texts: Make a frame, cause modifier frame fails

texts:
Is there a way to make the following possible:

I want to cancel the part where i put the blue cross and have a frame starting from where i outlined it with red till the edge. It needs to be a mirror frame.

I have tried the wireframe modifier, but that created a very different shape than i desire as you can see on the other picture. Is there a way for this?


texts:
I'm currently modelling a low polygonal model for a game and just finished unwrapping and organizing my uv map. I'm not very knowledgeable about uv mapping, so I was wondering if the distortion in these screen shots is acceptable enough to move on to texturing.

As you can see, I mirrored the chopper down the middle to conserve space, but it seems that there's some distortion around the center areas. Is it okay to leave it as is or is there something I should do to fix this?


texts: How do I view normals in blender 2.8 - 2.81

texts: How would I see the normals because in past versions it was in the thing that comes up when you press N.  Where is it in blender 2.8 also is there a shortcut Key.


texts: How to get sun streaks /lens flare effect in compositor?

texts:
I am making a space scene in blender
The sphere with that emission material is supposed to be the sun .I remember doing somthing with the Index OB pass so I have it enabled.I wan't to get sun streaks like this:
How do I get this effect using the compositor?


texts: Duplicated vertex groups in separate object don't deform like the originals

texts:
I made a character in MakeHuman and imported it into blender using the MHX2 import script. Quite impressive!

I am trying to model a pair of trousers, but for some reason I can't get them to move (properly) with the character's legs.

In this example, I have simply selected the vertices I will be using to eventually make the pants, duplicated them, and separated them to a new object. Nothing else.

Here is a picture of the character before changing his pose:

This is what happens after I move his thigh bone:

As you can see, most of the mesh moves correctly except for the seam (the vertices around the top, ones that are no longer connected to anything above).

I thought it might be a problem with the weights but they seem to have copied over flawlessly.

Any ideas?


texts: Indirect Lighting is very slow proportional to vertex count even if they are not in the view

texts:
I have this library scene which is full of instanced group of the same model. The vert count says only 58, but when actually rendering it shoots to 1.7M due to all the books. However, the rendering is fast because Blender seems to exclude unseen objects.

However, when I turn on Indirect Lighting because I want it's effect, now the rendering time is exponentially higher. It seems to be longer proportional to vert count, even occluded ones.

Hiding some model is not an option since the camera will move around and eventually will reach the hidden part that I set. (Imagine a zooming all the way on this corridor)

Is there any solution to make indirect lighting calculate only the relevant model that matters in the current frame automatically, like the normal rendering without indirect lighting?

In this scene I even have a mist, so technically I can exclude everything further than the visible range. I thought things like setting camera's far clipping plane can help excluding things for Blender to consider but that is not the case. Rendering time is the same even with far plane as low as 100.


texts: Bevel modifier artifacts when designing house

texts:
I'm using the bevel modifier -- in conjunction with the subdivision surfaces modifier -- to make a house, but it's resulting in artifacts; namely, unsightly creases/dents at the edges of walls.

I tried removing the lines selected, but that didn't fix it and resulted in bad geometry.

How can I fix this?

Thank you. :)


texts: How to move non-rotating objects together with the rotating ones on the same axis?

texts:
I ultimately want to import into Unity a wheel that rotates, turns, and adjusts to the terrain. I'm wondering how to keep the frame and plate with the actual wheel that is spinning, while keeping everything but the wheel rigid. I also need to figure out how to animate the suspension/piston in relation to the hinges, but that is for a different question.

Thanks for any tips!

Here's the file if it helps:


texts:
Here is the object I want to animate.

It's pretty much about piston moving in the syringe. But how do I make it move along the syringe's axis, "lock" it in the axis so I don't have to position it myself every frame? What constraint should I use? I noticed the "Follow Path" and "Clamp To" constraints but I am not really sure how do I use them.


texts: the problem is different animation, when creating and playing

texts:
When I create an animation by rotating the bone, I get the result that is different when I play an animation. The mesh is shifted during playback.

https://www.youtube.com/watch?v=aaNqxWMJLMs&feature=youtu.be

Why?


texts: Why can't I type simple formulas when using transforms?

texts:
what its happening here? i just want to rotate R 360/5 but if do that the math function turns in to something like R [1/(360)]
even more if i divide by one i get 3282.81º

if i want to do a simple math i need to do  R ** <backspace> 360/5 and that way works, but versions ago I only need to type R 360/5 and that was it.

I remember something about this change months ago but i really don't understand it and also didn't find anything at the reference.

  Rotation
  To specify a value for clockwise rotation, press R, (0 - 9), then Return to confirm. To specify counter-clockwise rotation press R, Minus, (kbd:0 - 9), then Return to confirm. Note that 270 degrees of clockwise rotation is equivalent to -90 degrees of counter-clockwise rotation.

  source:
  https://www.blender.org/manual/editors/3dview/transform/transform_control/numeric_input.html


texts: Create and render a cube in python from the commandline?

texts:
So after googling and testing(updating from <2.8) several scripts to no avail[0], how can I create and render a cube in python from the commandline?
blender -b -P blender_basic_example.py
#blender_basic_example.py
import bpy

def strVector3(v3):
    return str(v3.x) + "," + str(v3.y) + "," + str(v3.z)

# create a new cube
bpy.ops.mesh.primitive_cube_add()

# newly created cube will be automatically selected
cube = bpy.context.selected_objects[0]
# change name
cube.name = "MyLittleCube"

# change its location
cube.location = (0.0, 5.0, 0.0)

# done
print("Done creating MyCube at position " + strVector3(cube.location) +
      " with name " + cube.name)

But where's the rendered picture?
[0] Rendering a cube as png file using Blender's Python API


texts: Damped Track on object in armature moves in unexpected and irregular way

texts:
A problem arises when I move the arm of a robot I am animating. A piston connected to (and a child of) this arm has a Damped Track on it. When the arm is moved using it's IK armature, the piston occasional glitches out of position, and then quickly realigns again as intended.
It seems there is some time needed to recalculate the right position. This would not be a problem for rendering a still image, but the glitching shows in 3D viewport movement and a rendered animation.

Exactly the same render of this particular animation yields a different result:

The arm is connected to a rotating platform (their bones are respectively child and parent). This platform has a child, a cylinder (recognizable by the two capsule shapes attached), that is also the target of the piston's Damped Track. I think this loop of constraints might be responsible, but i'm not sure how exactly. (And the cylinder also has Damped Track, with the piston as target; it also glitches, but not as often)
I also think my problem is similar to this one:
Damped Track constraint on bone lags
There may even be a proposed solution in the comments, but I'm not sure how to apply it to my situation.
The piston glitching or jittering is not intended or wanted. : )
I am interested in any solution to this problem, or any (other) reference to something that might help : )


texts:
I was trying to figure out how to add a delay to my BGE game so that it has a cooldown, like when using something.

The only solution I found is this: if you click the button at the exact same tic every 60 tics it will work but not other tics.


texts: bring the output of compositing into blender material node editor

texts:
Hi is it possible to pipe the output of compositor directly into the material node editor ? the current workflow i use seems cumbersome, where i need to render out (file out) first then reimport inside material editor. It will be a lot practical and faster to bring the compositor output to material editor directly without rendering first.

Thanks


texts: Is there way to move one vertex and make another move with it proportionally?

texts: I'll try to explain in this gif. I am doing this manually in 2 steps - rotate, scale. And I select all vertexes. Is there instrument rotate them in one step or can I move one and make other move too?


texts:
Do you have any idea what is causing these artifacts on my cycles render?

I'm using a sun light source to illuminate the scene.
128 samples.

I've pasted a screenshot of the material that the artifacts are happening on


texts: Why are particles set to scale 1.0 way bigger then my Original particle

texts:
Just wanna understand the logic behind it.

I create a cube.(Not changing scale or size)
I create a icosphere.(Not changing scale or size)
Create Hair particles, and set SCALE to 1.0.

Now my particles are way bigger, then the original.
(I found that around 0.25 scale is resulting in same size than the org.

Why is that?
What did I not understand?


texts:
December 23, 2018

Blender 2.79

Installed the Add on Trainz Exporter and it is on my Blender Window:

I need to Install the TrainzMeshImporter however; to get it to work.

The console will tell you where it goes. I get the message:

Export failed please check CONSOLE Window

I can't find the Console Window no matter what I do.

There is a button in the upper left hand corner that has a Blue Circle I
This has a selection Python Console but this is not it.

Any Suggestions?


texts: Adding lights to selected objects with python?

texts:
I'm working in Blender 2.8 and I'm new to python and scripting in general.

I have a file that contains multiple lighting fixtures (100+). I'm trying to write a script that will add a spot light to each fixture that I've selected.

Here's what I have so far:

import bpy

selected = bpy.context.selected_objects[0]

bpy.ops.object.light_add(type='SPOT', location=selected.location)

The issue is this script only adds a light to one object, not every object I've selected.

I haven't gotten to it yet, but I'd also like every light to have share the same light data, so they can all be changed at once.

Thanks in advanced for the help!


texts:
how can i edit blender UI elements?
for example i want to change size of this button:

is it possible to do that? we can define or change UI's color easily by edit xml files. is there any way to change element's properties ???


texts:
Imagine you have a net woven of thin ropes. I want to wrap it around an object as in the picture below:

So far I have tried something that does not work the way I like:

create a net using a 6-gon using three array modifiers
use simple deform --> bend to create kind of cylinder
shrink-wrap the resulting net-cylinder around an object

here's what I get after step 3:

Then I convert to geometry (all modifiers get applied), then I convert back to splines, then I use a circle as bevel shape to arrive at this:

The resulting net is too 'bendy', and it's also smooth instead of being ropes. So.. I want those ropes wrapped around an object. Any ideas how to achive this?
My another idea was to wrap a plane around and use an alpha of a net with a displacement modifier but I have not tried it yet. It also would take a lot of effort to get a proper alpha, so maybe you have better ideas at this point.
Thank you!


texts: How to move a selection such that a chosen base vertex aligns with an end vertex?

texts: I know that the SnapUtilities Move add-on had this functionality in previous versions of Blender, but it is not compatible with Blender 2.82. I need an add-on or workflow in Blender 2.82 that allows me to do this.


texts: Using blender API in python outisde Blender

texts:
I'm currently trying to create a python script that allows me to render multiple .blend files with multiple rendering options at once and in the non-GUI mode.
So far I have the python script to run blender with another python script:
import os
os.system('cmd /k "blender -b python.blend1 -P Demos.py"')

and a proper python script to execute everything in python (for test purposes it just adds a cube and saves)
import bpy

bpy.ops.mesh.primitive_cube_add()
bpy.ops.wm.save_mainfile()

For the convenience of synchronizing those two programs and using the same variables in both of them, is there an option to combine this operation into a single python script? Something like opening a non-GUI blender instance from python, running commands inside this instance just like in blender's python interactive console, after finishing the job closing this instance and moving on to the next one?
The interactions with Blender are in half outside it and the other half inside only via API commands, so it'd be nice to have a way to connect them and some variables.


texts: Calling bpy.ops.text.save() from '3D_VIEW' operator execute method

texts:
A Text Datablock named "Text" exists. Within a 3D View operator, I'm attempting to generate the dialog for writing this Datablock to a file, where the user can select a folder and choose a filename. In my 3D View operator, I have:

def execute(self, context):
    area_type = bpy.context.area.type
    bpy.context.area.type = 'TEXT_EDITOR'
    context.space_data.text = bpy.data.texts["Text"]
    bpy.ops.text.save('INVOKE_DEFAULT')
    bpy.context.area.type = area_type

However, when executing the line bpy.ops.text.save(), the following error occurs:

File "/usr/share/blender/scripts/modules/bpy/ops.py", line 188, in \_\_call\_\_

ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.text.save.poll() failed, context is incorrect

I expect I must better specify the context for bpy.ops.text.save. Any hints, advice, or a solution would be very welcomed. Thank you.


texts: How to use emissive and mask textures in blender cycles 2.79?

texts:
I got a lava texture from poliigon.con and noticed that there are 2 types of maps that I have never encountered. One is an "emissive" map, and one is a "mask" map. Will I need to use these maps along with the Diffuse, Gloss, Normal, and Displacement maps to improve the realism of the texture??If so, how do I properly plug these in in blender cycles
 2.79?

Textures:https://poliigon.com/texture/2778


texts:
I want to approach two vertex groups belonging to two different objects, making sure that these objects are close together.
How can I do that scripting?

Thank you so much!


texts: Can't paint texture but fill color works

texts:
Here i created some poor feather and I'm trying to paint surface to give feather some color, but it won't let me  paint texture. I use cycles, so I unwrap object then switch to texture paint and choose diffuse color and click on OK then object become black as that color was choosen to start with but when I change color in palette it won't let me paint just nothing happens but if I choose fill color it will very happily fill it with choosen color.

Am I doing something wrong or?

Here is the video, note that I'm clicking or click dragging while using texture paint but I dont have cast keys plugin to show it.


texts: Blender 2.83: When I move my object the force field effect does not move with the object

texts:
I created a space ship. I used particles and a force field to direct the engine exhaust. It looks perfect after running animation. It renders very well.
However, after the selection of all possible parts of the space ship including the force fields (Just did an A-key) when I move or rotate the space ship, the particle flow does not move with the space ship model but remains where it was originally.
How do I fix this? It has to be something simple I am missing. Any help will be greatly appreciated.
Calin De Beverly


texts: Display material preview in custom panel

texts:
I have created the material preview box in the custom panel by using the following code for the active material

layout.template_preview(bpy.context.object.active_material)

And the preview box was added, but now when I update the material using the custom panel, the preview does not update. Can Anyone help me!


texts: How transfer uv to object that has been sculpt with dyntopo?

texts: I have a cube and duplicate it. I keep the original cube as source/master and sculpt the duplicated cube with dyntopo. Is it possible to transfer the uv layout back to the duplicated one ? I tried the 'transfer uv' function in blender but it's not working.


texts:
I've been modeling weapons for my game for the past 2 months, started to try to rig some of them today to see how they look in game. I've done VERY limited rigging, mostly clothing, never really weapons. I searched around for a couple hours and used this method :
1.  Add new armature bone extending from middle of the hand (where fingers meet the hand) and name it RightItem/LeftItem
2.  Place weapon in hand where it should be held
3.  Click on Armature, go into pose mode and select only the Item bone.
4.  Click on weapon, shift select the armature, hit CTRL+P and parent the weapon to the armature using “Empty Groups”
5.  Click on weapon and go into EDIT MODE
6.  Go into Object Data Tab ( Triangle ), find Vertex Groups, scroll down until you find the RightItem bone and assign the weapon to that bone.

It works but after rigging the item is moved from his hand. I took some time and put it back in his hands, it seems for some reason none of the Axis are responding how they normally respond? Try moving it up on the Z axis and it starts moving on the X,Y and Z axis up towards the left hand corner. Also when I tab into EDIT mode the weapon again moves. I can eventually get it in his hands and tests fine, but I feel moving forward this is going to be SUPER annoying and just a waste of time trying to deal with. Is my method for rigging super outdated? Or am I missing something thats right in front of my face? If anybody has ever come into contact with this problem, any help, guidance, assistance, knowledge anything would be greatly appreciated. Thanks!


texts:
How do I export BlenderIvy as a Collada (DAE) file? (Blender to SketchUp)
3ds worked, but not with leaves instanced & with materials...
DAE now comes in as a blank file...


texts:
There are buttons on the r.h.s. of Blender which are starting from bottom:
Material properties
Object Data Properties
Object Constraint Properties
Physics Properties
Particle Properties
etc.
Now, in Material Properties I can add Materials like this:
Material
Material001
Material002
etc.
Now I want to find in which one of the buttons listed above there is a menu offering an existing
Material001
so that I can create a link to this particular object named Material001 and make use of it and its properties like color.


texts: Particles in fluid-simulation are falling through Object

texts:
I made a fountain in Blender. The fluid simulation looks like it works, but in the last part of the Fountain it falls through it.

I had a similar problem few weeks ago and I solved it by increasing the Timesteps minimum and maximum in the Domain settings.
But here it does not help.
Any ideas?


texts: Use Blender game engine with bpy, is it possible?

texts: I am new to blender, I want to use bge with bpy as normal scripting. I intend to use scene graph and actuators also mouse events and stuff like these from bge, however importing bge into my standard file does not work. Can I write an operator that uses features from bge, or that is not possible?


texts: Creating fantasy crystal-like object to composite in a photoshoot

texts:
first post here. I'm a beginner with Blender so I'm trying to get some advice on how to make the material part of a diamon/crystal type thing I'll add in a photoshoot.
I already asked this somewhere else so I'll post the screenshots with some reference images and more details about it.
I tried looking for tutorials online but none of them actually helped that much, so if anyone knows some tricks or a good tutorial let me know!
(The last two pics are the material nodes I used respectively for the top and bottom crystal)


texts: How do i add mist to a cube spelling something

texts: I am working on a project and need help adding mist or smoke to a text made out of cubes i need hhelp i will post my blender project below


texts:
I want to enable VBOs (Vertex Buffer Objects) but I can't find it anywhere in the User Preferences.

I wanted better performance when sculpting because it freezes with more than 500k polygon meshes

My specs are

R9 280
i5 6600k
16gb ddr4
SSD 250gb
1Tb hard drive

Here is a screenshot


texts: When I put a normal map on my object the object looks fine. But in play mode it shows the normal map as a texture.


texts: Render a wireframe with equal thickness in Cycles?

texts:
Is there a way to make a render with freestyle in cycles and use it as a wireframe?

No matter what technique I use, blender always gives me a stretched wireframe. And by that I mean the wireframe is not equal because the thickness of the wires depends on the scaling of the polygons (if you use the image editor for example).

Is there a way to make a render with equal wires like freestyle in the blender internal render engine does?


texts: I have a quick question: when I was making some adjustments to my weapon, I removed a vertex group because the bone was lost (I don't know how), and I basically made a new bone. I used weight paint and set it all up, and tried to finish it by naming it the previous bone's name. It keeps adding .001, .002 (, etc) every time I try to name it. Why?


texts: Import image as planes appears desaturated

texts: Whenever I import an image as a plane, the image appears to be desaturated as compared to the original. How do I make it more accurate?


texts:
I am making a vehicle with working wheels and I've search so many times and found solutions that all work until I turn the wheel (along the Z axis).

Is there a way of making wheels that automaticly rotate when moved in the local Y axis?
I need it to work when moved along a path.

Thanks,
The Blender Kid


texts: Am I the only one with a really finnicky fluid sim?

texts:
I'm running blender 2.90.1 on Arch on a Thinkpad E590 and trying to run a fluid simulation for the first time ever (FLIP). I made a very basic mug model (a cylinder with its top face insetted and extruded inwards and half of a torus as the handle) which I'm using as an effector, I set a slightly bigger cylinder as a domain and a smaller cylinder inside the mug as a flow object.
Whenever I change something like clicking the "mesh" property or changing the surface tension the simulation randomly decides to ignore the effector and it runs as if it weren't there. The only reliable way I found to make the effector work again is by adding a small cube as an effector and then deleting it. Is this a known bug or something or is something wrong?
Besides using a cylinder, using a more complex mesh as an effector and trying to use surface tension (but before using surface tension I had the same problem, it changed nothing) I was basically following this tutorial (which is for blender 2.83 but everything else worked).


texts:
It's probably a very noob thing to ask but here goes nothing. I recently bought an Elegoo Mars 3D printer, which led me into the world of Blender. Now I'm still learning, but I recently decided to "design" a small piece on Blender, and print it. I've printed other stuff before, so I know the printer is ok. I think I messed up my design.
Whenever I export my model as STL file and import it into the slicing software (I'm using ChituBox 1.6.5.1), it seems okay-ish at first look. I thought the model would look like it's solid, but it appears as hollow. Regardless, each layer after slicing seems to be just blank.
It's my first time dealing with model scales etc. so I think I messed up there. I worked on mm scale on the designer. I set the unit to be millimeters and unit scale to 1.000.

One thing I think I should mention about is the exporting into STL file. On my first attempt, what I exported was apparently less than a millimetre on scale, even though I thought I was designing it in the correct scale (the edge lengths in the screenshot above). To fix this, I followed a suggestion on the interwebs and set the scale to 1000 on export screen, then it seemed to have loaded correctly into slicer. (I tried with Scene Unit option too, but didn't work). The Windows 3D viewer also showed the model as very very tiny, less than 1mm.
After importing into slicer, when I move the scroll to see the slices, the thing looks hollow. Not sure if that's actually a problem though. It looks something like this:

Long story short, I ended up printing thin air. I have no clue what is happening. If anyone is able to assist with this, that'd be epic.


texts: How to make a cylinder smooth without smooth shading?

texts: I want to 3d print a .stl file of a cube with a cylinder coming from it, but blender's default cylinder isn't smooth, and smooth shading is just an optical illusion. I don't know if I should just use the sub surface modifier a lot, or something else?


texts:
whenever i add a mesh on another object,
the object is always linked :
when i add a cylinder on a cube and whenever i scale or transform the cylinder also the cube will scale or move, but just in the current project, maybe i changed somethings but i dont know what.


texts: eGPU Vega 56 (Blackmagic) Mac + cycles problem

texts:
Hello I just got the AMD Radeon RX Vega 56 (blackmagic eGPU Pro) yesterday
plugged it in to my brand new Mac mini (Mojave), it shows up in the menubar and as an alternative as a render engine,. My question is, can I use this eGPU for cycles renders? (Blender 2.80)

Very grateful for your responses.


texts: BGE: Can a cube copy the rotation of another cube in game?

texts: If cube1 has rotation logic, how can I make cube2 imitate the rotation of cube1 without using the logic of cube 1?


texts: Is it possible to weight paint across multiple meshes at once?

texts:
I have a project in which I need to be able to move facial structures in about 8 different head meshes. The faces are a bit low poly which makes them difficult to work with well, but with a lot of trial and error I can make them look alright.

Doing 8 of the exact same thing on items that aren't that different is frustrating though. I have tried transferring the weights from the completed mesh to the new one, but it doesn't work very well, and fixing it is sometimes more work than just starting from scratch. I would like to have all 8 or so heads in the same 3D space, and just paint them all at once if possible, or at least multiples at once if possible. Then I can go in and fine tune.

I should also mention that the biggest problem with these meshes is that there are a lot of duplicate vertexes, which cannot be cleanly removed with the "delete duplicate vertexes" option. Doing so tends to completely break the normals, UV map, or both.


texts: Shadow in transparent background in blender 2.77 cycles

texts: I heard about shadow in newer version in blender 2.77 without any compositing and i don't how to do that,anyone tell me how to add shadow in transparent background in blender 2.77 cycles.


texts:
Hi all i am following a tutorial "Creating Landscapes Blender 2.8" and get to the point where he switches from Rendered view to Texture. My viewport does not show a Texture display Button. Any ideas as can't find and info in preferences or online#

Thanks in advance

I seem to have Loodev and they have Texture


texts: Does the Blender Game Engine Support Texture Nodes?

texts:
I have a nice procedural dirt texture made up for a sphere, but when I play the game with an object that utilizes the texture, it will only show the color of the defuse and completely ignore any textures.

Even when I switch back to the Blender Render mode, the renders will not display the texture.
Hopefully this image will give you some context.


texts: Scale and snapping ... something doesn't work

texts:
I have a problem with snap and scale. I follow the tutorial on this forum.

but it doesn't work for me because when I try to achieve the border that I want to reach, my object goes on another direction and continues to scale. why the object behave in this way?


texts:
Whenever I press "G"  the selected vertices distort. The shape is retain with respect to the viewer but the vertices themselves are massively distorted. I'm assuming I've changed a setting without knowing. Can any help? This doesn't happen when I open a new file, but does happen in this .blend file everytime.
In the images below, I have selected the vertices I'd like to move, then moved them slightly. By rotating the camera you can see the actual damage caused.


texts: Gradient control on instanced objects from collection

texts:
So I have 10 different objects in the collection. I instanced them on the curve with different rotations and locations.
Now I'm trying to control the color over them with vertex color node. But what I'm not able to do is to control the color over the new distribution of objects. AN treats the new object list which is larger as consisting of those initial 10, thus when I move the falloff each new element gets colored according to its coloring in the original collection so no smooth gradient, but rather random one. Any thoughts how I can make AN treat the newly distributed instances as a separate group of objects to apply color animations to.
Thank you in advance.
Attached are the screens of node network and objects in the viewport:


texts: Is it possible to copy data from one scene and paste it into another within the same .blend file?

texts: I want to create a variation of one of my earlier scenes in one of my games, and I was wondering if it is at all possible to just copy that original scene and then paste it in as a new scene or inside a new scene so I don't have to go about recreating the whole scene again and focus on the variations themselves.


texts:
new to blender, but eager to learn, and spending lots of time with blender now.
I am trying to make a simple solar animation in Blender 2.79, Cycles engine.

The earth spins around the sun's (scene's) Z axix, but earth also has a constant tilt of 23.4 degrees to the sun. I need to keep this earth tilt constant and make the earth spin around it's own Z axis.

I cannot figure out how shift the earth-mesh-objects coordinates.
Even if I set the transformation orientation to Local, the earth still spins around the global scene's Z axis when I try to animate or rotate the Z axis of the earth.

I have googled and searched but cannot find an answer.
BTW! I don't want to change the angle of the sun to the earth to achieve the same effect. I also suppose I could manually apply rotations to all axis of the earth to simulate this, but this complicates things as I also have other objects I need to apply this to.

Any tips on how to separate the earths axis from the scene and being able to apply separate/local rotations? As you see in the attached picture the sun and the earth mesh has different axis, but still, when trying to animate the earth it rotates around the scene/suns axis and shifts the poles of the earth around.


texts: Can I create f-curves for shader node values in python?

texts:
Using Blender 2.90alpha, I already have some fancy python code to set some keyframes on an object + data_path from my external data source. It creates obj.animation_data.action then calls obj.animation_data.action.fcurves.new(path, index) for each channel, and then inserts points into the fcurves.
That works fine for objects.
I'd like to do the same for shader nodes; but the examples I've seen
all use a different method:
shader_node.inputs[1].default_value = 1
shader_node.inputs[1].keyframe_insert("default_value", frame=10)

and then apparently you can get the fcurve afterward using something like this (?)
action = material.node_tree.animation_data.action
data_path = 'nodes["my shader node"].inputs[1].default_value' # rooted at "node_tree" apparently
fc = action.fcurves.find(data_path)
# ... do things with fc
# apparently the fcurve is actually stored in mat.node_tree.animation_data.action.fcurves

but I'd prefer, if possible, to just create the fcurves directly with their data paths. I haven't seen any examples doing it that way and wonder if it's possible for shader nodes (before I dive into it). And if so, how can I make sure I get those data paths right -- is there any API to get the data path for a value?


texts: How to lower the horizon using the sky hdrs from 3d wolf

texts: I am using the sky kdrs from 3d wolf but the horizon is too high. On all of my scenes you always see part of the horizon missing. I know with blender guru's hdrs you can change the horizon. So i am wondering if you guys have any idea on how to do this with 3d wolfs free hdrs?


texts: Can you create a new window from a non-main window?

texts:
If I have a window that is opened via Window -> New Window and I want to copy that window layout to a new 3rd window, is there any way to do that? There is no window menu on the window I want to copy because it is not a main window.

Can I convert a non-main Window to a main window (add the menu)? Or can I spawn a new main (or non-main) window based on an already opened and configured non-main window?

The goal is to create a new window with only one view like I already have in my second window, without the chore of cloning the main window and doing the "join area" Tetris puzzle.

This is a recent 2.8 Beta.


texts: The scenario is quite simple: a pin (cylinder) sticks in a thin wall (cube with a cutout hole for the pin, done by boolean modyfier). This pin will be hit by a hammer (cube) and should then move according to physics in the way hitted and by gravity. Therefore I make the pin a rigid body, active and dynamic, right? But now the problem: to let the pin stick in the wall (until hit by the hammer) I make the wall a rigid body too. But whatever options I tried until now, pin an wall "jump away" from each other as soon as the simulation starts or the pin falls through the wall. What to do, so that the pin is not affected by the wall (except that it is carried by the wall)?


texts: I'd like to move the 3D Viewport back to its starting position

texts:
When Blender starts, the 3D Viewport has the default cube in the center of the view. The vantage point is slightly above and to the side of the cube. After you move, pan, or zoom the viewport, the view is different. I'd like to get that original vantage point in the viewport back.
** Note ** this has nothing to do with moving or changing the Camera in any way.
Here is what Blender looks like when you open it. This is what I would like to get back to after manipulating the viewport.]1


texts: Is there a way to increase the resolution of the viewport trackball?

texts:
I use Turntable mode for orbiting in the viewport. I often find the sensitivity insufficient for my needs. It has a sort of baseline granularity to it that makes it hard to align edges or vertices in the view perfectly. Maybe it's constrained to 1-degree increments?

You can observe this as follows: Place a couple of edges at non-cardinal angles, establish a pivot point, zoom in quite a bit, and try to adjust the trackball such that two vertices occupy the same point in the view. I'll elaborate if needed.

I'm wondering if there's some way to increase the trackball resolution (preferably a continuous, smooth orbit). I couldn't find anything in User Preferences. I'd consider using a maintained addon.


texts: 3D view doesn't change in spite of pressing numpad

texts:
I'm using Blender 2.8 and I'm facing a problem concerning the 3D view.

In Blender 2.79 I can change the point of view by pressing numpad (1,3,7...). But in Blender 2.8 I have to press numpad twice to change the point of view. It seems like the 3D view isn't reloaded when pressing numpad just once.

As a supplement explanation, there is no problem in Rendering mode (either EEVEE or cycles).

Can you tell me how to fix this?


texts: How can I mix Dirt surface with normal Color in Principled Shader?

texts: I want to make something dirty but I don't know how to mix a surface texture with the new Principled Shader?


texts: how to make an extruded block having the same texture

texts:
im a beginner in 3d modeling on blender and when i put a texture on an extruded model, it seems to have a glitch or line/moving texture and some of the extruded block(the same block on the model) doesn't even have a texture. do I have to manually put the pattern? on each faces?
edit: iv'e relaunched it and it work just a bug, probably...


texts:
I am getting the following error message...

"The application “Blender” can’t be opened."

No follow up information, no "...because we can't identify the developer, etc.," just that.

Please help!


texts: Armature Bone Global Local coordinates python scripting

texts:
I'm writing a Python script to move a bone of an armature to a desired Global 3D point. When armature has only one bone my function works well, but when I add not connected bones, there seems to be an error in the retrieved local coordinates.

target_vec = Vector((0.0405, -2.0305, 3.1172))
bone.location += (armature.matrix_world * bone.matrix).inverted() * target_vec

I want the center of the cone to touch one of the sides of the cube (see Figure).

The above function should send the bone to the fp point but it is sending it to the cp point instead.

https://drive.google.com/open?id=1FeIGb1C24Y44RJLfExFJB7EGhgSnzk1w

Any ideas of what am I missing?


texts: is there a way to enable disable collections with driver or script?

texts:
Is there any script that does this? i cant place drivers on a collection so i thought a script would do the job... not necessarily a driver adding one but something i can control with a property value of an object.

Example: lets say i have a cube, and this cube has a property in it, so when that property value is 1 it hides the collection the cube is inside it

i had a similar problem which was solved here using this script as an addon


texts: Weird shadow at object intersection in render view

texts: I Don´t know exactly what is happening, but when I intersect two meshes this strange shadow appears and I can´t find the way to take it out


texts: What causes this reflection/refractions on the water surface and how can I get rid of it?

texts:
I am working on a procedural water material with volumetrics, and having some problems,these reflections/refrections appearing -like doubling the check patter. I don't know why they occur , whether it is natural to have in such scene.
How can I avoid them?
thanks

Material output has a glass shader with volume node and displacement node applied.


texts:
So I'm pretty new to Blender and I want to create a model of this Japanese bowls that aren't uniformly round, instead they have these larger polygons on the outside, as you can see in the picture.

I tried a few modifiers, but I couldn't find anything that would help. Does anyone have an idea how I could get this shape? Thanks.


texts: Trying to move an object moves the texture on the object instead

texts: So I have somehow turned this on and I dont know how to turn it off again, the gizmo that usually moves an object is now moving a bigger version of itself, and I dont know how to change it back


texts: It's possible to import and use Zbrush sculpt brushes into Blender?

texts:
I was searching for good textures and brushes and i found that there's a pack of brushes of a worker of Blizzard that can be used in Blender, the ORB's textures brushes.

https://www.blendernation.com/2017/08/24/free-download-orbs-sculpt-brushes/

So, the thing is that there are a lot of textures out there exclusively for Zbrush instead of Blender, so, is there a way to use these Zbrush sculpt brushes in Blender?

..Or there's an addon that can enable that?


texts:
this issue is driving me crazy. I have this simple node material with a dirt texture (.png) applied to a plane.

In the preview render it works and shows up but as soon as i try to render i get nothing!

Someone can help?


texts: Can a volume be set to let through index pass values?

texts:
I am working on a scene with a tube, inside the tube is a smoke animation. The tube is cut open on one side so that you can see what is happening inside. The smoke is of course set to collide with an (invisible) closed tube.
The lower part of the tube is animated. Some objects that are part of the bottom of the tube are emitting light and the compositor is used to make them glow. This is done using the material pass index.

Unfortunately, the smoke domain does overlap sometimes with the glowing objects which blocks the material pass index. The objects themselves can be seen in the final render, but the compositor ignores them. Since the bottom is animated and is a smoke collider, the domain itself has to be big enough to include the lowest possible position of the bottom.
The scene actually works in most cases, since the adaptive domain is above the glowing parts most of the time. Only a few frames the domain hides the glow - without any visible smoke being there.

Is there a way to set the domain to not emit its own material pass index, so that the material pass index of the glowing objects is recognized and used by the compositor?


texts: How can I create a "volleyball sphere" for sculpting?

texts:
When sculpting, I have seen many people use a sphere with a special topology as a starting point in blender. While a regular UV sphere has smaller faces near the two poles, this type of sphere had equal-size faces all around.

Unfortunately, I don't know it's name, so I can't really search how to add it. I'd expect it to be easy to add given how many people use it, but I haven't had any luck finding it in Blender. It's shape reminds me of the seams of a classic volleyball, hence the title:


texts: everything shows up in render mode but otherwise, this is all I see.


texts:
First of sorry for my english. I need some help here guys. I'm trying to boolean cut (operation: difference) a hole on a pipe-like shape with cylinder but doesn't work. I made two kind of this pipe-like shape one from a plane and another from a cylinder. Both failed.

Here's a screenshot of what i'm trying to do.

Here's a link to the file on my gdrive:
cylinders_boolean.blend


texts: What causes AttributeError: 'Material' object has no attribute 'texture_slots'?

texts:
What causes, in the script below, the error given in the title?

if mat.texture_slots[0] == None:
    tex = target_object.material.texture_slots.add()

    tex.texture = bpy.data.texture.new(target_object.name, type='IMAGE')

    tex.texture_coords = 'UV'
# target_object.texture = bpy.ops.texture.new()

    new_image = bpy.data.images.load(image_filename)


texts: Rigid body tower falling over by itself?

texts:
I have a large tower (12 blocks high) that I plan to have a ball thrown at it. But what happens is that it falls over by itself and starts to spread out on the ground. What is happening and why?

Blend File


texts: Pink, no texture, indicator when noise/voronoi or other textures are input into bump map height

texts:
I've been following a number of youtube tutorials (old and new) on the topic of making cement, stone, and plaster.
Like this tutorial https://www.youtube.com/watch?v=FCJa97F9ReM&t=239s.
However when it comes to inputting a noise, voronoi or musgrave texture into the bump map height i get the pink no texture indicator.
Is there something i am doing wrong? Here are some pics.


texts: when bringing in a makehuman model with a rig, the collada (.dae) rig has the regular Octa bones, but they are tiny

texts: Why are the bones so tiny when I do this and how can I correct it and make them normal size again?


texts: Move objetct perpendicular to the viewport

texts:
The easiest way to move an object (G key) moves it parallel to the viewport.

BUT, is there any way to move it PERPENDICULAR to the viewport? That is, in depth but not just constrained to the XYZ axis/planes?


texts: How to connect a mesh vertex groups with an armature bones

texts:
I have this mesh and armature found in this blend file. What I want to do is to connect the bones with the created vertex groups. And I don't want to use automatic weighting option as this will create different and new vertex groups. I want to use the vertex groups I manually created in the attached blend file.
Please if anyone could please advise.


texts: Unselected vertices are moving along, and my proportional editing is off

texts:
Hiya!

I am quite a newbie in modeling and 3D tools.
(And.. Please excuse me beforehand for my English as I am not a native speaker.)

So my problem is, In the picture, I want to adjust the orange coloured selected vertices right there. Only those.

But when I try to move them, the red painted area moves along with the selected vertices.(it happens to the single vertex adjustment, I mean when I select single vertex and try to move it, next one moves along as well)

I think I might turn on some setting or whatever because it wasn't like that before, however, at some point it moves along with the selected vertices. I tried to find what's the problem.
Some questions and answers are saying turn off the proportional editing button, but in my case, it isn't on.

What else could be the cause? I don't want to delete my save....


texts: How to unwrap additional mesh with same scale?

texts:
I have a mesh that already uv mapped, and finished all other stuffs like texturing etc. Note that I always do unwrap every mesh in same material so that they have same scale as well.

But I just realized that I forgot "something" in my model, so I just made it and put in the mesh. The problem is that there's no way to keep my previous uv coordinates remain and only unwrap my new mesh with same scale to others. I can manually scale down until it has similar looking, but it's not precise.

How do I keep my previous uv works not change, only add new uv islands with same scale?


texts: why "set parent to with automatic weight" can't work on mirror?

texts: I add bones on my created figure. I want to connect the body to the bones. I click on both and use  "set parent to with automatic weight", but the mirrored half part of body doesn't cover the bones. Why is that?


texts: About Blender Hirise DTM Importer making Mars terrain

texts:
I saw it on the github website, it can be used for Blender Hirise DTM Importer plugin of Blender 2.8+ version.
I followed the HiRISE DTM Importer for Blender tutorial and downloaded the .IMG file and .JP2 file from the HiRISE website and imported it into Blender 2.9. When I opened the EEVEE and Cycles renderers, the materials could not be displayed normally.
How do you make it? Can you share a tutorial on how to use Blender Hirise DTM Importer to create Mars terrain and add new materials in Blender 2.8 or Blender 2.9?
Download link of Blender Hirise DTM Importer plug-in that can be used in Blender 2.8+
https://github.com/phaseIV/Blender-Hirise-DTM-Importer
HiRISE DTM Importer for Blender
https://hemelmechanica.nl/hirise-docs/index.html


texts: Adding atmospheric perspective to a scene using Cycles and HDRI

texts:
I spent a few hours trying to find a solution... I'm looking to get the effect of atmospheric perspective in my scene to help me understand lighting more. I have an HDRI and I'm using cycles and I've tried the following....

Add a volume scatter to the "Volume" tab in World properties. This breaks my HDRI and it just renders black even with a density value of 0.000015

I tried creating a large sphere encompassing my whole scene and adding a Volume Scatter shader to it. Scene renders, but there is no sun lighting from the HDRI, just dark blue ambient lighting it seems. I tried adjusting the density value to around 0.00001 and I can either get the scene to render normally with no atmospherics or as a dark scene described earlier.

Is adding atmospheric perspective in Blender 2.79 possible?


texts:
I've been following along with Imphenzias video on Low Poly modelling and when i get the part of picking colour in the UV editor the colours are hazy and cloudy. like steam on a mirror if that makes sense? i'm very very new to Blender so i haven't probably tried enough in terms of fixing it, but i have noticed that this effect isn't shown in tabs such as 'Texture paint' 'shading' and 'animation' so i think its only an issue within UV editor.
here's the link to the video if you want to see exactly what i did: https://www.youtube.com/watch?v=1jHUY3qoBu8&t=236s
the part that i'm talking about is around 2:10 and goes till 4:50.
Cheers :D
edit: added photos
1.

this is what the colour should look like


texts: I have a problem with my lighting and shadow

texts: I use cycles GPU. My light source is at left but the shadow also at the left. I think that the point light did'nt work and it uses scene light. I try to tick on the scene world under viewport shading and it turn all dark. I even don't understand the lighting option under the viewport shading. And when I render, the picture is darker than preview. Thanks for your help!


texts: What is the difference between blender render and cycles render?

texts:
Sorry noob question, I've been bouncing back and forth from different tutorials some are in cycles render and some are in blender render

can i ask what is the big difference?
by the looks i am stuck in one when i start to place textures?
The first tut was a cup in cycles render, but then i picked up something else on blender render and i've been going that way for a while,
other tuts have been going that way anyway.
Which should i choose and i gather i will have to stick to it or re adjust all 'graphics'?
I've done a bit of searching for a definitive answer but can't find anything :D

I'm surprised there is no cycles render tag.

Thanks for any help :)


texts: How would I get cycles materials in the BGE?

texts: I have a city model but when ever I go to the BGE it has materials. I have tried scripts and making the textures internal. Nothing has worked. I can't re-material everything because there are dozens of textures.


texts: What is the difference between coloring a model with materials vs textures?

texts:
I'm watching tutorials and I noticed that they always use textures and uv to color the models, but I like using materials to color them, is that wrong?
P.S. I only do low poly models


texts: Does anyone have an example of template_curve_mapping?

texts:
I'm doing some test with template_curve_mapping.

I have write this code:

import bpy

class HelloWorldPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_label = "TEST"
    bl_region_type = 'UI'
    tag = bpy.props.FloatProperty()

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

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')
        row = layout.row()
        layout.template_curve_mapping(self.tag, "curve", brush=True)

def register():
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

But it does not work.

I want to be able to define the change of one value from 0 to 1 in time, so the height of the curve would be from 0.0 to 1.0 and the width would be the frame number.

Where can I find an example or more information about the use of this control? I  have found only the use of this control in the sclupt mode, but no moree info.


texts: Part Of Mesh Becomes Inverted After Parenting To Armature

texts:
I am attempting to use Kinect V2 for motion capture in blender. After playing around with locations and rotations of bones I finally found out what was causing the unintended contortions in my mesh, but one problem still remains. The character's hip region is deformed but the rest of the character is fine, so I'm not sure what is causing this. Pictures are below:

Here is the link to the blender file: https://drive.google.com/file/d/0BzB2Ay4lZC0ocnM5TFIyWm84cUU/view?usp=sharing .


texts:
I watched a youtube tutorial on making a clover and I want to make the same by myself. From the video, it seems that clover is shaded using UV map

and then some gradient texture in the "Texture Properties" tab instead of shading nodes.

The result is

However, I encountered some problems below:
1) The video is too fast to follow even though it is played at 0.25 speed
2) I am using Blender 2.82 but it seems that the Blender version in the tutorial is 2.79 or earlier.

Can somebody teach me how it can be done in Blender 2.8. Thanks a lot!


texts: Make a mould/Remove inner geometry for touching objects (including ones self)

texts:
I'm using Blender 2.7 and new to the whole thing (Blender is immensely brain intensive) and I have managed to produce I model I like. My next step is to put a shell around it, then slice it in half to make a mould but the boolean stuff I did didn't want to work as expected so I tried some slicing, however the bits I joined have internal geometry that I don't want.

Hopefully an image:

I have 3 objects, the loop top left, the dangle bit in the middle and a single outer object that loops round and intersects with itself. The object has been through netfabb and is a complete shell all round. All the meshes were created using an array and end caps.

Originally, I tried creating a cube to wrap the bottom half of the joined heart component mesh and then added a boolean "difference" but it failed, just saying it couldn't do it. I tried it with each individual mesh, well the first one, but it didn't do what I wanted - in object view it looked good, but then the manual said something about adding a subsurf... which when I tried to do just made the cube round and a real mess around what was removed.

So my next thought was to split along the XY axis and make a face with the cube. but when I sliced the object, there was a lot of inner geometry that I couldn't remove properly - especially where the outer loop contacts itself.

I tried the remesh modifier on the joined object but that fails quite soon and doesn't even get close to the shape.

I tried a boolean on the components. I added a difference one to the outer loop and the dangle, this seemed ok, I think I could then delete the internal faces and somehow join the edges of the mesh. I then added another one on the outer and the loop, then blender crashed.

Possibly an immediate fixer-upper would be to reduce the complexity on the loop top left?

Assuming this works how would I then delete the internals from the looping round on itself.

Can anyone help me or point me at a tutorial. I will reiterate - I am a brainally challenged noob without the blender cribsheet. So, please can you suggest keystrokes as well :)

Many thanks.
Nigel


texts:
Is there a way to get rid of a part of an imported alembic mesh sequence?
There is one triangle instanced for every alembic vertex, I would like to render only a cropped part of it (there are over 10 million vertices for every alembic frame in the final scene so the performance suffers a lot)
Boolean does not work for me. It does not work even if it's below MeshSequenceCache modifier.


texts: so when i select a vertex and click g to move it, only the vertex/edges move, but the face/mesh stays in the same place. does anyone know how i can fix this/what i'm doing wrong? thanks!


texts: How do I animate a single face of a mesh?

texts:
I have my mesh which began as a plane and which I have extruded along the z-axis so it looks like a simple narrow block. I've edited the mesh to take the shape of a country with numerous states. In my animation I would like each of states to 'grow' upward from the plane along the z-axis. I've tried placing the object in its initial location at frame 1 and adding the first keyframe, moving to frame 72, extruding and individual state along the z-axis and inserting the second keyframe but this doesn't work. When I go to play the animation the extrusion doesn't return to its initial state at frame 1 and no animation occurs.

Any help is appreciated, thanks.


texts: When glTF export in Blender2.8, an animation is not played well

texts:
When glTF export in Blender2.8, the parameter of the rotary animation of the glTF file turns into the expansion and contraction.

I make the animation which turned a simple early cube.This does 1 rotation in the y-axis.

glTF exports in this parameter

A cube does not rotation when I confirm animation of glTF in this glTF viewer and expands and contracts.

glTF viwer

This thinks that an export sentence of blender has a problem, will there be the solution?
The movement and the scale succeeded. Only a rotation becomes strange.

file
https://www.dropbox.com/sh/yqbxmrg68m8evwm/AAAbvbYb_00VDH8wbs0rhicEa?dl=0


texts: how to hide these frames when looking from camera?


texts:
I'm using a MeshCache modifier with the PC2 format to animate a NURBS curve. I'm having trouble figuring out the correct ordering of the data in the PC2 file format. I.e. is it
vertex 0, x coordinate, frame 1
vertex 0, y coordinate, frame 1
vertex 0, z coordinate, frame 1
vertex 0, weight coordinate, frame 1
vertex 1, x coordinate, frame 1
...
vertex 0, x coordinate, frame 2
...

Or some other combination?


texts:
Yes the Seam placement is rather questionable, but anyways... Whats up with this? :P

[Edit in response to Rix Yarbrough]

Version 2.79b

Mesh is consistent if that is what you are asking for.

[Edit]

Welp, I minimized the damage this problem does by redoing the UV n Texture Tho it still stands.

Hmhmhm, i wonder if it would disappear if the adjacent faces to the seam were to be flat. Ill test that out. :p
(a longshot of an idea that i got form Normal map err... seamlisity :p )

[Edit]

Yeah never mind that, maybe if the UV island edges were to be perfectly horizontal andor vertical.


texts: How do you get rid of jagged edges when baking in cycles? Edges are perfectly smooth when rendering but as soon as i bake it gets jagged. Any help would be highly appreciated.


texts: Smoke Invisible Except for Color Mapping in Viewport

texts: This simulation uses a modular cache. With color mapping, it looks fine. The default appearance in solid view and cycles view both show nothing until I use fluid upres. Then, the solid view only has tiny dots regardless of how high I increase the thickness option and the cycles render needs a ridiculously high density to show anything and it doesn't really match what the color mapping shows. Additionally, fluid upres seems to have no effect on the color view. What is going on?


texts: Is it possible to set a global Blender preference so that all keyframed motion is linear by default?

texts:
I've been working on some animations recently, and I've noticed that I'm having poor luck with certain things, namely the fact that I don't really use Blender's graph editor very well.

One of the major issues that I have is pretty widespread among 3D graphics programs; when I create an animated object, it defaults to using a curved graph instead of a linear graph, which means that the most movement is at the middle of the animation, and stuff just practically stops near the beginning or the end. While this helps with organic camera movements or such, it's also not what I usually want. Can I set animation curves to default to linear?


texts: How To Achieve This Liquid Particle Effect

texts: In this video at minute 7:13 and also in the thumbnail there's this liquid particle effect i would love to recreate. I know that in the video it is somehow created with AI date, but I was wondering if there was a way to recreate this in Blender.


texts:
I have sheared several parts of the mesh on the edge and trying to inset them evenly.
I have tried 2 methods (and also reset all transformations just in case it was a scale issue). But both of them I'm getting uneven results as seen in the examples.
If I use Boolean operation it will make a mess on the object, so I'd like to keep it with clean topology, so whats the correct method to getting the result?
Thank you.


texts: How to setup a shortcut for UV Editor's selection modes?

texts: I would imagine it would be something like this, but this, and similar, does not work.


texts: Guidance on how to set a plane to look like the sea during a storm

texts:
I am a complete Blender beginner and I am trying to follow this beginner's course as suggested by this forum:

http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf

However, I am stuck cause I cannot get the right texture for the water DESPITE doing everything exactly like the instructor says.

In the link below you're see a screenshot of my 2 monitors displaying:

Left Monitor: My Blender 3d with 2 windows, left most showing the rendered texture for the water

Right Monitor: The instructor's PDF file showing how the water should display.

Link is here--> http://snag.gy/eFMIi.jpg

Can someone help me out with this please?


texts: I want to create a 3D animation, but by 3D I mean if you had a 3D tv/screen you could watch it in 3d. From my research in 3d video files they are just regular formats like .avi but they have 2 frames for every one frame of movement. To do this in blender I could put 2 cameras slightly spaced out from each other but how could I get them to both render a image for each frame? Can this be done in regular blender or do I need a plugg-in?


texts: Cycle's image sequence texture not playing

texts:
I have an image sequence texture that plays fine in eevee but when I switch to cycles it no longer plays. This happens in a new scene as well.
Has anyone seen something like this? I have heard of a animate checkbox in the image texture node but I can not find anything like this in my 2.83 version.
The last thing I did was update my RTX drivers and render settings.


texts:
I need to create a few meshes where vertex index order is important.  I am trying to write a script as such:

import bpy
import bmesh

mesh = bpy.context.object.data
print(mesh)

bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()

def switchIndices(i1, i2):
    v1 = bm.verts[i1]
    v2 = bm.verts[i2]

    bm.verts[i1] = v2
    bm.verts[i2] = v1

switchIndices(32, 4)

But when I try to write to bm.verts it says it cannot.  I can assign/swap the values of v1 and v2 but then I still need to edit edges and when I try to change the two vertices of an edge I get the same write problems.  I thought the whole point of the bmesh was to be able to edit it.  What am I doing wrong?


texts:
I'm working on making a triple glazing corner sample, and I want to be able to mitre the profile at 45 degrees so I can duplicate it, rotate it and join them to make an elbow. I've muddled through making the profile, but now I'm stuck on how to get that 45 degree angle.

I've had a look around Google, perhaps I'm not phrasing my question correctly but I cant find any answers. I did try creating a cube to use as a sort of cutting form, but Blender wouldn't let me use a Boolean modifier to do it. Any thoughts?

Thank you!

What I'm trying to achieve:

What I have at the moment:


texts: Vscode debugger ignores breakpoints in imported modules

texts:
I am not a programmer. I am trying to create an addon using VScode and jacqueslucke.blender-development addon. I configured the system according to directions shown here: https://polynook.com/tutorial/set-up-blender-addon-development-environment-in-windows/
My addon for blender 2.92 works but...
The debugger stops on breakpoints in _init.py but ignores breakpoints in imported modules.
I tried setting "justMyCode": false" in launch.json, changing python to blender and back.
Any help would be greatly appreciated!


texts:
I am trying to create a union of the following meshes:

However, the result has a hole in the geometry. The hole disappears if I nudge one of the objects a little.

What I've tried:

Checking that the normals are oriented properly
Triangulating
Degenerate dissolve
Subdividing
Making sure the geometry is water-tight (I think it is)

The meshes are generated algorithmically, and this only happens some times. Since the entire process will be done in a script, I'm hoping for a general solution that doesn't require manual tweaking.

Thank you!

Here is the blend file:


texts: How to edit imported obj material easily?

texts:
I imported some obj from sketch up to Blender,
as you can see the white part should be other materials,
but whenever i want to select it, it is very hard for me to select only the object, as you can see the model has many faces, if i use select similar material, it will select other obj i dont want to edit. Please teach me how to assign material to this object easily, thanks.


texts:
Do you guys know how I can render it in alpha?
I checked the transparent check box under the Film.
But it still renders with a black background. I'm rendering it in Eevee btw. Thanks!


texts: Automatic superposition of similar objects?

texts: Is there a way to superpose objects automatically by shape recognition or something like that in a way to compare their shape easily ? Thank you !


texts: I want to ask if I can use Blender as a fluid dynamics simulator in a physics school investigation to determine for example the space travelled by a particle moving through a fluid, varying the viscosity. First of all, I watched some tutorials about fluid physics and I thought it could be suitable for this experiment, the problem I found is that I cannot determine in a scientifical way the space travelled by the particle. Also, I don't know how to give to the particle a determined speed value.


texts: IKBone rotates and inverts trying to follow pole when spine is rotated

texts:
How can I avoid this problem when rotating the spine:

If spine is not rotated, IK works "fine" with Pole Angle: 0, is this correct?

Thank you!


texts: Is it possible to see Vertex Weights in Edit Mode in the 3D View?

texts: Is this documentation simply out of date? Is it possible to manipulate vertex weights in Edit Mode in Blender 2.8?


texts: Weight Painting: How to set weight for part of mesh for only one vertex group?

texts:
My problem is that I use Auto-weight when connecting armature to mesh. This causes lots of unwanted weighting on close proximity parts.
Sometimes I want certain parts to be weighted by only on one vertex group. Say a bag (mesh) must only be connected to the hip (vertex group) and shouldn't have weight from other vertex groups.
Is there a way to quickly define the weight of the mesh for only one vertex group without going into other groups and removing the selected mesh?
OR
Is there a way to unweight (weight 0) on all the vertex groups save one?


texts: Used DazToBlender, moved some verts around. Now retargetted animations broken

texts:
I have a Daz model that I've brought into blender using the Daztoblender addon, which was quite painless. It's fully rigged and ready for animation, including shapekeys.
I wasn't too happy with the position of one eye and eyelid, so I moved those verts back, say by a distance of "X". I pulled in an animated mixamo character, and used a retarget addon to send the animation data to the Daz model.
Everything works fine, except the eyes and eyelid, which are now moved forward by a factor of X. Whatever change I made to the mesh now appears in a different direction. Any idea what could be happening?


texts:
So, I have an HDR file that is lighting my scene (https://hdrihaven.com/hdri/?c=skies&h=yellow_field this one, to be specific), but it's casting rather sharp shadows onto my scene. This is undesirable in the context of my scene, but I'm not sure how to make it do anything else.

How do I soften the shadow cast by this HDR texture?

EDIT The answer given in the "duplicate question" section is not satisfactory to me. I wish to use this HDR file, adding additional light-bouncing objects would not work astonishingly well due to the nature of the scene, and blurring the HDRi as shown in that answer completely changes the appearance of the scene.


texts: How to scale vertices in only top view but not impacting how they look in front view?

texts:
Hello everyone please look at the picture when I scale the shield in top view(constrains to X axle) the front view was also changed, is there any ways the scale only limits in top view but not changing everything in other views?

Thank you


texts: Is it possible to have 2 materials reference same shader in Blender

texts: I'd like to be able to have same material in Blender with 2 different names. It should work in a way that if I edit the shader in Blender in one of the materials, it will update in both materials. Is this possible?


texts:
I have to implement a problem statement in blender.

I have different objects scattered on a plane.(e.g. Object1,Object2,Object3)
I have to model a car which moves using 4 set of keys on the keyboard and it should detect these scattered objects on the
    place.

How can I detect these objects using blender?


texts: How do I change the angle of the axis without changing the angle of the object?

texts: Hey guys I am currently working on a scene with multiple objects.  There is one object (a wheel) that I need to rotate the origin for without rotating the wheel itself.  I have the exact angle that I need so a manual solution would be the best.  Any help would be much appreciated. I am used to parametric modeling and Blender is a little out of my depth.


texts: Slightly edit/scupt the rigged character in Zbrush without loosing weights

texts:
I have a character in Blender with a complete rig, I want to sculpt it slightly in Zbrush, but then I need somehow transfer all weight into edited/sculpted model.

What is the best way to do it? The polygon count will remain the same.


texts:
New to Blender so sorry if this is a dumb question.  But it appears I forgot to turn off mirroring and accidentally deleted a vertex on the seam of my pants, leaving a hole in the texture.  How can I replace/recreate the deleted vertex?

I have tried merging the vertices but it messes up vertices.  I know right clicking is supposed to create a new vertex but that doesn't do anything when i try it.  I'm using 2.79 on Mac.  Any help would be greatly appreciated.  I'm so close to finishing my first project but I'm stuck until i fix this issue.  Thanks


texts: Check info about thickness of vertex point

texts: Is there a way to check the statistic info of a vertex point in grease pencil? If I change the thickness of a vertex point in sculpt mode or with alt s in edit mode, I want to know exactly how much thicker or thinner it gets and I want to be able to check it anytime so that I don't need to remember what changes I have done.


texts:
I apologize for the very basic question, but I have been struggling for some time now with the following task:

I want to create a 3D print of a 2D image by importing it as a plane, subdividing it and the using the displace modifier to obtain a 3D image. However, I have not found a way to crop the original image into the desired shape (circular in this case).

I have tried the boolean  modifier, but it does not work for 2D objects. I have also tried to extrude it into a parallelepipedic object and then use a cone and the boolean modifier, but the image would disappear after the operation. Using the knife or subdividing it and deleting the undesired regions manually would be a solution but both are not very elegant. Is there an easy method to do it?


texts: How do I add texture to new faces on an already-textured mesh?

texts:
I finished modeling and making a texture for a coyote, but then decided I'd like to add some planes behind the legs and around the ruff so that I can add a texture that will make the coyote look more bushy. Below is a picture of my coyote with some rudimentary MS paint lines where I'd like to add planes that will simulate spiky fur when viewed from the side.

I can easily add more planes for the fringe, but in order to apply texture to them, I'd have to create a new UV wrap, which will make the UV map around which I based my existing texture useless. Is there an easy way to add faces and textures to an already-textured object without ending up with an entirely new UV map?

Thanks!


texts: Parent without parent rotation and rotate around local z (script)

texts:
I have a rotating object that appears wobbly because it is bent like a tent going inwards and at a slight angle.
I am trying to get it to parent to an empty object which I then rotate locally around the z axis, I already tried doing this by hand and it works fine but I am unable to mimic this behaviour (from GUI) in the script itself because of parenting/rotations not being applied in the same way.
#reset object pivot
animatedPropellor.select_set(True)
bpy.context.view_layer.objects.active = animatedPropellor
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
animatedPropellor.select_set(False)

worldLocation = bpy.data.objects[animatedPropellor.name].matrix_world.to_translation()

propellerAnimationParent = bpy.data.objects.new( "PLAIN_AXES", None )
propellerAnimationParent.name = animatedPropellor.name + "_animationParent"
bpy.context.scene.collection.objects.link(propellerAnimationParent)
propellerAnimationParent.location = worldLocation
propellerAnimationParent.rotation_euler = (-propellerAngle, 0, 0)

propellerAnimationParent.select_set(True)
bpy.context.view_layer.objects.active = propellerAnimationParent

animatedPropellor.parent = propellerAnimationParent
animatedPropellor.matrix_parent_inverse = propellerAnimationParent.matrix_local.inverted()
animatedPropellor.location = (0,0,0)

GUI: parent is rotated in x but plane is not rotated with it

SCRIPT: parent is rotated in x and plane is rotated, because the mesh already has a default rotation
steps:

reset origin of plane mesh
create new empty / axes object
rotate axes object by angle
unparent plane mesh
parent plane mesh to axes object
set rotation local and ZYX euler
start rotating the object in Z

problems:

child mesh rotate with the parent which doesn't happen when I do it by hand in GUI
doesn't seem to rotate along z properly, still wobbling


texts: I have joined the objects but they just won't hold together. In the first image, it's as it should be and on the second once it hits the ground, the objects get separated.


texts:
I am making a new blender game, but I wanted to find out about license. I want to know how to get license, and how I can sell my game for money. Do I have to pay royalties?

P.S. When you put it on hold, I was very disappointed; because, where else can I ask question about blender? This is not question asked very much- I just asked how to license a game!


texts: The trivial problem of weight painting and x symmetry

texts:
I used rigging to build a skeleton, and I turned on x mirror and x symmetry to weight the leg symmetrically.
However, if a weight value is assigned to other bones except for the two bones, the operation will not work.
Is there any way to make this completely symmetrical?


texts: Keyframing driver location results in unwanted movement of armature and animation

texts:
first time posting here! I've reached a bit of an impass. Ultimately I want to hide an object for all animations except one.
To do this, I am attempting to use a driver, OutsideOrbDriver to control the material value Fac for NightOrb_outside. I have mapped OutsideOrbDriver's X location value to Fac so that when I adjust the X location value from 0 to 1 of OutsideOrbDriver the Fac value of NightOrb_outside shifts from 0 to 1. Working as expected.
The problem comes when I attempt to animate the Object OutsideOrbDriver. First note that when I select OutsideOrbDriver, I see the actions for the entire armature even though OutsideOrbDriver is not a part of the armature.

Further, when I move the location of OutsideOrbDriver and keyframe with i > apply location the entire armature moves to the position of OutsideOrbDriver. I would expect this if the armature was linked to the object. But it isn't. I am dealing with two separate objects.

Could someone explain to me why my entire armature and animation is moving to the location of the OutsideOrbDriver. Is there a way to prevent this?Thank you for the assistance!
Blender File:


texts:
I have set up an array modifier and a bezier curve which the array is following. My spheres aligned themselves in a straight line for the length of the curve, however they are not following the curve exactly.

This is not a duplicate. I have followed every answer of the already
posted questions and none of them worked.


texts: How to make a screen capture video in 2.8 beta? In 2.79 the screen capture shortcut was Alt-F3. Is there an alternative way in 2.8 beta? (The screencast is in the Window pulldown and has, as far as I can tell, no shortcut.)


texts: Why don't my objects reflect in the base plane?

texts:
I'm clearly missing something basic, and no doubt terribly simple. I've seen videos and tutorials on constructing reflective objects, and kind of even understand them (and I'm at least sure I'm exactly duplicating their material settings).
So, I made a large plane mesh, and gave it reflective material settings. Then I built three objects that I placed just over it (red blue and green). The objects are visible, they cast shadows, etc. But the plane does not reflect the objects.
What am I doing wrong? (Also, apologies if there are random strange characters; they echo right but when I go to the next line sometimes a few characters in the previous line change to random things! Gotta reboot I guess, even on Linux.)
This screen capture shows the material the base plane is made of, and the three objects, and the lack of reflections. That orange line is the edge of the base plane, selected, so the material shown is really the material of the base plane.

I was hoping to upload the whole project (it being trivial and hence small), but that doesn't seem to be an option. Blender version is 2.82.7, running on Ubuntu 20.04.1 LTS.


texts: I am doing this Blenderguru tutorial to work on my modelling skills. There is a weird bubble next to that black circle. What is the reason for that and how to solve that (I already did smooth shading) ?


texts:
Can You tell me how to create a base for 3d scanned sculpture (with some surrounding - roots, rocks etc.) where such thing like "flat surface" does not exist (please take a look at attached pic).

Model has it's texture and I would like to preserve it :) Maybe it would be nice to apply texture or color for base.
Can You tell me how to achieve effect similar like this? (not my model unfortunately, just a random screenshot).

I'll be very, very, very grateful for help.

Thanks in advance!
Konrad


texts: New Editor make the toolbar always on top

texts:
In 2.8 when I create a new Editor the toolbar is always created on top. Can we change that?
I need to put it on bottom every time....manually...
Or maybe a script that can do it?


texts: Thoughts on Building a Blender-Oriented PC

texts:
The rendering time on my laptop is starting to become absurd in order to get a decent looking scene. I am looking at building a pc that is well suited for blender. What components are the most important? Most of my projects are rendered using cycles, so a Nvidia graphics card is a must plus lots of ram. But I want some more information, like what cpu (Amd?)? What graphics cards would you recommend? If you have the time could you list a couple different builds such as premium, budget, ect.?

I know that there are other ways of lowering the rendering time (i.e. better poly management), but I have been looking to build my own rig for a while.

Thanks Guys!


texts: Cycles is not using the materials created by MakeHuman

texts:
I am using a blender and  MakeHuman .mhx file to model some persons moved in a scene and captured by a fisheye lens camera.

I model a person with clothes on MakeHuman and I load it in blender in mode Cycles Render (because fihseye lens work only in Cycles Render). When I render I get a person without clothes and a lot of noise caused by the light (see image1). But in Blender Render I get the person with clothes (see image 2).


texts: Adding a color wheel to a UI panel that controls the color input of a cycles node

texts:
Okay so I am trying to add a color wheel to my custom UI panel to control multiple color inputs on different materials all at once, but I having a lot of problems trying to figure out what to do exactly and everything I have tried is giving me errors;

my idea was to add a driver to the color input of the node of the node using a custom property set to an array like this,

But when I try to use the custom property to control the driver it just says this

and I have run out of ideas of what to do, I'm still new to python and I am not really good at it.

Python script:

import bpy

class meshsettings(bpy.types.Panel):
    bl_label = "Fandroid"
    bl_category = "RigSettings"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    @classmethod
    def poll(self, context):
        try:
            return (context.active_object.data.get("Rig_Fandroid") == "armature")
        except (AttributeError, KeyError, TypeError):
            return False

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        split = layout.split()
        col = split.column(align=True)

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        split = layout.split()
        col = split.column(align=True)

        row.label(text="Model Settings")
        col.prop(context.active_object.data,'["Subsurface"]', slider=True, text="Subsurface Level")
        col.prop(context.active_object.data,'["OpenSubDiv"]', slider=True, text="OpenSubDiv")
        col.prop(context.active_object.data,'["EdgeSplit"]', slider=True, text="EdgeSplit")
        col.label(text="Material Settings")
        col.prop(context.active_object.data,'["LightBrightness"]', slider=True, text="Light Brightness")
        col.prop(context.active_object.data,'["BaseColor"]', "color", text="")

bpy.utils.register_class(meshsettings)


texts: How can I snap two vertices of different objects while rotating?

texts: What I want to do is to snap vertex "A" of selected object to vertex "B" of an other object, while rotating. Any idea how can I do this?


texts: How to import a Blender Model into Source Film Maker?

texts: Is it possible to import a Blender model in Source Filmmaker? I can't find out how. If so, is there a way to do it without downloading anything?


texts: How to project an image/video on a moving object?

texts:
I would like to project an image or a video like a real life projector on moving objects.
Is there a picture/video projector like a light source?
With the old version of blender we could use a spot image instead of a colour.
It is not the case anymore in the newer version.
Do you know how to do it?


texts: can I get number of edges connected to a vertex

texts:
I essentially want to put a fence up around the edge of my object, is there a way I can select all vertices with 3 edges connected to it?

for vertex in object:
    if vertex.connectededges == 3:
        select


texts: How do I disable 'Restrict viewport selection' for multiple objects?

texts: I accidentally turned on 'Restrict viewport selection' for each object. How do I turn them all back off without having to click the objects one by one?


texts: How to set objects , or vertex point in a bezier resolution_u vertex?

texts:
I'm trying to approach the beziers, but I'm still not able to understand the situations, so I based myself on a part of this code coming from
Getting the list of points that describe a Curve without converting to mesh

In this case as a test I am trying to place a series of cubes in the positions of resolution_u, without success, since when I modify the bezier, the points are always the same, in addition they do not match with the global space, I am not sure that they should be converted with a matrix operation, I don't understand how.
In addition I would like to take into account the rotation of these points, so that the cubes actually follow the trend of the curve with the related twists

import bpy ,bmesh ,mathutils

spline = bpy.data.curves[0].splines[0]

if len(spline.bezier_points) >= 2:
    r = spline.resolution_u + 1
    segments = len(spline.bezier_points)
    if not spline.use_cyclic_u:
        segments -= 1

    points = []
    for i in range(segments):
        inext = (i + 1) % len(spline.bezier_points)

        knot1 = spline.bezier_points[i].co
        handle1 = spline.bezier_points[i].handle_right
        handle2 = spline.bezier_points[inext].handle_left
        knot2 = spline.bezier_points[inext].co

        _points = mathutils.geometry.interpolate_bezier(knot1, handle1, handle2, knot2, r)
        points.extend(_points)

for v in points:

    mesh = bpy.data.meshes.new('Cube')
    cube = bpy.data.objects.new('Cube', mesh)
    bm = bmesh.new()
    bmesh.ops.create_cube(bm, size=0.1)
    bm.to_mesh(mesh)
    bm.free()
    bpy.context.scene.collection.objects.link(cube)
    bpy.context.view_layer.objects.active = cube

    cube.location = v

The result I get is this, I am completely in the dark with this type of operation, I hope you have patience.


texts: Bone Controlling Faces for Cartoon Eye Pupils does not keep the proportion of one Pupil

texts:
I am using a Bone to control a Vertex group that represents the pupils in my characters cartoon eyes. The Weight of all Vertices of this group is set to max but one pupil is not keeping its circle proportion and one vertex is kind of wandering off although its weight is set to max?
Is there a way to make sure to keep the proportions of the vertex group while I move them with the bone?
New to Blender and already searched for answers via google and other questions but could not find an answer. Maybe someone could help?


texts: Moving bones in a specific manner with two fixed points

texts:
I want to move 3 arms up and down with 2 arms anchored to the wall like in the drawing. I'm not able to get both arms fixed to the wall with use of bones,
one bone-end is no problem, all video's I have seen works with one end fixed, please help, thank you.

I used Georges his way to make it work, but I still have a little problem if the upperarm is shorter then the lowerarm, both the arm-empties move out of place and the triangle does not tilt. Am I doing it wrong?


texts: How To Change Camera Field Of View From Python Script

texts:
I'm trying to change the camera FOV by script. I've already seen different questions like this, but the answers doesn't work for me... This is my code:
import bpy
import math

a = 'hello'
bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(50,0,0), rotation=(1.57057,0.00174533,1.57057))
bpy.data.objects["Camera"].name = a
bpy.data.cameras[a].lens_unit = 'FOV'
bpy.data.cameras[a].angle= math.radians(10)


texts: Why is the underlying command of "select all" not working when executed with python? (Grease Pencil)

texts:
While in edit mode of a grease pencil object, the tooltip of "select all" says that the corresponding python command would be bpy.ops.gpencil.select_all(action='SELECT').
This is also confirmed by the Info Editor.
But when I try to run this command while in edit mode (either from the Python Console or in a script), it doesn't select anything.
For example this code doesn't work (if the vertices weren't already selected):
import bpy

# change to edit mode
bpy.ops.gpencil.editmode_toggle()

# select all vertices (doesn't work)
bpy.ops.gpencil.select_all(action="SELECT")

# move the selected vertices
bpy.ops.transform.translate(value=(-0.5, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

What am I doing wrong?
I use blender 2.90.1 (same behavior occurred in blender 2.91.0 Alpha).


texts: I wonder how to do that in Blender. I desire to extract images of bump maps from normal maps, so that I can re-work them in Krita or any other painting software.


texts:
I encountered this glitch(?) when I rendered this project of mine using GPU Compute in Cycles Render and I really don't know how to do it, it always shows in any projects.

but when I'm using the CPU, the image is okay. So, what should I configure to fix this error?

The device I'm using is a Lenovo ideapad 110 Laptop


texts: Faces shading looks strangely segmented after extrusions

texts:
I extruded something from this Obj model and the shading looks segmented as if there were distinct models.

I have already checked that my normals are not inside out.

Normals look ok:


texts: Successive Frames Take Longer and Longer to Render

texts:
I have an unusual problem. I render a frame and it takes 1:46. Seven frames later it takes 2:18 to render a frame. Fifteen frames later it takes 2:34. After a few hours of rendering it takes over 5 minutes to render a frame.
I am using Blender 2.79b with an Acer Predator G1-710 Intel i7-7700 3.6 GHz Nvidia GeForce GTX 1080 and Windows 10 64 bit.
My animation is about 17,000 frames long and I use hair and particles and transparencies.
I have set Cycles render using the GPU.
I am rendering single layers.
The workaround is for me to close Blender, re-open it and continue rendering where I left off. The render time for the next frame is then 1:56. I do not have this problem rendering the same file on my Mac nor on my old PC. So, does anyone have any ideas as to how I can achieve a relatively consistent render time for each frame?


texts: How to export object with its texture for 3d printing?

texts:
hopefully, this is a simple noob issue. Yes I have seen that it's been asked again and again and again, and I have tried lots of the solutions but I'm still stuck.

I have a model that I have applied a texture to and it renders nicely in Blender.

Ideally I want to export this to Shapeways for printing in colour sandstone, or when I eventually get an Mcor Arke, print it on there. So, I have a few options, DAE and X3D for example, these require the texture to be alongside the file in a zip file, and when I upload them, Shapeways says there is a texture (probably because the zip file included a PNG file), but won't render it. When I look in the X3D or DAE file with a text editor, there is no reference I can find to the PNG texture file.

I also tried this post on using the blender render engine, but it still doesn't have a reference to the texture when I export the object.

From when I used to do scanning, PLY seems to have all the image data in the file, so I tried that. Interestingly, Paint 3D recognizes PLY files and renders my bust scan... but, still no model of mine. I thought it may be the mirror modifier, but checking the export attributes, it applies those and includes the UV data, and I applied it manually to test anyway, but no.

Stumped, I continued my search. There was this post about not using nodes, but as I walked through the screenshots, I didn't have the "Mapping" tab that was there, then I did something somewhere and it was there, but it didn't have a UV option for coordinates, when I did the original unwrap I did use the smart option... because I followed a youtube example, so I went back to the beginning of this article, and did the unwrap.... but now I cannot see the material rendered at all in any view. I can't seem to find a walkthrough example of a complex paint job without nodes.

Finally, I found this post. I didn't really understand the explanation, but it did mention baking, which I saw in an option somewhere. So I gave that a pop.

Still nothing. So now I'm out of ideas. Any other ideas much appreciated, but, please bear in mind I still don't know Blender all that well.

If you're interested, here is a zip file with my .blend file and texture.

Any help much appreciated before I lose my mind.


texts: How can you use color ramp to affect emissive shader

texts: Is it possible to affect the emissive shader with the color ramp at all? I would like to do something like this (image below):


texts:
simple question, I would like to know that is the best solution for cleaning my mesh?

Maybe the knife?
https://framapic.org/5XTvfkM6DXRk/FxI8lQx6iRTd.gif


texts: One material fades into another on model?

texts: Is it possible to make the top of my model glossy, and have the glossiness fade into matte toward the bottom of the model? (Or any combination of surface variations, this is just an example) Thank you!


texts:
Im still taking baby steps with Blender (2.69)
I was hoping to add a sky to my scene using the settings mentioned in the help.

I have a sun lamp in my scene, but I cant spot where the options are for adding sky and atmosphere.

I know this is a basic question, but can someone point this out for me and provide some steps on how to add a sky to a scene?


texts: How to register a popover panel that doesn't show anywhere else in the UI

texts:
I'm using
layout.popover(my_panel) to draw a panel in a box when it is clicked on, but I don't want that panel to be visible anywhere else in the UI. Just removing the bl_category setting from the panel class simply puts it in a category named "misc".
I realise that one solution could be to change the bl_region_type to something different, but if I change it to something like "TEMPORARY" it just gives me an error.
Is there a correct way to do this, or would it be better to do it from say the invoke method of an operator?


texts:
I'm new to Blender and 3D modeling in general.
I've been working on a model for about 5 hours. Just as I was preparing to render and save a picture of it, parts of the model started disappearing. They're not deleted, and there's a light source, they just don't show up. At first it was only like this when I looked through the camera using Ctrl-0, but now nothing it working like it used to when I started. Oh and I'm using Cycles Render.

What could be the problem?


texts:
Both bones enabled

I'm trying to add a bone to deform the character, so I could easily make it look fat or skinny. The problem is that the other bones seem to be affecting the result, even thought they are not moved (their weight maps cause the unwanted deformation). You can notice the deformation in the right side of the first picture. Can you explain me why is this and how can I prevent this?

This character is for a video game.


texts: how to bend a lattice around a sphere so that they are concentric?

texts:
I am trying to use the bend modifier on a lattice at a 360 degree angle using the sphere as the Origin. I would like the lattice to become circular around the sphere so that lattice and sphere are concentric. However, I just cant figure out how to do that.
I have attached an image illustrating my problem.
Thank you,
Hidari


texts: When I am modeling and know I will only be transforming across X/Y for a while, I would like to lock Z for an extended period instead of having to press Shift+Z every time I transform. Is there anyway to lock a plane for a long period?


texts: How do I move the origin to the center of the object

texts: I just can't manage to make the cursor and origin in the picture to go to the centre of my mesh, I press all the option on shift+s and nothing works.


texts: How do I programmatically query the state of the timeline "record" button?

texts:
I have a frame handler that should set keyframes if the record button is set. How do I check whether it's enabled via Python?

Thanks!


texts: Unable to change number of vertices after adding a bezier circle in blender 2.83

texts: Once I add a bezier circle, there is no option to change the number of vertices anywhere. As you can see, the box at the bottom has no option to add vertices. If I click edit mode, the bottom box also disappears. I am a beginner in blender so a detailed reply will be helpful. Also, once the circle is added, I have pressed F6 (as suggested in other answers) but nothing happened.


texts:
To reduce render times I want to apply some noise reduction on a simple scene using Cycles.

I don't want to apply it to all scene because it blurs a bit the first plane (A), so my idea is to separate layers and apply the denoise in the background layers, where the shadows are falling (B) and composite them.

How can I apply denoise to only one layer?


texts:
I am making a product presentation and need to show the different states of the Backlight(Png File - Emitter).

Rightnow i use a "Mix Shader Pyramid" to guide the right Texture to the Material Output (See picture below) and instert Keyframes as needed.

Is there a more elegant way?


texts: How to transform the face of an object in a texture?

texts: I have below a cube type object that has very sharp faces. These faces contain 3 different colors (3 different types of purple) and I want to know if there is a way to transform these faces in a 2D texture so I could then delete the sharp faces and add the texture to a flat face, without loosing the aspect and forms of the colors. Is there a way to do that?