texts: How to make a landscape with multiple materials?

texts:
I want to make a "big" landscape with various materials, which I have to place by hand (not only textures!). So, how could I do it?
I heard about masking (?), but I never worked with it, so I'm not sure how to do it and if it's possible to do it with 6 different materials, not only 2 like I have seen it.

(I want to work with cycles)
Thank you


texts: How will Blender work on the Microsoft Surface Book? I'm not looking for benchmark numbers but for user experiences with this software/hardware combination. Thanks


texts:
I wanted to use drivers to finely control the output of my scene lamps. But attaching a driver to the "Power" field causes the lamp to not render at all, even though the number I want is still appearing in the field. This is happening in both eevee and cycles.
The driver is controlled by the Z-location of another object, which is animated using the "follow path" constraint. The expression gives me the value I'm expecting, but that value doesn't seem to be actually used by the lamp as long as the driver is active.
Here is an example of the problem.


texts: How can I stamp a texture on top of a material?

texts: I have a material that covers my model in camouflage. Now I want to stamp a regular old UV texture on top of that material, in such a way that transparencies in the texture show the material. Say I want to stamp a large letter "A" on top of the camo; the A only takes up the corner of the face, and the material should still how through the middle gap of the A.


texts:
I've checked the active camera, there's nothing in the sequence editor, I've tried everything and cannot figure out what I broke.

I literally just want it to render out how it looks in the viewport a Smoking crashed spaceship against a green screen. But for some reason, the render is blank, and then also it puts the video clip from the motion track on it too, which I don't want it to do either but that's a different issue.

Viewport:

Node tree:

Notice how the initial render is completely blank...?


texts: Smooth a curve in mesh while maintaining its current angle?

texts:
I've got a panel here which needs smoothing off but I'm not sure how to do it? The second image is rendered and you can clearly see the edges. It is supposed to look somewhat like the panel in the 3rd picture which is the real bed.

I've supplied the panel pre-bevel and pre-inset as well as the one in the pictures below in the .blend.


texts:
Bear with me, this is complicated to describe.

I am writing an add-on for Belnder which involves using bpy.ops.sculpt.brush_stroke in Sculpt Mode to essentially stroke the brush around a model in a circle.

I am experiencing a problem with this which I am almost certain is a bug in Blender. Before I write it off as a bug, however, I wanted to check if anyone can explain this.

The issue is that, when bpy.ops.sculpt.brush_stroke is operating at coordinates that are directly behind the object based on the 3D view from which the stroke was initiated, the effect of the brush is distorted.

It is almost as though Blender is screwing up the calculation of area plane for the back facing part of the model, or possibly for the coordinates right where the faces transition from front facing to back facing.

What makes me suspect this is a bug is that the results change whenever I rotate the viewport. It is always the back of the model (from the viewport POV) that is screwed up.

As far as I know, none of my sculpt settings should depend on the position from which the model is viewed in the 3D viewport (I am using a brush set to Area Plane), so I believe this is a bug in Blender, and it is somehow factoring in the view to the calculation when it shouldn't be.

Can anyone suggest any other possibilities for this?

In the screenshots - the Red arrow on the left indicates the viewplane from the 3D viewport on the right. This rotation of the view in the right 3D viewport is the only thing that has changed. The protrusion should be uniform all the way around, it isn't.


texts: How can I remove objects via datablocks outliner?

texts:
I am searching for a method to remove corrupted or unused objects, without having to directly click on the object.

I am not sure if its an unsolved bug, but currently many of my files suffering from 2 empties, that aren't in the outliner list for "all scenes", but can be found in the "Blender file" outliner list and of course in the datablocks. Unfortunately I can not click on the objects in the Blender file list, so deleting there isn't possible.

I know these empties were used as custom bone shapes in an armature. This armature doesn't exist anymore, so I guess both empties are trapped in my file. They are not linked.

How can I safely remove objects from the datablocks /the file, even if I don't know where they are?


texts:
I am having issues when trying to rotate the root bone of my character rig around the z axis.

When pressing r, then z, I am able to rotate the rig perfectly normal, but when I play the animation back, the root rotates along the y axis.

When I look in the transform tab, it also displays a change in the y axis even though I am rotating the z axis.

Help would be appreciated!


texts: Convert boolean objects to a single mesh

texts:
I have several objects which have boolean relationships to each other. The end object still depends on all sub-objects, so that if I delete one of them it goes away in the end object. Is there a way to convert the end object to a single independent mesh? I tried this but it didn't work:
    end_mesh = end_object.data
    bm_end = bmesh.new()
    bm_end.from_mesh(end_mesh)
    bm_end.to_mesh(end_mesh)
    bm_end.free()


texts: Texture paint without affecting other object with same texture/material

texts:
i edit my post maybe will better understand it now :)

Edit: so i create a gun created from many mesh,
so i want to paint lets say CUBE A but result is show in CUBE B,C,etc
i use same material(i named it BLACK METAL) for each mesh

so i want to know how to paint only CUBE A without making new image file or new material

so i dont want to create new material (black steel barrel,black steel gun body,etc) for every mesh i think i'ts unproductive

GIF info:look i select CUBE A then i select CUBE C then B then i try texture paint on CUBE A but it show on CUBE B too then i try again to paint CUBE A then CUBE C and B get painted too

if still not clear sorry not good explainer :(


texts: In the picture you can see my model in the edit mode. In the render mode it is not looking the same. It got some weird other vertices lining up, and I don't want that it looks like this! What have I done wrong? please tell me. Thank you


texts:
I'm trying to open an image stored internally in Blender into the Image module from Pillow (https://pillow.readthedocs.io/en/3.1.x/reference/Image.html). This should be a simple operation but I'm having some problems with it. I don't want to use the path of the image, but I want to work with the pixels.

from bpy import data
from PIL import Image
import numpy as np
# Generate a random image
width = 80
height = 40
img = data.images.new('random_colors', width=width, height=height)
num_pixels = len(img.pixels)
from random import random as rnd
#Create random colors for each pixel
for px in range(0, num_pixels-5, 12):
    r = rnd()
    b = rnd()
    g = rnd()
    a = 1
    cols = (r, g, b, a)
    for i in range(4):
        img.pixels[px+i] = cols[i]
pxs = bytearray(int(p*255) for p in img.pixels)
image = Image.fromarray(np.array(pxs), 'RGBA')

I'm getting : IndexError: tuple index out of range

Any hint?


texts:
I have a building block that has a cube for the ceiling, walls, and floor. It also has a blast door that overlaps the walls to fit into the next building block.
The problem is that when I align the building blocks together, I want to align the edges of the walls together, using snapping.  When I try to do so, however, it snaps using the edge of the projecting blast door to the edge of the opposite wall, instead of wall-to-wall. I'm snapping from corner to corner. I made an example image:

It would be nice if I could still use snapping, like temporarily choose a specific vertex to use as a snap. What is the best way to do this?


texts: Place a 3D building instead of real building

texts:
my question is, how can I put 3D elements into a real footage. For example an 3D Building instead of a existing Building, so that I can destroy the 3D building for example? So that the 3D Building looks real in the footage.

I hope you understand what I mean


texts: How do I get a cylinder to unwrap to a circle instead of rectangles?

texts:
I downloaded a model from turbosquid and needed to simplify some of it.  In the process I simply lopped off the complicated bits (a gear edge) and extruded a nice smooth edge.  Now I need to get that edge to match the texture provided with the model and it won't unwrap into a circle again.  Ive tried smart uv, cube, cylinder, sphere, and project from view with no luck.
I'm sure there is probably some fast super nifty way to do this, or to even smooth out that gear edge but decimate was producing messy results and I tried to merge by distance but again, messy.  Aside from going vertice by vertice and moving each one I couldn't think of a way to get rid of it w/o just cutting it off.  Any tips, tricks, or help would be appreciated.  I tried to do some youtube/google searches but it seems people want to go the other way.


texts: How does a shader detect if two objects overlap

texts:
I saw this shader (https://www.youtube.com/watch?v=L2Du5F7PfQM - an animated procedural water toon shader) . It says  (in it's blender market page - https://www.blendermarket.com/products/pure-toon-water) that it makes foam where another object is deforming the object with the shader.
So how does the shader detect that ?


texts: How do I assign a color ramp to a 360° axis?

texts:
I know how to assign a color ramp to a single dimension (I.e. How to make a color gradient from red to white along the x axis)

What I am stuck with is how to make a color gradient based on a circular rotation.

For instance, if I had a circle, 0 would be red, PI/2 is yellow, PI is green, 3pi/2 is blue with the gradient working its way around.


texts:
I have an Island and water on which i want to add fake reflections, I know I have to bake a map and use it as difuse color through reflection mapping but how do i create the map ?

This shows my render blender settings from wich i want to bake the reflection map to use in the bge


texts:
My blend file: https://drive.google.com/file/d/1mG5tCoFMPHcWtXTJOfIQ25bgo0iGlGHR/view?usp=sharing (It should also have the vid included) I got a Solve Error of 0.96 which is not great but its at least decent. Now I wanted to Set the Axis and then this did not work. I looked it up and someone sayed that the reprojected or so points are not accurate enough. I looked if this would also be true in my project so I enabled the 3D Markers in the top right Corner under "Clip Display" and those markers are way of of where they should be. Why is this and how am I able to fix this?
Im rather new to blender so please do not judge me.


texts: Intersect coplanar edges with creating new vertices

texts:
I'm trying to switch from SketchUp to Blender and have some issues with flat surfaces.
In SketchUp if I copy any line and it intersects another it creates new point on intersection automatically. It's different in Blender and all information I found is very dated.

So basically I'm asking the same question as here: cut intersect edges

And trying to do what is described here: https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Modeling/mesh_tinyCAD/

I tried function 'Weld Edges into Faces' but it actually changes a shape of your surface instead of creating new vertex.

So I'm curios if any new information available which could make this task simple.

I'll be very grateful for any help!


texts: Scale/Dimension change when I add a curve modifier

texts:
First, I have created both a plane and a curve object, then I adjusted their dimensions as desired. Noticing that the scales of both changed with the dimensions, I press CtrlA after the re-dimensioning of each of the objects, with that object being selected alone.

Till here, everything is fine, both objects have now the desired dimensions with a scale of one.

The issue is: When I add a curve modifier to the plane and choose the curve previously created in that modifier, the plane dimensions change for some reason! :s

Any idea why?!

EDIT:

Link to an example blend file:

Go to the modifier tab of the plane object and select the curve called Circle to see how the dimensions of the plane change!


texts: Why can only one inner region of a plane be subdivided?

texts:
Starting from this situation:

Subdividing W the inner rectangle leads to the following model, please notice that the center points of the adjacent rectangles have been displaced. Subdividing other rectangles is no longer possible.
To analyze the behaviour, I tried to subdivide the outer regions first this works flawless.

Why is that?

View from vertex mode:

.blend


texts: Cut off subsurf supporting geometry only using quads

texts:
I want to put an edge loop on this subsurfed base mesh so it acts as supporting geometry for the teeth so they aren't so round:

However, as you can imagine, this would create some problems in the other parts of the mesh because they would look too "sharp":

I've tried moving the unnecessary part of the edge loop to the center of the face, but this makes the subsurf in that area flatter, which I do not want. How do I get rid of the unnecessary parts of the edge loop? I want this mesh to be only quads, so a quad-only solution would be preferred.


texts:
How to add an eyedropper functionality to prop_search in my addon?

col.prop_search(scene, "string_property", context.scene, "objects")

This code will create prop_search just like on the animation below, but without an eyedropper.


texts: How do I run an existing add-on via the python API?

texts:
Very beginner question, but after extensive searching through the addon tutorials and similar questions I do not see a clear way to run an existing enabled add on via the Python API.

In this case I am trying to run the Cell Fracture plugin on a new plane:

import bpy
bpy.ops.mesh.primitive_plane_add(size=50)
bpy.ops.object.particle_system_add()
# run cell fracture plugin

I do have the add on:

import addon_utils
for mod in addon_utils.modules():
    if mod.bl_info['name'] == 'Cell Fracture':
        print(mod.bl_info)

# {'name': 'Cell Fracture', 'author': 'ideasman42, phymec, Sergey Sharybin', 'version': (0, 2), 'blender': (2, 80, 0), 'location': 'Viewport Object Menu -> Quick Effects', 'description': 'Fractured Object, Bomb, Projectile, Recorder', 'warning': '', 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/CellFracture', 'category': 'Object'}

But I don't see anything named cell anything in bpy.ops.object or bpy.context.preferences.addons or even sys.modules.

Thanks for any help!


texts: How do I change the Blend Node to Vertical?

texts:
In my script I have added a Blend Node (in the texture editor) and I would like to define the direction of the gradient.

blend = tex_tree.nodes.new('TextureNodeTexBlend')
 blend.location = (0,100)
 blend.use_flip_axis = 'VERTICAL'

I thought adding the .use_flip_axis = 'VERTICAL' would work but it says it has no attribute use_flip_axis

What am I missing?..


texts: Boolean modifier not catching the mesh properly

texts:
When i try to use boolean Union to add one mesh to another it appears that evrything is alright but when i apply and then try to move it, it only catches a part of it
Before

After

Could someone Help me?
EDIT
I just noticed that if i move the object a little away from the Main Object it works...
But still doens't resolve my problem because i want that peace to be there...
Thanks in Advanced


texts:
My question is similar to this question: Can blender be used for simple optical modeling? .
I apologize for asking a similar question but I don't have enough reputation to comment on the original question.

Like in the original question I would like to view a scene through a modeled lens.
What I want to archive in the end is "real" out-of-focus blur (I am aware that one can play with the blur-nodes of the build-in blender cam, but I want to see the blur as generated by my specific lens)

As suggested by Liss' answer to the original question, I set up my scene using Luxrender as renderer as follows: (the answer contained guidelines, the specific details are my guesses of how to exactly set it up)

created a simple lens (intersecting two smooth UV-Spheres, luxrender material glass or glass2 with IOR=1.41)
created a translucent plane (alpha 0.01) to act as film
set blendercam to orthogonal and placed behind film
as a test-object to be viewed through the lens I set a cube with a checkerboard pattern (to detect blurry lines when out of focus)

However when rendering the cube (or film) at distances to the lens where the cube should clearly be out-of-focus I still get a pretty sharp image.

From what I had understood Luxrender is very physically accurate so that tracing rays through a lens should result in blur.
Is this correct? And if so, what am I missing to achieve the blur?


texts:
Complete NUBE here. I'm a college student. This is my final project. I'm trying to animate my robot. When I click "generate" to create my rig, using rigify, I get a message, close but not verbatim, to this: "Rigify Incorrect Bone Configuration for rig type. Incorrect armature." I have no idea what to do. I've tried everything I can find online.

In addition, I've seen people copied and pasted their error messages. How do they do that? Mine just flash across the top of the interface and then they are gone in a second. Weird.

I would attach my file but I don't see an option for that.


texts: Where is the sampling menu in Blender version 2.77?

texts: Where is the Properties panel > Sampling menu in Blender version 2.77? I want to reduce the noise in an object.


texts:
I'm a total beginner with Blender.
When importing my model to Unity3D, the rotation and the location of the body of the model is wrong.

I think I have to apply scale/location, but when I do that, the second I move the frame bar, the mesh deforms itself on Blender, and the location also changes back to some random numbers instead of staying at 0. When applying scale, the object goes super small (which seems quite strange).

After doing some research, it seems I should have applied scale/location/rotation before starting to animate (ups!). Is there any way I can unparent, apply scale/loc and then reparent while keeping the animation intact?

after applying location:

after applying scale:

EDIT: finally solved the whole import to Unity3D thing by rigging the whole thing again, weight painting and animating while paying attention to all the points moonboots mentioned. Writing this for future reference: I think the key was re-rigging. Somehow Unity3D was understanding one of the main tentacle bones as the root node and that's why it was rotated in such a strange way (just like that specific tentacle bone).


texts: Can someone point me to or give me  detailed step by step description on how to connect two objects with a hinge constraint?I am not sure which is the target.. the one that actually swings or the stationary one. Also the constraint icon doesn't move at all when both cubes move. So I get dashed lines from it to cubes. Also the different menu items on the left side and the properties side confuse me. When do I use them? Videos I see are simple, but I can't copy them.


texts:
How do I translate a UV set of faces keeping the vertical or horizontal axis fixed?
Tried with ⇧ Shift, ⎈ Ctrl, ⎇ Alt, no way: ⇧ Shift is for sharp movement, ⎈ Ctrl is for snap, both of them are not sharp enough, ⎇ Alt does nothing.


texts: Smoke option missing in physics properties

texts: Im using Blender 2.8.2 and there is no Smoke option on Physics Properties. How to fix it? Here is the screenshot


texts: UV editing coloured wont export to unity

texts: I have a ship that uses uv editing to colour it.(dragging around the vertexs around a colour map. explained further in https://www.youtube.com/watch?v=1jHUY3qoBu8&feature=emb_logo at 2:20 - 3:20) When i export to unity its white, so i tried baking and using the png over the fbx in unity. The problem is, when i try to bake it the pic is black! i'll send the blend file once i figure it out. I will be eternally grateful to anyone who can solve my problem!!


texts: How to prevent Parent bone rotates the child bone in pose mode in Blender 2.8?

texts:
As you can see in the figure 1 , I have one child bone connected to the parent , Although I locked all the rotation axis(fig 1) and applied limit rotation constraint to the child bone; when I move parent in the pose mode the child bone is moving(as shown in fig 2).
I want to prevent that rotation.I am a beginner in rigging. Please Help!
FIG 1:

FIG 2:


texts: I downloaded a model as an FBX and OBJ, but when I open it in blender the texture is missing. I can assign it manually, but when I do it does't show up correctly, it is stretched and big or just a color. As far as I know if the model is UV mapped then the texture should be assigned automatically. I tried other objects and worked perfectly fine.


texts: Animation Nodes - How to make text gallop like horses and next stumble like drunks?

texts:
At first, I attempted to make text stumble slowly into scene like drunken sailors, but I ended up with the galloping text that runs like horses; nonetheless, I like the effect.
In all three examples below, all letters are individually done on separate layers and all have same animation. In second & third examples, I've spaced out letters by only shifting frames to the right on timeline, without ever changing animation of letters or their speeds.

Now how do I mimic the galloping examples below with Animation Nodes?
And next, how do I slow down their speed so to make them seem drunken and clumsy? This is for future projects with motion graphics.

Assistance appreciated. Thanks in advance.


texts:
I do these operations in a for loop:

Selecting all objects
Remove
Add a mhx2 model
Add cameras and lamps
Bind cameras to model
Load a bvh file
Render

The problem is how to refresh the entire scene for next iteration? I have tried to load a fresh file using bpy.ops.wm.open_mainfile, but it causes an error. It seems that the entire project including the script loads again. So, I tried to remove objects in bpy.data.objects but I noted that there are bpy.data.cameras and bpy.data.lamps which should be also removed. What is the correct way to do this job? Does selecting all objects and deleting them makes the trick? Note that there is an animation along with cameras, lamps, etc.


texts:
Is there a way to figure out the frustum bounds of an orthographic camera using Blender Game Engine?

I'm trying to anchor some panels on the corners of the screen without success .

I'm working with two scenes , one with a camera perspective and another with the orthographic camera ( hud )

Thanks in advance


texts: Does Blender 2.8 Automatically Denoise Renders in Cycles - Where are the settings?

texts:
When I render with Cycles the render is denoised automatically without selecting Denoise under the View Layer Properties - is this normal?

If it denoises automatically, are there any settings for this?

Thanks,
N


texts:
I can't see the modifiers tab in the graph editor...
When I press N it just brings up a blank panel. I have the animation selected for sure, plus I tried toggling the animation edit-ability. No luck. If anybody knows how to fix this, please help. Thank you. :)


texts: Eyebrow bone is detached from the head mesh

texts:
Exercising facial expression animation with settlers rig... ...and having a problem with keeping the eyebrow bones on the face surface.
The rig and mesh are from Blender Cloud, Settlers. (see links below)
Transforming the L or R eyebrow controller deforms the mesh freely so it can penetrate the head mesh or depart from it.
My question is how can I attach it to the surface, so transformations are constrained to keep it above and on the head surface?
I tried to lock the y transformation, I added a limit distance constraint (target=head, clamp=surface)- both had no effect.
Any input would be greatly appreciated.
Links:
The uploaded file:
The rig and mesh are from Blender Cloud, Settlers Gabby Settlers Blender Cloud Link


texts: after baking my materials to an image they all show up good except for the material with metallic. the metallic part of it doesn't show up. I have metallic turned up on the principled bsdf node. how could I make the metallic show up and still be able to bake all the materials on to one image? thanks


texts:
I have a quick and dirty script to change the constraint settings for the bones of an armature:

import bpy

for bone in bpy.context.selected_pose_bones:
    try:
        bone.constraints[0].target_space='LOCAL'
        bone.constraints[0].owner_space='LOCAL'
        for cons in bone.constraints:
            if cons.type == 'COPY_LOCATION':
                WHAT GOES HERE TO DELETE THE CONSTRAINT?
    except IndexError:
        pass

As you can see I also want to delete any Copy Location constraints on the bones and can't figure out how. Manually deleting generates, bpy.ops.constraint.delete() in the Info window, but adding that to the script gives me a "context is incorrect" error.


texts: I'm having trouble installing this Add-On (Speedsculpt for Blender v2.79b)

texts:
I am trying to install the add-on SpeedSculpt and I keep getting an error.

Steps I took:
Files -> user preferences -> Install Add-on from file -> clicked on '3D view:SpeedSculpt' and got an error as shown in the third photo.

I'm also not sure if I need to do anything with my license key. I havn't been able to find any info on this. Any help would be greatly appreciated.


texts: frame_change_pre handler only works once

texts:
I'm trying to change a text object on each frame in Blender 2.75a using the code from a previous answer (How can I make dynamic text in an animation?). With my script the text value is coming from the lens property of a camera which is keyframed.

I have added the script to the blender file and changed it to use the camera lens value. When I hit Run script and then move a frame it updates the text object in the 3D viewport as expected. But then when I move another frame it does not update. Nor does it work for Alt+A or if I render a sequence of frames.

As per Ray's suggestion I added a print function which showed frame and lens value. As I moved back the frame back and forth the frame number updated; however the lens value only changed the first time after hitting Run Script and then remained the same in the console. The lens value was changing in the UI.

Code is here: http://www.pasteall.org/61366/python

I've tried code to clear the handlers (frame_change_pre.clear()) and closing down Blender and reopening to reset everything and the same behavior occurs.

Zeffii's suggestion of moving the camera_lens = bpy.data.cameras['Camera'].lens line into the function partially worked.

My understanding of the problem now (thanks, everyone) is that when the script is run for the first time it establishes the handler and sets the variable with the lens value. From that point on when the frame moves the handler only executes the function and since the variable that holds the lens value is outside the function it is never updated. Moving the lens variable assignment to inside the function now means it is updated each time the handler is called.

However, now the update lags one frame behind. i.e:

start on frame 1, UI and 3D view = 16.0.
Move to frame 2, UI = 16.9, 3D view = 16.0.
Move to frame 3, UI = 17.8, 3D view = 16.9.

I'm guessing the python handler is executing before the keyframe value is calculated. Tried changing to frame_change_post but that didn't seem to work either... suggestions?


texts: How to fix the results of a particle system to a specific frame

texts:
The image below is about 42 frames from the force field effected Newtonian particle system.

I would like to use the status of these 42 frames as the key for Keyed Particles.

However, I don't know how to keep only specific frames of moving Newtonian particles affected by Force Field.

Thanks.


texts: How to generate images from texture volumic

texts:
I want to generate consecutive images from a 3D texture
Here images were obtained with cross section.
In different cases these volumes can created with:
- A cube Contains of procedural textures volumetric
- A cube contains holes (porous).
- A cube contains different mesh same or different colors.
These are videos that explain this:
https://www.youtube.com/watch?v=1Yv2XYsCAYU
https://www.youtube.com/watch?v=XJI-yzpbKfg
https://www.youtube.com/watch?v=pPyG_fEee_o
https://www.youtube.com/watch?v=K3oInsZ7MJM

Can you help me to get the images in all three cases.


texts: Draw type stuck on wireframe and no model when rendered

texts:
My draw type is not on wireframe but all I see is this:

What can I do to fix this?

Version 2.49b

edit: Link as requested

https://www.mediafire.com/?u93956gqgss45pk


texts: Isn't the function PURGE ALL intended to purge all the unused assets in a scene?

texts:
I tried this over and over, but it appears to not be working correctly from my point of view.
Several textures that are not used anywhere are not being purged.
I tried to close and reopen Blender, but when I open the file, it still again loads unused textures.
This is also very clear with a texture that I used several days ago for the world sphere, then I didn't use it anymore: it's still sitting there for nothing. Why? Nothing is recalling it: no material, no world, no scene. Why is it still there?


texts: Is there an easy way to convert a flat horisontal surface into a curved (domed) one?

texts:
I am building an asset for City Skylines. This will be a station building with curved end walls (like a Church Apse) and a slightly domed roof.

I have built the basic structure out of a cube and 2 half cylinders with a bit of manual editing to remove redundant faces.

However I am stuck as to how to turn the currently flat roof into a domed structure. I could I guess take a sphere and edit this down to the shape I want, but I wonder if there is a quicker way to turn a flat surface into a domed one.

There is an answer here, Creating a curved surface but sadly I do not know enough about blender in order to understand the procedure.


texts: Why do my particles disappear when changing their physics to 'None'?

texts:
I've got a problem with particles: Particles flying around

When I change the physics settings to 'none', particles immediately disappear:

When the physics are set to 'Newtonian' particles are flying around the icing instead of laying on it.

What's wrong?


texts: I was just wondering what this charge function controlled. When I changed it from 1 to 0 I did not see any apparent changes in my animation. Just curious and want to know how I could use it for future projects. Thanks!


texts: I can't export the animation of the .abc file after having added a texture atlas?

texts:
I have an alembic scene (.abc) file from a butterfly with a wing animation. I did not make it myself.

I imported it into blender to be able to create a Texture Atlas.

When I create a Texture Atlas for it. I lose the possibility to export the .abc file with the animation.

If I select all the objects, to prepare to export them as an .abc file, then it becomes green, see picture:

So to clarify my problem:

If I just import the .abc file into Blender, and then don't do anything to it, and export it straight out again as an .abc file the animation exports fine.

Only when I create the Texture atlas for it, I lose the possibility to export the file with the animation.

I hope somebody can help?


texts: I have rendered my Blender Intro and it saved as a .avi file but I cant open it?

texts: I have rendered my intro as an animation and it has saved as a .avi file in a folder but I can't open it. What can I Do? I have tried different media files and everything. Help please!


texts:
I would like to make a custom button on the N-panel.

I already went through blender's templates and amended the ui button script to 2.8 but I don't understand where and how I should implement my code into the template.

Also I would love to be able to remove doubles and display the current vertex count next to it before and after the operation:

import bpy
context = bpy.context
scene = context.scene

bpy.ops.object.select_all(action='SELECT')

for ob in scene.objects[:]:
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.remove_doubles(threshold=0.02)
    bpy.ops.object.editmode_toggle()

Q: How can I add a custom button with that functionality on the N-panel?


texts: How to take a screenshot of blender from within another thread in Python?

texts:
I am desperately trying to stream Blender's UI over HTTP:

import bpy

from wsgiref.simple_server import make_server
import threading

def app(environ, start_response): # The routine called by WSGI
    if environ["PATH_INFO"] == "/screen": # If a screenshot is requested
        bpy.ops.screen.screenshot(filepath="/tmp/screen.png", full=True) # Take the screenshot -> RuntimeError: Operator bpy.ops.screen.screenshot.poll() failed, context is incorrect
        start_response('200 OK', [('Content-Type', 'image/png')]) # Send the stuff over
        data = None
        with open("/tmp/screen.png", "rb") as f: # Ugly hack to retrieve the image
            data = f.read()

        return [data,]
    else: # Get the HTML-page that updates the screen
        data = b"""

        """
        start_response("200 OK", [("Content-Type", "text/html")])
        return [data,]
httpd = make_server('', 8083, app) # Standart httpd
print('Serving on port 8083...')
thread = threading.Thread(target=httpd.handle_request, args=()) # Run it in the background, kill after one request
thread.start()

I am trying to use Blender's built-in screen.screenshot -operator to get an image of Blender. It works when ran from outside the server. The server does also return valid HTML. However, when I try to combine the two (return the screenshot over http), it breaks down. I get the following message:

RuntimeError: Operator bpy.ops.screen.screenshot.poll() failed, context is incorrect

I can't figure how to avoid this. The code works when taking a screenshot with platform-specific means, but it is much too slow for use (upwards of 200ms). I understand that running a HTTP server inside Blender is not usual.

The whole mess is running on an ArchLinux box (x86_64).


texts: Missing objects when opening old file in blender 2.8

texts: I just got a updated to blender 2.8 and my objects that were in hidden layers are gone now, the collection layer tells me that they are in the scene but I cant unhide them also the collection is grayed out as well.


texts: Trouble with rigging, automatic weights not working

texts:
I'm having trouble with my character. It's made of several seperate objects and when it comes to rigging The automatic weights don't work, I get the error message that a weight solution couldn't be found for one or more bones. some parts move correctly, some bones move parts of the mesh they're not connected to, and some just don't move at all. Also Pose mode really really lags, not sure if that's related

I've removed doubles and loose verts, recalculated normals, I've also tried rigging the individual parts seperatly by selecting the bones that will effect that part of the mesh in pose mode and parenting But I'm yet to figure this out. My topology isn't great, I'm not sure if that could be the reason

I'm still a noob, any help would be greatly apreciated.

I'm using Blender 2.80


texts: Where did my texture go after selecting Use Nodes?

texts:
I created a material for the Cube

Color map
Normal map

Unwrapped it
Enjoyed the view in the viewport with Internal and the Game Engine
Then I switched to Cycles and clicked on Use nodes and there is no more texture in the viewport of Internal and Game Engine

What happened? Can I undo that somehow? I read that Cycles's is not compatible with Internal.
Can I have materials set for Internal/GE and Cycles and switch between them (the rendering engines)?

I intend to export my creations to my own game engine and eventually to render still images for enjoyment but the former is what I need most.


texts: How to export blender material as .material file and GLSL on Blender 2.8

texts: I've seen alot of tutorials that explain how to save material and import it via append file but i wanted to export the material node as .material file and if possible, convert it into GLSL shader codes on blender 2.8?


texts: Same Video on each face, but with different time delay?

texts:
iam looking for a way to - like the title says - i want to put the same video on each face, but with different time delay.

In other words, i want to create a kind  of videowall.

i found THIS:

#----------------------------------------------------------
# File multi_material.py
#----------------------------------------------------------
import bpy

def run(origin):
    # Create three materials
    red = bpy.data.materials.new('Red')
    red.diffuse_color = (1,0,0)
    blue = bpy.data.materials.new('Blue')
    blue.diffuse_color = (0,0,1)
    yellow = bpy.data.materials.new('Yellow')
    yellow.diffuse_color = (1,1,0)

    # Create mesh and assign materials
    bpy.ops.mesh.primitive_uv_sphere_add(
        segments = 16,
        ring_count = 8,
        location=origin)
    ob = bpy.context.object
    ob.name = 'MultiMatSphere'
    me = ob.data
    me.materials.append(red)
    me.materials.append(blue)
    me.materials.append(yellow)

    # Assign materials to faces
    for f in me.faces:
        f.material_index = f.index % 3

    # Set left half of sphere smooth, right half flat shading
    for f in me.faces:
        f.use_smooth = (f.center[0] < 0)

if __name__ == "__main__":
    run((0,0,0))

But it didn't really work out for me, it creates a red sphere and sends

  Traceback (most recent call last):   File "\Text", line 36, in
     File "\Text", line 28, in run AttributeError: 'Mesh' object
  has no attribute 'faces' Error: Python script fail, look in the
  console for now...

to the console. Also i didn't know how i could add the delay in there.

Hope you can help me out with this! :)


texts:
I recently started working with Blender in order to do some video editing for a research project. In it, we are using multiple GoPro cameras to capture the same scene from different angles. Unfortunately, we have no way to start all the cameras at the same time, which means I have to sync them up in post. I figured out one way to do it (by matching all the videos on an audio cue), but it's pretty time-consuming and not really feasible with the amount of participants we will be running.

My main question is: Is there a way to show a camera's innate timecode within the editor? I know the info is there, because I've seen it in the GoPro Studio video editor (which I can't use for other reasons). All of our cameras are set to the same date/time, so being able to sync them on that data would make life much easier.

I've tried Stamping the output with date/time metadata, but it uses information on when the video was rendered and not when it was originally recorded. Trying to figure it out on my own has brought me to the Proxy/Timecode options, but I'm confused as to what exactly the Timecode portion of that area does; everything I've found on the topic only focuses on Proxies.

I'd appreciate any help or recommendations to help me avoid tedious audio-matching.

Edit: Here is a short sample video from a camera we are using.


texts:
I have started a new project in Blender and selected 2D animation mode.
Next I drew few shapes and then rotated scene a bit and found, that all my drawings were actually in 3D but constrained into $XZ$ plane with camera, looking at the plane.

What if I want to draw in other planes, say $XY$ or arbitrary plane, say another one parallel to $XZ$? Is it possible?


texts: Create a race track on a landcape with banked corners

texts:
I would like to create a racetrack on a landscape with banked corners.

I am able to start with a landscape, add a Bezier curve, and use the curve and array modifier to create a track which follows the terrain and is level. However, I would like to bank the corners. Is there a way to do this?

For example, is there way to follow a curve and independently specify the angle of rotation in along the curve?

The blend file for this example is located here -


texts: I am using Blender 2.79 and appended an object into the view port and its dimensions are all wrong. I am using feet for my units and made a cube that was 9 feet tall which gives the correct dimensions but the other appended object of the same height is shown as 1.83 feet tall and 62 ft on the x axis when in reality it is only 1 foot.  I tried resetting the scale but it did not help. Any ideas how to fix this?


texts: I started using SheepIt today and I tried uploading my first .Blend onto it. After I uploaded it, I got this error message. I had already used the Find Missing Files Function, and the Pack All in .Blend Function to get these files into the .Blend, but it still thinks these two files are missing. Does anybody know what to do? Thanks!


texts: Quick way to scale an object to the bounding box of other objects?

texts:
Is there a quick way to scale an object to the bounding box of a selection of other objects? By quick I suppose a couple clicks.

I've come up with a manual solution but that's too much of a hassle. This is basically how I approach it:

Select the objects I want to scale another object to > Join them > Set origin to: Origin to Center of Mass (Surface)
Copy the dimensions > select the target object and paste the values in the respective Dimensions field.
With the target object still selected, add joined objects to selection > SHIFT + S = Snap: choose Selection to Active

4... Bunch of actions needed to separate objects and reset their original pivot points and what not...

There must be a quicker way to do it.


texts:
I am trying to create a bridge edge loop to attach a finger to a hand. But its not fully bridging here are the vertices before bridging:
this is how it looks like when trying to bridge:

Thanks in advance


texts: How to boolean with non manifold geometry?

texts:
(note : my understanding of manifold is that the object is solid, closed. Tell me if I'm wrong)

I'm working in an industry. I use Blender to adapt ingeniery/simplify CAD 3D models of a power plant for making virtual tour. Part of this work is about making a cut in the plant (like a cake you cut a part to see the inside).

The 3D models are very complex and requires a lot of work to be manifold (because the CAD software we use makes ugly 3D, with disconected faces and the vertices rarely are where they should be). I don't have the time to make all of them manifold (a power plant is a lot of machines...).

If no error of me, Blender Boolean requires Manifold geometry, and I can't always have it. So to boolean-cut I'm stuck in using 3DSmax where there is the « Boolean » tool, which accept non-manifold geometry (edit: but just cut, it doesn't create new faces).

It's a pain to switch between 2 3D softwares, and I would like to continue using Blender. Is there a way in blender to cut non-manifold geometry?


texts: Rigging: not whole Mixamo character .fbx imported to Blender

texts: I downloded one of the ready mixamo characters as the fbx file. I tried to import this file to blender. However as shown in the followong image, only the bones can be seen in blender and the mesh does not exist. I downloded several characters and all of them have the same problem. What can i do to solve this problem?.


texts: How to mirror the contraints rotation and limit rotation?

texts: Hi I would like to mirror the left hand's bones to the right hand's bones, I have constrained some of them and limit their rotation in one hand (I think I put the x-mirror too late, very late ) , however it seems x-mirror does not work, or not update ...so I have one hand with the constraint and the other have not any contraints. How can I mirror the constraint (location and rotacion ) from one hand to the other?


texts: why adding sub surface getting this result

texts: i have a simple extrude geometry The mark in red is the sub surface added and without red mark is the original mesh. After adding sub surface to it and im getting odd result. I have remove doubles normals are fix whats the problem. The mesh are united at center. Any solution


texts: insetting multiple faces with continuous borders

texts:
My question is associated with insetting faces on a mesh which is undivided by continuous borders.

In the example outlined with red rectangle the mesh I have selected the faces and did an inset, and it insets 3 faces as one. But on the bottom section I'm trying to do the same, but the faces don't have a gap between them. So I select the faces, and do the inset, but the inset either makes a border around all the faces, or each face becomes a square. How can I make the inset with the faces selected which don't have gaps, and get a continuous inset like in the example in red rectangle.

Thank you.


texts:
How to pan the view in Blender?

Suppose neither Shift
 or ShiftAltLMB  do not work. What is the reason for this?


texts: How to achieve a solid glass/emission material with certain refraction and color

texts:
I'm having trouble recreating this material in cycles:

It's a solid glass bulb with a LED inside and copper threaded fabric which gives it a copper colored glow.

I'm not sure how to achieve a similar hue / glow and IOR.

Any pointers into the right direction would be greatly appreciated!

Blendfile:


texts: Why does my grease pencil's filled outline turn black in render preview?

texts:
I used two different colors for the fill outline and the fill color. You can see the difference in color with solid mode on, but when I turn on the render preview, the outlines turn black. I have the color management on standard, and I tried adjusting the alpha but it seems like the lines literally turned black. Does anyone know what's going on?
The picture below is what my materials look like.


texts: I've made a High to Low poly model, and after using the ctrl+alt+shift+m command to find non-manifold elements, I've found several as shown in the .png which is edges and vertexes across the model as well as the uv wrapping. How do I fix these non-manifold elements? I appreciate anybody's time and effort in helping solve this issue!


texts:
So, I started creating a tank, and when I checked the rendered mode, I found that I have tris instead of quads.

No modifiers applied, no anything.

Anyone please help ?

tris:

edit mode (quads):


texts: I'm having trouble applying a bevel to curve

texts:
I am fairly new to Blender, and I'm having trouble with applying an object-bevel to a Bezier curve.  I've had success in the past, extruding one object around the contour of another, and I have even tested applying the bevel to a simpler object in my current .blend file, and it works, but when I try to extrude the circle object around the curve of the saddle-shaped object, the saddle-shaped object just disappears in a weird way.
Here is a shot of the three objects in my setup: on the left is the saddle-like curve I'd like to give a thickened, circular cross-section, and I want to use the small circle in the middle to do it.  The square on the right is just there for debugging.

In this next photo, I've successfully performed the bevel operation on the square to the right -- you can see it took the bevel operation, and now has a diameter of 8mm.

However, when I try to apply the same circular bevel to the saddle-shape, the saddle-shape just disappears, though I can see weird, flickery traces of the old shape:

I've made sure the scales of the objects are compatible, and haven't come up with anything in searches.  I'd really appreciate anyone's help with this!
Thanks in advance.


texts: Rendering with Emission shaders seems effective in Preview renders, but not in final ones

texts:
I have 2 floor planes with Diffuse shaders, and 2 light planes with Emission shaders. These are effective in Preview mode, but when I render, all the lights seem to be disabled - the render looks dark. Only if I add a White Background in World will I see the object being rendered with some light, but the floor light from the planes doesn't seem to be effective.

What could be causing this?

Here's the blend file:


texts: Image texture material causing transparency

texts: So when I apply an image texture material to my mesh for some reason in rendered mode the mesh becomes transparent I can see through it.. I don't know what when wrong but I'd appreciate some help... Image below of the sign post that's transparent..


texts: I want to add titles to a video (like the titles in the end of Sintel) using the blender video editor. I made a long Image using GIMP and I want to scroll it in the end of the video. Probably I need to set a dynamic offset, but I didn't find an option for this.


texts: Laptop won't follow an editing step in a tutorial I am doing

texts:
I am following a basic doughnut tutorial that I am doing on my laptop.

At some point, the guy in the video says while you have proportional editing mode on and have pressed the g key, 'scroll up or down' until a round circle appears that you use to model your shape with. However, When I try this, my laptop doesn't work.

I have emulated my middle mouse button and I am holding alt + left click while scrolling. Does anyone have any idea what is going on and what I might be doing wrong?


texts: Why is the Cycles render of my worn-edge material different from the viewport?

texts:
I'm trying to figure out edge wear with nodes and in the viewport I think it looks good.

Once it renders it's completely different for whatever reason: the worn area appears to be wider.

I'm rendering with good quality settings so I can't chalk it up to noise or low resolution.


texts: any relation between blender scale and unity scale?

texts:
Hi I would like to know , how can i do for my 3D objects can able to keep their blender's dimention? when I export an .fbx  from blender to Unity.
I am modeling some assets  (see my picture)

so I am trying to make an arcade machine , destopkt  and some stuff such as coffe cup ,etc... I prefer to modeling in "metric system" and the most similar to the real world .. ( I always start to model very high scale and then when I finished I use to scale the whole objects to the real life scale or similar at least.. for example 1,75 meters  for Z axes for the arcade cabinet)

well ... at finally when applied (rotation , location and scale in blender I am ready to export) ...but when I export my assets to Unity in (.fbx) as format...my scale is (100,100,100 in Unity I think it is ok! )...but my dimensions are very huge!!! ,
however when I set in Unity (1,1,1 to all axes here in unity) my assets take the real dimentions of blender ... ( I do not like to change the scale !! ) how ever...in unity I can put 1,1,1 and the assets match very well...

am I right to change the scale in unity? by default is 100,100,100...I just only want to keep my real and good dimention from my assets from blender to Unity...and not suffer issues from ray tracing from this engine for huge objects.

my conclution is if any kind of models want to keep his own dimention, change the scale to 1,1,1 in unity...but is it ok?


texts: blender 2.9, baking all materials into one image not working very well

texts:
I am currently using blender version 2.9.  I am making an object that I plan to import into a 3d model sharing site called sketchfab, but my object has a lot of materials on it that I'd like to bake all into one material before importing it.  So I did all the usual steps, I used smart UV project to project the UV map of my object, then I made a new image.  Next I created image textures on all of my materials in the scene and opened the new image file I had just created.  Once that was done, I went into the cycles redner engine, hit bake, and then here's where it starts to go wrong.  The outcome of it SHOULD look like this:
but instead, it comes out like this:
does anyone know why this happens?  Did I do something wrong, or miss a step before baking?  Please help me if you know anything about this. Any help is appreciated!


texts: How to animate Ardoni death? (Songs of War (Minecraft Animation))

texts: I am using Black Plasma Studios' Songs of War asset pack for the Ardoni rigs. In Songs of War, when Ardoni die, their markings lose color. Does anyone know how to do that? I tried to play around with the materials, but I can't see any way to do it except to change the skin, which I'm not sure I can animate. I want the color to gradually fade into black. I also want to be able to dim the colors, so I can show that the character is partly dead.


texts:
In the developer tools experimental features for blender 2.9, there is a box that says "New Particle System". When I check it, it allows me to access the "Simulation Editor", which seems to be a type of particle nodes. I have looked online for information about this, but I have not found any. Can anyone explain how to use this "Simulation Editor" or tell me where I can find more out about it?
To clarify: this is NOT the functions branch, this is just developer tools for Blender 2.9.


texts: Blender 2.8: How to select edges behind other edges when in numpad 1 mode

texts:
In a tutorial I am seeing the guy go into 'Mesh Mode' where he is able to select edges behind other edges.

However I am unable to do this in 2.8.

When I select it just selects the closest edge.


texts: How to rig a cartoon-style hose limb? (cartoon arm)

texts:
I was wondering if anyone knows how to set up a hose-like, cartoon-type limb like in this picture?

My current setup for my model's limbs uses Inverse Kinematics and actually works quite well for the moving whole arm around, although I do get some really nasty-looking deformations I get when I try to bend the limb, but this isn't my primary concern right now.

My main concern is that while I can manipulate the arm as a whole without trouble, trying to get the arm to bend like in the first picture is an extremely frustrating and finicky affair.  Basically, I need some method of being able to improve control over how the arm bends in order make more manageable for posing the model.

My first solution was to try and add a second IK controller to the arm that could be used as a bend point to create a curvature in the arm.  Unfortunately, trying to manipulate this second controller doesn't seem to do anything at all, and I'm not too sure whether or not I screwed something up in setting up the IK controller or if you simply cannot attach another IK controller to another IK chain (I assume the answer is the latter, although me screwing up in setting up something is also quite plausible).

Another potential solution I saw on various tutorial videos was using a Bezier Curve to control the overall curvature, but I'm not too sure whether or not I can attach a Bezier Curve to only part of a model rather the whole thing.

I tried looking for a solution by searching YouTube for a tutorial on how to rig cartoony hose limbs, but instead I was surprised by the dearth of materials on the subject, especially since its been a staple of animation since pretty much the very beginning of the medium.  I mean, I get that the standard skeleton armature is a lot easier to setup than the classic hose-style limb, but it is simply not the look that I want for this particular model.

One final thing to keep in mind is that I've been making this model for a game project that I've been working on, and thus any potential solutions for this problem must be compatible with game engines like Unreal Engine or Unity.

I hope that what I'm not asking for too much, and that I would greatly appreciate it if anyone could offer any potential help with this endeavor.

Sorry for not responding earlier, but thanks a lot for going to the effort of responding to my question, although it would appear that it wasn't needed to begin with.  After going back and playing with the armature some more, it turns out that Inverse Kinematic chains that I set up for the arms actually do work for posing, I guess I just didn't have a very good grasp of how to properly control them.

It's probably for the best that I use Inverse Kinematics anyway because I am trying to make a model that can be imported into Unreal Engine 4 and my understanding is that game engines like Unreal and Unity are incompatible with Bendy Bones.  At least that's what I have read in the past, I'm not sure if that has changed recently, but my recent attempts at trying to look into the matter has mostly come up with older information, so I have to assume that nothing has changed so far.

However, despite the fact that I won't be using your solution, I still think it was worth posting anyways because while I might not use it, there's always the possibility that it might help someone else out.  There is after all, a distinct lack of info out there on how to do cartoon-style hose limbs and having this information out there means that others can now find it and use it to help themselves out.  Its because of this I decided to go back and add some additional tags to my original post to make it easier for others to find this info.

Regardless of everything, thanks again for the help!


texts: Can I control the generation of UVs on geometry genertated by curves?

texts:
I've been getting into using blenders curves to generate hair and other long tentacle-like shapes.  I'm finding I'm running into problems with UV mapping.  By default, the generated mesh has UVs that map to the {{0, 0} - {1, 1}} square.  While this is fine if your hair texture is a single independent image, it can cause problems if your hair texture is part of an atlas (for example, when you're creating a texture for an entire character to be exported for a game and you want to have a single texture map for the entire character).
One work around is to convert curve geometry to a mesh, but this is destructive.  Another is to use the Texture Space properties of the curve, but this does not seem to do anything useful (best I can tell, it uses the bounding box of the curve to do a cube projection to create generated UVs, which you then need to add to your shader using an Input/Texture Coordinate node.  The generated UVs are neither useful nor exportable).
Is there some way I could apply a simple transform to the UVs of the generated geometry in local space?  That would let me position my texture map correctly without having to convert it to a mesh.


texts: I bought a model on fiverr in .obj but it was sent as .txt

texts: Does anybody know how to make this into an obj file? Am I just stupid?


texts: Ctrl Z works separately in edit mode and text window. In object mode it affects both. Anyway to fix this?

texts:
I'm programming a script that requires blender to be in object mode to see the results. I like to undo the results, modify the script and try again. When I CTRL Z to undo the results, it also undoes my script changes!
If I'm scripting something for edit mode, CTrL Z allows me to undo my mesh changes, but does not affect the script file. Any way I can change this behavior? What am I missing?


texts: Select boundaries of uv islands in 3d viewport

texts:
I need to select edges of all uv boundaries similar to how i can select all seam\sharp edges with shift-g menu.
I was thinking of solution where you (using python) iterate through all vertices(or edges) and select only those that have more than one projection in uv space.
Can you help me with API or other solution?
p.s. i need this to get rid of sharp edges that somehow appeared inside of my uv islands


texts:
I would like to keyframe the bevel_depth property of hundreds of curves. Therefore, I wanted to use the Python interface like so:

for sel in bpy.context.selected_objects:
    sel.keyframe_insert(data_path="bevel_depth",index=-1,frame=60)

Unfortunately, this does not work and results in the error

TypeError: bpy_struct.keyframe_insert() property "bevel_depth" not found

I can manually keyframe the bevel_depth property by hovering the mouse on the property and pressing "i" but this is not feasible for hundreds of curves. What's the correct data_path for the bevel_depth property?


texts: Is it possible to animate a soft body object?

texts:
What I'm trying to do is create a few bouncing jello cubes. I can make a jello cube. And I can scale it to make it bounce. I can't do both.
Scaling it requires Soft Body Goal to be enabled, but enabling Soft Body Goal glues it in place and prevents it from actually bouncing around the scene.

Bring in more of these objects, and you have another issue in that they don't want to collide. You can sort of fix that last issue by tacking on a Collision modifier but it seems a bit buggy. And I'm also back to not being able to scale the cube. As user3800527 suggested I tried tacking on a Rigid Body to that, but that just led to some really weird behavior.

As far as trying to make the soft body animateable, I've tried just plain animating the scale of the object as well as animating the Soft Body Edge Spring Length property, but those don't appear to affect the simulation while it's taking place. Soft Body Goal is able to slightly fix this, but when you turn that on you're trading that for the soft body's freedom of movement.

Here's an example blend file showing some of what I've tried so far, layers 1-3 have different things I've tried, and all of them have the bottom cube scale from 1 to 2 from frame 20 to 23. http://pasteall.org/blend/index.php?id=43836

So is something like this even currently possible in blender?


texts:
I have two lamps, a plane with an emission shader and even world lighting turned on, why does my scene appear so grainy? I have turned up render samples, clamp indirect is now at 3.

What can I do to make a silky looking pillow that doesn't look so grainy? Plenty of screen shots below.


texts: Align normals to camera with material nodes

texts:
I am using the Normal Edit modifier (aka Set Split Normals) on directional mode to align an object's normals towards the camera. This gives me some of the shading that I want. However, it causes me to lose access to the unmodified normals, which I need for other parts of my setup.

It seems that it should be possible to get the same effect by using material nodes since we have the camera's view vector from the Camera Data node. I don't understand vectors and the math enough to know what to do with it though. And I'm not clear on what exactly the Normal Edit mode is doing.

Anybody know if this can be done?


texts: cannot export .glb with material setting like specular

texts:
When I export the scene as glTF 2.0 file format, it exports it with textures, but without any material information like specular-ness. I literally set it to 0 in principled BSDF, but when it's exported as glTF 2.0 .glb file it exports without that material setting.

Above is my node settings in shading tab.

And this is the result, which shows it exported without material information.
Thanks in advance.
**Solved, Thanks!


texts: How do I realign these edge loops to evenly align around the bend?


texts:
When rendering (blender render, version 2.76) a fire animation, it leaves a dark field/area in the rendered picture. The size of the field seems to depend on the size of the domain around the animation.

Does anyone know how to remove this, as it kind of spoils the final result?

The blend.file can be downloaded via below link:
http://www.mediafire.com/download/1kgzxbti2b7y0g1/World+ANI22.blend


texts: Fluid Particles display percentage affects blender render

texts: According to the docs, the display percentage I set at 1% in the screenshot should not affect the final render, but choosing a higher value results in more visible particles in the final render of my scene, which uses Cycles. Is this a bug or am I missing something?


texts: I'm not sure if it is just some simple mute button or what, but I can't figure out how to enable the cycles modifier.


texts: Changes to sculpt appear on both sides of the mesh?

texts: I'm completely new to 3D sculpting. For some reason when I started working on the eyes of my sculpt it started affecting the back of the head. I thought that it might be a result mirroring, but no matter what I do I'm unable to smooth out the ridges that appeared on the back of the head. If it was related to mirroring I don't think this would happen.


texts: The hair of my character gets left behind

texts: I have downloaded a character from Mixamo and imported into Blender. I then deleted the armature and created a new armature so that I could use the Rigify addon. Everything works great except the hair is left behind. I'm sure I selected it when I parented the model to the armature. https://imgur.com/gallery/sbUgf25


texts:
I'm trying to use Blender's mesh displacement from a script to create stl's. Once this works, I'll run blender with --background to create the stl files from the command line.

I start Blender with:

blender ~/3D/Models/4x4UVSquare.blend -d -P ./test.py

the script is:

import bpy

bpy.ops.image.open(filepath="junk.jpg", \
    directory="/Users/me/3D/Art Work/", \
    files=[{"name":"junk.jpg", "name":"junk.jpg"}], \
    relative_path=True, show_multiview=False \
)
bpy.data.images["junk.jpg"].reload()
bpy.data.textures['displaceImage'].image = bpy.data.images['junk.jpg']

I put in the ".reload()" hoping it would help. It doesn't.
Blender starts up, loads the .blend file, loads the image and assigns the image to the texture. When the UI comes up and displays the scene, there's no displacement. In the UI Image area under Texture, the filename is correct, but a little message reads "Can't load image".

When I hit the "reload" icon, the image reloads, the displacement appears and all it well.

Why do I have to reload the image at all? Why doesn't image.reload() work in the script?


texts: How can I animate a matrix of squares so they "grow" from one corner to the other

texts: I want go be able to have a group of objects such as planes grow out of thin air to their full shape but rather than all of them at the same time that they do so from one corner to another, sort of like when you taper a curve with another (and I tried turning my objects into a curve and doing that but it did not work, I know I could key every single one but is there a simpler way to do this?


texts:
Alpha blend seems to result in the entire mesh being weirdly semi-transparent or something.
In this object only the glass bottle has transparency yet the other components have this effect as well even though they have no transparency. I'm using a png file with a black and white mask applied to the basecolor.
Any solutions to this?


texts:
I added a texture to the bowl, and it came out rendered black. I unwrapped it, and I did a little node editing, to make the plane glossy and B&W. It looks fine in the preview, as well as in material view, and in rendered view, but not in the render.

Another weird part is that Suzanne is also black in the render, even though she just has the default light gray material and no node editing at all. If I render without the bowl, it's just Suzanne in black. I have no idea why this is happening.

Here's my bowl's nodes:

And here's rendered view

And here's the render

There's definitely a light in the scene.


texts: Polygon animation with rotation, using build modifier

texts: I'm making buid-on animation on several meshes using build modifier. Is there any way to add rotation property to this kind of animation? I would like to rotate the faces as they show up.


texts:
I changed the speed of my animation in the scene propertys/rigid body world from 1.000 to 10.000 and now my cube is falling through the plane even I set the plane on passive and the cube on active with collision enabled. What am I doing wrong?
Thx in advance!


texts: How to get exact speed vectors (motion vectors)?

texts:
I have a simple cube, moving only in the x-direction, camera looking at it from top.

Having Vector pass enabled in the View Layer Properties, I am getting the speed vectors as exr files. Then loading them in my python code at looking at the speed (motion) vectors. Everything is fine except for the object boundaries. All the pixels of the object are moving with the same speed, but speed vectors are different for all boundary pixels. When the object is round or it has texture, things get worse. I need to make sure that these speed vectors are exact, could anyone help me with this?

PS: This is a simplified example. I am working with several complex objects with different textures, so I am sure that the general structure of my code and project is right, but there must be something about blender settings that I am missing. I am a newbie in the Blender and only using its scripting to generate some data.


texts: Efficient Rendering of Many volumetric particles

texts:
I am working on a research project utilizing blender to visualize realistic clouds generated from a Large Eddy Simulation. I've been able to do so in limited respects.

These images, while pretty, are extremely inefficient due to the how the cloud 'particles' are placed and rendered (taking on the scale of 1hr on an a brand new Nvidia Tesla 32gb).

The code goes through a 3d array (shape = (128,1024,1024), each point represents a $(25m)^3$ block) and places a primitive box at that location.

    bpy.ops.mesh.primitive_cube_add(radius=8*0.999/1024);
    orig_cube = bpy.context.active_object;
    mat = bpy.data.materials.get('CloudMatv0.1')
    orig_cube.data.materials.append(mat)
    orig_cube.name = 'Cloud Particle'
    bpy.ops.mesh.primitive_plane_add()
    o = bpy.context.active_object
    me = o.data
    bm = bmesh.new()
    for particle in cloudarray:
        bm.verts.new().co = [particle[2], particle[1], particle[0]]
    bm.to_mesh(me);
    o.dupli_type = 'VERTS';
    orig_cube.parent = o;

The material utilizes the light attenuation equation to estimate light absorption (overall not terribly inefficient), and a volume scatter node (very time consuming). Materials and camera are all built to work in cycles. As each of these particles is essentially a clone of the base block, the shape and visual effect that I am looking for is present, however it takes too long.

Goal

I need to maintain the cube shapes with volumetric rendering to be as realistic as possible. The most time consuming part of the render is 'building object flags', which I believe to the a direct result of the way the fields are set up, with many particles leading to a parent block.

Things I have Tried

Limiting cloud particle placement by the azimuthal angle to reflect the camera's FOV (80$\deg$)
Reducing light path sampling
Placing blocks/ merging them for each cloud/ removing inside vertices and faces

Possible Solutions

More efficient volume materials (or engine)
Point Cloud Skinner (haven't had luck with this)
Writing python script to manually build surface of mesh from point cloud (worst case scenario)

Thanks,
Nick


texts:
I want to make 1 face of an object be the only thing that is affected by the UV Projection modifier

I tried recreating this but I can only do it by separating the face and having it as an individual object

I have read that I can use more materials and more UV maps to achieve this in the same object, but doing it that way would create confusion and make things more complicated since this will be used in a rig and that rig will be used multiple times in several scenes, I will also need to change the image texture a lot and doing it with more materials and UVs will take more steps

I believe it's possible with some sort of trick because one guy did it, I tried contacting him but he never responds, it's not impossible

Here's the blend file of a comparison with both test and result objects


texts: How to add vertices loops around holes in a mesh

texts:
HELP , trying to learn how to add vertices loops around holes in a mesh
or maybe the proper term is edge loops ,
for some armor Im trying to make , can anyone tell me where to find
info on how to do this ? Dont seem to understand what mesh tool to use to do this.
https://drive.google.com/open?id=1-CGZm1Y9k59X2WeGsTIFEbw5e2Vk1n


texts: Is there a way to change the phase of a wood texture?

texts: Is there a way to change the phase of the wood texture that is used for a Displacement Modifier?


texts: How to animate a chain unwrapping and sliding along a chest

texts:
Please forgive me in advance if this is too basic a question. (I'm a beginner to Blender and animation).

From a high level perspective, what's the best way to animate a chain unwrapping and sliding out from around/under a treasure chest. Think of the chain wrapping the chest several loops, fastened by a padlock. The padlock is unlocked, and then the chain unwraps itself WHILE sliding out from under the chest (so there's some rotation and translation of individual links at the same time there is translation along the faces of the chest for the entire chain).

I know a bit about armatures and key shapes, having done some basic tutorials.

Many thanks in advance for some advice as to how I should think about setting up the animation!


texts: Cycles Fire + smoke png renders save empty

texts:
I am rendering 2 different fire + smoke simulations with seemingly the exact same settings. One saves to PNG with alpha perfectly. The other seems to render properly but the saved png is blank.
After 2 days of wrestling with this I figured its time to get help.
I am using Blender version 2.92 on a PC with Windows 10.
here is the nodes for the smoke fire domain. the same for each one

This is how the working render looks.

here is the render screen for the one that saves blank.

Here is the working png

And the non working png

Here is the scene setup and render settings for each

I really hope someone can point me in the right direction, I am at a total loss at this point to figure out why one works fine and the other gives a blank png.
Thanks for the help!


texts: Braid Hair particles gives zig zag shapes in render

texts:
I am using the latest blender 2.81a
I have hair particles with braid with a simple interpolation but it gives a result like below. how can this be avoided?


texts: Access Denied trying to change io_scene_fbx/__init__.py

texts:
is there any specific developer environment for scripts in blender?

I wanna change __init__.py inside

Blender Foundation\Blender\2.76\scripts\addons\io_scene_fbx\

and I get access denied from windows

I wanna change

"version": (3, 6, 5),

to "version": (3, 7, 5),

but I would apply more changes

any idea?


texts: Blender 2.79: How do I make this part of my model not move during an animation?

texts:
I'm working on a model that transforms for a game I'm working on, but I've come across a problem. Below is a basic idea of what I wan his idle animation to look like.

The jet engines on the back are supposed to flip forwards without the use of armature, as seen below:

It works just fine for his transformation into his vehicle mode, but in his idle animation, it results in this:

There are two ways I can probably fix this:

Make a separate animation that activates whenever the main armature transforms.
Make new bones for the boosters and other parts that would otherwise transforms without armatures
I can understand what I would need to do for option 2, but I feel that option 1 would be more effective. However, I don't know how to make an animation only play when another animation plays. Is there a method of doing that?


texts: Want this cut-out part to be seperate object, how?

texts:
I have cut out this selected piece with a knife and i want it to be a part of its own in the right colon (scene section).
Right now its still part of the cube around of it. What is the option for this?


texts: Duplicating a mesh with shape keys and rig distorts mesh

texts:
I have a minecraft arm mesh set up on the right, with the shape keys working at a value of 1. On the right, I duplicated the mesh first, then the rig over from Edit Mode of the rig, then connected them. I still had the old shape key on the mesh because I don't want to go through all the work of making the mesh perfect again. The second mesh on left, with a shape key ArmB.R at a value of 1, distorts the mesh. They are both equal at 90 degrees. With my knowledge, they both should look like the mesh on the right when both shape key values are at one. Where did I go wrong?

For a closer inspection, I have uploaded the .blend file.


texts: Blender Game Engine: Order of vertices in a mesh

texts:
I have built some kind of random shape generator which in realtime alters the shape of a cube with 60 vertices.
However I've noticed that the vertices aren't in any specific order (or are they?) so that getting them is a real pain in the *ss.

The order for the top row for example is:

top_left = [23, 40, 48]
top_middle = [20, 37]
top_right = [24, 36, 43]

But it would make sense if they'd be ordered from 0 to 8...?

Do I miss something or what is the system of blender applying order to the vertices of a given shape?

I'd like to skip the step of assigning all the single vertices to a variable by hand, but therefore I'd need to know how the vertices are ordered in a mesh...


texts: FBX export operator - How can I change the scaling mode?

texts:
I want to change the scaling mode in blender

based on documentation I can do it:
apply_unit_scale
apply_unit_scale (boolean, (optional)) – Apply Unit, Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)

apply_scale_options
apply_scale_options (enum in ['FBX_SCALE_NONE', 'FBX_SCALE_UNITS', 'FBX_SCALE_CUSTOM', 'FBX_SCALE_ALL'], (optional)) –

I tried to change the scaling mode to unit scaling in blender but I don't know why it didn't work
import bpy

bpy.ops.export_scene.fbx(apply_unit_scale=True)
bpy.ops.export_scene.fbx(apply_scale_options='FBX_SCALE_UNITS')

I have this error in the console:

I also tried to copy and paste the example in the console but I have same error!:
bpy.ops.export_scene.fbx(filepath="", check_existing=True, filter_glob="*.fbx", use_selection=False, use_active_collection=False, global_scale=1.0, apply_unit_scale=True, apply_scale_options='FBX_SCALE_NONE', bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LIGHT', 'MESH', 'OTHER'}, use_mesh_modifiers=True, use_mesh_modifiers_render=True, mesh_smooth_type='OFF', use_subsurf=False, use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, armature_nodetype='NULL', bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_force_startend_keying=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True, axis_forward='-Z', axis_up='Y')


texts:
It seems like blender does not have a feature to render light path expressions like these in RenderMan.

There's a thread on devtalk about this but I havent seen any further updates.

Essentially, I want to render the LPEs found in the Stylit paper (see figure 4).

Here's a screenshot of it : https://imgur.com/a/9K3lsL1.

They are:

full global illumination render
direct diffuse render
direct specular render
first two diffuse bounces
and diffuse inter-reflections.

The first is straightforward but trying to generate the others using blender's cycle renderer is not trivial. I've managed to generate 2 and 3 (here: https://i.imgur.com/2BItEsz.png) but I can't seem to render no. 5.

Is there a better way to go about this in blender? Or are there open source libraries that are probably more fitted for this?


texts: Insert keyframe to object's Offset Factor Python API

texts:
I am trying to insert a keyframe at an object's "Follow Path" constraint programmatically. More specifically I am trying to insert a keyframe to the "Offset Factor" property of the constraint. Manually, I would constraint an object to follow a curve, select the desired frame and then right click on "Offset" -> "Insert Keyframe". However, blender's function:
object.keyframe_insert(data_path="location", frame=0)

Does not have a data_path option for the offset_factor. The "location" option is a handle to the object's location at creation (for my case (0,0,0)) and does not change with offset factor change. Is there a workaround or is it not a supported feature? In my code I am trying to set a keyframe at frame 0, offset=0 and at frame 100, offset=1:
constraint_handle.offset_factor = 0
object.keyframe_insert(data_path="location", frame=0)
constraint_handle.offset_factor = 1
object.keyframe_insert(data_path="location", frame=100)


texts: When I go on Blender, the whole thing is pink

texts: I am creating this Minecraft animation and I saved and left my WIP, 2 hours later I came back on, went on my save and the whole world was pink, how do you fix it? Thanks!


texts:
I downloaded the daily blender build from the 2.8 branch a few days ago to try out some new features. I found that some of the interface has changed, especially that the display modes button is missing.

The default mode is rendered. How can I change that to solid or wireframe?


texts:
I am making a waterfall/river scene and it will have mist in the air so I want the boulder rocks to look wet (like in the image below). I have tried using the glass shader and glossy shader in multiple setups, but nothing quote looks real (it all just looks like a crumpled metal rock).
It seems like no one here on the forum has had any question like that either. Please help.


texts: Selected to Active texture baking incorrect colors + Blurry texture

texts:
I have this voxel model and it's pretty high poly. So what I do is decrease the number of polygons using blender and after that I bake using selected to active on the original object to the copy object. Though I've noticed that it bakes the colors incorrectly:

Original:

Baked:

Not only that, but the texture also comes out blurry, probably because it tries to smooth out the texture, even though I really don't want it to:

Original:

Baked:

Is there a way I can fix these 2 problems? If you want to reproduce this for yourself, follow the steps I made in this tutorial: https://www.youtube.com/watch?v=5MY3rsq5JGw.

Update:

I fixed the incorrect color problem! I unticked "Interpolation" and "Mip Map" from the Original's Image Sampling panel, and then baked the texture. I still have the blurry texture problem, though. What I noticed is that the texture image itself isn't blurry, only in the model it's blurry.


texts:
I installed Blender on my laptop (Win-10) and things went well.  However, my desk top is an iMac (OS-10 Yosemite).  I have no understanding of the iMac -- at all.  I read the answer to a previous question and read the guide to install on OSx.  I am totally lost.  Can you help me further?
I am familiar with GNU since I have used the GNAT developer.


texts:
So I tried a few different answers that I found here, and I feel that this is possibly a duplicate question, but everything I have tried from the other solutions hasn't worked.

Basically I am trying to bake a material to a texture that will be used in Unity, but every test gives me a black background image.

In the image below, the top image texture is the mask (black and white, white being the leaves), and the bottom image texture is the colour.


texts: How do I export an outline of my UV map so that I can paint a texture in an external editor?

texts: I'd like to edit a JPG texture in an external image editor. To do this accurately, I'd like to export an image showing the outline of my UV map, that I can trace over in the external editor. I'm using Blender 2.73, the mesh is unwrapped, I'm looking at it in the UV editor.


texts: Changing stereoscopic render output to "SIDEBYSIDE" with python

texts:
I managed to change my output to stereoscopic (and fisheye) with this code:

bpy.context.scene.camera.data.type = 'PANO'
bpy.context.scene.camera.data.cycles.panorama_type = 'FISHEYE_EQUISOLID'
bpy.context.scene.camera.data.stereo.convergence_mode = 'PARALLEL'
bpy.context.scene.render.use_multiview = True
bpy.context.scene.render.image_settings.views_format = 'STEREO_3D'

But I can't find a way to set the output to SIDEBYSIDE instead of single left and right images.

What am I missing?

I want to render the output in the background, but basicly need to do what these settings in the GUI do:

This setting gives me a single image with both L and R output side by side


texts: How to rig ball joint for characters arms?

texts: Hi there so I used rigify to make my rig for this character I'm in the middle of redoing the mesh and I'm wondering how to go about rigging the arms separate than the body to the armature in order for them to pivot st the ball joints in the shoulder


texts:
How can I go about getting pyserial installed under win7 64bit for Blenders bundled python distro?

I currently have python 2.7 installed for programming outside of blender, and have pyserial installed for that, but I'm trying to get serial data fed into blender which needs pyserial for 3.3.

When I try installing pyserial with the pyserial-2.7.win32_py3k.exe it doesn't find the python installation and I don't know how to point it to theBlender\2.69\python folder.


texts: Resolution Settings when Rendering Animation

texts: I finally found where the format menu is (yay) but when I rendered the animation it came out 360x240 size. It's going to be in a video displayed on large TV screen so that's not going to work. So now where do I adjust settings so it's 1280x720 when animation is rendered? I'm so so close and getting excited that I may end up being able to this for intro on my project. (Using the 20th Century Fox logo animation)


texts: What's wrong with this model and rig? (It became super deformed.)

texts:
I've been struggling with this bunny model and trying to rig it for animation for a while. I made the model in Rhino 5 and imported it to Blender. But when I did, it went from this:

to this:

The bunny became really deformed and it also scaled up A LOT.

Could someone kindly let me know what's wrong/direct me to proper tutorials on how to fix this? Thank you for your time!


texts: How to get material parameter by name, and check if texture is assigned to parameter

texts:
I'm writing a exporter, and I have most of it already working, the missing piece now is to export the texture maps properly. I'm having trouble understanding how I can fetch those with python.

I have written custom nodes in c, and the export routine is currently written in python.

My current material export works fine, color \ float values and all that works, but as soon as I assign a texture into a color slot I'm having trouble accessing that texture.

So, my question is this:

How can I loop through each parameter in a material node, check the parameter by name (if I'm looking for a specific one), then check if a texture is assigned to that parameter?

Take for example the 'kd' slot here:

The kd color parameter I fetch like this:

nodes = mat.node_tree.nodes
r = nodes["Matte"].inputs[0].default_value[0]
g = nodes["Matte"].inputs[0].default_value[1]
b = nodes["Matte"].inputs[0].default_value[2]

And I know using the name 'matte' there is wrong, what I would like is to get the name of the 'class' of material - then check if the material is of type 'matte', instead of relying on the name. (only way I can explain it, I come from 16 years of 3dsmax, and that's one way of checking there when you write scripts). So a pointer on that too would be nice.

And now I have my next question - how can I check if a texture map is assigned like this on that parameter:

I would like to get that texture info (file path) if a texture is assigned to it.


texts: How to create a circle with the Array Modifier

texts:
I was trying to create the same as in this tutorial:

https://www.youtube.com/watch?v=whjFb0xFoLk

But when I do exact the same my objects keep regrowing. So each next object will be even bigger then the one before.

Can someone please tell me what I did wrong here?


texts: Particle's material color only changes in Material View mode, and not when rendered

texts:
I've set up a plane with a material that changes color from red to grey over the life of a particle. I also set up a particle emitter that's particles are duplicates of the plane. The color of the particles change in my material viewmode, but when rendering or in the rendering viewmode it just stays the first color. I've attached a screenshot and a .blend.
https://drive.google.com/open?id=0B01VEy3y5m1kTDIweWxvaEFueG8


texts: How to model a tessilated hyperbolic dodecahedron?

texts:
I'm trying to model the Mathematica Spikey (pictured below) for a gift. So far, I have a rhombic hexecontahedron ('rhex') (link is here), as shown below:

Is there a way I can bend the edges of the rhex inward to get the image below? I would like to keep the "spikey" aspect of it. Is there an existing tool to do this? (Pardon my explanation/English)

Thanks!


texts:
Is it supported with the latest version of Blender? If so, how do I get the tangent and binormal information exported?

I did find a "roadmap" of sorts for the COLLADA exporter feature in Blender 2.5, and it does mention the binormal and tangent. I haven't found a similar roadmap or feature list however for the newest version. http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA#Roadmap_.26_TODO

Any insight would be greatly appreciated!


texts:
While looking at lots of different texture types from various games, i have come across some maps which i am not sure about. Sometimes the file name helps to determine the type, but some are just confusing. Examples below:

According to a material file this is supposed to be a specular map. The imagefile name says "RGB":

But then there's this one. The name says "Rim". What's a "Rim-Texture"?

And here's one from a completely different model. The filename says "Body_FX". What's this? A Specular map? Why is everything green?

Why are so many Specular maps b/w and some brightly colored? Can i just plug them in the Principled Shader or do they require special blending modes?


texts: Keep selection while switching through edit and object mode?

texts:
I wonder if and how the above questioned action can be done. Because for me now it would be a lot easier just to pick the desired mesh in object mode, switch to edit mode while still having it selected.
Would be awesome if someone could help with an answer. :)
Thanks for your attention.


texts: Object does not show when pasted into scene

texts:
As a Blender newbie --Man sometimes it's the stupidest things that get me stumped. I downloaded a skull from blendswap. Changed the material to glass and then copied it, pasted it into a new scene. It shows up in the upper left elements list --but it's NO where in my scene! What am I not getting? Some so simple and yet -- arrrgh.

The file I copied it from is here: http://www.aworkofmarc.com/1/blender/SculptStudio.blend

The file I pasted it into is here:
http://www.aworkofmarc.com/1/blender/Crystal_Rack1.blend

Can someone please look and see what's wrong?


texts:
In Blender 2.92 Cycles, I'm trying to model a quartz prism with physically correct refraction of a beam of light cast by a narrow slit (not worried about the color dispersion yet). But when I render it, the beam of light doesn't bend, and it doesn't seem to exit the prism in any meaningful way at all. According to my calculations, it should go horizontal inside of the prism, and exit at a symmetric angle to how it entered.
I'm using a plain ol' glass material for the prism with an index of refraction of 1.6, although I get the same results using the principled shader. Any ideas why this doesn't work?

Edit: Also, if I change the prism to 100% glossy metal, it doesn't cast a sharp reflection caustic of the beam either. I'd expect to see a discrete blue reflected beam on the floor here, instead of the soft glowy caustic I actually got. Maybe Cycles can't actually do these kinds of things... or is there a "use actual optics" setting I can turn on?


texts: I am having issues with the pivot constraint

texts:
I am making a steam shovel model and trying to do a simple rig with no bones. I threw on a pivot constraint so that I could move the main arm and still have it rotate around an axis. It works great, but now when I try to move the whole machine (ie. turn it on the z-axis), it goes kind of crazy. Here are some pictures to show what I mean:

Note that I have "Always" selected for the "Pivot When:" option. I tried changing this to just the Y-axis to no avail, so that is not the answer. For those curious, here is the .blend file


texts: How can i append a material from a blend file using python script

texts: I wan't a script that could append a particular material only from a particular blend file so that i can just run the script and the material is there


texts: Render result colours not matching the saved image/video colours

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With blender 2.92 I have rendered an image and a video that came out perfectly in the Render Result window but when I save it, blender apply some kind of light filmic filter to it.
I have tried a lot of different combinations in the render menu and output menu without any result. The rendering engines do not change anything as well.
I have tried to save with all file format as well.
Do you know how save a rendered image/video as same as in the render result window?

Here the 2 pictures.
The first in the render result window (screenshot) with good colours.
The second the output saved in any format (Tiff,jpg...) colours are different. More lavish...


texts: Material skews and stretches when placed on a new object

texts: I created a galvanized texture. Worked great on one object. The next object I applied it to it stretched for some reason. I tried Cntrl A / Scale thinking that might reset the stretch but it did nothing. So here I am. I'm thinking a coordinates node or something?


texts: how do i insert a keyframe at the frame where the object reaches a path control point?

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I have an object constrained to follow a path. The path is a Bezier curve with many control points. This is working fine. Except the object takes the bends in the Bezier curve at a constant speed. It should decelerate as it approaches the bend and accelerate as it moves away from the bend.

I decided to solve this by adding keyframes and tweeking the f-curve.  If I add a keyframe at the frame where the object reaches the control point, I can tweek the curve at that point.

I am doing this by scrubbing the timeline. I guess when the control point is and place the keyframe at that frame. If I guess wrong by too much, the object will slow down and speed up at the wrong times.

Is there some way to exactly match the point in time when the control point is reached?  If not, is there some other clever way to solve this problem?


texts: How do you merge 2 identical meshes with different UV maps?

texts: I've two identical objects with two different UV maps and therefore two different textures. The UV map of the first object is for the normal map, the UV map of the second object is for the color input. Is there a way to combine these two UV maps on one object, so i can use both textures on one object?


texts: What happened to my "project/objects info" footer and how do I get it back?

texts: I have no idea what I did or hit to get the footer info I usually see (e.g. # tris, edges, vertices, faces per visible project meshes or actively-edited mesh) to disappear. The screenshot was taken from my current project's Object mode; it currently only shows my version number, and this change persisted even after rebooting Blender. How do I get the footer back?


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Complete re-edit of the question to make it less broad.  How do you make a script when executing at blender start-up not throw any errors about scene context

AttributeError: '_RestrictedContext'

This script works when run from a blend file.
The script imports a none blend file object

Simple?


texts: Render and save " view port render image (openGL)" with python directly?

texts:
Hi I made one add on which can save and load custom props (drive shape keys) and pose bone transform for Armature characters as preset.json with some options.
Then I hope to enhance it which will generate preview image(jpg, or png) with json.
(eg When I save "preset.json" from add on UI button,it will auto generate preset.png of current scene preview)
I suppose I can use this module,,  bpy.utils submodule (bpy.utils.previews)
but do not know clear, how actually it work. What I hope to know is, function whici may generate preview with path which user decided.
I suspect I can mix the funciton with my custom operator class to save json..(so when save the json, same name image file will be genrated as perview)
If someone experience same thing, would you teach me how you achive it(with simple code)?
I suppose I may need to use the bpy.utils.submodule(bpy.utils.previews) but even though I read doc and example (which use the image as UI widgt, but I need not, I only need to know how generate current scene preview as image file)
//////
Though my final goal is same, but I now get some steps, then change tittle..
what I planned is,

render and save view port open GL image with current user scene setting, when save preset.json from my add on UI button

Then I hope to make render and save function, which render view port(Open GL) image and save the image "without image editor>render-image>save"
I plan to use bpy.ops.render.opengl(), to render sumbnail , is there good way,
"without open image editor(Render image) and choose slots" but save to the directory with file name, as arguments?
Have someone alrady made simillar (simple) custom funciton ?