texts:
I would like to replicate something like this:

I've started with a layer of graphene from a tutorial (here is the corresponding blender file: blender.freemovies.co.uk/blenderfiles/modelling/chemistry/graphTut24.blend)

The right way to go is probably something like How to create a strong halo light effect?

However, I don't know how to apply that to my problem, as I'm fairly new to blender. Thank you very much for any help!

EDIT: So I managed to get the desired effect using halo+lines (because I like it with the lines, see the blender manual under Halo Rendering. However, that only works using the Blender Render, but I have to use the Cycles Render. I've tried to achieve a similar effect using that render engine (there are lots of ways here on stackexchange), but I cannot get the lines and it doesn't look as nice as using the blender render + halo. What's the best way to start to achieve the same as in halo+lines?


texts:
How can i bend this cyclinder into an L shape please. I have tried the warp in transform but i seem to end up with an odd windy shape rather than a simple shape.

Simon

Many thanks


texts: Intense glare with texture on plane created with Blender bpy 2.79

texts:
I am quite new to Blender (and bpy) and thus this forum so excuse me if i make some blunders. Due to constraints i can only use Blender 2.79. So my problem is as follows. I have a plane that i need to texture with an image. You might think that thats simple since there is a plugin for that, but the problem with the plugin is that bpy.ops.transform.resize() behaves differently for planes which are created with bpy.ops.mesh.primitive_plane_add() and for planes created by this plugin. Since for my work i also want to use cycles, and since the plugin does not work for cycles, and since i want to create exactly the same scene for Blender Render and for Cycles, my only option was to manually texture the planes for Blender Render and Cycles. For Cycles this turned out fine (I use different code than the one that you will see later in this post, (obviously) since texturing for Blender Render and Cycles is not done in the same way), but for Blender Render i get this weird glare on the plane. Only when i rotate the image (atleast 0.2 * math.pi with rotation_euler), the glare disappears. I use the SUN as a light source and i turned off the shadows. The light intensity is 0.6 (and lowering it did not alter the glare). The camera and light are placed right on top of the scene. My code for creating the plane with the texture is

    bpy.ops.mesh.primitive_plane_add()
    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
    bpy.context.active_object.name = 'Plane'

    bpy.ops.transform.resize(value=(9, 5, 2))
    #bpy.ops.transform.rotate(value=(-0.5 * math.pi), axis=(4, 0, 0))
    ob = bpy.data.objects['Plane']
    ob.rotation_euler = (0, 0, 0.5 * math.pi)

    mat = bpy.data.materials['Material']
    tex = bpy.data.textures.new("bg", 'IMAGE')
    tex.image = bpy.data.images.load(background)
    tex.extension = 'CLIP'
    bpy.ops.mesh.uv_texture_add()
    slot = mat.texture_slots.add()
    slot.texture = tex

    if ob.data.materials:
        ob.data.materials[0] = mat
        ob.active_material.texture_slots[0].use_map_alpha = True

    else:
        ob.data.materials.append(mat)
        ob.active_material.texture_slots[0].use_map_alpha = True

This is how the rendered image with blender render looks:

And this is what the image of the texture looks like:

And this is how I want it to look like (dont mind the image being rotated). This was created with some slightly different code with Cycles

My question is thus: how would I remove this glare/why does it occur


texts: How to get all available entries of an EnumProperty?

texts: As the questions already states? How do we get a list of all possible/available entries of an EnumProperty?


texts:
I have objects A and B. Both of them are part of a large 3D rectangular object. As they were extracted from the original object, they have some open portion as shown in the image

When I try to use BoolTool to union the A and B, it does not perform well and often just keep A or B without merging with the other one. For example -
BoolTool Union of A and B = just A or just B

If I manually filled the open sides of both objects, the BoolTool performs exactly is supposed to be.
BoolTool Union of A and B = Union of A and B

Is there any way for BoolTool to work on the objects with open sides? I have thousands of objects and filling the sides one by one is not a viable option.


texts: Strange photo appears when creating mirror

texts: I was trying to make glass, instead of it I got something like mirror, but it reflects unknown photo of trees I haven't ever seen before.


texts: why is my mesh fully lit from all angles with no lights in the scene?

texts: I am playing around with materials in blender cycles, and for some reason my mesh is brightly lit with no lamps in the scene. ambient occlusion is off and I tried restarting blender. what is going on here?


texts: How to make a particle independant from the others after being generated?

texts: I'd like to emit particles from a mesh according to a sound. It works but EVERY generated particle react to the sound, not only the on who is currently being generated. I hope it's clear, thank you very muh from advance for helping me.


texts:
Background Images are not showing up in the other views other than the camera view. It will show in the camera view but not in the other orthographic views. I have tried switching the set view that the image is visible in and increasing opacity to 1.0. I am in orthographic view when I am attempting this.

Here are the specs for my computer that I am aware of:

Blender Version: 2.78
Image format: jpeg
Graphics Driver: NVIDIA
OS: Windows 8.1

Edit: Here is an image of the setup. Nothing is changed except for the preset view (using left in this case).


texts:
I study particles hair. And I can not see how the size param affects at particles. When I change it all stay the same.
Can you say or show me how does it affect?


texts: Microdisplaement in Blender projecting only in one direction!

texts:
I am trying out Micro Displacement in Blender... but facing a strange issue - all the projection happening in one direction instead of polygon normal (please see the screenshot below)

I would really appreciate if anyone could point out what I am doing wrong :(

Here is the scene file if anyone needs:

I will upload the blend file also in case anyone wants to have a look at it.


texts:
I´m planning to make a mold from 3D-model. I would need to print "loop cut" profiles from my model. Do you know how is that possible? (Profile section, Cross profile, Cross section, Cross profile)
Thank you for your help


texts: Why doesn't my SkyTexture show up in the preview tab?

texts: I have a problem with an image not showing up in the preview tab for the SkyTexture. In the screenshot below you can see the image is displayed correctly when used as a Background image in the 3d-view. I'm using the image as an environment texture. Any help welcome! (I'm using blender internal).


texts:
A quick question about using the Freestyle SVG exporter. What units does the exporter assign to vector objects in the SVG export file- meters, millimeters, pixels?

Suppose that I was exporting Freestyle edges with lengths that correspond to a few meters in the real world, but I haven't made a setting for modeling units in the scene- I simply adhere to a modeling practice of having 1 modeling unit correspond to 1 meter. In a graphic design program such as Inkscape I would want to reproduce the vector objects at a conventional scale, such as 1:100 or 1:50. With an orthographic camera, I would be using the Orthographic Scale setting to fit the objects into the area rendered. What would be good practice for ensuring accuracy of scale, at a desired scale?


texts: Add modifier to all objects and change modifier-property

texts:
Hi ladies and gentlemen,

I'm adding a decimate modifier to all objects in my scene and try to change the ratio-property afterwards on demand. I want all my objects to have a maximum of 1000 polygons, so my code for Blender looks as follows:

for obj in bpy.data.objects:
    modDec = obj.modifiers.new("dec", type = "DECIMATE")
    if (modDec.face_count > 1000):
        modDec.ratio = 1000 / modDec.face_count

I actually thought this was pretty simple and straightforward but it won't work. All my objects get the modifier but the ratio remains "1". If I leave out the if-statement and just write something like modDec.ratio = 0.5 it works...the objects get the modifier and the ratio is actual 0.5. I don't get what's wrong with my code. Can someone please help me with this?

[EDIT] I forgot to mention that I work with Blender 2.78b. Sorry for that.


texts: How to add a child to multiple instanced parents?

texts:
So I have multiple instanced objects, they are parents to a spotlight ( this I've set up before I started instancing the main Object ). Now I'd like to add an additional point light to these "parents", is there a way that I can update these instanced parents to have them all get a point light without me doing it manually for each one?
Any info on this would be great, I really hope there's a feature that I just haven't found yet...


texts:
Hi, does anyone know how I can move the end bone?

The bone only rotates or scales depending on the connected checkbox.

File here:


texts: How to select all faces within a square with a certain length and at a location (x,y)?

texts:
I have seen this : Selecting faces within a given radius

But it's a circle, I'd like to do the same but with a square

So is there a way to select a face from a coordinate point (x,y) and then apply the script to select a square respecting a length?

Basically to something like that:

I thank you in advance for your help, attention and time. I'm a begginner and I was thinking of KDTree but I don't quite understand the documentation... So if someone may help me I'll be grateful.


texts: How to switch on Bezier tools on Grease Pencil?

texts:
My present interface looks like this below. No Curve Editing setting in sight.

This below has Curve Editing. Now, how do I bring that tool into my Edit Mode?


texts: Seamless Procedural Texture in Polar Coordinates

texts:
I've written a Cycles node tree to convert rectangular (X,Y) to polar coordinates (R,theta) as the basis for a procedural texture with radial symmetry.

However, there is a seam in the texture where theta jumps in value (-pi -> pi or 0 -> 2pi).

What are some of the techniques for eliminating this seam? I have found one method that uses a blended overlap region. Are there others?


texts:
I have an addon with that you can define widgets (like panels) that are drawn into the 3d view. The are defined using gpu module, that has this coordinate system:

So the widget would be at about (800, 100), but of course the user would rather define the panel like this (upper left hand corner is origin):

I already keep the x and y in a separate Python class and I paint the panel with the gpu module like this:

def update(self, x, y):

    self.x_screen = x
    self.y_screen = y

    indices = ((0, 1, 2), (0, 2, 3))

    # bottom left, top left, top right, bottom right
    vertices = (
                (self.x_screen, self.y_screen),
                (self.x_screen, self.y_screen - self.height),
                (self.x_screen + self.width, self.y_screen - self.height),
                (self.x_screen + self.width, self.y_screen))

    self.shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    self.batch_panel = batch_for_shader(self.shader, 'TRIS', {"pos" : vertices}, indices=indices)

Is there a nice way to convert the Y-axis so that I dont have to recalculate the Y-axis manually to define the vertices of the batch?


texts: Principled shader is not appearing for me. Where is it?

texts: I'm trying to create a text based fire animation but principled is not in my shader options and I'm already in cycles render. I'm using v2.76 (Best my pc will allow). Is it located elsewhere or do i need to use an alternative? And if so, what would that be?


texts: How do I change the default settings of export operators?

texts:
I made a panel with an Export Modified Model STL button. Right now I am using...
class Export_STL(bpy.types.Operator):
    bl_idname = "diamond.export_stl"
    bl_label = "Export Modified Model STL"

    def execute(self, context):
        bpy.ops.export_mesh.stl('INVOKE_DEFAULT')
        self.report({'INFO'}, f"This is {self.bl_idname}")
        return {'FINISHED'}

It works but I need the default settings to have "Batch Mode" to Object" and a check on the "Selection Only". How do I write this in the script?


texts: How to render an image with holdout material in Cycles 2.8?

texts:
thats almost litterally the question asked here but these don't seem to be working with 2.80
Can Blender render pngs with the background transparent?

i have PNG, Rgba, 8bit, 15% compression  and the holdout material still renders as black.


texts:
I'm relatively new to Blender and I'm trying to apply the Boolean modifier to substract channels from a micro-chip. The problem is the boolean difference does not work for me.
So I read some advices from similar cases on Stackexchange (remove double vertices, recalculate normal vectors), but the boolean still does not work for me.

Here is the file, feel free to test it: https://drive.google.com/open?id=0ByANiJ_L-B8bSEtkMEtFQjNDTFU

Thank you very much for your help!

Axel


texts: I could not see compsiting,scene in blender

texts: In the upper part as you can see there is no scene,default it has gone to 3


texts: Delete all interior vertices,faces, edges of a 3D model

texts:
I basically have a similar setup like in this example:

Simplify mesh by cutting out inside parts

I did not use particle, but the outcome is the same a lot of objects that I want to merge into one and where I want to get rid of everything that is not on the outside surface. I tried select visible like excellently described here:

How can inner parts of a mesh be selected?

But even after a long time where I carefully tried to select everything (vertices) and I inverted the selection and deleted it, it leaves me with a model with big holes.

Is there any way including exporting and using other software (Meshmixer did also not work, even though it has a similar select visible in the modify panel) where I can just select every face, vertices and edge on the outside surface of an object and then invert and delete ? Or any other way to achieve the same ?
Maybe via the Normals ?

Thank you


texts: How can my shrinkwrapped clothes stay on top of my character's skin when I animate?

texts:
I have been using Blender for 2 weeks now. I have never done 3d animation before but I have been doing 2d animation since 2004. I manage to grasp a lot of the stuff in Blender (or 3d in general) like modifiers, meshes, IK and stuff. My problem is I have created clothes for my character, when I animate the guy his clothes start tearing apart in random places.

The shorts where made by selecting regions of his legs and then I duplicated them into a new mesh (shift D or control D or something). The "shirt" was made using bsurfacing starting from a single vert.

Neither object has cloth modifies (cause I'm not sure how to do that and not get problems) and there is no gravity on the garments (I don't think I want it) and neither garment has a collision on them.

Is there a way to make sure that my shrinkwrap modifier continues to hover on top of the guy's body/ flesh mesh without exposing his skin?

In the picture I have also show that the guy has a beard, I made that using a separate mesh. The beard is not attached to his chin, how do I do that? It got left behind when I moved his head.

The circled places in the attached image also show the shrinkwrapped clothes being torn apart by the guy's body when I animate.

Please help me!


texts: I have a objectA, and when I add a copy location constraint to it to another objectB with influence 0 at frame 10 and then add keyframe. Then on frame 11 I change the influence to 1 and add a keyframe, but when I go back to any frame from 1-10 I find that the influence is 1 as if it overwrote the inserted first keyframe which was inserted when the influence was 0. Any advice please?


texts:
My objective is to make models for android so I want to bake textures on low poly (plane) in case of a high poly floppy disk. I want the textures to appear on both sides of the plane. I tried "Full render but all in vain".

EDIT: This is because I did not check "Selected To Active"

When I did a full render bake, this is what I got

Could you enlist steps to do this??

Secondly if instead of a plane, i make a cuboid and I want textures to appear on all sides of the cuboid as if someone take picture and apply on the faces of the cuboid. How is that possible??


texts: Why does my photo not show up when importing it?

texts: I've been following this tutorial on YouTube, but when I add the photo (around 0:40 in the video) the photo doesn't show up. Does anyone have an explanation or anyone have a better tutorial?


texts: How to change the colors of a two-color texture?

texts: I want to create paperhanging for my interior scene, and I want the Pattern on my Wallpaper to be Black and everything else to be its normal color, I tried but everything I can make is exactly the opposite what I want.


texts: How do I cut off excess overlap of two objects?

texts:
How can I cut off (delete) the excess parts of the logs sticking through the roof in my picture?

Note: The sloped roof is just a rotated plane; not sure if this affects how you might do it.


texts: From a material's name, automatically "fill it in", and have it point to a same-named image texture

texts:
I am attempting to make it so that I can do the following:

Import meshes. These add a large number of materials. already contain the (empty materials).
Add all of the image texture files.
Make all of the previous materials refer to the image texture files based on the materials' filenames. (I.E. if the material said brickfloor001, it would build a material that has one image texture named brickfloor001)

However, I have been unable to do the third step, automating the node setup and adding in the images automatically. What is a method / addon for doing this?

I've already checked Node Wrangler's texture setup. This still forces you to go material-by-material.

(I want to avoid manually creating the materials, because this is nearly a hundred different ones.)


texts: Merging two bones that are children of 'one' parent

texts:
enter image description hereThere are two child bones - sleeve bone, hand bone.
And there is a parent bone - arm bone

And the sleeve bone and hand bone both are one down below from arm bone. which means they are direct child of arm bone.

I don't know how to merge these two bones into one, while automatically keeping the two bones' parent relationship to mesh into one bone that just has been made.

In internet search, they say press Alt+M or just merge, but it won't work as what it says, I'm guessing because these two bones I'm trying to merge together aren't a parent-child relationship. I should not delete any bone, since it will mess up the armarture's parenting mesh, and to re-parent mesh to changed armarture, it will take so many time.


texts: What select non manifold is for exactly?

texts:
I have some non manifold meshes to heal. And we have:

bpy.ops.mesh.select_non_manifold(extend=True, use_wire=True, use_boundary=True, use_multi_face=True, use_non_contiguous=True, use_verts=True)

    Select all non-manifold vertices or edges
    Parameters:

        extend (boolean, (optional)) – Extend, Extend the selection
        use_wire (boolean, (optional)) – Wire, Wire edges
        use_boundary (boolean, (optional)) – Boundaries, Boundary edges
        use_multi_face (boolean, (optional)) – Multiple Faces, Edges shared by 3+ faces
        use_non_contiguous (boolean, (optional)) – Non Contiguous, Edges between faces pointing in alternate directions
        use_verts (boolean, (optional)) – Vertices, Vertices connecting multiple face regions

I cannot figure the meaning of all options exactly. Can someone please tell me?

EDIT: Let's see... maybe that was too broad.

use_wire: edges without faces
use_boundary: edges with one face only
use_multi_face: edges with 3+ faces
use_non_contiguous: edges with one face turning back to the other
use_verts: ???


texts: How to make use of a cubemap in Blender Cycles

texts: I have a cubemap I got from somewhere that I want to use as a skybox for a scene, but it seems that there are no options in the World context to set it as the texture surrounding everything. "Image Texture" for Background color only gives me a single color across the scene that (I'm guessing) is the average of the colors in the texture, and "Environment Texture" doesn't allow for cube-based projection. How would I go about utilizing the texture I've gotten?


texts: Names of bones in Dope Sheet have very faint text color and yellow background color

texts: I have this problem as described in the title. It might be a dumb question but is this issue common? And how to fix it? I know I can change the text color but I think that probably will be the last move.


texts: How can I make a conveyor belt FBX that spins without rigging?

texts:
I tried rigging, doesnt work. I tried exporting it with curve unapplied, doesnt work. What WILL work? I am grappling for help right now, Ive looked at everything. Please help me, I need help.

I have a conveyor belt with a curve modifier unapplied. I move a cube and the tracks roll. the object doesnt actually move. I have tried rigging it with bones because i thought there was no other answer and spent 3 days on tutorials and 8 days total on this issue. I import it to unity, and it suddenly isnt rolling, but translating. It just moves, because the curve rolls in blender when i move it, but in unity it just moves the whole thing. I need help.


texts:
I tried to recreate a plastic bag after watching a tutorial but failed to achieve the desired look. The plastic bag is supposed to be floating and moving with the wind but instead, while playing the animation, the bag loses its form and kind of collapses even though self-collision is turned on. The physics of the object (plastic bag) is set to soft body and I added turbulent and wind to the scene.
best,
Jassim


texts:
I set my render to sample 800 samples.

When I look in the corner while rendering it only says 510 and has LOTS of pixelation.

I've never had this problem before.


texts: Blender 2.8: Pink from Missing Textures After an Import

texts:
I import various types of models into Blender 2.8.  Sometimes, the textures show up as pink, while others appear fine.  I understand that both the importers and exporters for Blender will generally not cover all textures.  For me, these include mainly .jpg and .png images.  Now, if the model formats include OBJ or glTF, then I can possibly do something, but if not, then I can't.  I would like to point Blender 2.8 as to the texture's location and name.  It seems to me that texture placement is already mapped on the mesh, but simply, the file name is wrong.

How should I approach this?

Thank you.


texts:
I have on addon with several seperat python files. Each file contains some methods, operators and a panel. These files are imported and registred in in init.py file. According to this post the panel ordering in Blender comes from the order in which they were loaded:
How I can define the order of the panels?
I have made a print() of all classes as they are registred and they are indeed loaded in the desired ordered. But Blender doesn't show them in that order :-(
Is there something I am missing?


texts: the mesh of the pig mask is when i select to  parenting armature to mesh with automatic weights, this is the image of when it deforms. I am doing something wrong ?


texts: 2.8 Ambient Occlusion of World Background

texts:
I have an animation imported from Mixamo.  In 2.79  I could not make the background transparent in animation only on single images.  So I used a green screen for the world background.  In there it was simple for me to click the Ambient Occlusion to eliminate the green shading on the character animation I was generating.

I don't know how to achieve this same effect in 2.8.  I have reviewed some of the online videos but can't get a handle on it.  I'm still trying to learn the 2.8 interface.

What are the simple steps to remove the green tint from the character displayed in the attached image?


texts: Removing the arms/legs from a mixamo model

texts:
I'm quite new to blender so I don't know how tricky this may or may not be.

I'm trying to specifically remove the arms/legs from a Mixamo model. I've tried going into edit mode and deleting vertices, but I thought that would be too tedious given that they are all together.

I also tried moving the pose to a different position before going into edit mode, but the pose gets reset in edit mode as well. Any tips/hints?


texts: How to stop background video stretching?

texts: it is not like this in the render only in the viewport. But this makes it hard to line things up when my viewport is different then my render. My video is 1920x1080 and my project is 1920by 1080 so i dont know why it is stretching.


texts: How to find python source code for an operator preset

texts:
I'm new to python and Blender and sometimes I find strange things. My problem is I'm trying to understand an operator behavior but something's missing.
I'm in this situation:

I select a mesh outside edges then I call a grid fill operator. Then the operator runs and I'm presented with the filled mesh and the parameter window where I can change values.

I'd like to know how that value, precisely "12", is set. From tests I did, it looks like it's something related to the number of selected edges, and changes every time geometry is changed. To correctly use the operator, I need to know how it's set, hence my question: how can I find that operator preset source code?
Mind, I'm not asking about this:

I already know that. I'm asking where is the source code which sets the "12" value. Thank you.


texts: Exporting Scenes from Unreal Engine to Blender

texts:
I am new to Blender and have used Lightwave 3d as my main animation software. I am debating switching and would like to know if there is a plugin or easy way to export scenes from Unreal Engine into blender?

Most software exports into Unreal Engine but I am interested in the ability to export a scene to blender. Doing it all one piece by one piece is what I have had to do in Lightwave so it would be amazing if you could export an entire scene to blender and have surfaces be somewhat correct. Thanks


texts:
I have this sort of glitches all over my rendered animation.

Could it be a bitrate problem ?

I reproduced it here


texts:
Imagine simple setup: CubeA has a Copy Rotation constraint with CubeB as a target. CubeB has world's orientation. CubeA has different orientation (LocZ=GlobalX, LocX=GlobalY, LocY=GlobalZ). Constraint is set for World to Local Space copy. For now everything acts as expected (e.g. rotating CubeB around Z rotates CubeA around global X).

If I parent CubeA to CubeC everything changes: rotating CubeB affects CubeA as if it had global orientation. Rotating CubeC changes effect even more. Now CubeA rotation is similar neither to CubeB's nor to CubeC's.

I don't want to make this question too complicated but if I change the order and apply the constraint after parenting the objects then result is different again from described above though I still can't pursue its logic.

How do constraint and parenting interact with each other? How can one estimate the final child's orientation?


texts: Boolean modifier flickering between difference and union?

texts: So I am creating an animation for a drill string for an oilfield representation and when I set the drill string (cylinder) to follow the bezier curve for an animation and then set a Boolean modifier on the ground (cube) the cylinder flickers from difference to union as if its trying to use both options at once, I have tried inverting and resetting normal's and removing doubles but no doubles were found and the normal's didn't fix the issue. I cant find a way to upload my .blend file so ill try to use pictures best I can. The first picture is the path of the drill string. The second picture is the Boolean modifier working properly. The third picture is the Boolean modifier not working properly and it flashes between these two. Any help or solution is welcome, thanks.


texts: Play 3 sounds with aud and wait between them

texts:
I want to play 3 audio files in the Blender Game Engine.

Play File 1
Wait 3 seconds
Play File 2
Wait 4 seconds
Play File 3

If I use time.sleep the blender game window doesn't update. There is another problem: I can only play one file with device.play(file1) and aud. After that the script doesn't continue. I want to start the script when the program is started. How can I do that?


texts:
How can I rotate the Local Axis of an object.
I ran into this problem when I tried to use a downloaded object from the internet and it turned out the angled parts Local Axis stand same way as the Global Axis. Is there an add on or plug in to make it happen?


texts:
In blender 2.8 my object that i try to render looks both in edit and object mode wired, and i can't use smoothen to aussure a plain looking surface.

All the other objects around it are behaving normal and were able to use the smoothen tool.

Does anyone know how i can undo the mistake i probably made and to make the smoothen option usable on the object again?


texts: Invisible faces in Unity when exporting a Blender file

texts:
I've made a blender basic model, and when i export it in Unity as an FBX file, a lot of faces are missing, or are invisible by one side...
I tried to recalculate the normals, but it didn't worked.
Please help !


texts:
I'm trying to make a render for a YouTube banner-thingy.
I tried to change the camera resolution to 2048x1152, for some reason during the render process it minimizes to 1024x577,
Any idea for the fix?


texts: I can't use the add menu, how can I fix it?

texts:
I'm starting now to modelling in blender, I was trying to create an hexagon, as everyone do, I searched on YouTube and here I understood that you need to do 3 simple steps:

Add a cylinder
Click on the menu in the left bottom part of the screen
Reduce the number of vertices

And the magic is done, but for some reason my add menu doesn't work properly, as you can see in the photo it seems impossible to change the properties and the first time i click on it, it disapears!


texts:
I'm trying to split a mesh into two pieces along a plane like in this video, using Blender 2.62.

The closest I can come to splitting a mesh into two pieces along a plane is this:

Add a plane
Grab and move the plane to where I want the cut an existing mesh
Select the plane, then (and) the mesh
Apply a Boolean modifier

This indeed splits the mesh in two, but it tosses out one of the new pieces (intersection, difference, and union all do this, but they differ in which of the two pieces get lost). Is there any way that I can fix this problem with the Boolean modifier or another way for me to split my mesh?

My goal is to eventually write a script which splits an object into many equally-spaced slices along a given axis.


texts:
I am trying to export an obj file from Blender and import it into After Effects via Element 3D. As far as I can tell, the export from Blender works fine, but when I try to import the file into Element 3D nothing is shown (even though when I select the file E3D does show it in the preview window). All I can see in the Element 3D window is an empty coordinate system.

I attached pictures with all the export and import options, did I forget something? I also checked normals (which are aligned correctly) and tested it with materials attached (which made no difference).

Many thanks in advance :)


texts:
Since i am a noob video shooter, i'm require to edit those video to "highlight" the person that i actually want to record (the person is too small compare to the image) to do that, i should do a cropping right? but the problem is the video it self actually a bit shaky so i cannot crop the whole thing in one go. I am thinking to implement feature tracking to track the person and link it to cropping mechanism so it will be a steady-focused video, is it can be done?
Thank you.


texts:
I'm attempting to fake a couple flames on some candles. Since my scene is already pretty intensive, I think that doing a fire simulation would just add more to render times. Trying to use a transparent flame texture with some emission shaders but cant seem to get too good of a result. It ends up either looking too bright or not transparent enough. Here is in eevee (hdri was having issues so this is with just some sun lamps)

I tried adding some glow in the compositor but its not satisfactory. Is there any other way to fake fire? This is just a transparent image on a plane.


texts: Textures changing in render but not in 3D View

texts: I've just textured a simple character that I've made, but then I saw that I could make the textures look better. So, I loaded the new image file. The strange thing is, if I set the texture on the material and then render, I see it rendered with the new one, but in 3D view I see it in the old way. And, if I shift+X button remove the old image, save, reload then charge the new one, and set the material, the rendering is always correct (as you can see on the right in the pic below) but in 3D view it's all white (on the left)! How can I fix this?


texts: How to fix animation actions that are separated and duplicated onto every bone in the heirarchy

texts:
I have a character with a set of actions on it (Idle, Walk, Run, etc.). It was given to me with permission to use it in a project I am working on. But, rather than the Armature having a single set of actions and animation data at the root or the Armature, there is instead an animation block of data with a full set of actions (Walk, Run etc.) duplicated for every single bone in the hierarchy, which makes these file impossible to work with.
For example, in order to see the walk action, you need to select every single bone separately and manually set the action to 'Walk', which is extremely time-consuming.

Is there any way to fix this and clean it up so that all the animation data is at the root with just a single set of actions, one for each anim in the file?


texts: Is there an easy way in python to find the bpy.data.images that are used in a node?

texts:
I know a couple of ways to get images in the node_tree, the simplest is:
image_list=[]
for n in bpy.data.materials['My Mat'].node_tree.nodes:
    if n.type == 'TEX_IMAGE':
        if n.image:
            if n.image not in image_list:
                image_list.append(n.image)

Clearly, it is the fastest way if group type nodes are not used. Alternatively you can build a function that iterates over groups, subgroups etc. It's not a problem. technically I can get to all the images in any sub-group
So basically I can currently get to all the data images. but I was wondering, is there a python api that allows you to see directly which images bpy.data.images are related to bpy.data.materials['My Mat'] ?
Note:
The main purpose is, to keep track in real time in the panel, of how many images there are in that node tree.
So that method (which I proposed in the example) is wasteful of resources if the materials are very complex. It would run too many times when the cursor is touched on the panel.


texts: Does bmesh guarantee order of vertex in a edge according to the time they were added

texts:
I would like to represent directions in a single edge in a mesh similar to a curve.

However I cannot use curves themselves due to performance issues when dealing with huge amount of curves and not able to have more than 2 endpoints. Linked:
Creating/Handling pathfinding large world waypoints in Blender

So I am thinking to represent the order of vertices in an edge as direction. Then I would simply either expose the direction via a gl draw or in the UI panel and also allow to invert the direction by deleting the edge and adding it again in opposite order.

For instance, I add a place using the following code

    vertex1 = bm.verts.new((-0.5, -0.5, 0.0)) # 0
    vertex2 = bm.verts.new( (0.5, -0.5, 0.0)) # 1
    vertex3 = bm.verts.new( (0.5, 0.5, 0.0) ) # 2
    vertex4 = bm.verts.new( (-0.5, 0.5, 0.0)) # 3

    bm.verts.index_update()

    # How to create edges
    bm.edges.new( (vertex1, vertex2) ) # 0
    bm.edges.new( (vertex2, vertex3) ) # 1
    bm.edges.new( (vertex3, vertex4) ) # 2
    bm.edges.new( (vertex4, vertex1) ) # 3

Later when I access the bmesh again, using

    obj = bpy.context.edit_object
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    # are the vertices stored in edge guarentee'd to be
    # in order at the time they were added
    bm.edges[0].verts[0] == bm.verts[0]
    bm.edges[0].verts[1] == bm.verts[1]

I have tested it and it does seem correct for few of my test cases. However, I would like to be certain.


texts:
I'm creating a model, and getting a lot of fireflies. I've read that these can be caused by poor lighting and by low render samples, and can be reduced by clamping.

However, I've got 2 lamps going, and I don't want to keep adding lamps until I have no shadows. I'm using 500 samples. I tried 1000, didn't help. (Using cycles render). I've tried all combinations of setting direct and indirect clamping to 1. The last helps some, but not enough to justify the reduced picture quality.

 Note the inside of the drive ring and the back of the radio antenna.

Edited to Add:

Thanks to Todd's suggestion below, I redid the render using Branched Path Tracing, and the result was much better. Only thing I changed was upping the samples to 250.


texts:
I would like my users to select a font, essentially opening a folder so they can choose from a custom library of fonts. The fonts are located in a folder, such as C:\myfolder\fonts.

Is there an easy way to do this?


texts: how do i get rid all of these small black dots on my shading viewer? Its so annoying.


texts: I want to create a smooth round surface onto a rectangle frame...without having strange appearances on the surface of the object. As seen on the pic, the inner circle should fill the whole frame that is around it. How can I achieve this?


texts: Large surface texturing (repeatable patterns)

texts: Is there any way to avoid visible patterns of a seamless texture on a large surface?


texts:
Blender recently started to act really weird, one of the most frustrating things is that Blender History states stopped working. I am looking for some advice on how to clean things that might be messing up my Blender.

Also I would really appreciate some help on how to make it as easy as possible to reinstall a new version of blender and transfer my old settings. I am using Blender 2.75a the official version today. I know that I can transfer the old settings after I install a new version of Blender but I am not sure if that's really good if some old script/settings are messing up some things how can I find where the problem is?


texts: Exporting bones; transformation of quaternions necessary?

texts:
I'm writing a small addon to export armatures and actions to an in-house rendering engine. The rendering engine uses a traditional OpenGL-style coordinate system, with +Y representing UP and -Z representing FORWARD.

Bones in the in-house system store a location, rotation (quaternion), and scale, so I'm exporting to this representation directly. In the addon, I'm using Blender's standard axis conversion functions to transform positions to the target coordinate system. However, my mathematical understanding of quaternions is somewhat weak and I'm not entirely sure if I need to be transforming quaternions too.

While I understand that quaternions do not have "handedness" or anything like that, I do feel that, for example, a quaternion that represents a rotation around the Z axis in Blender probably needs to be transformed so that it represents a rotation around the +Y axis in the target engine. Does this seem correct?

If some sort of transformation does need to occur, is there anything already in the standard API to facilitate this? I'm unable to find anything (possibly because it's not there, possibly because the transformation isn't actually necessary!).


texts: Why are my custom wire bone shapes' lines thicker when in Pose Mode?

texts: The wire bones on the right are thicker than they should be. In my other blend files the custom wire bones are like the left picture when in pose mode. I have tried almost every setting that I can think of, but I can't get this fixed. It seems like the wireframe display lines are 3-4 pixels thick instead of 1 or whatever the default is. This is pretty annoying visually and makes the rig look less clean. I feel like this is a bug or else I have activated some obscure option or hotkey.


texts:
I see that blender supports Steroscopy in the viewport. What kind of modes are there and which glasses are needed. I am not sure if this is considered off-topic but it is useful to know nevertheless.

Display Modes:

Anaglyph
Interlace
V-Interlace
Side-by-Side
Quad-Buffer


texts:
I research for days but couldn't find any information about how to paint a video into a mesh surface. I can paint an image at "Texture Paint" mode but when I select a video it doesn't paint with draw option.
What steps should I take to paint a simple mp4 video into primitive mesh?


texts: What are the practical applications of the voxel data texture?

texts: I have looked quite a bit at the capabilities of the voxel data texture.  I understand that it is "volume pixels" where it gets its name from.  It looks like they can use it some programs to take slices of images and reconstruct 3D models out of it like reconstructing MRI and CRT scans which is super cool.  It's seems like this could be such a powerful thing in terms of getting really cool effects because you can access the data of these "volume pixels" and do some really cool things with it.  I know it's used for smoke simulations.  Could you use it to do cool things with point density stuff like cloud creation and whatnot?  Based on my limited knowledge on it, it seems like there aren't a lot of practical effects you can use with this or it would be getting used more often.  What're your guys' thoughts?


texts: How to scale dimensions of a model while keeping the other dimensions proportional ??

texts:
I want to make my model "4cm" in order to be able to 3D print the model. I've applied the scale of my model, and I am trying to change the dimensions of the Y-AXIS from 11.817 m to 4cm, while the other X and Z axis scale proportionally.
But, I the X and Z dimensions don't scale to their proportional sizes to the Y-Axis of 4cm, and turn into X:0 and Z:0 .
Is there anything im doing wrong? or another way?


texts: Using Message Bus to trigger events based on custom property changes

texts:
following Blenders documentation from the following link:
https://docs.blender.org/api/current/bpy.msgbus.html
I am trying to adapt the example to add a subscription to a custom property as follow:
import bpy

def notification_handler(*args):
    # This will print:
    # Something changed! (1, 2, 3)
    print("Something changed!", args)

if __name__ == "__main__":

    subscription_owner = bpy.types.Collection
    subscribe_to = bpy.context.scene['myproperty']

    print(subscribe_to)
    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        owner=subscription_owner,
        args=("example argument",),
        notify=notification_handler,
        options=set(["PERSISTENT"])
    )

Then, in the python console, I execute the following command:
bpy.context.scene['myproperty'] = "new value"

And I see that the value changes in the UI but there is nothing printed in the console (I launch Blender from the CLI).
I suspect that the values of subcription_owner and subscribe_to are not totally correct, but I don't know how to continue.
Anyone knows how to do it?


texts: Is it possible to snap objects to faces in the Blender Game Engine?

texts: I recently have been experimenting with X-27's excellent answer on how to place objects dynamically in the BGE. I have been trying to figure out how to do the same thing, only make it possible to snap the next block to previously added ones as well as the ground. Is there a simple way to do this? And if not, what sorts of workarounds/complex solutions are there?


texts: Python: How to draw a single element of a CollectionProperty?

texts:
I've attached a custom PropertyGroup as mystuff to bpy.types.Object, and this group contains a CollectionProperty named my_array and an IntProperty my_array_index to draw a typical UIList with it.

However, I have no clue how I would make an element of the my_array CollectionProperty editable, e.g. so that I can select it from my UIList, display the element in a textbox, modify it and write it back to my CollectionProperty.

My code looks like this:

# A stupid UIList just drawing the elements of the array.
class MyStuffUIList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.label(str(item.value))

# Element of the array. It just represents an integer but it seems I cannot use
# bpy.types.IntProperty as base class, then MyStuffProperties fails to register.
class MyStuffPropertiesElement(bpy.types.PropertyGroup):
    value = bpy.props.IntProperty(
        name="Int Value"
    )

# The array attached to objects.
class MyStuffProperties(bpy.types.PropertyGroup):
    my_array = bpy.props.CollectionProperty(
        type=MyStuffPropertiesElement
    )
    my_array_active_index = bpy.props.IntProperty(
        # This is the currently selected index in the UIList representing the array.
    )

# A panel drawing the custom UIList.
class MyStuffPanel(bpy.types.Panel):
    ...
    def draw(self, context):
        ms = context.object.mystuff
        self.layout.template_list("MyStuffUIList", "", ms, "my_array",
                                                       ms, "my_array_active_index")
        # Accessing the array like this isn't possible it seems.
        self.layout.prop(ms, "my_array[my_array_active_index]")


texts: I can't select all the faces even if they are on the same plane. I don't understand. There are no double edges, vertices or faces. I want to insert a new edge loop (Ctrl+R) but can't create one all around.


texts: Insert new vertices into face using pyhton & bmesh

texts: I want to add vertices to a face. Can I only do this by redrawing the whole face with bmesh.faces.new(loop_vertices) or can I also just add some to an existing face? The documentation states that the BMVert sequence of a face is read-only.


texts: Why are game engine properties changing 1 tick late?

texts:
When I pull out a weapon (weapon-switch), a prop ("Timer_Activate") is set to 10, the number of frames for the weapon-switch animation. If you swap weapons, it will set the prop to 20, and the prop will drop every tick by 1 till it reaches 0. Once the prop is at 0, you can fire. The problem is, if you swap between a weapon, and you hold the fire-button, you will fire 1 bullet before the prop turns into 20. This happens all the time and can be a cheat to gain fast-firing weapons. How can I fix this "lag"? Any help is appreciated. Thanks!

Use my .blend to see the issue firsthand:
Press 1 or 2 for any of the 2 weapons, and make sure you are holding down left-click as you are swapping, you will fire 1 bullet, then the animation plays and the timer is set to 20.

If you cannot download the .blend or can't find the issue, be sure to check out a gif of the problem here. (The gif is slightly modified but you can still see the issue.):


texts: Looking for a complete list of Shortcut Keys for Blender 2.8

texts:
I’m new to the world of Blender and looking for a complete list of Shortcut Keys for Blender 2.8.

Thank you,


texts: I have a fluid sim with an inflow and a collision effector, but there is a gap between the two. I have applied all transforms. The origins are all in center of mass. the effector was a plane. I have tried checking isPlanar and extruding thickness (downward) but still have this gap. Any ideas?


texts: Glowing transparent shader, Eevee and Cycle render different result

texts:
I am trying to create a transparent glowing shader. I manage to get the result I'm looking for in Eevee. However, it look different in cycle render. I am aware of the fact where both renderer is different even though a  lot of the node are compactible. So I'm wondering is there a way to replicate the result of Eevee to Cycle.
The image is the result I'm looking for. The model is transparent with a glowing effect.

A test render with cycle, although there is still some transparency. However, it is significantly weaker.
Is there a way to replicate the effect of image one in cycle ?
The following is the blender file which contain the node setup.


texts: Boolean modifier fails for certain configurations

texts:
I have a set of outer meshes and inner meshes that are extruded cross sections along a path. The idea is to generate  OuterAsMesh - MiddleAsMesh. While it works most of the time, sometimes I get completely weird results from the boolean modifier. Attached is an example. There are three lines along which the outer and middle cross sections are extruded. The boolean modifier works completely fine for Line1 and Line2. However, when Line3 extrusions are introduced, the result just vanishes. In most other cases, only one arm will fail on the difference option unlike in this case in which the entire object disappeared. When the lines are moved around the boolean modifier can succeed but my actual object has many lines and moving lines around is painful and driving me crazy.
Can you please help me identify why the attached model fails. FYI, I have tried recalculating normals and that does not seem to be the reason.

Outer(Line1 + Line2 + Line3) - Middle (Line1 + Line2 + Line3) = Null!
Outer(Line1 + Line2) - Middle (Line1 + Line2)


texts: I started a low light interior bar scene with an emission shader on some paper lanterns. If I set the strength to 1, the color of the lanterns look great but there's too much light in the scene. If I set the strength to 0.2 then the light levels in the room look great but the color of the lanterns look dull & grey. Any ideas? Thanks


texts:
I'm setting up a large scale space scene, and trying to get some volumetric lights - like god rays. However when scaling up the volume cube, to sizes like 10,000 units the god rays disapear. I can only see either black volume, completely opaque or nothing, depending on the density. My light strength is already set to infinity.

I have a setup, with a spotlight, which works fine with cube of around 100 units size, but it's not working when scaled up ever 10x.

Any ideas ?

Thanks,
Lukas


texts: Add Stretch modifier and animation deforms - 2.90 ver

texts: I've made an animation of a leg moving, that animation works fine.  As soon as I add in a stretch modifier to the model the animation losses scale, location and size for all the models.  My object model of a body deforms and the rig is not connected. I have just upgraded to 2.90 vers.  I was using 2.83 with these animations.  This even happens if with 2.83 vers.


texts: How to change the point about which a rigged object rotates?

texts:
I am having trouble describing this. If anyone could give me the correct terms I would be happy to edit my post, etc.

Currently, I am rigging a revolver -- during the reload of a revolver the barrel opens -- but the issue is I need it to open along a certain point -- (see comments for pictures) but instead the revolver folds up per se.

Current result when rotating barrel:

Desired result when rotating barrel:

Where it needs to be rotated along:

Would I simply make a bone at the point of rotation and then parent the barrel to that bone, or am I supposed to use constraints?

Thanks.
Here is the .blend file -- https://a.pomf.cat/hqygla.blend


texts: How do I shave off a few mm from (part of) a mesh?

texts:
I have a moderately complex mesh, part of which exactly touches another. I need to shave off a quarter of a mm so that the 3D print comes out right.

My initial idea: copy the faces in question, add thickness, subtract from original. This, however, leaves ugly ridges when a shaved and a non-shaved face meet at an obtuse angle:

Secondary idea: select edge, do an individual extrusion. However, this leaves spikes at the corners because individual extrusion leaves the edges unconnected:

… and also, when the geometry is more complex, selecting the edge in order to extrude it is a PITA.

The end result should probably look like this:

Thus, questions:

is there a way to easily select the edge of a newly-thickened partial mesh?
is there a way to do the individual extrusion so that the new edges stay connected (like in the third screenshot instead of the second)?
Alternately, is there a better way to do what I want to do in the first place?

The file in question is here.


texts:
I would like to use EEVEE's Shader to RGB and Cycles's Fisheye Lnes Camera together.
To emulate Shader to RGB in Cycles, I want to render texture sequence of diffuse passes that respond to the lighting being animated in Cycles.
However, the bake function seems to handle only one frame.
Is there a good way to solve this problem?


texts: Spinning wheel has pauses after each rotation?

texts: there is a part of my model that I want to be spinning at the same velocity forever. However, every time the wheel turns its full 360 degrees it seems to slow down and stop toward the beginning of each rotation. I assume this is because my first and last keyframes are exactly the same. Outside of calculating the angle that the wheel should be on the last keyframe, is there any way to keep my spinning velocity consistent? Please help, thank you.


texts: Each camera may always keep the same resolution?

texts:
I have an object with different cameras that these have different resolutions, but every time I make a render, the camera has changed the resolution of the previous camera, is it possible that this does not change the resolution?

thanks


texts: Getting a flat, thin, long, cube (ribbon) to follow Beizer curve?

texts: How do I make a ribbon follow a Beizer curve? I've found ways to make a round pipe out of a curve but not a flat ribbon.


texts:
I’m doing the donut tutorial of Blender Guru and I’m on the sprinkles bit.
When I pull out the weight paint to make sure it doesn't show sprinkles on the bottom of the icing, the weight paint paints on both sides.


texts:
In 3D view i often find myself getting the perfect spot for the camera ,but Crtl alt 0 always ruins it,it always changes the view a lot,and trying to get the same angle by moving camera is also impossible and incredibly time conssuming.

How do i convert PERFECTLY any current view into an active camera?It's no big deal if it changes resolution(once again,align camera to current view is not what i am looking for since it do not replicate exactly the current view)


texts:
So, when compositing using the sun beams node (and using an Add mix node), the sun beams node itself works, but I get some strange black bars:

How can I fix this?
I've tried on multiple computers.


texts: PNG Plane picture showing over other planes out of order in render view

texts:
The bottom to the “tower” is appearing in front of the mountains in render view.

However, it is supposed to be behind them, and is aligned that way in 3d view.

What is causing this issue and how do I fix it? Thanks!


texts: How to integrate Zbrush with Blender for long run animation projects?

texts:
I have years of experience with Zbrush though I am learning blender right now.

I would like to model characters in Zbrush bring them into Blender for animation.

Please let me know what is the best work flow for it. If you can share any tutorial or link for it, even that will help.

I have not found any book which can let me know about this process.

There are many for zbrush and max/ maya but not blender.


texts: How to add smooth step equation to a shader node graph?

texts:
I'm trying to add some math to a shader network that I'm building.  I want to take a numeric output from a node and pipe it through the equation f(x) = -2x^3 + 3x^2 (this is sometimes called the smooth step equation).  While I could do this by dragging five Math nodes into the graph, this seems like a messy way to solve this.

Is there an easier way to add an equation like this to a graph?  Does Blender already have a smooth step node I could just use?


texts: Area lights not rendering on single frame in animation

texts:
I have a blender animation that I have been trying to render, but I discovered that for no apparent reason, a single frame consistently renders without any of the area lights in the scene.  I have re-rendered it several times, but it is always significantly darker than the frames immediately before and after it.  Is there any explanation for why this is happening, and how to fix it?

Download the blend file

Frame 86: (How the animation is supposed to look)

Frame 87: (How this one frame looks)


texts:
Hello I am new to Blender. I created a 3d grid using cylinders but it does not look nice. The grid lines are not regularly spaced. Can anyone tell me how to make it look better?

You can see the blend file here.
http://www.imsc.res.in/~aagrawal/Schematic2.blend


texts:
I tried installing Blender 2.9, but this halts at this message 'Error 2753', searched the forums, seems this was an error back in the days of XP.
CPU Ryzen 3950X 32 threads (Liquid Cooled, 140x300 Radiator, 2x 140mm fans)
32Gb G-Skill Neo 3600 Ram, using XMP 2.0 profile gives CL15-15-15-39 (4x8GB)
RX 5700 XT Gigabyte GC 8Gb DDR6 Ram
Sabrent Rocket NVMe 1Tb M2 Storage
Asrock X570 Steel Legends MB
Windows 10 Pro 64bit.
All drivers etc are 100% up to date.


texts:
I need to model some round chairs like these ones:

I have no idea where to start, or how to do the curves or anything, I'm lost.
So, how would you do it if you had to?


texts:
As we know, plane kind of meshes have only one face. My mesh has 2 dimentional faces on the edge.I want to give those faces alittle thickness so it would not dissapear when looked from backside. But when i exture the face, it extrudes only edges, not face. i tried it both way. Why does it do that ?

My Mesh:

Face extruded both way to experiment:


texts: Position cameras on all vertices with respect to center view

texts:
I would like to generate training-data for an image classifier, based on a CAD model.
Therefore I would like to position my object in the center of the scene and render it from different positions.
Also there is an even bigger object (icosphere) placed in the center and each face of this ecosphere is equipped with a camera. The focus is on the center, where the CAD model is located.
Is there any possibility to implement this topic in code form and gain the desired images from different perspectives?
The results of this approach can be found the following paper:
https://people.mpi-inf.mpg.de/~ksarkar/manuscripts/Sarkar2017_visapp.pdf
I value your feedback, so let me know what you think!
All the best and stay healthy
Alex


texts:
Here is my sphere:

I want to subdivide the face I'm selecting into four, like I did with the other ones. But, when I go to W->Subdivide Smooth, the surrounding dots just move closer to the face, and the face doesn't subdivide in four. Why is this and how can I fix it?


texts: Problems with pointers when parsing a .blend file

texts:
I'm trying to parse .blend file produced by Blender 2.79b and having problems with some pointers refer to memory outside of data present in the file. Here are examples of some fields I'm not able to resolve:

wmWindowManager.queue.first
wmWindowManager.queue.last
wmWindowManager.reports.list.first
...
Scene.stats
Scene.sound_scene
Scene.speaker_handles
Scene.theDag
...

Are they supposed to point at some blocks inside the file or such fields are ignored and substituted by Blender at loading phase by new instances?

The file is a default project with the cube.


texts: Cannot Render Frames From Command Line/PowerShell

texts:
So I've been learning to use Blender and want to render the first and last frame of an animation that I created.

Looking at the documentation, I came up with this command:

blender -b test.blend -f 1,50 -o //Output/test_## -F JPEG -x 1

It runs but ends with error:

  Error: Not freed memory blocks: 1, total unfreed memory 0.000351 MB

No images are ever produced. If I run without the -b flag, then Blender opens up and I can find the last frame in the render window.

Not sure what I'm doing wrong, I'm sure it's something silly, but after googling for an hour, figured it was time to ask for help. Is it because I am using PowerShell; is it because I have spaces in the name of my directory?

Any help is appreciated.

Here is the output from the command:

Blender 2.80 (sub 75) (hash f6cb5f54494e built 2019-07-29 09:44 AM)
Read prefs: C:\Users\ErMo\AppData\Roaming\Blender Foundation\Blender\2.80\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.80\python
Read blend: C:\Users\ErMo\Test\test.blend
Fra:1 Mem:192.91M (0.00M, Peak 289.83M) | Time:00:01.69 | Syncing Camera
Fra:1 Mem:192.91M (0.00M, Peak 289.83M) | Time:00:01.70 | Syncing Human_BaseMesh_Mesh
Fra:1 Mem:193.92M (0.00M, Peak 289.83M) | Time:00:04.16 | Syncing rig
Fra:1 Mem:193.92M (0.00M, Peak 289.83M) | Time:00:04.16 | Syncing Armature
Fra:1 Mem:193.92M (0.00M, Peak 289.83M) | Time:00:04.16 | Syncing metarig
Fra:1 Mem:193.92M (0.00M, Peak 289.83M) | Time:00:04.16 | Syncing Plane
Fra:1 Mem:194.34M (0.00M, Peak 289.83M) | Time:00:06.75 | Syncing Plane.001
Fra:1 Mem:194.79M (0.00M, Peak 289.83M) | Time:00:10.37 | Syncing Curve
Fra:1 Mem:194.80M (0.00M, Peak 289.83M) | Time:00:10.80 | Syncing Curve.005
Fra:1 Mem:194.81M (0.00M, Peak 289.83M) | Time:00:10.80 | Syncing Curve.001
Fra:1 Mem:194.81M (0.00M, Peak 289.83M) | Time:00:10.80 | Syncing Curve.002
Fra:1 Mem:194.83M (0.00M, Peak 289.83M) | Time:00:10.81 | Syncing Curve.003
Fra:1 Mem:194.87M (0.00M, Peak 289.83M) | Time:00:10.81 | Syncing Curve.004
Fra:1 Mem:194.92M (0.00M, Peak 289.83M) | Time:00:10.86 | Rendering 1 / 64 samples
Fra:1 Mem:194.32M (0.00M, Peak 289.83M) | Time:00:32.19 | Rendering 26 / 64 samples
Fra:1 Mem:194.32M (0.00M, Peak 289.83M) | Time:00:53.33 | Rendering 51 / 64 samples
Fra:1 Mem:194.32M (0.00M, Peak 289.83M) | Time:01:04.31 | Rendering 64 / 64 samples
Fra:1 Mem:145.65M (0.00M, Peak 289.83M) | Time:01:05.21 | Sce: Scene Ve:0 Fa:0 La:0
Append frame 1
 Time: 01:05.85 (Saving: 00:00.63)

Fra:50 Mem:194.11M (0.00M, Peak 289.83M) | Time:00:00.03 | Syncing Camera
Fra:50 Mem:194.11M (0.00M, Peak 289.83M) | Time:00:00.03 | Syncing Human_BaseMesh_Mesh
Fra:50 Mem:194.73M (0.00M, Peak 289.83M) | Time:00:00.04 | Syncing rig
Fra:50 Mem:194.73M (0.00M, Peak 289.83M) | Time:00:00.04 | Syncing Armature
Fra:50 Mem:194.73M (0.00M, Peak 289.83M) | Time:00:00.04 | Syncing metarig
Fra:50 Mem:194.73M (0.00M, Peak 289.83M) | Time:00:00.04 | Syncing Plane
Fra:50 Mem:194.77M (0.00M, Peak 289.83M) | Time:00:00.05 | Syncing Plane.001
Fra:50 Mem:194.82M (0.00M, Peak 289.83M) | Time:00:00.05 | Syncing Curve
Fra:50 Mem:194.83M (0.00M, Peak 289.83M) | Time:00:00.05 | Syncing Curve.005
Fra:50 Mem:194.83M (0.00M, Peak 289.83M) | Time:00:00.05 | Syncing Curve.001
Fra:50 Mem:194.83M (0.00M, Peak 289.83M) | Time:00:00.06 | Syncing Curve.002
Fra:50 Mem:194.86M (0.00M, Peak 289.83M) | Time:00:00.06 | Syncing Curve.003
Fra:50 Mem:194.89M (0.00M, Peak 289.83M) | Time:00:00.06 | Syncing Curve.004
Fra:50 Mem:194.94M (0.00M, Peak 289.83M) | Time:00:00.07 | Rendering 1 / 64 samples
Fra:50 Mem:194.34M (0.00M, Peak 289.83M) | Time:00:22.38 | Rendering 26 / 64 samples
Fra:50 Mem:194.34M (0.00M, Peak 289.83M) | Time:00:43.49 | Rendering 51 / 64 samples
Fra:50 Mem:194.34M (0.00M, Peak 289.83M) | Time:00:54.49 | Rendering 64 / 64 samples
Fra:50 Mem:145.67M (0.00M, Peak 289.83M) | Time:00:55.39 | Sce: Scene Ve:0 Fa:0 La:0
Append frame 50
 Time: 00:55.62 (Saving: 00:00.23)

Error: Not freed memory blocks: 1, total unfreed memory 0.000351 MB

Blender quit

Thanks again.


texts: How to prevent a newly create window to change its content when switching between workspaces?

texts:
hello, how do i prevent this behavior of any newly created window /window dupplication ? i want the content of the window to stay the same when switching from workspaces to workspaces.

can it be done within blender ? can it be done with python?


texts: How can I quickly switch the displayed texture in the UV Editor?

texts: when I work with materials, each time I need to manually switch the texture in the list. is it possible to do this with some combination or addon?


texts: Modifier is disabled skipping apply messsage

texts:
I am very new to Blender, so I apologize if this seems trivial. Trying to apply a Boolean union transformation to two selected objects and I get this message. I've done other Boolean without a problem, so I am confused.

I see they are selected in the side listing, but at the moment things aren't turning orange when I select them, so is this the cause, and why does the orange effect go away sometimes?


texts: The Grease Pencil's keyframe color and thickness is quite similar to keyframes of object from viewport. Is there way I could edit the thickness and color of the grease pencil keyframes so it doesn't look so confusing?


texts: Custom Fresnel with separate wavelength input

texts:
How can I create a Fresnel effect taking in consideration the custom wavelength curve generated on refractiveindex for a more accurate fresnel effect in cycles.

. The simple IOR input isn't reflecting accurately enough what happens in reality.


texts: I made an image with text and drawings to simulate play pause and other audio buttons and made it black for using it like a mask; where one material is shown through the image and other material from everything else. However, it only shows one material and even using it like a normal image texture through the diffuse or something isn't working and doesn't show. I made it before with other renders and never had this problem if it is important I'm using blender 2.79


texts: Working sample of steering actuator with path following behavior

texts:
I have this blend file to test the steering actuator, the object named "Cube" is the one that has the steering actuator.

test2.blend

I can't find a working sample on the the web, and can't setup a simple path following actuator in the file above.

Seek behavior moves the object on a straight line towards the target object, no matter what obstacles or holes in the navigation mesh are there, path following and flee won't move the object at all.


texts: particle system not evenly emitting particles on faces destpite clean topology

texts:
i am trying to figure out why the particles are not emitting evenly across the surface to avoid the issue in future.
No vertices are un-merged nor are any faces flipped.
But the emitter somehow groups the particles on two faces less then on the others.
Does anybody have a suggestion on how to trouble shoot this further or where it could come from?


texts: Python - how to make a BoolProperty local?

texts:
I need subtabs. I have several settings and elements to hide. So i made me a BoolProperty and two subtabs with it. The problem is, this BoolProperty is global. Means when i open one subtab, then the other subtab opens too.

My problem is that i have more than one panel where this subtab could be. Think of the background images tabs in the properties sidebar where you can have more than one panel. One for every new background image. Now think that you have a subtab at each of them. And then all of them opens when you click at one of it. That's the kind of problem that i have at the moment.

Is there a way to make the BoolProperty local? So that just one subtab opens when i click at it?

I want the subtab BoolProperty to be unique per instance. Something that can be reused where ever you need it in the UI. A good example is again the Background Images tab where you can close every panel individually.

Code:

import bpy

class MyData(bpy.types.PropertyGroup):
    subtab_bool = bpy.props.BoolProperty(name="A checkbox", description="Do this or that", default = False) # Our prop

class SubtabProp(bpy.types.Panel):
    bl_label = "Subtab prop"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        scene = context.scene # Our data is in the current scene

        if not scene.my_addon_data.subtab_bool:
            layout.prop(scene.my_addon_data,"subtab_bool", emboss=False, icon="TRIA_RIGHT", text="- Settings -")

        else:
            layout.prop(scene.my_addon_data,"subtab_bool", emboss=False, icon="TRIA_DOWN", text="+ Settings +")

            layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')

        if not scene.my_addon_data.subtab_bool:
            layout.prop(scene.my_addon_data,"subtab_bool", emboss=False, icon="TRIA_RIGHT", text="- Othersettings -")

        else:
            layout.prop(scene.my_addon_data,"subtab_bool", emboss=False, icon="TRIA_DOWN", text="+ Othersettings +")

            layout.operator("mesh.primitive_cube_add", text="Cube", icon='MESH_CUBE')

# ---------------------------- register

def register():
    bpy.utils.register_class(SubtabProp)
    #Our data block
    bpy.utils.register_class(MyData) # Our data block
    bpy.types.Scene.my_addon_data = bpy.props.PointerProperty(type=MyData) # Bind reference of type of our data block to type Scene objects

def unregister():
    del bpy.types.Scene.my_addon_data # Unregister our data block when unregister.
    bpy.utils.unregister_class(MyData) # Our data block
    bpy.utils.unregister_class(SubtabProp)

if __name__ == "__main__":
    register()


texts: I started with modelling a tree and suddenly I am unable to scale vertices in edit mode for the branches mesh to go thinner or thicker. When I hit S to scale nothing happens. I don't know what suddenly went wrong. Please help


texts: I want to make a group of party balloons. The strings on the balloons should have slack or be tight based on the length of the string and the location of the balloon. I thought the best way to start this would be to take a long thin cylinder and place it at the base of the balloon. How can I use physics to simulate this long thin cylinder as string?


texts:
So I'm doing a retopo of a character with correct dimensions so that it can be shared within different software. So resizing my model is out of the question. I want to use the Orthographic view to do my retopo but just as I switch to Orthographic view, the snapping goes crazy and starts to shake violently over my surface which means I can't drop verts where I want to as I hover the mouse over the live surface. This does not happen in perspective view. If I scale up the model the problem gets fixed but I don't want to do that. Is this a known issue? Is there a fix? I've tried changing the scene units to see if that affects anything but that was no good.
Thanks in advance


texts: Why is bake action creating weird rotation?

texts:
I have an object that's animated using a Follow Path constraint. Follow curve is checked. Everything works great.

BUT I need to export this animation via FBX. I'm thinking that Bake Action is the best way to do that. But unfortunately, when I try to bake the action I get all kinds of weird rotation as the object passes around corners.

Any ideas as to how I can get proper baked animation?

For those interested, my bake settings are:

[X] Only Selected
[X] Visual Keying
[X] Clear Constraints
[ ] Clear Parents (I've tried it both ways. No luck.)
[X] Overwrite Current Action


texts: Animating masks to create multiple wipes

texts:
So... I'm making yet another video. And I want to recreate this effect:
https://www.youtube.com/watch?v=hDiJ17Xgaw8 (its in the first 15 seconds)
So I have kinda the general idea of how to do this, which may be complete reduntant.
My thought is to have 2 planes scaled out on the x axis and y axis, and animate their location, than to put the scene into VSE or MCE, and have video #1 be in the top left, video #2 in the top right, and so on. And I think if I could somehow parent a mask to an empty that is parented to the plane, that would work.
  So my question is how do I parent a mask point to an object?
Any help GREATLY appreciated!!!

EDIT: Ok, so I'm realizing that parenting masks to an object isn't really going to work. I'm going to use objects in the 3D scene and use the alpha layer to do the masking. But I don't know how to use just the alpha in the VSE. Help?


texts: How can I model this twisted arrangement of cubes?

texts:
How can I model this handle?

I'm stuck on the cubes. I've tried an array modified + simple deform twist, but that's not quite right:

I think the cubes need to be arranged along the curve and only slightly skewed.


texts: Constraining vertices in the Z axis when array, curve and shrinkwrap modifiers applied

texts:
I'm creating a road on a 3D landscape.  The road's path is defined in the X and Y axes using a bezier.  I've created a small section which I'm then applying to the bezier using an array modifier and then a curve modifier.
To make the road follow the landscape, I'm applying a shrinkwrap modifier to it using project mode on the Z axis.

The issue is that where the road curves around on a sloping hillside, one side of the road is lower than the other.

What is the best solution to make the road level please?


texts:
Is there a VNC (remote desktop) software that can successfully launch Blender..?

I tested a few (Linux server and Linux client). For example X2Go. Works for all other software except Blender.

Only Blender 2.79 in software-gl mode launches. Blender 2.79 and Blender 2.83 (both in normal and software-ql mode) crash.

I guess it is the VNC software's fault. Here is X2Go's crash report:

  backtrace

  ./blender(BLI_system_backtrace+0x1d) [0x6989e9d]
  ./blender() [0xc1548f]
  /lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7f601308ef20]
  ./blender(_Z33GHOST_X11_ApplicationErrorHandlerP9_XDisplayP11XErrorEvent+0x11) [0x17304f1]
  /usr/lib/x86_64-linux-gnu/libX11.so.6(_XError+0x11a) [0x7f60142d18fa]
  /usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d82b) [0x7f60142ce82b]
  /usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d8d5) [0x7f60142ce8d5]
  /usr/lib/x86_64-linux-gnu/libX11.so.6(_XReply+0x240) [0x7f60142cf830]
  /usr/lib/x86_64-linux-gnu/libXi.so.6(XListInputDevices+0x84) [0x7f6014086d44]
  ./blender(_ZN15GHOST_SystemX1120refreshXInputDevicesEv+0x5f) [0x1731a3f]
  ./blender(_ZN15GHOST_SystemX11C1Ev+0x453) [0x1732193]
  ./blender(_ZN13GHOST_ISystem12createSystemEv+0x35) [0x172eda5]
  ./blender(GHOST_CreateSystem+0x9) [0x172dc29]
  ./blender(wm_ghost_init+0x2d) [0xee800d]
  ./blender(WM_init+0x275) [0xed4135]
  ./blender(main+0x2a3) [0xb4bf53]
  /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f6013071b97]
  ./blender() [0xc11c0c]

There are MANY Open Source remote desktop applications out there. Somebody may know which OSS application works or which one works after some tweaking..?


texts: I have a smoke simulation with particles in blender. It's supposed to be a firework. There are particles emitted off a sphere, and the a smoke simulation. On the domain, the material color is blue like I want. In the render the blue will not appear though. The image has my node setup for the domain. Please help]1


texts:
Blender 2.81 screen upon loading

so, all of a sudden i'm having issues now with blender. i uninstalled and reinstalled blender 2.81 and 2.9, and they are both having the same issue upon initial loading. NONE of the preferances has been changed or anything. this is a picture of the stock cube that is given everytime. and as you can see in the screenshot, the viewport shading is set on wireframe, so i should be able to see it all, but i don't. i've checked all the settings and everything and nothing helps. i installed it on a seperate computer, on the off chance that it was my desktop going bad, but alas, on my laptop it is having the very same issue, new install and everything. if anyone else is having this problem and has fixed it, please let me know!!! i am in the middle of developing a video game and now i can't use blender to 3d model anything anymore.


texts: Contract a mesh (in order to make a mesh parallel to the original one)

texts:
I have a mesh and I'd like to generate a new mesh with a given distance to the original one.
I've tried scaling the mesh but since it is not squared it gets non uniform distances.

Regards

This photo is a nice example:

Original question: https://blenderartists.org/t/expand-contract-mesh/467118


texts: Do collection instances use less memory than duplicates?

texts: I can't find a straightforward answer to this anywhere. I just wanna know what the fastest way to view multiple objects is.


texts: blender 2.8 texture not showing up in nodes viewer and not updating in texture paint on change in nodes

texts:
I am trying to load a mask image into Blender, process it right there (instead of doing it, for example, in Photoshop) and use as a mask in the texture paint. I create the new mask texture, go to the nodes, and do stuff like inverting and changing contrast. I think, this is a nice workflow because you do everything in Blender. However, there is something I cannot understand (by the way, for illustration, see the picture below).

The texture is not shown in the veiwer node or in the output node - that means that I can only see my changes when I switch to the texture paint.
The texture is not updated automatically in the texture slot on my brush. It does so only if I reload the texture to the slot. I guess, it is no problem to script an 'Update' button but, if this is bug, probably, it is worth reporting
Very irritating: when I switch to the node regime, it AUTOMATICALLY assigns
the texture to the TEXTURE (not MASK) slot of the active brush! That sucks as hell because, apart from updating the brush, you must also each time remove it from the texture slot (because I only want the mask slot). Ever worse: when you remove it from the texture slot, it clears the window of the node editor. It adds like + 100 % unnecessary job to my workflow.

Please, if you can resolve this, I would be grateful!

As a lyrical side-step - I think, Blender's texturing workflow could match that of the Substance Painter's easily just if it had a bit more adequate user interface. It is really very inconvenient, and it seems, noone really updated it for ages now. Don't want it to be abandoned like the game engine.


texts: Weird node setup when importing .obj file

texts:
blender noob here.
I used to pose in XPS, export as .obj, import to blender, apply textures, no problem at all.

After the 2.79 update, whenever I import a .obj file, I get this weird node setup on all meshes

I usually just deleted all the nodes from all the meshes, but lately I've been working on larger files with more objects, so it's becoming annoying.

I feel like there's something silly at work here, but I googled and found no clue, so any help would be appreciated!


texts: Hi, how do I hide the highlighted tollbars without hiding the ones at the bottom? I tried space+shift but it hides both of them.


texts: Do "make install" on different Linux sytem than the one used for "make bpy"

texts:
I have successfully built Blender-2.80-Beta as bpy (as in make bpy) for linux in Ubuntu 18. Also when i do make install on the same system i can sucessfully use import bpy.

However i don't know what the best approach would be to install the bpy-build to another different linux system. For me it is not really an option to also do the "make bpy" on that other system, since that system has very limited resources (400MB of free hard disk space)

Some approaches i can think of:

Is there maybe a (automatic/manual) way to do make install with
changed directories for python3.7, ... etc. ?
Or is there a reasonable manual way to install? (The library is only bpy.so and the 2.80 Folder right?)
Or can i maybe build to a virtual environment, install there and then
copy the whole environment to the other linux system for it to work there?

I have tried copying bpy.so and the 2.80 folder to the other-systems site-packages but while it reads printTest.py it cannot use import bpy as seen in the picture:

Thank you for any help!! :)


texts:
I want to parent the rigs, so that when I move the jeep with rig the character will also move.

Check this picture:


texts:
When I put a Alpha blend at my object it gets stripes as the result of the Material.

I am not sure what causes this. The object is unwrap and the faces are showing all the same direction. there should be no open edges as well. And none of them are overlapping.

I am not clear how I can share the blend file here.

See the image below


texts: How to Export Liquid Animation to the Lumion with full Animation?

texts:
First I tried export it with bakes animation and import it to lumion. It's not working.
Then I converted particle system animation to the mesh animation using the script in below article ()
Still its not working after export...
Note : Limion only identifies simple Move, Scale, Rotate animations...So i have to find a way how to export liquid animation from blender according to that requirement of the lumion.


texts: Mixamo rejecting my model's FBX in upload (v2.83)

texts:
Is there a tutorial on how to properly upload a blender model into maximo?
Additional info: I was able to upload the model as OBJ but when I try uploading the zip file with model, mtl and textures (as suggested by the site), maximo rejects them.


texts:
Pls help me out with something I am trying to do with a character from Daz studio I've imported into Blender.
In the tutorial the person hits the 'N' button and this comes up (pictured here) http://www.imagebam.com/image/94216c1354935377 I do the same and I get the image in the second pic come up here: http://www.imagebam.com/image/97fe9d1354935425 in the same place because likely its a newer version.
What I'm tryin to do is change the grid floor selection to that in the first pic but cannot seem to find the appropriate screen for it when I hit 'N'. How can I do this please.


texts: When i select the plate (see picture) the option for particles remains blank. Any ideas? noob with only 10 hours in blender.


texts: How to control the flow pattern of the noise texture node?

texts:
I want to get the lines of this noise texture to flow in specific directions on certain parts of the mesh (blue indicates the part I want to maintain while the red is what I'm trying to achieve at the same time). Is this possible? Thanks.
EDIT: This doesn't have to be limited to UV


texts: Is there any way to show the number of selected vertices in Edit Mode?


texts:
Apparently -- amazingly -- no other question seems to have a similar title to this one.

I will retopologise later, so please don't think this is the final topology.

I'm trying to remove triangles and ngons in my mesh, but when I remove ngons, it creates a triangle.

When I remove triangles, by turning them into ngons, it turns any neighboring quads into ngons.

Using this method doesn't remove triangles and ngons.

How can I do what I'm trying to do?

Thank you.


texts:
I'm a newbie here, so sorry beforehand if this is a very obvious question.

Every time I render a dark band appears behind my object. When I get out of camera mode, I cannot figure out where this dark band is coming from. If I re-position the background planes, I can get to change the dark band geometry. But I have not been able to make it disappear. Using Blender 2.79


texts:
I am not sure why I can't see the F-Curve in Dope Sheet.  And when I hover over the Wrench symbol, it says "F-Curve modifiers are disabled."  How to fix?
Here's what I have:

And here's what was shown in an animation tutorial:


texts: Wanted: Cycles "Shadow Only" Lamp - Not a simple "shadow catcher" question

texts:
Hey BSE, thanks for reading!

I'm working on a project in which my scene is brightly lit solely by world surface emission.  This creates a stark, bright "ambient light" or "global illumination" look, with subtle shadowing in corners and tight spaces.

This was exactly what I was asked to achieve and everyone's happy - until the project lead asked for interesting shadows.

My task now is to:
1. somehow introduce shadows that can be cast by a lamp in a normal, intuitive way.
2. force those newly-shadowed areas to be darker than they should be given the ambient light.
3. ideally, prevent those lamps from adding any light to hit surfaces.

The problem is two-fold:
1. The lamp which casts these shadows should not necessarily add light to the objects it hits.
2. The shadows cast must be much darker than the ambient temperature of the shadowed surfaces.

I'm convinced there is a clever way to achieve this in the compositor, but I'll be darned if I can figure it out.

Can someone help me learn to achieve this illusion?  A push in the right direction might go a long way.
My humble thanks,

Edit: Added Screenshot: http://imgur.com/kBekWjy


texts: Assign colour to vertices given face texture, and enable conversion to a point cloud

texts:
I'm a-bit of a Blender newbie here so please forgive me if what I'm about to say sounds stupid, but I've been trying to solve this issue for far too long now and am becoming way too frustrated...so, on to my problem:

Main objective:
I have a .blend model containing several objects, each of which I want to convert to a point cloud (i.e. I want to convert the scene in my model to a point cloud which needs to be contained in one file, preferably .ply format).

Progress so far:
I have found a way to export the objects in my model into one .obj (+.mtl) file, convert it to a .ply file to use it in an algorithm which samples the object meshes to create a point cloud, and save this point cloud in another .ply file.

Great, you successfully converted your objects' meshes into a point cloud...so what's the problem?
After saving the objects in my model to the .obj format, I found out that it is the faces which are coloured, not the vertices; i.e., the RGB values of the vertices are grey. I want to assign RGB colour values to my vertices too, so that the points in my point cloud are also coloured.

Other details:
I am using the Cycles Render, and have noticed that when I select the 'Materials' viewport shading, all colours look fine, but when I switch to the 'Solid' viewport shading, most of my objects lose their colour; I understand this has something to do with only being able to view the Viewport Colour in Materials->Settings when viewing the 'Solid' viewport shading.

I have several models similar to this which I did not create myself, and all need to be converted to a point cloud in some way, so I'd appreciate if the solutions aren't too time-consuming.
My options at this point are to get the point clouds without any colour information (which I have been able to do), or to see if you guys can help me with getting colour onto my vertices ;)

Of course, I am also open to other suggestions as to how I can convert my objects to a coloured point cloud.

Lastly, thank you in advance for any assistance that you could provide :)


texts:
I did some editing of the head so it no longer fits properly to the body. How do I match the body neck mesh edge to match the head neck edge perfectly?

I know I can connect them and then detach but I already have vertex groups and face keys for the head, is there a more passive way to align the mesh?


texts: How can I animate the transparency of a image texture ontop of another image texture

texts: Here are two photos of what the effect that I want. I want to be able to have a slider that will change the opaqueness of the "hi" and I want to be able to animate it.


texts: How to fade out loudness of an audio track?

texts:
how can the loudness of an audio track in the VSE be faded out at the end of a track?

Thanks for help!


texts: How to add a custom panel to particle properties?

texts:
I'm trying to add a new panel to show up in the particles section of the Properties Editor.

class CudaParticlePanel(bpy.types.Panel):
    bl_idname = "CudaParticle_Panel"
    bl_label = "CudaParticle"
    bl_category = "SYSTEM"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "PARTICLES"

    def draw(self, context):
        layout = self.layout
        layout.label(text= "CudaParticals Properties:")
        self.layout.label(text="CudaParticle")

I don't get any errors or warnings when running the code but my panel does not show up. Can anyone please explain different locations of the UI and how to put a panel there?


texts: How to show (only) portions of Wireframe modifier? (Version 2.8)

texts:
I’ve modeled a group of rays emerging from a single point by using the Wireframe modifier, then cutting off the ring on the bottom via a Boolean Difference.

But how can I show just some of the rays, and hide others?  Trying to come up with an object for a Difference would be tricky, and not handle the common point well.  Plus I then want to animate that, showing one ray at a time to form the complete circle.

Any idea how to accomplish that?


texts: OptiX CUDA out of memory error when rendering

texts:
I'm getting the OPTIX Cuda error - out of memory, when trying to use OptiX for rendering. When I switch to normal CUDA, there's no issue.
Is it beause the OptiX is still work in progress and this is some random bug? My scene is not THAT crazy for it to run out of memory.
I'm using RTX 2080 Super Max-Q. I'm not sure which other information would be useful here.


texts: How do I make my bones influence others when they move?

texts:
I have a problem with my rig. It's a very basic human body mesh, as you can see in the picture

I want to be able not just to rotate a bone, but also to move it around and still make the other ones move with it. This is what happens when I move the pelvis bone (the first bone I made, I think that makes it the base bone).

It moves the entire rig (except for the legs). Is it possible to do it so instead of moving as a single piece? It makes the other bones adapt to its movement like when I move the pelvis bone upwards, the leg bones will rotate in order to still be connected with it, and the rest of the bones will move individually.


texts: Smoke but no Flame following flamethrower tutorial 2.83.5 and 2.90

texts: I was following a tutorial showing how to create a smoke and flame effect using particles in 2.83.5 and 2.90. I followed the tutorial, everything seemed to work ok right down to rendering the result where I blender rendered everything except the flame. The smoke rendered so did the background and image textured plane but not the flame, even though the flame baked ok. Any ideas gratefully received.


texts:
I filled some faces, but I had some vertex in the middle of the filled edges, how can I remove them?

I tried to delete it normally, but the faces around are removed too :/


texts: albedo, height, roughness? Texture download included a bunch of files. How do I properly use them?

texts:
I have downloaded a seamless concrete texture, but I'm not sure what to do with each file.

From what I understand, each texture is used to apply a certain effect on the object, but no tuturial has given a clear pathway on what each one means and how it needs to be used. The folder included these 5 files: albedo, ao (ambient occlusion?), height, normal, roughness. How do I properly utilize this?

It seems like there's no right answer at this point, so any help is appreciated!


texts: Prevent selection of vertices through other objects

texts:
I noticed that you can select vertices through other objects.
Here is an example to show what I mean:

I have a cube partially inside a sphere. When I do a circle select when the back vertex is hidden behind the sphere...

Both vertices, including the one that was hidden by the object, are selected.

Is there a way to prevent this behavior?

EDIT: I tried the "limit selection to visible" option but it didn't work... I believe this case is different because it is selecting through a different object, not just itself.


texts: Rain drops on a window in Blender from a heightmap/normal map

texts:
I'm trying to render a scene where the camera is behind a window, on the other side there's a light-emitting background image (image on a plane), and there are some rain drops on the outside of the window. For the rain, I have heightmaps defining the structure. The scene without the rain looks like this:

I'm not really familiar with blender so I'm not sure what the best way to go about rendering the rain heightmap. I've tried making a mesh from the heightmap and setting the material to something water-like, and putting this on top of the window but that doesn't work. I've also read that normal maps are better for texture so I think I should be using that instead? Which has led me to think I should make some kind of plane with a water-like material, then add a texture to it using a normal map that I bake from my heightmap?

Any advice on the general workflow I should go through would be greatly appreciated. I'm really trying to make this scene as realistic as possible so any tips on how to make the material and light refraction (going through the rain then the glass) realistic that would be super helpful.

For reference, here is a heightmap, and an example of what I would want my output to look like:


texts: View camera vs. Perspective camera (scheimpflug optics)

texts:
I've been searching extensively through this and other forums without success about the topic.
I am interested in using a new camera model consisting of a normal perspective model, but where the image plane is tilted with respect to the lens plane (scheimpflug principle).
I can't find how to modify a normal Cycles camera in order to include such "simple" modification.

Cheers

Pep


texts: How to have skeleton/armature change with shape keys?

texts: I want to have it so when I change the value of a shapekey, it also moves a bone according to the value. So for example, when I change my character meshes eye width or height, the eye bones move with it so it can still animate properly. Another example would be change the characters leg length so when it is increased the bone moves as well to maintain the correct ratios and not distort the animations for it. I should probably also mention that I plan on using this in Unreal Engine 4 and will need it to work in engine. Any info on how to accomplish this is appreciated.


texts: Blender game controller using arduino not working properly

texts:
I have started learning blender game engine and arduino. Now I am trying to implement whatever I have learned in this simple game where I press a push button connected to arduino and Cube in blender game should move to left.
It is working but it is not smooth.
I want it like this: when I press the push button cube should start moving, when I release it should stop
What is happening: when I press the push button, cube doesn't move until move function finishes and then it moves suddenly my a large amount (amount depends upon for how much time I held down the button).

Python code is as follows:

import serial
import bge
from time import sleep

ser = serial.Serial('COM3', 9600)

movement = 0.1

def left():
    print("Function Started")
    cont = bge.logic.getCurrentController()
    player = cont.owner
    count = 1
    while count < 50:
        print("Count " + str(count))
        count += 1
        if (ser.inWaiting() > 0):
            var = ser.readline()
            print(var)
            var = str(var)
            var = var[2:-5]
            var = int(var)
            print('Int var : ' + str(var))
            print()
            movements = [var * movement * -1, 0, 0]
            local = False
            player.applyMovement(movements, local)
        sleep(0.1)
    ser.close()
    print("Serial port Closed.")

#left()

How should I write this to get desired output?

Arduino Code:

const int inputPin = 13;

void setup() {
  // put your setup code here, to run once:
  Serial.begin(9600);
  pinMode(inputPin, INPUT);

}

void loop() {
  // put your main code here, to run repeatedly:
  int var = digitalRead(inputPin);
  Serial.println(var);

}

It sends 0 if button is not pressed and 1 if it is pressed.


texts: As the title says, when I render out a Mist pass, all transparent surfaces appear opaque instead of transparent. So if I have a glass door and there's a room behind that door, in the mist pass I won't be able to see the room behind the door but only the door itself as a not transparent surface. I'd appreciate any suggestion.


texts: With Python, how to access a vertex group created by parenting to an armature with auto weights?

texts:
I have rigged a character and auto weighted the mesh to armatures. A set of vertex groups are generated from this way automatically.

However, I tried to get vertex_groups but failed.

len(D.objects['Armature'].vertex_groups)

returns 0

How can I get access to the vertex group generated?


texts: How to make an object appear/visible along a path

texts:
I want to animate a logo.
I have this hexagon following a path and want the elllipse to appear after the hexagon passed this specific point of the path (making it look like the hexagon leaves a tail).

I tried several ways with the build modifier (including sorting elements).

I got it done with the upper right part of the ellipse, by seperating the ellipse in two parts. I am not sure if I should continue splitting the whole ellipse or if there is a better way to achieve what I want.
I did not find any solution to my problem on the internet.

I think another approach would be: Creating an invisible box around the hexagon and make the ellipse appear after it passed through the invisible box. Comparable to this: How to make one object gradually disappear as it passes through another object
But I am not sure, because the ellipse would enter the box on one side and leave it through anoter side.

Could somebody please help?

Thanks


texts: Show all Collections with one button in 2.8

texts: In 2.7, we had a button to show all the layers. In 2.8, this button is for the Pie menu. Do we still have this functionality for Collections?