10,10,10);
            wave.rotation.x = Math.PI/2;
scene.add(wave);

any help?


texts: Blender not Running using Nvidia Graphics But Run using Integrated Graphics

texts:
It can be clearly seen in Image 1 that Blender is running in integrated Graphics but when i turn my settings to High Performance Nvidia Graphics i.e Nvidia 940MX, Blender stucks at the white screen and do not move further. i tried waiting for more than 20 minutes.
My Laptop model is HP- Pavilion 15-cc0xx with 4 GB dedicated Graphic card and 4GB integrated .. Kindly guide me..


texts: Removing Weird Armor Textures/Objects on a Minecraft Model

texts:
I really want to remove the armor texture after downloading a template, but I can't figure out how to remove the armor object and the armor texture! Please help me!

If you want to check out the file itself, click here: Minecraft Blender Intro


texts: How to plug specular map into Principled Shader?

texts:
I have an old collection of materials that are represented by diffuse, bump and specular maps. Like this. With Principled shader, where should I plug in the specular map? In the previous version, I used to use it as a mix factor between diffuse and glossy shaders, and it was fine.

In Principled shader, I tried to use it in roughness or specular. Inverted or not. Anyway, it does not look right.

What should I do with materials that provide separate maps for "reflectivity", "specularity" and "glossiness" and recommend to use them all?


texts: How to read the data in CSV file and create object accordingly by using python console in blender

texts:
i have a .csv file like the picture above
i want to read the csv file and be able to pull out the information and make it like something below:

|mode        |   lon            |   lat       |  name      |

|subway     |   116.3572162|   39.8980033|  name1     |

i want to create a mesh according to the information from the csv file
i want the mesh to be in the exact location of the longitude and latitude.
please help , i'm really new to programming :(


texts: Material preview not working, just shows glitch moveable look texture

texts:
What ever I go to the material viewer my texture doesn't show but instead shows grey out texture.
Also what ever I move the view the grey texture just moves outside the model.
Are there some ways I could fix that?


texts: How can the demarcation between two materials be smoothed?

texts:
After assigning two different materials to a subdivded mesh, I would like to smooth the demarcation between them from:

To something like:

I tried to isolate one material and selected the outline using Select / Non Manifold
and hoped that I could rotate the edges around z-axis with individual origins but this didn't work as expected.

How can the edges be smoothed as in the 2nd image (preferably without separating the mesh before) ?


texts: Straight line draw animation how doing it?

texts:
I am trying to do something simple yet i haven't found a way to do it in blender that is animating the drawing of borders of a shape (rectangles, triangles...) you can see an example on youtube of the result i am trying to achieve :
How to Animate Shape Borders in Adobe After Effects CC (2017)

If anyone has a good technique to do it or a blender file it would be cool.

Thanks.


texts: How to rotate the arms on the x axis on a lot of keyframes

texts:
I have imported an adobe fuse/mixamo character/armature/fbx file into blender and I realized that the arms pass through the thigh,as you can see here :

I would like to rotate the arms on the x axis a little upper in pose mode,but since the animation has 288 frames,should I do it for each frame ? It will take a lot of time !!!. I changed the first and the last frame only,but the frames on the middle aren't changed. I don't know why. Is there a faster way ? thanks. You can find the fbx file here.


texts: Like the Title, is there a way to hook an object to another object's vertex(s) ? or any other method that produce the same result.


texts:
Is it possible to keep rulers displayed when leaving the Grease Pencil toolbox? I can only see the rulers when I click Grease Pencil -> Tools -> Ruler/Protactor until I press ESC.

Version: 2.79


texts: Is there a quick way to set the origin to the "bottom centre"?

texts:
From my experience, it seems that a lot of times when I scaling an object, I would want the bottom of the object stays as it is. For example, think about scaling a lamp on a desk. If I scale the lamp, I would want the lamp to stay on the desk, not going below the desk.

I know the origin decides that, so the origin needs to be at the bottom centre (that is, centre in the X and Y axes, but the lowest in the Z axis). But in the Object -> Set Origin, there is only "Origin to Centre of Mass". I have searched Google and found ways like selecting the bottom face, move the cursor there and then setting origin there, but that seems cumbersome, especially if I have to do it over and over again. Isn't there an easier way? Like "Origin to Bottom Centre of Mass" menu?


texts: How to undo a camera binding to a marker?

texts: I am doing an animation, and I require to take several shots from multiple angles, and I'm doing it by binding cameras to markers in the timeline. I accidentally binded a camera to an incorrect marker and I don't want to delete the camera. How could I undo this?


texts: Animation Nodes Delay of Cell Fractured Collection Matrix

texts:
I'm trying to make a simple animation in 2.8 by (mostly) following This video by BLUE FOX
However, I would like to make the cell fractured objects slowly return to their starting points, instead of an instant warp. I have played around with nodes and google for the last several hours, to no avail.
I have an image of the nodes I am using, as well as a gif of the current effect I wish to change - Any and all help is appreciated.


texts: When I generate the rig using rigify the controls for the arms and head move up and out of place. Is this just for display or has something gone wrong? I did recalculate bones to front view, not sure if that matters, thanks!


texts:
I am dealing with a certain model.
In DAZ3D, the bone rotation is very convinient and what I would consider "natural".
When I export the model and import it in Blender and try to rotate the finger bones as I do in DAZ3D, it doesn't feel natural. The bones do not rotate along the axis.
Here is a video of what I'm experiencing.
How could I achieve the same bone rotation strategy in Blender?
Thank you!

Here is my blend file:

Edit: I have set the orientation to local as somebody suggested, but it wouldn't help. Here is a video:
Edit 2: Somebody suspected improper import settings. I have tried many ways, but I couldn't get it to behave normally. If anybody would give it a try, here is my model.
Edit 3:
I think it's a bug. If I import the same fbx into DAZ3D again, it works perfectly fine.
I have therefore filed a Blender bug report here.


texts:
I'm trying to texture a box I'm making to put in a game and I've tried a bunch of different ways.
i added the texture to the node but when i try to unwrap it does nothing. any help would be appreciated


texts: In texture paint mode the Accumulate mode only works in the image editor window, not on the mesh itself

texts:
I included my node setup for the material I'm painting on.  It is strange, but when I paint directly on the mesh my black paint shows up only as a light tint that never gets any darker unless I release the pointer and reapply more paint on top.  If I do this about 8 times I get a very black color.  On the Image Editor window, however, I can keep the pointer pressed down and just scribble back and forth and the paint accumulates correctly making a darker and darker area without having to release and reapply and release and reapply several times.  Is this a bug, or more likely I don't really grok texture painting. Can someone assist?

By the way, I tried this on the make-up layer texture as well as the skin texture layer.  Same result.

Here I show you my current brush settings and in the 3D view window, you can see 3 blue sections on the model's cheek.  The far left one is the result of 4 or 5 passes of the brush (click and hold, scribble scribble scribble, release, repeat), the middle one is the result of scribbling in the editor window, and the far right is the result of scribbling on the model in the 3D window in just one pass (click and hold, scribble scribble scribble, release).  When I have "accumulate" checked, shouldn't I be able to get the middle and left result by doing what I did in the far right example?  Why does it remain so pale no matter how much I scribble over it?  Why am I having to release and reclick to add more paint?


texts:
If I try to insert Mesh > Mesh from Object, I see the following error:

This is Blender 2.79b and Animation Nodes 2.1.2. Strange thing is that this thing was working fine a couple of days ago when I started learning about Animation Nodes.

Things I have tried:

Adding other nodes before adding Mesh from Object.
Removing Animation Nodes addon and reinstalling.
Removing the entire Animation Nodes folder from blender addons.
Uninstalling and reinstalling Blender.

Looking at the bug text, however it appears to be a problem within the code. Anyone knows how to fix it?


texts: Move center of radial anisotropic to center of object

texts:
Is possible align the center of radial anisotropic shader with the center of the hole?
I tried:

Move origin (I always think origin determines the center of anisotropic- not true)
Separate tangent values and change each individual by multiply different numbers - something changes, but I was not able to move the anisotropic's center.

Any other ideas?


texts:
I'm trying to make a simple scene featuring cashews in a cashew jar. In real life, the container is clear plastic and you can see through it with no issue or distortion. In Blender, it is the exact opposite.
How do I remove the distortion from the cashews in the jar? I've tried adjusting the IOR value, tried disabling the Refraction option in the Object panel, but nothing works. I've come so far on this project and this is the last step in finishing it up for myself.
Note: I am specifically referring to the distortion/blurriness of the cashews on the center of the flat sides. Not on the parts of the jar that are curved. I just want to be able to clearly see the cashews
Screenshots:


texts: How to install 'Cycle Cameras' addon for 2.8x?

texts:
I'm using a great addon called "Cycle Cameras" made by @CoDEmanX for Blender 2.79b which I'd like to use in Blender 2.8x as well.

Fortunately there already is an updated version by @Matthias & @batFINGER. However, I can't get it to work properly. Everytime I try to install it via User Preferences > Install from File the addon doesn't show up in the list. I tried to install it in Blender v2.80 and v2.81 without any success.

What am I doing wrong? How to install the updated version properly?


texts:
When separating a mesh in edit mode using P,  bpy.ops.mesh.separate(type='SELECTED'), it will select your vertices and make a new object. You are left with two objects.
However, if you select all of the mesh of one object and use it, you will be left with two objects, of which one of has no vertices in it. I need to select this object "if no vertices are present" and delete it.
Here is why I need to do this. I have one object, say a sphere and then using Vertex Weight Proximity and Vertex Weight Edit on other objects (which are joined with one name), I am able to detect all objects intersecting my sphere. These will leave a vertex group, which I can then link up ⌃ Ctrl + L and separate the objects.
However, if all the objects are selected, then I am faced with the problem of having one object with no vertices. I do hope I am clear enough in my question. I need some help with the python script of deleting the object if there are no vertices.
Here is my initial script to separate the objects.
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.vertex_group_set_active(group='V_Group')
bpy.ops.object.vertex_group_select()
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()


texts: I had to use it for the first time (using UV's for more than a year). Well, I messed it up. Please help.


texts: How can I add shapekey to keyframe in timeline in 2.8?

texts: recently I've added some shapekeys to one of my objects and I want to make some animation out of this. Yet, I can't find any possibilities to apply this to timeline. Any idea how to achieve this?


texts: Emission Material Applying to entire object instead of just selected faces

texts: I'm rather new to blender and I've come across a problem. Whenever I try to assign an emission material to specific faces of an object, it assigns it to the entire object instead. It's been working perfectly fine till now so I am not sure what I did to cause this, is there a way to fix this?


texts: how to do uniform normal scaling in python?

texts:
I have created this base and i also drew some arrows for direction of displacement. im essentially trying to enlarge the object. scaling occurs relative to origin and so the base becomes slightly misplaced. I want to uniformly enlarge the object along the arrow directions, uniformly grow it along normal direction.

I tried
bpy.ops.mesh.extrude_region_shrink_fatten(MESH_OT_extrude_region={"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_shrink_fatten={"value":-1, "use_even_offset":True, "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "release_confirm":False, "use_accurate":False})

but that produces some bad results due to sharp geometry

any thoughts on how to produce more consistent geometry?
EDIT: I noticed that executing the extrude_region_shrink_flatten in my add-on does not produce the same result compared to blender's scripting editor. instead of what you see in the pictures, the extrude faces just get translated in the same direction


texts: Script calculated multiple times on frame

texts:
I have a simple script like this:
import bpy
frame = 0

def tester(scene):
    global frame
    frame = scene.frame_current
    print(frame)

bpy.app.handlers.frame_change_pre.append(tester)

It should print out the current frame. If I just play the animation, works as expected, but when I start rendering it gives back multiple numbers on each frame.
(I'm only using this script to demonstrate, the problem is occurring in a more complex script. But the anomaly is the same.)
I'm getting results during rendering like this:
1
0
1
1
Saved: 'C:\......'
2
1
2
2
Saved: 'C:\......'
3
2
3
3
Saved: 'C:\......'

and so on...
Any guess why and how can I prevent this from happening? (I'm trying to insert an if statement that is prevening the recalculation of an already calculated frame, but this solution is way more hacky than it should be...)


texts: How to fill the edges with good topology? Am i doing this correctly?

texts: I've been scratching my head at attempting to connect the stretched octagon to the rest of the object(with good topology). Is the edge cuts that i created in the third image considered good (or at least half way decent?).  My process was to delete the faces as a whole, then manually fill one side of the octagon to the rest of the object(F shortcut when 2 edges selected). Afterwards, I'd cleaning up the fill using the cut tool (K shortcut). This was very manual.  Is there a better methodology? Is just a central part of 3D designing very specific nooks and crannies?


texts: Texture Paint: Color shows different on the mesh

texts:
I just started painting a mesh and for a while it worked OK, but now when I paint on the UV map, the color doesn't show as I chose.

Before:

After I painted on the door:


texts:
Summary
Hi,
I'm trying to optimize a RESTful service, that creates a 3D-Model (.blend/.gltf) from Shapefiles (.shp) using the BlenderGIS-Addon and GDAL.
The Service is based on a Java RESTful API and starts a Blender instance via CLI with blender --background --python in addition it passes the path to a .py-script and some other paths and parameters.
The Service is then packed into a Docker Container (based on a Ubuntu baseimage).
The Problem
The problem is that the bottleneck of the service is, that every time the service gets a HTTP-request it starts a new instance of Blender. (Runtime of the scripts itself: 0.2s and 4.8s. Runtime with startup of Blender: $\approx$ 7-10s.)
Is there a way to keep a Blender instance open somehow like a REST-service and just pass .py-script after script with new arguments?


texts: How to roll up a plane/create a rolled yoga mat?

texts:
I'm trying to create a rolled up yoga mat. I thought I could use the cloth simulator and run a physics animation to make a subdivided mesh roll itself up but I couldn't get it to work. Everything I tried just resulted in a cloth that was bent in lots of different directions.

So then I thought maybe I could run an animation to make the mesh roll itself around a cylinder. I guess for this to work I'd need to be able to pin the mesh to the cylinder, and then animate the cylinder rotating a few times. I guess I can rotate the cylinder by creating keyframes with 0 degrees of rotation then say 10 * 360 degrees rotation. But how can I parent one end of the mesh to the cylinder in the first place?

Or is there a better way to do this?

I'd also like to be able to have the corners of the mat slightly curled up when it's flat (e.g. like this but less pronounced) which makes me think perhaps physics is the way to go after all?


texts: How to turn off moving objects without gizmo or shortcut?

texts:
Can I turn off moving objects/vert etc. when clicked and dragged on empty space?
I want to be able to use only gizmo or shortcut, to prevent me from moving my stuff accidentally.

I know I can change threshold, but I'd like to remove it for good.


texts: Sculpt Brush Orientation weird, scaled on an axis

texts: Dont know how to fix. Top of mesh works fine, its the sides.


texts: Align view to selected operator (numpad .) when scripting?

texts: Whenever I hit Numpad. (align view to selection), it doesn't show up in the info panel. Is there an operator for this, so that I can use it in scripting?


texts: How creating function to assign texture image to object python

texts:
In other answer script not working:
(in Add a Texture to an Object using Python and Blender 2.8 answer not working, generate only black image and delete everything)
import bpy nazwa_tek="cyfry"
plik_tek_gr="//grafiki/gr.png"
tek = bpy.data.materials.new(name=nazwa_tek)
tek.use_nodes = True
bsdf = tek.node_tree.nodes["Principled BSDF"]
texImage = tek.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(plik_tek_gr)
#tek.diffuse_color = (1.0, 0.0, 1.0, 0.8) tek.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
print("tekstura:=", tek)

def DodajTeksture(ob, nazwa="cyfry", plik_gr="//grafiki/gr.png"):
    global tek
    if ob.data.materials:
      ob.data.materials[0] = tek
    else:
      ob.data.materials.append(tek)
    return

bpy.data.scenes["Scene"].render.image_settings.file_format = 'JPEG' bpy.data.scenes["Scene"].render.filepath = './' bpy.ops.render.render(animation = False) img = bpy.data.images[0] img.save_render('wynik.jpg') bpy.ops.wm.save_mainfile(filepath='bb.blend')

it generate (not assign) blank image. Check on normal Cube example
but how create a image texture? My texture are now procedural and do not have .image value. (I need image texture not procedural)
obrazek = bpy.ops.image.open(filepath="//file.png")
bpy.data.images["//file.png"].pack(as_png=True)

load image, but how aplying image for object named "Cube"?

How creating procedure in python
def appimage(obj, name_image, dx, dy)
   #applying image to object name obj staring from (dx,dy) in image
   return

create texture, add image to texture (one texture will be assign to some object) specifi region in image for this object. I have big texture for many objects. Only small region is for object. My image have transparent region (it schow diffuse color from bottom?).
appimage("Cube", "//file.png", 170, 200)


texts: Blender 2.8 (python) - How to set material color using hex value instead of RGB

texts:
I would like to rewrite the following script so that I can set the color of the material using a hex value; currently it works with RGB.

A search of the literature provides no suggestions as to how to proceed.

Any advice would be much appreciated!

def add_material(obj, material_name, r, g, b):
    material = bpy.data.materials.get(material_name)
    if material is None:
        material = bpy.data.materials.new(material_name)
    material.use_nodes = True
    principled_bsdf = material.node_tree.nodes['Principled BSDF']
    if principled_bsdf is not None:
        principled_bsdf.inputs[0].default_value = (r, g, b, 1)
    obj.active_material = material


texts: Python: Make an Operator update UI after executed

texts:
Example: I want to press a button in the UI and have a label/list change to display below the button. Not on the Operator's F6/Redo panel, but once the Operator has been appended somewhere else in the UI.

So perhaps the question would be if it's possible to use the Operator's draw function somewhere else in the UI (appended or on it's own Panel).

I know it can be done updating a global variable, then using it from the UI code, but I know globals a no-no in general.

Thanks!


texts:
I just made a hooide for my character but I don't know how to rig it in a correct way. When I rigged the hoodie, it's always clipping to the character's body. (by the way It's blender 2.79)

I can send the blend file ıf it helps to solve the problem.


texts: What FOSS way(s) are out there to convert cdr/dwg/dxf to Blender formats and back?

texts:
While already using Blender, I'm considering to use it to create models for a milling (machining) and have read on a site of one of the companies that mill stuff that they accept cdr, dwg and dxf file formats. I'm not sure if every other accepts all 3, so I'm better to be prepared to change file format. So I'd like at least to be able to export to these formats (ideally import as well) with minimal time consumption and without use of heavy tools (like CAD systems) and preferably free and open source software and only one piece of software (for 3 formats). Any known tools for this?

I'm on Windows 10 currently, but mentioning Unix solutions are also encouraged as I'll install some Unix in the nearest future.


texts: How do I render a normal pass that is blue/pink instead of red/green?

texts:
In my case, it's for an aesthetic purpose. I want to render out a version of my scene that has the blue/pink normal map look. Blender's standard Normal render pass seems to be red and green. I'm sure there is a functional/technical reason for this, but in my case I only want the pass for the look of it.
I would also prefer to do this with compositing nodes/rendering because I don't want to have to change all the materials in my scene individually just to fake the normals/blue pink look. I need both the combined render and the normal.


texts: How would I go about animating a camera scrolling through a shot like this?

texts:
I have a shot of a forest path that looks like this, the grass and trees will animate, I hope.

And I'm trying to get the camera to head down the path, while the trees and grass move along, and the hills and mountain stay put. However while I know how to keep those static, I find it hard to imagine a way to essentially tile the detailed plane, apart from copying it five times and shifting the camera back every time it travels one tile.

I do have ideas how to solve this, I would just like input on how others would solve the problem. As I know my ideas are likely not the most optimal.


texts:
It happens sometimes that after finishing bake (e.g., for fluid simulation) we wish we could continue the simulation for two more seconds :(

How to use the cached bake to continue the simulation?

We played with the settings, but with no success.


texts: How to get the distance from one vertex to other vertex along the normal polygon?

texts:
I need to get a distance from the vertex to the vertex along the normal of the polygon.
Look, I've got a polygon that I want to move to its normal to any too.
In this case, I move the polygon with index 36 to the vertex with index 31 to the normals.
I just include snapping to the vertex with the closest parameter. I get the distance of 0.3568.
How can I reach the distance of 0.3568 between the 30 and 31 vertex using Python?


texts:
I've googled and also searched the answers here but couldn't find my problem so here goes:

I know how to bevel a curve using another object and when I try it with a normal circle it's fine. But I'm trying to use this flat oval shape to bevel a larger curve of the same shape and it's not following the curve at the correct rotation. I've tried everything, rotating the bevel object, clicking random options in the object data menu.. I can't seem to budge it from looking how it is in the screenshot. In the screenshot you can see the curve I've failed to bevel correctly and also the bevel object in the bottom right.

Basically, I want the flat part of the oval to be above and below the curve, not on the sides as it is. I hope that makes sense. Anyone know what I need to do?


texts: How to directly render Compositing ONLY - without 3D scene?

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Does anybody have a solution in form of script, some addon or some 'hack' how to render only composited image sequences and passes that you have loaded in Compositing Nodes?

Blender doesn't do that directly because blender firstly render 3D scene (even 3d scene is empty) and then shortly produce render image for current frame from Compositing Nodes...

As you know blender Compositing can be awesome, I want use it like Nuke, but this is barrier for fast using in sense of speed-up post-processing.


texts: How do I add the same Modifiers to all Linked Duplicates?

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I am building a scene with a lot of leaves, a macroscopic view, each leaf is an object carefully placed rather than using a particle system. I have a base set of 12 leaves that have each been duplicated dozens of times as linked duplicates using Alt+D rather than Shift+D. Now that each linked duplicate has been carefully rotated, scaled, placed I want to add Solidify and Subsurface Modifiers to all of them but maintain them as Linked Duplicates.

Is it possible to add the same Modifiers to all Linked Duplicates in some way?

When I add these Modifiers to the original object or instance it seems to Unlink it from all the Linked Duplicates creating a new object with the Modifiers.

If this isn't possible to do as with Materials where a Material can be linked to an Object or its Data, is there a good workaround to achieve the same without unlinking all the objects and creating hundreds of new separate objects?


texts: Automatic AOV shader pass setup for geometry buffer

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Is there a way to create AOVs that affects all materials in the scene? I can successfully create an AOV shader pass that outputs world positions of the object material is on:

This gives me correct result, which I save to a separate file using composition. The problem is, that this is the only object that will be considered in the shader pass, rest of the image is empty.
So I would like have this shader pass for all of the materials in the scene. Am I coming at this wrong, or should I apply AOV Output to all 150 materials in my case? If the latter is correct, can this be done in python blender API?


texts: Bending a bar with a torus attached to one end

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I'm an absolute beginner with Blender (5 days so far) and I'm hoping someone can help me.
I'm trying to bend a flat bar with a torus attached to one end.
I used the bend feature in the "simple deform" modifier for bending the bar and attached a torus to one of its ends using the "Child OF" constraint. the problem I'm having is that the torus doesn't stay flat against the bar as it bends (Please see attached images 1 through 4).
Please help!!!
Thanks in advance