texts: How to make effect of burning objects from Particles?

texts:
How to make so that Boolean affect on color & shape of particles?
Here's example, I need to create effect so that grass from Particles burns. But grass doesn't change color & shape from Boolean & Dynamic paint like ground does. Particles just disappear when circle narrows.
I guess that for particles need to use not Dynamic paint, but something else. The only thing that comes to my mind is converting particles to mesh, but this is inconvenient variant, especially when particles are animated.
How to make so that Boolean affect on color & shape of particles? Or maybe not Boolean, but something else. In general, how to make effect of burning particles (on the example of burning grass or something similar)?


texts: How to organize different animations when you didn't finish your scene yet?

texts:
I want to have different scenes to create different movements of my objects. When I create or change an object, I want it to be created or changed in all these scenes. Only the animations shall not be linked.

Is there a way to link all objects without their animations between scenes?


texts:
I would like to know if it is possible to display the normal quality of an image in a preview.

I have an icon in 256 pixel, the result is nice.

When I see this icon in the preview, the render is far from that.

It seems that the preview shows a smaller version of the icon, so the render is not really good.

Thx for your help ;)


texts:
I seperated the one cylinder to two parts for texturing

(The reason why is it separated, ı don't have idea "how can ı different texturing on the one part?")

Now,I want combine the different two parts like in the beginning(like one cylinder)

Thank you for helps :)


texts: Blender crashes while modifying a shape in edit mode

texts:
Whenever I modify a shape in edit mode using g Blender inmediatly crashes and does not generate any logs.
When I open blender from terminal it gives me this:
blender(BLI_system_backtrace+0x33) [0x5640d9fcba23]
blender(trans_mesh_customdata_correction_init+0x3c8) [0x5640d80f04e8]
blender(+0x1aec645) [0x5640d80d6645]
blender(transformEvent+0xe7a) [0x5640d80db60a]
blender(+0x1b1a658) [0x5640d8104658]
blender(+0x15a9a34) [0x5640d7b93a34]
blender(+0x15aa825) [0x5640d7b94825]
blender(+0x15ac51c) [0x5640d7b9651c]
blender(wm_event_do_handlers+0x520) [0x5640d7b96db0]
blender(WM_main+0x20) [0x5640d7b8c430]
blender(main+0x2c5) [0x5640d796a565]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7fae42d3e09b]
blender(_start+0x2a) [0x5640d79b394a]
BLI_assert failed: /build/blender-LTuunB/blender-2.82.a+dfsg/source/blender/editors/transform/transform_convert_mesh.c:1033, trans_mesh_customdata_correction_init(), at 'tc->custom.type.data == ((void *)0)'
Abortado

I use blender 2.82 on Debian 10 Buster,
My GPU is intel UHD 620 and I have 16 GB of RAM.


texts:
I want to take a render picture of the cloth over a car. But every time I render it the cloth shadows are too big and somehow not nice (whole cloth with shadows are just 3 colours).

It looks good in the not-rendered form. But I cant figure out how to make the cloth-shades nice in the render-version.

Can someone help me with this?


texts: Is it possible to do OpenCL rendering on Intel processors?

texts:
Intel processors have supported OpenCL for a long time now; latest versions (Haswell and above) support OpenCL 2.0 or better. Why don't we have a GPU rendering option when using Blender on these processors?

I have tried the latest test build (2.75) too, which claims to add support for OpenCL, but I do not see GPU option in User Preferences. Do I need to download some add-on for it?


texts: Anyone have any idea how to make pencil pleat curtains? The problem I'm having is that the pleat at the top of the curtain is random thicknesses and shapes. Like this. Would it be a case of modelling the curtain and then running some kind of cloth simulation as though a drawstring is pulling it together?


texts: How to stack/multiply objects or meshes in blender

texts: I just wanted to know is there any way to multiply objects, for instance in making rice on plate. you know how they are, random in all direction and piled up at the center, i tried the particle effect and almost all settings, didnt help.


texts:
I'm having a difficulty trying to add a button to my add-on Tools menu for picking a material. Currently I'm doing it by bpy.props.StringProperty() so the user has to write the correct material.
Is it possible and how would I make a material picker box like this one? (from Render Layers menu, material override)

I don't even know what is the name of this so excuse me if this is a duplicate question.
P.S. I would also like to have an object picker, but I'm assuming that once I figure out how to make the material, the object is just next door.
Thank you in advance!


texts: I get a nice texture with AO, Bump, Normal, Albedo, Depth, Gloss, hi-gloss and roughness images texture. How i can put all images in cycles nodes for a realistic textures, i know the composition of nodes


texts:
I'm following this tutorial and I have applied a material to the body mesh and when I apply the material to the faces to the side of the mesh, I can see the top/bottom material is showing on the top and bottom parts of the side faces.

This is the rendered view:

http://i.imgur.com/uvMBfQq.png

and this is the wireframe showing the selected faces which the side material is applied to:

http://imgur.com/zx4JW32.png

I'm not sure why this is happening, can anyone advise?
Thanks


texts: White background turning grey during video creation

texts:
I use filmic color management and cycles. I have done a 360° turntable animation and created 120 PNG frames (8 bits) with pure white background.

However, when I create a video from this PNG sequence (with VSE), the white background turns to grey (I use MPEG-4 and H.264 codec). I encountered a similar problem when I created the frames: I used compositing to add the pure white background, since everything was transparent except for the subject, but I faced issues due to the fact I was using filmic. This post saved me: White background with filmic blender.

So my question is: what can I do to have a video animation that have the same color range than my input PNG sequence and then have my pure white background?

Edit 1: after investigation (I'm new to Blender), it appears that the background already turned greyish on the preview in video editing mode. Maybe it can help to find the source of the problem.


texts: Sculpting in 2.92 not working? Is it my tablet?

texts: I'm having trouble sculpting with a veikk tablet in blender 2.92. I'm curious if it's the build or perhaps not compatible with my tablet anymore. Grab and snakehook work aok, dynatopo is on, but draw tools not so much. Seems like a pressure thing? Anyone else can advise?


texts:
I'm trying to add some items to the scene and rename them but ran into some issues. Example code:
import bpy
context = bpy.context
name = "Cube"

bpy.ops.mesh.primitive_cube_add(location = [1,2,3])
item = context.active_object
item.name = name

bpy.ops.mesh.primitive_cube_add(location = [10,20,30])
item = context.active_object
item.name = name

I thought that this code would name the first cube to "Cube" and the second cube to Cube.001, but it actually does the opposite and I end up with the second cube (10,20,30) named Cube and the first is named Cube.001. Is this a bug?
Is there anyway around this other than manually looping over existing objects and generating a unique name?
I would be happy to use bmesh instead (as that will give me the expected behaviour), but I can't get that method to work either as I need to create a uv map as well. Example workaround:
import bpy
import bmesh

bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0, calc_uvs=True)
mesh_name = "Cube"
mesh_data = bpy.data.meshes.new(mesh_name)
bm.to_mesh(mesh_data)
bm.free()

mesh_obj = bpy.data.objects.new(mesh_data.name, mesh_data)
bpy.context.collection.objects.link(mesh_obj)

With this example the naming is correct, but I have no uv maps.
Any suggestions?


texts: How to place cubes around in a square shape

texts: As it can be seen in the image, I am trying to place all these cubes in such a way that forms a square shape. I don't know how do I place these cubes by evenly spacing out the distance between each cubes. Can somebody please tell me and give me step by step instructions please?


texts: Why does textures work with the default cube, but not with any new cube I add?

texts:
I am following the "noob to pro" wiki tutorial, and in the basic texturing part, when I apply a material and a texture to the default cube, everything works fine.

If, however, I add a new cube and create a new material and texture here, the result is all broken up and odd-looking. It seems as if it's treating my cube's faces as a pair of triangles instead of just the square face of a cube.

What am I doing wrong?


texts: Problem with Boolean and combination from two objects

texts:
first I created a basemesh (I used the skin mod)
next a separate head
then append it and used boolean to glue them together
discovered a problem

Both parts doesn't fit together well.
I guess the problem is that the head has lot more vertices than the body?!
Do you have an idea what to do?
Or is my way completely wrong to combine both objects?


texts: Duplicate Blender directories for .py scripts

texts:
I first noticed this when I decided to try and install a
Blender Addon from the internet, for my very first time. I chose to go
with this one: Link as I thought it would perhaps be somewhat
useful.

However when I try to "Install Add-on from file", using the newly acquired py file, as prompted by another guide, I get an error stating that there are duplicate instances of the .py file.  Both in my C:/%Appdata%/Roaming/Blender  directory, as well as in my D:/Steam/Steamapps/Blender directory. Both of which contain the standard folder structure with a "scripts"-folder.
This leads me to assume that one of them is not necessary and can be removed, but I don't know which one my client is utilizing and which one is disposable.

Does anybody have any idea why my Blender directory seems to be duplicated? I have installed both the Steam-version and the Retail-version in the past, should this be a clue, and also experienced a major OS-issue, where I had to reinstall and essentially clean all my programs off, yet the D:-drive remained the same throughout. I am currently using the Steam-version for reasons unknown to myself.

EDIT: I managed to install the script by manually adding it to my D:-directory, hence half the issue has actually been fixed. Although I am still debating on which directory can be removed and which directory should stay in my system. It is worth mentioning that there are in fact folders containing addons in both of the aforementioned directories, and Blender seems to want to include them both in it's list, even though I am clearly using the Steam Version at the moment.


texts: Can't see mesh when changing from Bump only to Displacement and bump

texts: I tried to change from Bump only to but i couldn't see my mesh in rendered view mode.


texts:
I recently downloaded a xnalara model and imported it into blender and between the diffuse and normal maps i found these kind of maps.
 the file name says hair_atos.tex and I can't find any info about them. Can someone please tell me what their full name is and what they are supposed to do?


texts: Sequencing a set of images using Filmic-blender crashes Blender

texts:
I am using Blender 2.78

I have rendered a set of png images out using Blender's default colormanagement settings, loaded them into the sequencer and output as h264 video.

Then I tried out Filmic Blender, opened up the blend file I was working on, picked the settings I wanted in the colormanagement section and clicked render animation (sequencer checked) then Blender crashed instantly. I've tried a few times and it's consistent.

I ran Blender in a command prompt with --debug-all and the log ended with

Output #0, avi, to 'C:\tmp\floursack\0001-0060.avi':
  Metadata:
    ISFT            : Lavf55.19.104
    Stream #0:0, 0, 1/24: Video: h264 (libx264) (H264 / 0x34363248), yuv420p, 1920x1080 [SAR 1:1 DAR 16:9], 1/24, q=10-51, 15000 kb/s, 24 tbn, 24 tbc
Evaluate all animation - 1.000000
Error: EXCEPTION_ACCESS_VIOLATION

Any ideas on how to fix this? Do I need to render the individual images with the Filmic Blender colormanagement options for the sequencer to work with them?


texts: I am trying to add a pre-existing object to a pre-existing model. Although I am able to join the two together simply by using ctrl+J, the object does not stay attached to the model when I go into pose mode and move the model around with the bones. Is there a way to get the object to stay attached to and follow along with the model even when the model is moved?


texts:
I'm missing ID keys properties.. Can I show them from somewhere?

When I add new key no property bar appears.. just the names..

Image on the left shows How "ID Keys" tab looks in my current scene.
On the right - How "ID Keys" look in New scene. There is a property bar for each default and my newly created ID key.


texts: Different Viewport, Different Textures...?

texts:
Hope you're doing well :>!
Ran into a different problem in Blender, this one has me quite confused (less so than the geometry one, that one was just lacking experience lol).
For the model I'm making, whenever I swap between the solid viewport shading and material viewport shading, really weird things happen. It's easier to show that explain:

The ear texture kind of inverts, part of the geometry just goes transparent, and whenever I combine my textures (These are before that) this just becomes the default no matter what viewport I'm on.
No idea what to do, I've done shifting of textures and all, to no avail, and I'm stumped. Any and all help will be appreciated !


texts: I need your thoughts. Worked on this 50s radio that I found in an antique market yesterday. I'm trying to do a mic to go with it. I've tried every possible shapes, cylinder, Square, stretch, beveled so on and it can't seem to get it. Is that something I would have to go in sculpting mode?


texts: Creating realistic procedural wall plaster texture

texts:
How do I make a simple procedural texture to get a result similar to this?

In real life its a traditional wall plaster that its not smooth.

It looks like this in real life.


texts: Blender script + EXCEPTION_ACCESS_VIOLATION

texts:
I have a script running in Pyside2 in its own thread, its persistent window that never closes and remain in that thread during the blender live cycle.
When I try to run a render via bpy.ops.render.render(write_still=1) there is 50% chance I get
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF765FF38B0
Module  : C:\Program Files\Blender Foundation\Blender 2.83\blender.exe

I’m guessing its due to some thread synchronization or something, as this "Addon" does not align too properly to blender addon guide as I’m using PySide2.
In any case, does any1 have any idea why I'm getting these crashes when I try to render? How can I tell blender to render from other thread? As far as I can tell when the render "works" the Qt GUI becomes frozen, but blender gui still remains "responsive" which tells me that I must be starting the render from Qt thread and not blender own thread & causing an error...
Any hints would be great
TIA.
edit. my render script goes as follow:
    for camera in cameraList:
        bpy.context.evaluated_depsgraph_get()
        bpy.context.scene.camera = bpy.data.objects[camera]
        bpy.data.scenes[0].render.filepath = self.mRootPath + "/" + str(camera) + "." + self.mFormat
        print("render", self.mRootPath + "/" + str(camera) + "." + self.mFormat)
        bpy.ops.render.render(write_still=1)
        print("pass render ")

error happens on bpy.ops.render.render(write_still=1)


texts: How to download and install an add-on hosted on github properly?

texts:
I have downloaded an add-on hosted on github today using this green 'Download/Clone' button. However, when I try to install it via User Preferences > Addons > Install it does not appear in the Add-on list, no matter what I do.

Q: How to download and install add-ons hosted on github properly? What am I doing wrong?


texts: Can I create a node group with a texture input

texts:
Is it possible to create a node group that asks for a texture, along with other values?

Here is a similar example of materials instead:

Instead of a material, can I make it a texture input instead?

I assume you can only do this with python, and am not sure how to add it with python. Is it possible with just nodes in Blender v. 2.79?


texts:
I have a problem. There is a lot of figures I created for an art project in my school.

I used UV Spheres as models and smooth shaded them. In the end I had 35 million vertices and as you can see around 28 gb in memory. I tried to reduce vertices with a decimate modifier. Now its 176000 vertices but Blender is still super slow in reaction times. It needs half a minute to select a model. And I cant seem to find a way to apply these decimate modifiers to all models in the scene at once.

I used ctrl + l to apply modifiers but cant "apply" them in second step.

Any advice would be appreciated.


texts: How do I stop my chain distorting along a curve?

texts: I am sure this is fairly simple. I followed a simple chain tutorial and as you can see the pieces elongate around the bends for some reason


texts:
I'm trying to make an animation requiring 2 characters on Blender.

The two models have some controls that adjust their facial expressions, yet when I append the second model into blender, both models lose those controls. What do I do?

Thank you in advance


texts: Is there a way to split a face in cubes (but remaining as one mesh) ? (explode modifier ?)

texts:
I want to find a way to split the face of a character in separated cubes (but remaining as the same "face mesh" !), as if my character was a man made from stone for example.

I've tried to Ctrl-B on the desired faces, which gave me what I wanted (I also apply this modification to the arms and hands), but I was not able to scale the new faces inward the character (to create a bump effect), and I don't know if its possible.

Is there a way to do so ?
 - Could the explode modifier help me to reach this result ?
 - Or maybe the Ctrl-B shortcut ?

Thanks a lot guys :)


texts: Blender scripting: How to change texture color

texts:
I'm trying to create a picture in Blender using only Python/scripting (no animation). I have a model loaded in and I can change it's base color using active_material.diffuse_color but now I want to put a texture on the model and then change the texture color. I've googled for a while and couldn't find any good resources for how to do so.
This is what I have so far:
mat = bpy.data.materials.new(name="Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("../textures/texture.png")
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])

color_ramp = mat.node_tree.nodes.new("ShaderNodeValToRGB")
mat.node_tree.links.new(bsdf.inputs['Base Color'], color_ramp.outputs['Color'])

ob = bpy.data.objects['model']
if ob.data.materials:
    ob.data.materials[0] = mat
else:
    ob.data.materials.append(mat)

The code correctly puts the texture on the model, but I'm not sure how to use the color_ramp node to actually change the color or if it's even the right thing to try. Thanks!


texts: Blender 3D: Show and Work simultaneously on two or more scenes, same file

texts:
I use Blender 2.75 on Win 7.

I some times create one blend file and a first scene.

Than I duplicate the scene (once or more times as I need) and I make some variations to consider more possibilities for the situation I have to study.

I frequently have the need to visually compare in real time the two (or more) scenes for various reasons. For achieve this I need to have two (or more) scenes of the same file showed on the computer screen simultaneously.

The menu view > Duplicate area into new window, allows me to look the same scene from different perspectives and observe the same scene from as many points of view as I need. But I can't do the same with two or more different scenes of the same file.
The only thing I can do is to switch from one scene to another with the scene selector that switch the scene for all windows. This doesn't allow me to show two scenes simultaneously but just one at once from different points of view, in each window.

What I want, if it is possible, is to have two or more windows of the same file opened on different scenes. The problem is that acting on the scene drop down menu switches the scenes in ALL windows, even the separated ones.

I tried the solution proposed by iKlsR♦ in this page Is it possible to work on two or more files at the same time (or open multiple Blender instances?)
but it doesn't work: the scene is switched on both opened windows.

Is there any solution or any option to solve this situation and allow me to show on screen simultaneously two different scenes of the same file?

Thanks in advance.


texts:
I can group several objects using Ctrl+P.
However, the "main" object is the last selected object.
I find this a bit distracting.
Is there a way to group my objects in an empty object?

I would like to be able to parent my objects like this:

I was not really able to do that, so I added a plane as the main-object.
Is there a way to do that without having to add an additional, superflouos element?


texts: Can't find the keyboard shortcut in keymap preferences

texts:
I am a Maya user and I want to move to Blender and I decided to Change the Keymap to a similar look to Maya; But couldn't find the shortcut key for ' Spacebar + W ' as Tweak tool to Remove It and use the shortcut for Move gizmo.

Can anybody Help me Please?!


texts:
I can select vertices by using "b" for Box Select, but I'm unable to click a single vertex by a right-click or left-click.

When I right-click a vertex, the mouse pointer switches to another location instead.

When I left-click a vertex, nothing happens at all.

UV-Sculpt is disabled.

I wanted to select a single vertex in order to select an edge loop.

The mesh has been created by adding a cylinder, then assign "Nothing" and then using the Solidify modifier.

Thank you.


texts: Shortcut for centering the 3D-cursor in a view

texts:
Is there a keyboard shortcut for centering the 3D-cursor in the current view? The cursor itself should stay in the same spot in space (i.e. its coordinates shouldn't change).
Right now I have to manually center the cursor using shift + press scroll wheel, which is tedious.
ADDED: the GIF shows that "Center view to cursor" does not work. The cursor remains out of center (left lower corner)


texts:
I created a pattern out of straight lines in Illustrator and afterwards saved it as a SVG file. When I then imported the SVG file into Blender some of the lines appeared as 2D and some others as 3D.

Afterwards when I apply bevel object to that curve which is a bezier circle in this case the 3D curve looks great but the 2D curve looks like some of the normals have flipped direction.
It still stays the same even when I try to make the curve 3D simply by clicking on 3D button.

Could somebody tell me what is the problem here and how to solve it efficiently?


texts: How to make a curve smooth in the Graph Editor when you restrict the frames of the noise modifier

texts: I applied a noise modifier to the Z location of an object, but just to a certain frame range. My problem is that the z location in the Graph editor has a sharp point (making the movement of the object not smooth in the animation). I tried change the settings of the noise modifier (the phase and the offset) but it's impossible to make it fix, so I was wondering if there is another way to do it (like an interpolation or something)


texts: can someone tell me why my mesh does not connect? Idk what is wrong.


texts: How to set default pose to Unity of model from exported as FBX from Blender?

texts:
I have a model that has lots of animation clips(actions).

Before export as FBX, I set the pose to named "default" pose and exported as FBX like this.

But in Unity, it's changed to first animation clip in animation list in Blender!

I try to fix it, but there is nothing I can do. I can't change the order of animations in Blender and Unity either.

This wasn't first time, I had same issues before but I just ignored because it's fine in game play, but I really want to fix it this time.

What I want is set "default" pose in edit mode in Unity(not play mode). How do I set "default" pose as default, not first animation clip in the list?

Using Blender 2.78, and Unity 2017.3.0f3.


texts:
Its probably basic :
For every object in the scene that has "right" in its name I need to create a copy object on the left, but mirrored relative to the origin.
I tried to use the code that appear in the Info panel when I do this mirroring manually. Before I (try to ) select the object to be mirrored.
No mirroring occurs.

for  o in bpy.context.scene.objects:
if  "right" in o.name :
    new_left = o.copy()
    bpy.context.scene.collection.objects.link(new_left)
    new_left.name = o.name.replace("right", "left")
    bpy.context.view_layer.objects.active = new_left
    bpy.ops.transform.resize(value=(1, -1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=0.263331, use_proportional_connected=False, use_proportional_projected=False)
    bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)

There were some changes since 2.8, right ?

Thank you for any advice you can give me !
Nicolas


texts: 3D viewport doesn't update during animation render

texts:
I'm trying to render an animation, however the 3D viewport doesn't update to match the frame being rendered, which is an issue as I'm using dynamic painting.
In essence, I'm trying to render a laser burning some text into a surface, and if I play the animation in the viewport it's fine, though upon rendering, while each frame moves the beam correctly in the render, the viewport remains identical to frame one. This means the object creating my dynamic paint effect isn't moving, and thus won't actually cause any material changes in the final render.
If I try manually switching the frames and doing each one individually, however, it works perfectly, though of course a 600 frame animation on a bad PC that takes ~10 mins per frame isn't ideal for that.
What am I missing here? I need the render done by Christmas, and by my calculation, I can theoretically get it done by Christmas Eve if I resume today. New to dynamic paint, so I may have made an easy mistake. Any ideas?


texts: How to Take different shot's with one camera in different places

texts:
I was watching this tutorial  online, and i realized that it was using blender 2.79, and what the person did was switching between shots with one camera while animating the camera. However, in blender 2.8 it doesn’t really happen correctly, because  the camera can only have one view direction throughout. I really only want to use one camera on my animations, so how can i make different shots? (how they did it was to go one single frame forward, and then move the camera to the desired  view, so when you play it, the camera appears to suddenly change view, however when i do it, it seems to override the pervious code).
What i mean is that the view angle does not change, so from the start is looks north, but in the second view angle it looks south. But instead what the animation does is remove the fact that is looks south when i play it.

If you play the animation, the zoom in is suppose to be on the cube, and the jump is suppose  to be a different  angle


texts: Does Blender resume rendering after returning from hibernation in Windows 7?

texts: I have a Windows 7 machine and my Blender render takes about 8 hours or so. Sometimes the laptop goes to sleep or I have to hibernate it to travel to work. Does Blender resume the rendering to avi raw after it comes out of hibernation ?


texts:
i'm having a problem

I'm a beginner and i followed a tutorial to add physics to a character.

I created two "physics ball" that deform my model as i wish but these ball do not follow my character as i wish when it's time for animation , they never explain how to do it in Character physics tutorials.

I saw a video in wich the guy (rushing the process without explaining) select the box and a SINGLE bone and then bind them together via a shortcut (can't remember wich, CTRL+P i guess) and i can't reproduce that because

In Object mode > I can select only all the armature and not a single bone
In pose mode> I can't select my "physic box"
In edit mode> I can only select one thing (armature/mesh/ect) and can't touch the others

I tried to parent the box to the bone via the pannels but it did not work at all,terrible results.

It is probably easy and obvious to you,but not for me.

PS: "Hello" is deleted from my messages i do not know why"


texts:
I am trying to add colours to a cube and export them as an OBJ file for use with a 3d printing program.  When I do so, the MTL file is created, but the map_Kd file is not noted in the MTL and therefore the program cannot use the OBJ properly.

When looking at the object (a cube in this case) using both the texture and material display methods in Blender they both show the colours on each face.

The steps I have followed to create the uv mapping, then the material and texture are:

Switch to Blender Cycles Render
Entering edit mode, selecting all edges, marking the seams (Ctrl+E menu), unwrapping it, and save the UV as a png.
I edit the PNG using gimp/ms paint (simple colours)
In Blender, go to the materials tab and click new
The surface is set to diffuse BSDF, and I click on the Color option, and then select image texture.
Click on Open and navigate to the folder with the png file and select it.
Change the UV view to the nodes view, and in the main window choose to view the texture rather than solid, you can see the colours are now on the cube, and there is a new node containing the new material.
I then select export obj and have the following options ticked:
a) Apply Modifiers b) Include Edges c) Write Normals d) Include UVs e) Write Materials f) Objects as OBJ objects g) Path Mode Auto

Any assistance would be greatly appreciated, have I actually created the material using these steps?  And have I applied the texture correctly?


texts: Vertices Select Highlighting Not Consistent With Rigging

texts:
I have a mesh of a deer that I am getting ready to do weight painting with. I'm following a tutorial that does it through selecting vertices. I selected the bone for the head and vertices for half the body get selected.

I deselected the vertices I don't need to show what I want it to be.

Is there any way to select vertices and then assign them to a bone for later use?


texts: How to remove the dark, sharp outlines in this water splash simulation?

texts:
I made a simulation where two oranges fall diagonally into the water.
In the rendered animation, when the water splashes, dark sharp outlines are revealed.

I do not want those weird formations in the simulation.
How can I remove the outlines, while still maintaining a pure white background?

Water material:

World properties:

Edit: For clarification, I do not have denoise checked, and smooth shading is turned on.


texts:
I'm looking for a way to execute blender, in background mode (-b) and giving a python script (--python <filename>) which is available in the network. For example :

blender.exe -b --python  \\Host\Dev\blender_setup.py

Currently Blender is looking for the script adding the current folder from which the .bat was executed (or C:\Windows if the batch file was in a network path). I've tried many syntaxes (//, \, \\, "\...", etc) and apparently I can't without mapping a network drive. I always get something like :

  OSError: Python file "C:\Users\flavio\Desktop\Host\Dev\blender_setup.py" could not be opened: No such file or directory

As you can see in bold, Blender is not looking in the right place

EDIT : Without mapping that network folder to a network drive and without simlinks. It would be too easy :)

Any clue ?

EDIT 2 : Waow, actually any network paths, even for .blend file, are not working. This is very tricky for a renderfarm. The following paths (no matter the /, //, \\, \\\\ etc) will give the same result :

  blender.exe -b \\192.168.0.5\...\myFile.blend -a -x 1 -o

or

  blender.exe -b \\HOST\...\myFile.blend -a -x 1 -o

Will give the following error message :

  Warning: Unable to open 'C:\Users\flavio\Desktop\192.168.0.5...\myFile.blend': No such file or directory

(if the .bat file is on my Desktop)


texts: How to prevent Blender to overheat my computer while rendering?

texts:
How do I prevent Blender to overheat my computer while i'm rendering I hight resolution image?

I use a MacBook Air OS X Yosemite

Proccesor: 1,4 GHz Intel Core i5
Memory: 4 GB 1600 MHz DDR3


texts: Can freestyle render edges with no face?

texts: I have a mesh with some "faceless edges". Can freestyle render them?


texts:
I am new to blender and attempted to create a new mesh in my script however it is saying that the values are floats. I have tried converting to a vector but it still did not work. What is the error?

def execute(self, context):
    obj = context.active_object
    if obj.mode == 'EDIT':
        bm = bmesh.from_edit_mesh(obj.data)
        vertices = bm.verts

    else:
        vertices = obj.data.vertices

    verts = [obj.matrix_world * vert.co for vert in vertices]

    plain_verts = [vert.to_tuple() for vert in verts]
    print(plain_verts)
    rdomain_list = [x[0] for x in plain_verts]
    domain_list = rdomain_list[:]

    ry_list = [x[1] for x in plain_verts]
    y_list = ry_list[:]

    rz_list = [x[2] for x in plain_verts]
    z_list = rz_list[:]

    numX = 3

    x = domain_list[numX]+2
    y = ry_list[numX]+2
    z = rz_list[numX]
    verts = [[x, y, z]]
    for i in range (0, numX):
            x = domain_list[numX]+2
            y = ry_list[numX]+2
            z = rz_list[numX]
            vert = [x,y,z]
            verts.extend(vert)
    faces = [[0, 1, 2]]
    me = bpy.data.meshes.new("pmesh")
    objectme = bpy.data.objects.new("pmesh", me)
    bpy.context.scene.objects.link(objectme)

    #The error is in the following line.
    me.from_pydata(verts, [], faces)
    me.update(calc_edges = True)
    objectme.location.x = px
    objectme.location.y = py
    objectme.location.z = pz
    return objectme

The error says

File "C:\...operator.py" in line 95, in execute me.from_pydata(verts, [], faces)   Files"C:\Program Files\...modules\bpy_types.py", in line 412, in from_pydata vertices_flat = [f for v in vertices for f in v]


texts:
I recently changed the lighting in the viewport in the system preferences.

How can I rest the positions of the lights? The Reset to Default Value does not work. it simple sets them all to a top light.

How can I reset the direction of the lamps without restoring factory defaults?


texts:
I rendered a png file which has appeared as with a box where the smoke should be. There's also a screenshot of the materials setting selected which does show the smoke. Whats going wrong here?

I don't think I have any materials for the emitter? The smoke is created from the quick effects menu.


texts: Convert polygonal cube to solid primitive cube/box

texts:
I have a radiation analysis program (NOVICE by EMPC) that only accepts 3D models made up solely of solid primitives, such as cubes or "boxes".

My strategy is to "voxelize" complex models using blender's particle system, such that I can export the model as an .obj file made up of nothing but cubes. see my previous stack exchange question for context here

However, the cubes produced by blender's particle system do not appear as solid primitives in Fastrad, (another analysis program we use to check for compatibility) but are instead made of polygons. It seems that I am getting a polygonal mesh instead of a solid. see comparison here

Furthermore, when I try testing just a single blender cube in fastrad, instead of the ones produced by the particle system, I get invalid shape errors. See first and second images from this album Although the box looks solid in this case, it seems to be made of "tesselated shapes" so it is actually probably supposed to look like the cube split into triangles from earlier.

The end goal is for my cubes to appear as a box element (see fifth image in above album) rather than a "shape".

I think a large part (if not all) of the issue is that Fastrad appears to polgonize any .step/.stp file it imports (see below). However, the only other file formats Fastrad can import are iges, gdml and sysbas. Only gdml and sysbas do not have discretization as part of the import procedure.

Below are some test files that may shed some light on the problem.

.stp file of a proper solid cube (box) made in fastrad and
translated with fastrad to the step format; this is actually invalid
as well (see fourth image in above album)
.stp file of a cube made in blender (originally exported as
.obj)
.obj of an isolated blender "voxel" from a voxelated model (it's
different)
.mtl for the above .obj
.blend of a simple model I made in catia and voxelated with
blender

Is there a way I can convert my voxelated models such that the cubes are actually solid primitives? The .stp for a solid primitive box made in Fastrad is a lot larger (two or three times the number of lines) than a blender cube, so I would like to avoid writing a translator from scratch if possible.


texts: How do I change Z offset in Blender 2.8?

texts: I'm trying to get an object to show up in front of another. Where is the Z offset, and am I able to keyframe the value?


texts: I am trying to work on modeling a spoon for a basic project, but I am stuck on making the "stick" handle. I am trying to merge three vertices into a face, but I don't understand what to do. Any help will be appreciated.


texts: Cloth simulated hair inside of an Armature?

texts:
Is it possible to have a cloth simulation inside of an armature?

The head on the left doesnt have an armature

The head on the right has an armature but now the hair wont simulate.
I think the vertex group that holds the hair to the bone is
messing with the simulation

any advice?


texts: Can one render scenes in a flat LOG color space for outside grading work?

texts:
Filmic LOG rendering question from a newbie:

Hypothetically, I have a finished scene that I want to use as a background layer for my live action/CG short. However, the live action footage I shot was shot in a generic LOG picture style. My plan was to have my scene also be in LOG, so that I could composite them together in After Effects (my compositor of choice) before finally color correcting/grading the whole thing in Resolve or Premiere. What is the most effective way (if any) to render the scene in a flat LOG picture style for outside composition and grading?


texts: How to bring the context "back" after running read_homefile()?

texts:
When I run

import bpy
bpy.ops.wm.read_homefile()

and then I replace the above with this (in the same text data block)

import bpy
rrr = bpy.ops.object.select_all(action='SELECT')
print("select_all result:", rrr)
print(">>>>>>>>>> bpy.context:", bpy.context)
print(">>>>>>>>>> bpy.context.object:", bpy.context.object)
print(">>>>>>>>>> bpy.context.object.name:", bpy.context.object.name)

and run it, I get this

select_all result: {'FINISHED'}
>>>>>>>>>> bpy.context: <bpy_struct, Context at 0x000000EEA420B5C8>
>>>>>>>>>> bpy.context.object: <bpy_struct, Object("Cube")>
>>>>>>>>>> bpy.context.object.name: Cube

However, when I run this (same code but merged)

import bpy
bpy.ops.wm.read_homefile()
rrr = bpy.ops.object.select_all(action='SELECT')
print("select_all result:", rrr)
print(">>>>>>>>>> bpy.context:", bpy.context)
print(">>>>>>>>>> bpy.context.object:", bpy.context.object)
print(">>>>>>>>>> bpy.context.object.name:", bpy.context.object.name)

I get this

select_all result: {'PASS_THROUGH'}
>>>>>>>>>> bpy.context: <bpy_struct, Context at 0x000000EEA420B5C8>
Traceback (most recent call last):
  File "\Text", line 7, in <module>
AttributeError: 'Context' object has no attribute 'object'

Why does that happen?

Is there a way to make the code after bpy.ops.wm.read_homefile() work "normally"?

Edit:
It seems that bpy.ops.wm.read_homefile() effectively "clears" the context - the bpy.context.area is None.

So the new question is how to bring the context back to the correct area?

Edit 2:
I have found a workaround that searches for 3D View area and makes it current context - and here is the dubious part - by calling bpy.ops.screen.screen_full_area():

import bpy
bpy.ops.wm.read_homefile()
havesetthecontext = False
for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        print("area=", area)
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.screen.screen_full_area(override)   # toggle to maximize
            bpy.ops.screen.screen_full_area()           # toggle back (must not use overridden context, else it will crash!)
            havesetthecontext = True
            break

if havesetthecontext:
    rrr = bpy.ops.object.select_all(action='DESELECT')
    print("select_all result:", rrr)
    print(">>>>>>>>>> bpy.context:", bpy.context)
    print(">>>>>>>>>> bpy.context.object:", bpy.context.object)
    print(">>>>>>>>>> bpy.context.object.name:", bpy.context.object.name)
else:
    print("Could not set the context to 3D View!")

Now, isn't there a way to set a context directly, something like bpy.context.set(override)?

Edit 3:
The above workaround is unstable (occasionally crashes Blender) unless Load UI is disabled.
So, add this line before calling bpy.ops.wm.read_homefile():

bpy.context.user_preferences.filepaths.use_load_ui = False

That, of course, kind of kills the purpose of reloading startup file, unfortunately.

Oh, and the same issues appear when calling read_factory_settings().

When I run the screen_full_area() stuff from load_handler then it does not crash, however, in the "main" code the bpy.context.area is still None - and when I do screen_full_area() stuff there too, it crashes again.

I suspect that crashing is due to some code in screen_full_area(), not the context changing, so we are back to the question is there a way to set the context directly?


texts: How do I set a background image while I am editing?

texts: How do I put a backdrop behind the model that I am creating so that I can compare the picture to the model while editing?


texts: Loss of details after baking normals, why?

texts: I used the high poly mesh on the right and baked its normals on a low poly mesh, resulting in the model on the left. Despite the decent looking there was a big loss of details, which I can't fix by increasing the strenght of the normal map. Is it something with the Ray distance of the baking process or else?


texts: How to find and identify keyboard shortcuts?

texts:
What is the best way to more easily identify keyboard shortcuts, specifically for the video editing capabilities?

For example, a set of keyboard stickers.


texts: How do I measure half the length of a specific part of an object in Blender (3D modeling software)?

texts:
As you can see in my images, all of my cubes are inaccurately placed on this object and the four corned cubes (labeled as blue) are not placed accurately on the on the corners of this object. Is there a way to accurately space out the difference between each cube, for example I might want each cube to be placed 2 cm apart from each other, and I want all the four corned cubes to be placed precisely on the corners of this object?

How would I do this for this particular situation?


texts: Grease pencil strokes showing through fills

texts: In my grease pencil animation I'm getting strokes from the other side of my food truck showing through the fills of the front side on the early frames when the truck is further away and they slowly go away as the truck moves closer. It's particularly noticeable on the front wheels and windshield. Is there a setting that I'm missing that can correct this issue?


texts: Child object deforms wiedly when terget is posed

texts:
Have a rigged character and rigged swing I am animating. I added an object constrains to the character's armature or rig as 'Child of' the swing bone. Below are screenshots

Default position

Posed position sample. The character is sheared and the hand particularly is also wobbled badly

Please do kindly advise on what I can change to avoid this. Thanks


texts: How to get all keyframes for selected strip in python?

texts: Suppose we have an image strip in VSE and it has 2 keyframes for its opacity. How can I edit the values of each one of them via python?


texts: Blender's "Right" View is actually a "Left" view? "Front" view is actually "Back"?

texts:
I'm working with a bunch of tools that each have separate coordinate systems and I'm having some confusion about Blender.

For example, add a Monkey to a scene and then examine the Quad view. You should see something like this:

Notice the following:

The Top view looks at the object from +z pointing to -z and sees the top of the object
The Front view looks at the object from -y pointing to +y and sees the front of the object
The Right view looks at the object from +x pointing to -x and sees the left of the object

In my mind, either the Right view should be relabeled Left OR the model itself should be rotated 180 degrees about the Z axis and the Front view moved to by pointing in the -y direction from +y. In that case, all of the views would point from + to - along the axis (consistently), and the labels for the views would all correspond to intuition.


texts: Bake normal map for different shape keys?

texts:
So I've followed the instructions in this video link exactly with my blender character:
https://www.youtube.com/watch?v=ApzVWuPa4A4

The problem is, my normal map isn't showing up on the low poly model. Is it possible that it's not visible because I've already implemented shape keys on the low poly model?

Here's how the low poly model currently looks:

This is the high poly model (notice the added brow wrinkles and smile lines):

I copied my high poly model from the low poly with all of its shapekeys, and sculpted each individual shape key of the high poly model.

Any ideas where I could be going wrong?


texts: How can I make a realistic cement shader with old/cracks/crumbling/paint chipping on top of a texture?

texts:
a link to an example of the desired cement can be found here:
How to create and animate the water reflection (Caustics) on an object?
Note the cement next to the water....looks realistic, faded, warn, paint chipped,

Also this "cement shader" would of course be added ontop of an image texture(shown below

Above the desired cement...

Below, the result I have so far with just the image texture(yellow+black caution) and basic shader(gloss)


texts: Dropping some textures when exporting fbx

texts:
I am losing some textures when exporting an FBX.  I am a total newb here so be gentle.  When I reimport the file to check it, some of the textures linked in the node have just turned to purple, while others seem to export and import fine.  The ones I struggle with are ones where I adjusted the UV map a little.  Ones with no adjustment seem to export just fine.
all nodes are connected to principle bdsf with nothing in between.


texts: Curve fill is clipping from Illustrator SVG export

texts: Can't figure out why the fill in this imported SVG "k" curve is clipping like this. Other letters in the same import are filling fine even with islands but two letters are clipping like this. Any idea why?


texts: Pressed something and outliner expands all recursively. How to revert?

texts:
I was going to rename an object by double clicking the name in my Outliner and accidentally pressed some keyboard combination. I don't know how many keys I pressed but they are all around the Enter key and now everything is expanded recursively.

I can click the minus sign on the outermost hierarchy to close them but inside them would be still expanded if I want to look inside again. I would like to know this key combination that expand all/collapse all so I can undo this. Doing it manually is not feasible because I organized the project by parenting. There are so many children.


texts:
I have watched a couple of tutorials on wrapping text on a circle but I want to wrap a text on a square and came up with some strange results. I came up with the idea of using the Symbol text that was extruded to make a decorative boarder. But what happens is the symbols stretch more on the short ends of the rectangle. I tried using thew word spacing in the fonts with no success. Is there any way to accomplish what I am trying to do without the ends stretching or am I missing something?

What I did was select the lines going around my object and duplicated them and turned them into curve from mesh and then centered everything and then applied curve modifier and this was the result. Any Ideas?


texts: Experiencing a problem with attaching armature to models

texts:
So I'm making a game in Unity that requires custom 3D models and after finally figuring out the basics, I've run into a problem that I have never been able to solve, even after watching several tutorial, videos and guides and asking around.

Basically I've made a model out of several objects and the only way I can attach the armature to the model is by setting the parent to the object and before I figured this out, I watched every tutorial and video that showed people being able to select the armature, then the object, press Ctrl + P and select Armature Deform > With Automatic Weights to deform the character and it's always worked.

Every time I try this though, I get a warning sign at the top of blender that says: "Bone Heat Weighting: failed to find solution for one or more bones" And none of the armature attaches to the mesh. So the only method I've been able to use that successfully attaches the armature to the model is by attaching each bone to each part of the model(head, neck, bicep, forearm, etc)

Now I've made a model from 1 object and the attach bone to object clearly isn't an option as the whole thing spins when I try to rotate the neck to move the head.

I'm very new to blender and this issue is driving me crazy as everyone seems to make this work by using the automatic weights but for some reason mine just doesn't work.

I'm using blender 2.74 and I would greatly appreciate any help from anyone since I keep hitting this brick wall.

This is what the model I made of several objects looks like that I've been able to rig via bone to object:
http://sta.sh/02ek0lcmsdys

And this is the model I made as one object:
http://sta.sh/01gl7whz17je

I'm very new here and I signed up so I can get help with this issue because I seriously just can't get past it :(


texts: modifying the default python environment

texts:
I am looking for a way to alter the default python environment generated by the text editor or the console. I want to add commonly used modules so that I don't have to import them every time.  This doesn't seem to be possible with an add-on, as described here:
https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html
or a startup script, as described here:
https://docs.blender.org/api/current/info_overview.html
but maybe I am doing something wrong.
Background: in Maya, there's a user script which is executed (not imported) at startup. If you import modules in that script, they're available from the root namespace via the text editor and console.
I am looking for similar function, due to the text editor content not being independent of the scene, and getting wiped on each new scene or session.  Relevant commands need to be either retyped, saved as part of the "startup file", or pasted from some external file every single time.  None of these are workable.
Working from an external editor in this context is problematic, as well. When prototyping and learning, I interact directly with the session, incrementally and piecemeal, but in more than single line increments as are available in the console. This would be difficult or impossible to do fluidly with an external editor, at least in the same way as it works in maya.


texts:
I'm using Blender well around 10-11 month. I recently came across an error with one of my important FILE.
I am using the newest version of Blender and I did start with that version.
THE error is: everything seems fine but it's crashing me whenever I want to render that particular scene. (I have multiple scenes and they work fine, I even rendered the animation from one, NO CRASHING whatsoever).
And the thing I noticed is that It can't even start like developing and gathering data, so it crashes and for the second before the crash, it goes black screen...
I tried changing the setting (resetting, tweaking, lowering everything).
Before that the same file I rendered stuff normally I think something happened after I was playing with composition window and rendering, (don't know why...)
spec:GPU GTX 1060 3gb edition
CPU: I5 2500
8gb ddr3 RAM


texts: How to create Wind effect on circle logo

texts:
I am trying to animate a logo in the shape of a circle. The idea was to have it floating in the air and have some wind going through it.
What I have done so far:

I have used cloth simulation and the wind force field, which all works easily with a rectangular plane, but not so well with a circle.
I have also tried to subdivide the circle by hand, I have set gravity to a negative value and also used a Vertex Group (one vertex on the left) as a Pin Group but this all yields more comical results.

What I need help with:

How do I create the proper plane for the circular logo? It doesn't seem to work as well as the rectangular shape with subdivisions. I have already tried to cut out a circle from a subdivided plane with a boolean function but that has failed.
How can I achieve the circular shape to stay in place without pinning it to a spot or having it float away in negative gravity?

Images
Unfortunately I can't find a perfect example so you'll have to bear with the screenshots of my recent tries:
This the force field and the circle shape (pinned with one vertex on the left and negative gravity)

This is just an example of what it should look like on the front.

Edit:
I have tried knife project on the plane like suggested in the comments. Have to remove the outer edges afterwards.

Edit 2:
It seems to work now, although I am still having trouble to get the edges really smooth and the plane itself to be absolutely smooth in the renderer. Still, thanks a lot for your input so far!


texts: How to assign a material to all strokes of a layer?

texts:
I'm trying to assign a material to all strokes in a particular gpencil layer.

I add the grease pencil object as:

gpencil= bpy.ops.object.gpencil_add(view_align=False, location=(0, 0, 0), type='EMPTY')

Then I add a new layer as:

gp_layer= gpencil.data.layers.new('lines', set_active=True)

And finally the stroke as:

gp_stroke = gp_frame.strokes.new()
gp_stroke.display_mode = '3DSPACE'
gp_stroke.points.add(count=2)
gp_stroke.points[0].co = p0
gp_stroke.points[1].co = p1

How can I set the material index for gp_stoke?


texts:
I'm trying to export a collada file including maps, diffuse and specular work fine but normal map doesn't, I'm using the blender internal, I know exporting from cycles doesn't work, I check 'include material maps' when exporting, I set the normal map as 'normal' in the geometry section, I set the mapping, I even made the edit in the text editor like said in this thread:
https://gamedev.stackexchange.com/questions/62245/blender-exporting-to-collada-assimp-and-normal-maps

This is the text of my file:

 <library_effects>
<effect id="Material-effect">
  <profile_COMMON>
    <newparam sid="Diff_png-surface">
      <surface type="2D">
        <init_from>Diff_png</init_from>
      </surface>
    </newparam>
    <newparam sid="Diff_png-sampler">
      <sampler2D>
        <source>Diff_png-surface</source>
      </sampler2D>
    </newparam>
    <newparam sid="Spec-surface">
      <surface type="2D">
        <init_from>Spec</init_from>
      </surface>
    </newparam>
    <newparam sid="Spec-sampler">
      <sampler2D>
        <source>Spec-surface</source>
      </sampler2D>
    </newparam>
    <newparam sid="Normal-surface">
      <surface type="2D">
        <init_from>Normal</init_from>
      </surface>
    </newparam>
    <newparam sid="Normal-sampler">
      <sampler2D>
        <source>Normal-surface</source>
      </sampler2D>
    </newparam>
    <technique sid="common">
      <phong>
        <emission>
          <color sid="emission">0 0 0 1</color>
        </emission>
        <ambient>
          <color sid="ambient">0 0 0 1</color>
        </ambient>
        <diffuse>
          <texture texture="Diff_png-sampler" texcoord="UVMap"/>
        </diffuse>
        <specular>
          <texture texture="Spec-sampler" texcoord="UVMap"/>
        </specular>
        <shininess>
          <float sid="shininess">50</float>
        </shininess>
        <index_of_refraction>
          <float sid="index_of_refraction">1</float>
        </index_of_refraction>
      </phong>
      <extra>
        <technique profile="FCOLLADA">
          <bump>
            <texture texture="Normal-sampler" texcoord="UVMap"/>
          </bump>
        </technique>
      </extra>
    </technique>
  </profile_COMMON>
</effect>


texts: 2.79b Blender texture paint stroke oddity

texts:
https://i.imgur.com/fooqOYA.png
Strokes have these "bounding box" or "update area" like discolorations. They are cleared once I Undo, and so remove one of the strokes. Only in UV/Image Editor, does not appear in 3D view.

Edit: It was something with the file itself it seems, for when I copied my work onto startup file those Discolorations (they are only visual, not color information) in UV/image editor did not appear anymore.
Its not the first time that I run into it, will try to be more conscious of when it happens and update here.


texts: Multi Cams at the same time in the same Scene

texts:
I really would like to set a Scene on which I have 2 or more Views that represent 2 or more Cameras at the same time but I'm not able to reach my targert.

Each time that I select a different cam, all the views are updated to the last one. :

Is it possible to have 2 or more views aligned with 2 or more cams at the same time in the same Scene?

Again, is it possible to have:

View 1 aligned with Camera 1 even if I select Camera 2

and

View 2 aligned with Camera 2 even if I select Camera 1

at the same time?

Ps.
I'm not in an animation,
I do not want to render,
I want only to setup the environmet

Many thanks.


texts:
I have 3 bones (in the same armature)
a sword, a sheath and a hand

So I put 2 constraint (childOf) to the bone of the sword. One, attached to the bone of the sheath and the other to the hand. Now, if I move the bone of the sword (in pose mode) to the hand and set the reverse, the influence of the 2nd constraint will also change the position in a maner that the sword can't come back in place in the Sheath.

That sounds really simple but I have no clue how am I suppose to do that :\


texts: Why in evee does the emission shader not actually emit light? I turn it up to extreme levels and it does not work.


texts: so i was making a gfx and then i pressed a random button and this screen popped up. any help would be great

texts: This is the screen that i am seeing currently. I have tried clicking esc on my keyboard, and nothing works. I am really stumped and I don't know if there is any possible way to get out of this screen.


texts: Root bone and walking cycles (how to keep armature in place)

texts:
I'm animating a character for a game and I need help. I can animate static actions just fine because the character stays in place (like breathing or pointing a finger), but I'm completely lost as to how to proceed with animations like walking or jumping where the character has to move forward.

It is my understanding that it's better not to animate the root bone if the animation is made for games, but I can't figure out how to make the walking animation stay in place. I'm moving the pelvis/hip bone forward with every keyframe, I mean that's the normal procedure right? Otherwise I don't understand how would you animate a walking cycle.

The question is, how can I make the armature/mesh in place like you see in your usual game animation like this? I'm trying to make it cycle by copying the cycle to the end of the current timeline, but because the armature is moving, it begins walking right at the start of the first animation instead of the place where the last frame is.

Here's a gif of my animation, can upload the .blend if you need it.

Thank you very much.


texts: I've installed the molecular addon in 2.8 release but the options are no where to be found, wondering if there's a 2.8 supported version somewhere or if i need to get 2.79 to use it


texts: Rendering issue after importing from Rhino

texts: I have an issue rendering an object after importing it from Rhino. After I put a material to the object using nodes it doesn't appear on the object while it does on objects created with Blender. Why?


texts: I put the filmic blender files in /usr/share/blender/2.79/datafiles/colormanagement as normal and the default sRGB values still show.


texts: Array Modifier Causing Objects To Become Hollow in Blender 2.8

texts:
I am new to blender and trying to model out this grid object, then trying to cut a bevel into the side with a boolean modifier. The problem I'm having (which I cannot find an answer to anywhere online) is after using the array modifier the object suddenly is hollow.

I've included this .blend and in it you can see the object before the array with the boolean cut perfectly removed, still keeping the faces of the object and not being hollow.

Like this:

The arrayed object, however, has no faces where the cut has happened and is also causing weird distortions on each corner where the boolean modifier overlaps.

Like such:

Any suggestions or knowledge would be much appreciated! Also, if you have any suggestions to a better way to accomplish what I'm after I'm open to that too, thanks!


texts:
I still dont have "brush" add_on in "user preferences" . But I need it. I have Blender 2.79. Why it is not providing this add_on.I have to import texture brushes and Blender 2.79 also dont have "import" add_on, not a single one.It only has "Export" add_on.Plz tell me what is the problem with my blender.Here is the picture:
i am talking about this: but this is not actually appearing


texts: Difference between Shadow pass and Diffuse Direct?

texts:
What are the differences between the compositor's Shadow Pass and Diffuse Direct Passes in Cycles? I know one is that the Shadow Pass only responds to lamps and not mesh emitters. But even on renders that only use point lamps, it still seems to be different.

What other differences are there?


texts:
I have a camera sensor and have done the calibration to acquire the intrinsic. Now I want to re-produce the calibration images in blender, and hopefully the rendered images can perfectly align with the captured ones. How can I set the measured radial and tangent distortions to the blender camera if I have K1, K2, K3, P1, P2?

I can add distortion via the lens distortion node, but there's only 1 number to set, and doesn't support tangential distortion (I guess?).


texts: Using Smart Booleans with Subsurface modifier to get smooth edges

texts: I have a mesh which has the subsurface modifier applied to it. And I have made an indentation of a hole within the mesh, and the edges are catching the reflections. I also did a smart Boolean operation, but the edges are too sharp and look fake. I rearranged the modifier stack and put the Bevel above the Boolean operation, but its making it look incorrect. is there a way I can use the Smart Booleans to get reflections on the edges? I also tried the decimate modifier in case it cleans it up, also the weighted normal modifier in case it could help, but it only became worse.


texts:
I want to extrude a face in the direction of the face normal, here is the code so far:

r = bmesh.ops.extrude_face_region(bm, geom=bm.faces[:])
verts = [e for e in r['geom'] if isinstance(e, bmesh.types.BMVert)]
bmesh.ops.translate(bm, vec=dir, verts=verts)

The problem is how to get the direction of the face that I translate? The bm.faces[0].normal is Vector(0,0,0)

Any ideas? Thx!


texts:
I'm trying to symmetrize an object (in this case an airplane as I'm following a beginner tutorial) and am having some difficulty.
As instructed, I'm in edit mode, clicked the "A" key to select all, then went to "Mesh" > "Symmetrize"
When selected it looks like this, just like in the tutorial

However, when I hit "Symmetrize" this happens, instead of adding another wing on the other side as intended.

I notice it logged an error regarding the symmetrizing on the bottom

From a bit of Googling I tried the "Snap To Symmetry" option right under "Symmetrize" in the "Mesh" menu.

I changed the direction, threshold and factor a few times but nothing seemed to work. I'm assuming -X to +X is what I want since that's the red line.
Thanks for the help!


texts: I want to re-use an armature and the animations on it. Can I just export it as FBX, then import on another project so I can have the same animation on a different mesh?


texts: How to get all images for an image sequence? (from Python)

texts:
When Blender references an image sequence, the image.filepath only ever references one image at a time.

However for renderfarms and copying projects between systems, you may want to get all the images associated with in image sequence.

How would you go about getting all the images in an image sequence for a Blender Image or Movie-Clip?


texts: object automatically scaling while moving them on camera view

texts:
I have been going through the blender guru tutorial series of making a donuts in that I came across
the keyframing while i was doing that i was moving the object in camera view and the object is automatically scaling but when i quit the camera mode this dosent happen and i was using locrot


texts:
I have this problem where I have two models with the same number of verts and the same UVs and I want to have one of them join the other as a shapekey. The problem is that whenever I do that, A shape key is created, but when I slide it to 1 it totally breaks the model
here's a look at the two heads and the end result.

How can I fix this problem?


texts:
I am stuck with a problem I can't find an all-over-board solution for.

I have a simple room(see the image) with a few windows. Now I would like to actually film an animation in this room (not in the image yet). To create a nice filmic look, I also need good lightning.

As far as I know I have following options to light up my scene.

Use HDR Images
Use Lamps (Sun, Spot, Hemi)
Use Emitter Objects

In the screenshot below I used the first method, an HDRI Image. But I want to place some more planes arround the windows with JPegs on it to keep the Illusion of having buildings arround the room and using HDR Images is causing a massive time of rendering.

Another step I think of is of course letting the lamp at the ceiling emitt some light.

the actual question is:
Woudl you light up the scene like i did (or will), or do you have any other suggestions regarding the light and scene set up?

Thanks in advance!

Download Blend File


texts: Can I Cycles bake all diffuse lighting in one go?

texts:
When doing ordinary renders with Cycles, you can get diffuse direct and diffuse indirect passes with one render by filling out the checkboxes.
When you bake with Cycles, as far as I can tell you have to bake one type of pass at a time for each pass you want, and Cycles has to do the same sampling of the scene over and over again to get each pass.

Am I missing some way to bake more than one pass at a time using the same set of samples, or is it simply a limitation of Blender?

Ideally I'd like to check the passes that I want to bake and save them in an OpenEXR multilayer file, then add them up in the compositor afterwards to get the maps I need.


texts: How can I download the Unreal 4 mannequin into Blender with materials?

texts:
I found this model over here https://www.renderhub.com/rip-van-winkle/mannequin-from-unreal-engine-4
But the model is imported without its materials.
How can I import it into Blender with its proper materials so it looks as it does in UE4?


texts: Pink everything in Blender, even with all solutions i tried (searched Web for hours)

texts:
I worked on a character in blender 2.8 and wanted to add eyes, just like Danny Mac 3D showed in his tutorial.

https://www.youtube.com/watch?v=nPK6JlWESM8&t=397s

(sadly there isnt an eye tutorial for blender 2.8, and i want them to look good)

But when i add a material, and set the material output to cycles render, it gets pink. But i tried with an Uv Map and with unwrapping, but the pinkish color was still there. I did click on assign, but that didnt helped either.

Also finding (or reporting) missing files didnt work, since the blender console dont show where the files are. It doesnt react when i click on the 2 options.

I know blender 2.8 is beta ... but i wanted ... to try it out XD
(But maybe i just miss something and its my fault)

Here are some pictures of the eyeball and the settings:

When i remove the material, the eyeball is white in LookDev, when the material is there, the eyeball is pink in render and look dev. Also the whole scene is pink xO

im thankful for any advice ... im really desperate since i try to fix this problem now since 1 day, and i couldnt find a solution xO


texts: Way to detect if a valid GPU device is available from Python

texts:
Blender allows the user to select "GPU Compute" as the rendering device even if the computer has no valid GPU device. It simply Greys out the drop down menu:

To a Python script, it then looks like a GPU compute device is in use:

I need a way to check from my Python script if an actual valid GPU device will be used for rendering or not.
Cycles will silently default to the CPU if the user selects GPU but doesn't have one, but I don't know how to detect this from a script.


texts: How to find out if the nla editor is in tweak mode

texts:
How can I verify with python if the current strip is in tweak mode?
I know I can call the operators bpy.ops.nla.tweakmode_enter() and bpy.ops.nla.tweakmode_exit() for entering and leaving. Is there something similar which tells me if I am already in this mode?


texts: Inset not even, even with object scaled in object mode

texts:
I'm scaling my rectangle in object mode as suggested, and then insetting two faces in edit mode. Yet the inset is still uneven. I can only guess it's because I'm using decimals. I'm scaling thus:
x: 2.92
y: 6.2
z: 0.35

If it really isn't possible to inset this evenly, what are the alternatives to getting an accurate inset?


texts: rotation is reset when I playback animation

texts: Rotation of a propeller, impossible to change the axis


texts: I have a file I want to play around with and it takes a long time preview physics animations like rigid body and cloth interactions. However, I hit the play button and after waiting 5 minutes for it to buffer, I like the result. The problem is that if I close the file, blender deletes the rendering of the physics for no reason. How can I save it for the next time I open the file but still modify it?


texts: I can't move the finger from makehuman model with rigs

texts:
I have selected the finger that I want to move. I clicking in Transformation manipulators:Rotate and Gimbal.

When I press "R" to move it. Nothing happens.
The green colour from the finger selected is moving but the finger doesn't

When I try to move the arm. The rigs are moving but not the arm.

Thank you so much

The file is this


texts: Applying Mirror Modifier with Shape Keys on a rigged Model

texts:
Question:
Is there a way to quickly apply a mirror modifier on a rigged character with shape keys?

Story:
I have a rigged game-character and use shape keys to later transit between a muscular and thin person ingame. I use this procedure for clothing as well. Since its not possible to apply the mirror modifier with shape keys the FBX export fails to export the shape keys, which makes it impossible for me to use them in my game.

After intense searching i found out that this is partly possible to do by Hand. The next problem is the Weight-Painting. Since i duplicate my low poly character, to model my trousers or shirts, I need the exact same weight painting, which will not be mirrored correctly during the process I mentioned.
Further research explained me how to mirror the weight painting by hand. My Problem is, that i have to do a lot of Models for the game and it will too much time to do everything by hand.

I doubt that i am the first to have this problem and hope someone resolved this already.

Thanks!


texts: How do I fix the this rig to blend it's knees the right way?

texts: i'am currently having a problem with my rig. It doesn't wanna seem to blend like a normal leg would. I noticed this problem after I added the Inverse Kinematics. Here are some pictures.


texts: Why can`t Blender move appended objects normally?

texts: Every group of objects I append from another project can't be moved in a normal way. It CAN move normally only on X axis but if I want Y or Z, every object goes it's own way, moving away from each other. Objects are NOT actually grouped (Ctrl J option), I just select them individually. Don't remember of activating smth unusual. Is there a way to change such a behavior? That`s not catastrophic but irritating.


texts: In previous version there was a button REMOVE to uninstall or remove the addon. Im using 2.82 how can i uninstall or remove the addon. I do not want to disable the addon by uncheck. I want to remove completely. No option seen. Any suggestion. Thanks


texts:
I was playing around with some MMD models I downloaded and I found that whenever I tried to pose them, its hair would go through the face.
What should I do to prevent this form happening?


texts: How to create a ambient occlusion map from multiple materials?

texts:
I want to create a depth map using three materials, ex: face, lips, years. In the older version of blender I could just select all three materials and the new image a was creating received the depths from all three meshes.
In the newer version if I select all three materials and create a new image for them when I try to bake it, all the textures loaded are being baked.
How can I bake only that image?
See below:


texts: 'Blend' in planes to create ocean/lake and also with Flip Fluids surface

texts:
Hi there, normally I am able to find all the answers on this forum and it got me very far of what I want to realise. However, I wasnt able to find an answer to the following problem.
I created different planes and I want the edges to merge perfectly so it looks like one big plane. In the viewport they look good, but when I render them you see huge gaps (see picture). Initially I wanted to cover up the edges of my flip fluid surface, any tips about that would be very helpful because again huge gaps appear!
Let me know if any additional information is needed, thanks in advance!


texts: Is there a way to delete bones that don't have any weight assigned to them?

texts: I'm trying to rig a model, but the model has upwards of 500 bones and many don't have any weight to them. I was wondering if there was a way to delete bones that aren't weighted to the mesh.


texts: Why does my model look messy and contains dents when I turn on the multi-resolution modifier?

texts:
I wanted to see what my model looked like so far in sculpt mode with the multi-resolution modifier and it looks like total garbage. I'm new to blender so my model does have a lot of overlapping vertices and edges but I'm not sure that's the reason. During my last attempt, I thought it was because the image was asymmetric so I used mirror modifier to make the model totally symmetric. I know that the model is very messy in it of itself, but I'm just trying to narrow the problem to specifics. Honestly, I have no idea what's happening.

Here's the file I'm struggling with:

Before I start from scratch AGAIN could someone give me a clue as to why this is happening?

Thanks


texts: Creating and packing a 32-bit float image

texts:
How can I specify the file type and color depth when generating and packing an image with Python?

I'm trying to generate an image with full 32-bit float color depth and pack it into my blend file but I keep getting it revert back to 8-bits per channel.

I'm creating the image using the following python code :

import bpy

width = 800
height = 400

image = bpy.data.images.new("testimagepacked", width=width, height=height,float_buffer=True)

pixels = [None] * width * height

for x in range(0,width):
    for y in range(0,height):
        pixels[(y*width)+x] = [float(x)/width,float(y)/height,-y+x,1.0]

pixels = [chan for px in pixels for chan in px]
image.pixels = pixels
image.update()

This successfully creates the image and dragging the mouse across it in the UV/Image Editor shows that the pixels are correctly stored as floats (with the Blue channel ranging way beyond the usual 0.0, 1.0 limits and green and red not being rounded to 1/256ths).

If I manually select Image/Save As Image and specify the format as OpenEXR, RGBA, Float(full) to save if as a file and then select Image/Pack then the image is packed into the blend file retaining its full 32-bit precision.

This shows that it's possible to pack the image in 32-bit precision.

I have tried to replicate these actions in Python but am unable to save the image as 32-bit float - I can't figure out how to specify the image file format.

The nearest I've got is to save the image as OpenEXR but, apparently, not in 32-bit float for the image loses its precision when it's packed using this :

image.file_format = 'OPEN_EXR'
image.filepath='//created image.exr'

image.save()
image.pack(as_png=False) # I expected this to pack as float rather than PNG but this doesn't seem to work
image.use_fake_user = True

How can I specify the Image Format Settings when saving the image from Python? Even better would be to be able to directly pack the image (as 32-bit float) without having to save it to disk at all, but I don't think this is possible.


texts: Shrinkwrap remnants - during model wall creation

texts: I am creating the wall of an object through shrinkwrapping a big sphere around the object, and then remeshing. Few cycles of this. However, I get some remnants of mesh between arch. How to solve that problem? Of course I can do it manually but it is a lot of work. After removing it there is a big hole in the mesh so again need to be corrected manually. Any simpler ideas?


texts: Why does this execute method makes AN stop working

texts:
As soon as I add the execute method, AN is gone when I start blender.

import bpy
from ... base_types.node import AnimationNode

class Foo(bpy.types.Node, AnimationNode):
    bl_idname = "an_Foo"
    bl_label = "Foo"

    def create(self):
        self.outputs.new("an_StringSocket", "Debug", "debug")

    def execute(self):
        debug = "foo"
        return debug

Its in a folder called serial where I have another node with the same problem.


texts: Freestyle color from UV-mapped texture or vertex color?

texts: I'd like to be able to precisely control the color of Freestyle rendered strokes, either by reading the coordinates of UV-mapped textures, or by reading vertex colors. I've been playing with the Freestyle color options but haven't found a recipe for either yet. Does anyone know of one?


texts: what can you call from the attribute node?

texts:
I know you can call density or flame for example from the attribute node. I was wondering what else you can write in the name slot. And maybe a bit of explanation of the attribute node.

thanks in advance guys! :)


texts:
In a nutshell: I'm working on making some slight changes to the body mesh below and I will be creating some transparent clothes to go on top and the mesh is not moving with the modifier.

I've had this happen before with a top and boots as well, both work in game but I'd love not to have to load my game up to check constantly. I'm using the armature modifier as normal and with some bones I select, the whole object goes purple in weight paint mode and nothing moves with those bones.

With others that work, you can see the bone/vertex group it selects from the list and the weight paint looks normal/the model is blue.
Now with this knee bone as an example, it comes up purple when I select it, but you can see there is weight painting in that area under the 'thigh' group. So why isn't it behaving like it?

Bind to Vertex Groups is checked and Object is set to rig in the modifier.

Pelvis, auto selected when I clicked that bone, working when I move it:

Leg bone, purple mesh, not working. My object doesn't move with it:

Thigh weight paint near that area on my object:

I've had this happen a couple of times and I'm not sure what's up. Makes it difficult to see if things are working pre in game testing. I haven't touched the weight paint, this is just a nude body mesh!

Please ignore the titles of the vertex groups being different, I'm using script to do something unrelated.


texts:
How can you set up partial transparency on an object?

For example if you are working with an image plane and would like it to be 50% transparent? The Object's transparency option has an on/off option, is there a way to make it a certain percent?


texts: I just installed blender for making youtube intros. I keep getting a "bitrate above max bitrate" sign whenever I render a video I made. So how do I change my bit rate?


texts:
I want to add some custom properties to a bone by an if statement

if len(bpy.data.armatures[armSearch].bones[boneSearch].items()) > 1:
    itemCount = len(bpy.data.armatures[armSearch].bones[boneSearch].items()) + 1
    bpy.data.armatures[armSearch].bones[boneSearch]["skName"+str(itemCount)] = shapeKeySearch

elif len(bpy.data.armatures[armSearch].bones[boneSearch].items()) == 1:
    bpy.data.armatures[armSearch].bones[boneSearch]["skName"] = shapeKeySearch

else:
    bpy.data.armatures[armSearch].pose.bones[boneSearch]["skName"] = shapeKeySearch

But when I look for the ID properties in the console there are already tow of them even though I deleted them. How can I delete them completely ?


texts:
I'm doing a fluid simulation of a what's supposed to look like coca cola ( like the ones you see in the commercials )
and I want to know what are the Materials and colors I should use to get that distinctive coca cola look .
if anyone has tried it before and could be of any help
I'd be really grateful thanks

PS : I'm using cycles render .
.
.
this is an edit to my Question

soo I accidentally had this look a couple of days ago , and I want to get back to it

this is what it looks like now


texts: How can I select between different UV Maps?

texts:
I'm only trying to find the checkbox to active the UV map.

I know it must be simple, and any help will be appreciated.


texts:
So, I have tried a tutorial about building a medieval house and everything worked quite okay for me until I came to the point of applying textures. I didn't follow the tutorial there because i remembered doing it differently a few years ago. I got into it again quite well and applied almost all the textures to the faces BUT... in my 3D view it looks like this, well, like it is supposed to look. Somehow.

And then when I look at it in rendered view, it shows that somehow only the stonewall texture got applied to some of the faces.

I tried activating the wooden frame around the house and apply the texture again but the suddenly all the textured faces from the second image were covered with the wooden texture.
I put a new material, put a new texture, clicked on assign in the material window and everything, I just can't get it. Also, what is bothering me is that i can't seem to apply any texture to the main structure (the house itself). I would be glad if someone could to help me.

In 3D material view:
The image corresponds to the preview but what is bothering me is that the whole structure is affected and i can't obviously have a different material for different parts of the structure. AND the UV editor shows the "right" texture for the selected face.

In rendered view:
It still looks the same like in the image above in my original question.

Texture view:
Also still the same.

So, what did i do wrong?

By the way, here is the file:


texts: Object tilts along animation constraint path

texts: I have attached an object along a constraint path, When the path is flat the object follows along accordingly. I then make one point elevated so the object can heave then dive along the path. All up to the blue line its perfect, then once it comes down the slope, the object is tilted all along till the end of the path.


texts: Changing object location in local coordinates don't work

texts:
If I:

start a new blender project
press Z for viewing in wireframe (helps later)
set the origin of the cube to vertex (-1, -1, -1). Do that by pressing TAB to enter edit mode, A to deselect all, right click vertex (-1, -1, -1), press SHIFTS with the mouse cursor inside the 3D viewer then select Cursor to Selected, then TAB to exit edit mode, CTRLALTSHIFTC and set Origin to 3D Cursor.
set pivot to the origin (individual origins)
rotate 45 degrees on X
add a sphere
set sphere as child of the cube (CtrlP then selecting Object)
reset location/origin of sphere (AltG then AltO)
change transform orientation to local
select the sphere
grab sphere (G)
constraint to Y axis in Local (press Y then Y again)

I expected to have the object move within its local Y axis (rotated in relation to the world coordinates), but unfortunately even pressing Y twice, the Y axis constraint is not being set to the cube's rotated Y (it does show "along local Y" in the status bar).

I did manage once to have it constrained by the proper rotated axis, but I can't seem to understand what I did and couldn't reproduce it again.

Can I get some advice on what I am missing?

MORE INFO
It seems to me that when I add the sphere to the cube as a parent, the sphere's rotation is not relative to the cube's. I'd have to rotate the sphere to the same 45 degrees in X. However if I add the sphere the cube as child before I rotate the it, now things work properly. But how do I do it when the cube is already rotated? It would be really not optimal to have to remove rotation every time I wanted to add a child object.


texts: How to interpret output position values of Geometry node

texts:
I have a simple sphere with a material. And I want to know how understand information the Geometry node gives. I printed this information through OSL shader. Can somebody please explain to me why the position output is roughly (10 10 10), while the object world location is (0 0 30)?

shader Inspector(float input=0,output color debug=0)
{
  debug = input;
  printf("\n");
  printf("%f" , debug );
}


texts: (BGE) Track To Actuator only works when crossing the track axis

texts: I have a game I am currently making, and I want to make enemies that will face my character then shoot. I was able to do this easily without even needing Python scripts, but I have one problem; My enemy will only face my character after passing the enemy's y-axis (That's what the track axis is set to.) I have a ray sensor to track the same axis as the Track To actuator's track axis (once again, Y). I would like to make the Track To actuator start tracking the moment the enemy is created (as of now it's when the game starts) rather than when the player passes in front of the enemy. Anyone got a non-complicated way of fixing this issue? Anyone got ANY resolve for this?


texts:
I am making a low-poly fox and wanted to make it very bright orange like this one

But I couldn't get this colour from just from shaders, so I tried to brighten it up. The effect was quite good but I also get a lot of red colour on some of my mesh.

How can I get a bright orange colour and get rid of that red parts?


texts:
[![enter image description here][3]][3]I'm New to blender 2.79
I downloaded an obj robot.
Added the rigify mesh
Everything works ok except the fingers
The armature finger bones works perfect
When I try to connect individual bones to the fingers,each finger shows up as one piece.
How can I seperate the fingers into 3 portions
Any help would be great

selecting bone in pose mode


texts:
I would like to specify the color of a light that I add using a python script launched from the command line:

blender --python script.py

The script:

import bpy

bpy.ops.object.light_add(type='AREA')
light_obj             = bpy.data.objects['Area']
light_obj.data.energy = 500
light_obj.color       = [1.0, 0.0, 0.0, 1.0]

The light power is correctly set to 500, but the light color remains at its default white color, instead of being red.

Should I do something more to set the color of the light?

Note that I am using Blender 2.80 with Debian 10.

I noted a few weird thing:
The current online documentation of blender python api says here that the color of a light is a "float array of 3 items", but I get en error if I don't give 4 values. This post also talk about 3 values. Anyway, it proposes something similar to what I am trying to do: l.color = [r, g, b].

Is it en error in the documentation? Is their a bug?


texts: Unwanted white borders around transparent material

texts:
I wanted to make a halo effect around a light source using a transparent object with an emissive volume. To make this as realistic as possible it needs a razor-sharp edge, as you can see in the image below.

This gives the following effect (notice the halo around the lamps). This is exactly how I want it. However, I need those white circles gone.

Is there any way to remove those circles? Or is there a built-in feature to make halos?


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I'd like to render a normal map for an entire scene (for a large background for an isometric game). I tried exporting the "Normal" pass of my render layer, but it's not quite right. Here's what I get from a cylinder:

For comparison, here's more what I (not to mention the game engine) was expecting:

I've seen tutorials on normal maps, but they are all about baking one object's geometry onto a simplified model. Is there an easy way to render a normal map for an entire scene, to line up with the standard combined render?


texts: what could be the reason for a vertex for not moving?

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i've been modelling and everything was good and for some reason when trying to adjust the model one of the vertices does not move. every other vertice is moving just fine... what could be the problem? (the snap magnet is turned off) and how can i solve it?
thank you!


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When I was performing Yellow Submarine lesson, I was suddenly able to extrude unconstrained. I.e., I was pressing E, then immediatedly new set of vertices appear and I was able to translate (drag) them in any direction.

After I finished extruding to one side and turned to extruding to another side, I lost this ability. Once I press E, new set of vertices appear, but I am able to move them only in vertical dimension. So, I press explicitly Y and after that I am able to move vertices in horizontal dimension. But in horizontal dimension only, i.e. I am not able to finetune vertically.

Video sample https://www.youtube.com/watch?v=RV6he45jLFs

I am to stop extrusion process and adjust vertices separately.

How to call unconstrained extrusion in my case?


texts: Will additional lights make an object appear strangely colored?

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At one point during Blender Guru's lessons I became a little brave and added 3 point lights.  I added them because I could not see the extremely dark renderview and render.  When I brought back my donut to see how pretty it would be, the sprinkles are colorful but have a dark greyness to them, they look bad now.  Then, the pink icing was perfect.  Now it has kind of an orangish grey color to it and the donut itself looks orange.  Before I delete those lights to see if my pretty donut returns, would adding those lights change the color of my objects?  These 2 images are before and after.  It took me forever to get those lights into there.  I tried an experiment with just a cube and a bunch of lights but nothing happened, it stayed the same color.  Also, in the second pic I have the box in the overview unchecked and the eye unchecked on everything except the donut.  Everything gets rendered no matter how many hide buttons I use.
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texts: How can I model pagoda roof rafters arangement in blender

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I want to model pagoda roof like this picture by using modifier, not by manually placing each rafters one by one.

anyone have idea about this?

P.S : don't recommend array, curved array, object offset.


texts: Geometry Nodes - How to assign vertex group in geometry nodes?

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I added a plane.

Instanced objects on it.

Assigned vertex group on it.

(I'm stuck at this step) How do I make it look exactly like this by using Geometry Nodes?


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So I have Metallic to 1 and Roughness to 0 in the new Principled BDSF for my spheres in this attached image (My first render from Blender - yey!). But in the reflections of this image everything is pixelish (even the edges of the lamps as well as the HDRI bg-image).

Am I doing something wrong here or is this a bug?
(I am new to Blender and used to work in Max so it might be me).


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I'm very new to blender, so please go easy on me. I've had this issue in other files and I am at my wits end trying to figure it out. Essentially, the lighting seems to be adding a milky sheen over my ground texture, it's not happening to my grass textures. It's as if there's a layer of frost over the ground. When I turn down the light it gets better, when I change the colour of the light it changes along with it (Still undesirable as in the real world light does not create a milky layer). I am using an HDR, so still get the white layer even when mixed with coloured light.

I am sure the answer is very simple and I havent stumbled across the solution yet. Any help is greatly appreciated

Image 03 This is the texture I'm trying to use - nice and dark

Image 02 This is a snip of the texture in blender. Notice how the grass isn't washed out, but the ground is. I know this is zoomed in, so will appear different - but when I zoom in on my texture in Gimp it's not milky

Image 01 This is my node setup for the ground


texts: Why won't my particles show up in my rendered image

texts: This relates to my previous question, but does not correspond. When I render the image  all I get is the objects I put in, but my particles do not show up. The lighting is okay, my snowman showed up along with the trees, but the particles do not. Is it because I paused the animation and rendered that image I paused it on.


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I have a oval shape with needful verts on it and a cylinder. I want to make the oval shape to wrap on it. Little bending shape with only shrinkwrap modifier.

When i add shrinkwrap modifier it looses its shape. Any help or suggestion how it works.


texts: Rendering Translucent Materals through Glass in Cycles

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I am trying to make a realistic orange juice in a glass scene, but the glass seems to mess things up, as can be demonstrated by enabling "no caustics"

Without glass with caustics, with the glass without caustics, and with the glass with caustics

As you can see, the glass is making the orange juice darker and noisier. (all were rendered with 100 samples)

My question is, what is the best (fastest, nicest looking) way to render with the glass? (and still have the effects of refraction etc.)

Thanks


texts: How do I add a new tab to the 3D Viewport?

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I'm creating a Panel that sits in the 3D Viewport.  Right now when it runs, it is inserted under the Misc tab.  I'd like to create my own tab to place it in.  How do I do that?
class NormalToolPropsPanel(bpy.types.Panel):

    """Properties Panel for the Normal Tool on tool shelf"""
    bl_label = "Normal Tool Properties Panel"
    bl_idname = "OBJECT_PT_normal_tool_props"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        scene = context.scene
        settings = scene.my_tool

        col = layout.column();
        col.prop(settings, "strength")
        col.prop(settings, "normal_length")
        col.prop(settings, "selected_only")


texts: Zero faces problem with model for 3d print

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I created a model in parts to print using sculptris and blender, i enabled the 3d print tollbox addon, and when i click in check all, my model has only two problems that i coudln't find a solution anywhere, not even on posts here. First is the zero faces, i tried all the options in the CLEAN UP menu, tried triangulate boolean, tried selecting the button "make manifold" and every time i check with the 3d toolbox the same number of zero faces appear. The other possible problem is the overhang faces, but i think that to solve that i should create a support below the model. I imported my model into the program MeshMixer, and selected "analisys" and "inspector" and clicked in some of the options like "auto repair all" nothing happens with the model, the program says that it doesn't have any erros, but blender detects the zero faces. What should i do to fix the zero faces with a big 3d model?

Here is the link to download one part of the model: http://www.mediafire.com/file/le73t6or2tscs4e/Model.blend/file

When i import the model to a 3d print program like CURA, it says that isn't manifold, even before opening the model in blender and clicking at the option "make manifold". The error message appears just before entering with the camera inside the model.