texts: Do I need low poly model assets for videogames - enviroment or "world"

texts:
I have a question about the creation of assets for video games.
Usually for the game objects a high poly model is prepared, to then transfer the details on a low poly model, so that it can be rendered in real time. Is it a work that is always done with any object? the polygonal models of the characters in general imagine yes but the rest? I refer to the environment, the structures, vehicles etc. from various videos released by some studios you can see the low in engine models, so I guess so.

I was especially interested in the environment, a snowy mountain for example. I do not think you do this reasoning even in this case, after all change the game environment seems fast enough with the most popular engines. I could not elaborate on it, could you help me?
thanks in advance and sorry for my english, I do not know if I was clear xD


texts: Meshes made from scratch will not texture

texts:
I have made a simple mesh from scratch, starting with one vertex and tracing from an empty then extruding.
I can not get it to texture, it will only put a solid colour in.
I then tried the steps with a default cube which worked, so I deleted one face and was left with a plane - still textured ok, then deleted two more vertices, and extruded (one at a time) back to a plane again, having to make a face, back to a cuboid and it is not textured, even though the nodes are still there.
What am I missing? It is still saying the model has a uv map.


texts: How to create splash of a ball falling on water?

texts: I have a ball with a rigidbody and it has fluid with a type obstacle. But when it falls in the water I don't get a splash or anything. What I want to happen would be the ball to fall in the water, splash and also maybe the ball float a bit. How would I do this?


texts: How do I export a mesh then import it in to another blender file while keeping the original textures?

texts: What sort of exporting format should I be using? Or will I have to re-assign all of the textures again? Thanks.


texts: Copy a mesh along an oblique direction and scale

texts:
I have to copy the rail panel along the dashed yellow lines and then scale it along the same direction in order to create a new smaller panel and end the stairway. I have tried Sh-D / GG / C but does not work.
Also turned to local view. Any chance to align the xyz axes temporarily to that object?


texts: repeating set of operations for all selected objects individually

texts:
I wrote a short script which performs multiple operations on a selected objects, and some of those operations depend on the objects position. I have 100+ identical objects in different positions and I would like to apply this set of operations on each object. If I select all of the objects, is there a way to then iterate through each of the objects in this selection?

Apologies if this is a bit vague, I am fairly new to coding so I hope I am using the correct terminology. I was thinking perhaps all the selected objects could be put into an array and each one could be selected by incrementing the array index after performing all the operations.

Edit: For example

def execute(self, context):
    for object in bpy.context.selected_objects:
        bpy.context.scene.objects.active = object #was missing this part
        bpy.ops.object.convert(target='MESH')
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action='TOGGLE')
        bpy.ops.mesh.edge_face_add()
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')
        bpy.ops.object.editmode_toggle()
        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.context.space_data.pivot_point = 'CURSOR'
        bpy.ops.object.editmode_toggle()

    return {'FINISHED'}

This seems to only apply to the last object selected even though multiple objects are highlighted.

Update: I was missing "bpy.context.scene.objects.active = object". Adding that at the start of the loops fixes the problem.


texts: How do I apply three array modifiers to only one plane and have that plane be the same, editable, plane

texts: This was basically the same as other questions I've asked, except it specifies the array modifier, as modifiers allows for control over the stages which other modifiers are used on an object. I'm changing the question, in the hopes of finding the solution I'm looking for. I'm as sorry as I can make myself feel, as a sociopath (a victim of sociopath characteristics), that I duplicated questions. I did it because I thought each question might be more specific or cover a slightly different area. Now that I've thought about it, I realise I can just edit the same question next time. Again, I'm sorry. If I could be, I'd be very sorry. My problem would be completely solved if I just learned how to do one more thing and that is use three array modifiers on the same stage of the mesh, so that all three array modifiers are arraying only 1 plane, instead of the first one arraying one plane, the second one arraying 4 planes and the third one arraying 1 plane. Is there an inbuilt feature or Python code or a plugin or a mod that does this? Also, if you know of a better way of finding out this information, please let me know. Thank you very much for any help. :)


texts: How to make Daredevil dripping wax using liquid simulation

texts:
so i was wondering if anyone knows how to go about recreating the dripping wax effect as seen in the intro in the Daredevil show.
Check out the intro:
https://youtu.be/KFYFh8w4758
 if anyone know i would be very interested to learn how
thank you :)


texts: I am basically trying to make an intro for my youtube channel. I am sort of familiar with the program because I was playing around with it for a long time, getting the basics of it. With the help of youtube videos I am basically done with my project. I put my name in it and everything. I just need to know how to save the animation onto my desktop as a file that I could open and would be in a video format.


texts: So, I have a 3D model torso. I made only half of the body, and then used the mirror modifier to generate the other half. However, now I want to modify it asymetrically. How can I turn off the mirror modifier, and still keep the other half?


texts: How to obtain the fisheye model from blender

texts: I am using a fish eye camera to do some animations. Next, I want to validate a 3D reconstruction algorithm. So, I need the projection matrix of the fish eye camera. I know that it not possible to approximate fisheye by as a perspective projection. I need some tutorial and what I understand is the coordinate (u,v) of a 3D point X (x,y,z) in space is linked with the radius r which is the distance between the center of the image (circle) and the coordinates (u,v), and the angle theta defined by the incident ray define by the point X and the center optical (or the center of the sphere). Any comment? Any help?


texts: Doubt with sculpt pie menu in grease pencil 2.90

texts: I don't know if it's a bug in blender or in my head. In sculpted or object mode of grease pencil, someone knows what function the "active tool" button of selection mode pie menu (alt + w) has or should have. I can't see anything change. Thank you.


texts:
I making a mesh of lattice (soft and hard parts) the soft parts are the squares and the hard one I have to fill the offset with. I tried to select each adjacent vertices, but nothing work out.
Also, I have a problem how to assign different young Modulus for this mesh, do anyone has an idea?
In reality it looks like that picture:


texts:
I know there are a lot of websites there which are answering this, but as I was making video which is only 1.3 seconds long, it took 2.5 hours to render, also with all the tips I found.
I am using CPU and Cycles engine for rendering.
Are there any general tips for these engines to render faster?
If this is not a good Question for this site, I will delete it.


texts: Determine if fcurves cannot be evaluated from Python

texts:
I'm trying to detect fcurves that are "errors" (the ones with the red underlines):

I've tried code like this:
import bpy

valid = 0
invalid = 0

for action in bpy.data.actions:
    for f in action.fcurves:
        if f.is_valid:
            valid += 1
        else:
            invalid += 1

print(valid)
print(invalid)

However, certain fcurves that are invalid are only registered as "invalid" in this code if I open an action from the GUI and it goes ahead and evaluates them to determine that they're errors.
How can I detect these from my code without needing to manipulate the GUI so I can process these fcurves?


texts: how can i offset a gradient in a colorramp

texts:
i have set a gradient with a colorramp on a cube , as you can see in the picture.
what we see is that the gradient is exactly in the middle of the object.
i want to add an offset node. so that the gradient will show up at another point on the object.
 for example the complete white part would now be in the middle.
 or the black part would be in the middle , in stead of having the black part all the way to one side now.
how can i do this the best way ?


texts: So I am currently making an audio visualiser and I want it so that when a specific frequency hits the object will be black. Currently, whenever a specific frequency hits it is white. This means I have to invert the f curves. Is there a way to do this?


texts: Need help moving a set of cubes from one end to the other on x-axis with python scripting

texts:
I am currently using blender 2.8 and I am trying to make a scripted animation where  I move a set of cubes from one end to the other on the x-axis with delays in between animations. This isn't really a real animation because I am not using the timeline. I am trying to create a real-time demo of a personal project.
If you look below I want to make the collection of cubes to travel to the right in delayed steps.
My current script is like this:

import time

collection = bpy.data.collections["layer_1_filters"].objects # I grouped the 5x5 cube grid to the collection called "layer_1_filters"

for steps in range(23): #steps to the right 23 times

    for cube in collection: # loop each cube

        cube.location[0] = cube.location[0] + 3 # move all the cubes to the right by 3 on the x-axis

    time.sleep(0.3) # pause 0.3 seconds before start moving right again.
                    #THIS HANGS and BREAKS BLENDER!

If I use time.sleep to delay the actions blender hangs then crashes, if I don't use some sort of delay the cubes would just immediately teleport to the end. How can I slove this?


texts: Boolean modifier not working for simple objects

texts:
I am trying to make a floor plan which I can 3D print.

I started by using a base cuboid, and then added rooms of specific dimensions with the hope of using the Boolean difference to remove the volume from the base cuboid.

Please see attached .blend.

When I use the Boolean modifier, it seems to have trouble showing me the end result (the faces look like they are ripping, tearing or just look weird??) and when I try to look at the item in Cura, it doesn't seem to have shown the Boolean difference modifier working.

I have tried using 'remove doubles' and 'limited dissolve' but no luck.

Any help would be great please.

Note: I have tried using the bevel modifier after the booleans and no luck; also tried applying the modifiers and it still comes out being all ripped/torn.


texts: Rigging questions - How do I make the drum of this revolver rotate only from the center of a barrel/barrel to frame question

texts:
I was wondering how I would make the drum of a revolver barrel rotate in a centered position so it can only spin and not actually change position if that makes sense.

My second question would be, as of right now if you rotate the barrel of the revolver -- it would fold into itself like so.Essentially, if you try to rotate the barrel it won't move on the right point, ie the little circular shape and fold into itself.

How could I make it so the revolver barrel rotates along the proper point in regards to the frame? ie that little circular point where the weapon root bone is.

Thank you so much for reading, and here is the blend file. https://a.pomf.cat/wkyqgw.blend

I would provide the pics but I don't have the rep.

edit: First issue resolved by lemon, still need help on the second!


texts: How to change the Blender Console number of spaces used for indentation?

texts:
As I make myself comfortable scripting in Blender I use the Scripting workspace: the Text Editor and Python Console in particular.

I've noticed that the Text Editor uses 4 spaces for indentation while the Console uses 5 somehow.
This makes it cumbersome to copy tested snippets from Console into Text Editor as I need to manually edit every single indentation.
Here is a short sample copied from Console:

 for o in C.view_layer.objects:
...     print(o.name)
...

Is this normal behaviour ? Is it possible to change Console's indentation to 4 spaces instead of 5 ?
What is the recommended workflow that would allow consistent copy/pasting between Console and Text Editor ?
(Note this is on Windows 10 using Blender 2.82a)


texts: Model doesn't rotate around pivot point after importing scn. into Xcode

texts:
I export my model from blender via Autodesk into scn. file to use it in Xcode. Once I want to rotate the object on my phone it rotates perfectly horizontal around itself but for some reason not vertical. Vertical it lets the model fly up in huge circles around a point instead of sticking to the point and rotating itself.
Does anyone have an idea what the problem could be? I tried adjusting the camera in Xcode but I will have nearly to 200 different single objects that need to be rotated in 360 so I wonder if this could be solved in blender somehow.
I also made sure , that the pivot point and the 3d cursor are in center of origin.
Thanks alot


texts: Pretty strange that I get this glass result. I am making a a wine bottle so nothing too complicated. I think I will do my model again, but I would like to understand what makes the model being this unrealistic? I tried to play with a lot of settings, I followed advanced tutorials but even then nothing made sense. Here is the file yo ucan download : https://pasteall.org/blend/a9482823b5024548ae168368464bef96


texts:
My timeline cursor in the video sequence editor is either missing or hidden. I reinstalled blender to no avail. How can I get it back?

Edit: I found my timeline cursor as here, but it won't move at all.


texts: There are 6 different logos on the 2.8 splash screen. What is the meaning of them?


texts: When moving the object along a given axis, the coordinates change along others axes

texts: I have a problem that I can not understand. When moving the object along an axis x, y or z, the coordinates are changed simultaneously along others axes. Here is my file blender


texts: How do I bend pipes with Blender modelling tools?

texts: Here's a screenshot of my model so far. I can select vector points in edit mode but can't move them. I'm working on a MacBook Pro laptop.Is there any way of uploading and sharing Blender model files on this forum?


texts: How can I edge slide to an accurate value on one axis?

texts:
I want to slide this edge to 38.4cm on the Z axis. The only way I know how to slide edges is double tapping G and sliding it with the mouse, which is not accurate enough for my needs.

Is there a way for me to type in a specific global value without messing up the right side of the mesh?


texts: Boolean difference between Cylinder and Torus

texts:
I want to create a mesh like this:

using blender version 2.83.5
It should be easy to create it with a boolean difference between the cylinder and the torus, but it seems that in the defaukt position something goes wrong.
I am new to blender forums and I never reported a bug so I want to avoid to make useless noise by first asking someone else if I am doing something wrong.
I followed this sequence:

Open a new shene and delete the default cube
Create a cylinder and leave everything default
Create a torus and leave everything default
Add a booleand difference to the cylinder with the torus as a target
Nothing happens
Apply the boolean and hide the torus. The cylinder is still there intact
Go into edit mode and you'll see the traces of the difference as new edges and verteces where the torus was
I also noticed that if the torus is not perfeclty centered (i.e. moved x by 0.001) before applying the boolean, everything works as expected.

Is this a bug or I am doing something stupid?
Thank you for any suggestion


texts:
I've recently started working with Blender and i CONSTANTLY get this issue when i make 2 meshes and join them together to form 1 mesh.

This is what it looks like before i join the 2 meshes:

An this is what i get when i join them. (The magazine is not yet joined with the other meshes)
Any help on this issue will be really appreciated.
Thanks for the attention!


texts: Preventing the "Indirect Lighting" setting in Blender Internal from making the entire rendered image black

texts:
I'm currently working on a 3D scene in Blender 2.71. It has a mesh landscape. For the sky, I use a shadeless UV sphere with shadow deactivated. It also has a base in the center where most of the detail is located. Inside the base I have several meshes with an emit value given to them so that they act as artificial lighting (using Indirect Lighting). In order to make them actually emit light, I set the "Gather" setting to "Approximate" under the "World" tab of the "Properties" panel.

However when I look at the rendered view of my scene, the entire rendered image goes black (erratically when I look at it from different angles). I have tried removing certain items in the scene, but only deactivation of "Indirect Lighting" fixes the problem.

How do I keep the "Indirect Lighting" setting active, but prevent it from causing the entire rendered image to be black?

EDIT: I noticed that when the problem happened again recently, it stayed black from every angle, but the sky stayed visible (even though "cast shadows" is deactivated on the sky object).

EDIT-2: Here are some screenshots of the problem:


texts: I got this baking texture out of this mesh, it as a normal albedo map and emissive, I just simply need to bake the material with the direct and indirect lightning from the emissive, but as it looks, the baking does not work.  the texture does not translate to reality, do you guys know what is going on? The last image is how it looks in unity. I need help thank you in advance.


texts:
cuCtxCreate: Invalid device with two different Nvidia cards

I'm running Ubuntu 14.04 with Nvidia drivers 375.66 installed from the Nvidia site. I've got two cards: a GeForce GTX 560 and a GeForce GTX 1060 3GB. Using Blender 2.79 downloaded from blender.org, if I enable CUDA and use Cycles with GPU, everything works fine if I use either card individually. But if I use both cards, though, I get "CUDA error at cuCtxCreate: Invalid device". I'm using the default scene, so there's no memory issue.

I looked around the web and found a couple other posts with the same issue. The only one with a solution was here and the bug mentioned there.  Unfortunately, the fix there, a clean install of Ubuntu, didn't help me---I had the same problem. (Though I used KDE neon, not Ubuntu 16.04.)

I'm using the downloaded 375.66 as if I use the Ubuntu provided driver, nvidia-384, performance using the 560 is terrible---it takes 30 seconds to render the default cube.  However, I do get the same bug with the 384 driver.

Questions: (1) Is this something that has any chance of working? Or are the cards just too far apart in what CUDA versions they support?

(2) If this might work, an ideas on what to do to track down and fix whatever's causing the problem?

[edit]cegaton suggests that the 560 is not worth bothering with.  Perhaps, but based on my benchmark runs, it's not nothing; the benchmarks I've run show it running about 1/3 as fast (that is, taking about 3 times longer for most scenes).  Also, the 560 has 2GB of memory compared to 3GB for the 1060 so the memory issue isn't as big as suggested.

I will try the suggestion, though, and see if it speeds up the 1060.[/edit]


texts: How to save a group of objects separately for use in other programs?

texts: I am new to using Blender, and I think I have bitten off more than I can chew. I'm trying to play with a model of the Mark III Iron Man suit. I have broken it down into 8 different groups thanks to how the file was originally saved. The inner arms, inner legs, inner helmet, inner torso, and their outer equivalents. I want to take apart each group to make it more easy to edit and print. So my question is, how do you save each smaller part separately without going one by one? I'm also including a picture of the inner arms to help you understand what I'm talking about.


texts: Best way to divide a face of a cube into several specific faces

texts:
So I want to subdivide the top face of a 8x8x1 cube into this specific pattern:

I tried fumbling around with the subdivision tool, but wasn't able to arrange it correctly. I also have some other more complex patterns, so I wonder if there is an easier way of doing this kind of operation.


texts: Parts of wireframe showing in object mode

texts:
I'm new to Blender, and when I try and go into object mode I get these weird lines showing up. There's no gap in the mesh, as far as I'm aware, but I don't know how to remove these lines without redoing the model from the waist down.

I've already redone it once as this problem caused the mesh to warp in weird ways and clip through the wireframe. It's a lot better now as the mesh isn't clipping, but I still don't know what caused the problem in the first place or how to get rid of it.


texts: Getting rid of the little (+) buttons for a clean window

texts:
I wanted to have a second window (with a 3D View) totally clean for projection.

Anyone have any idea how to get rid of the little (+) buttons on the side, the ones that show up when you press T or N key to hide the side toolbars?

Editing the code and compiling Blender again, I guess.
Could some one help me or point me the way.


texts: Adding a new keyframe while working with dopesheet sets the last keyframe to the current

texts:
So I have a problem were I add a new keyframe in between a loop the last keyframe takes the new keyframe's value.

Lets say I have :

keyframe 1: x=0
keyframe 2: x=16

and then I add

keyframe 3: x=6

in between. What happens then is that keyframe 2 value changes to 6? I have been searching to modify this behaviour everywhere, but don't seem to be able, any help?


texts: Getting separated meshes to use the same armature (clothes and hair moving with body ex)

texts:
When I made my character model I made it as 3 seperate objectes: one for body one for clothes and one for hair. I then joined these objects using the 'ctrl + j' command.

I have created armature but the manipulating the armature only moves body + objects that are connected with the body(ears).

I'm not sure if I should somehow separate these objects again and give them their own armature (seems kind of labor intensive)

Or if there is a way to 'merge' the meshes so they are all connected and can move along with the poses.
If anyone has any guidance or can point me in the right direction it is greatly appreciated. The similar questions I have found differ in the fact that the user is using separate objects while I am using one.

Thanks!


texts:
https://gyazo.com/5cf6c595588ae0348db013e1f8bec38f
So that's what happened, the UV outlines show when the mesh is  rendered from a distance or an angle, the texture image is jpg, I've tied raising the bleed value, but it still didn't work, any help?


texts: Is there a way to batch render images from several cameras?

texts:
There is one scene, but several cameras and I would like to render this over night to have one image per camera (no animation). Is this possible? I don't see a command-line switch to select which camera to render.

I'm using cycles render, if this matters.


texts:
I want to rotate a group of object in its middle, like a clock aram moved with respect to its base.

In pas it was working good, but now its behaving like this


texts: Create Simple Shadow Under Object in Blender Render

texts:
I have an 3D model that I would like to export to SceneKit in iOS.  Everything is working except simple shadows underneath the object.

I looked over this question and this simple tutorial here.

What I want the end result to look like:

What is actually happening:

My steps are the following:

Add a Plane Mesh under my object
In the Material  Options:
a. Select Shadows Only option
b. Transparency Option for Plane

When I export the model to Collada format I still see the plane under the object and no shadow.


texts: Why does 'bpy.context.object' return 'None' when accessed by an operator in a panel?

texts:
I wanted to switch between Display modes with hot keys.
And I decided to write my own operator for this and create a small add-on to be able to start using hot keys and switch between these modes.
The operator itself works.
import bpy

def main(context):
    bpy.context.object.display_type = 'TEXTURED'
    #bpy.ops.mesh.primitive_plane_add(enter_editmode=False, location=(0, 0, 0))

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

@classmethod
def poll(cls, context):
    return True

def execute(self, context):
    main(context)
    return {'FINISHED'}

But when I started working with creating a button for my operator, there were problems.
class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        scene = context.scene

        # Big render button
        layout.label(text="Big Button:")
        row = layout.row()
        row.scale_y = 1.0
        row.operator("object.simple_operator")

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.utils.register_class(LayoutDemoPanel)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.utils.unregister_class(LayoutDemoPanel)

if __name__ == "__main__":
    register()

When I click on the button to apply my operator, an error appears:
    Error: Traceback (most recent call last):
  File "\ui_panel.py", line 31, in execute

  File "\ui_panel.py", line 16, in main
    bpy.context.object.display_type = 'TEXTURED'

AttributeError: 'NoneType' object has no attribute 'display_type'

location: <unknown location>:-1

What is the problem? Why, if you call the operator directly, then it works, and if through the button it throws an error? Why is this happening and how to fix it?


texts:
I am trying to add material to my tire and after I complete the steps to get the material and make it textured, I am told to hit the material button to see the material and texture as one. However, my blender doesn't have the buttons under the preview window on the right hand side as the instructed video I am watching has.

I added pictures so you can see what I am talking about.
Screen shot of Instructed Video.

My Blender


texts:
In 2.81 python api the bpy.types.Cycles* classes are omitted from docs but mostly still accessible ?

Can they be found elsewhere in the docs ?


texts: Seperate a border/frame from an object using offset i Blender?

texts:
I'm trying to separate/split the border/edge of this object using an offset edge. Like shown in the first image (done in fusion). The object is curved.
Image 1 is sort of what I'm trying to do. But I need the to parts to follow each others form and have equal thickness around the whole body


texts:
I'm having a big problem here.
I've applied different textures to the faces of my model and it looks exactly how I want it to, until I unwrap it.

Pre-Unwrap:

Post-Unwrap:

And now I can't bake the texture.

What should I do? Why is this happening? Can I not bake the texture exactly as it appears in the viewport?:-(


texts:
VELOCITY
Animation Nodes have been very useful for me so far, but I am stumped as to how I can use an object or particle's velocity to influence other properties (like color, rotation, etc.).  There's plenty of documentation out there on how to calculate one axis, but I've yet to see how to accomplish this with objects that don't move in a straight line.  Any ideas?


texts: Setting up a rooftile system with controllers

texts:
I'd like to make a reusable rooftile system very similar to the one below, but I don't know how you can make those kind of controllers which affect modifiers and rotation (well, I assume that's what it does).

(found it here: http://visperfect.com/en/model?&id=61&cid=50)

Cany anyone point me in the right direction? Thanks!


texts: I've rendered about 300 frames for a short clip. The frames look fine, but when I compile into a movie all I get is a black screen. I haven't been able to find anything to solve this problem. The individual frames are well lit, capture what I want them to, look great. Just creating the AVI or MPEG results in a clip that has nothing but black.


texts: Convert any mesh to quads to fix shading issues

texts:
I have made some meshes in Blender for a game I'm working on.
Here's an image of it.

You can see the shading is terrible, so I was thinking about converting this mesh to quads. But how can I do that (in a way it's doesn't become more than ~10,000 tris?


texts: Hair particles on a moving and deforming mesh sequence

texts:
I have a .ply sequence of 10 frames (from a fluid simulation) imported with Stop-motion-OBJ which looks like this:

The mesh is constantly having a change in the number of vertices/faces as it is deforming.
Now, I want the hair particles to behave as strands attached to these moving faces and follow the motion of the mesh. Something like this:

I did try a basic hair particle system and before that I did the following as well:

Cleaned the imported mesh( removed doubles/recalculate normals)
Created a particle system on frame 1 Checked Use Modifier Stack
I also turned the stiffness down to a super low value.
Physics set to Newtonian and the rest pretty much the default.

This results in:

I notice two problems immediately. First, the hair particles are still rigid and stiff and two, beyond frame #10, nothing happens except that they continue to remain stiff.
I am not sure what I am doing wrong or how to go about doing this as I am new to modeling particle systems in blender. Any pointers are appreciated.


texts: I've seen people doing this in many tutorials but non of them explained how to do it, clicking  Z  opens selectable buttons in the viewport around the cursor, something similar to Maya menus, I tried to click and hold  Z  but it kept toggling Solid and Wireframe, is this an add-on?  Anybody knows what's called?


texts: blender python ShaderNodeTexImage subclass does not inherit parent's properties?

texts:
what I am trying to do is registering my own image user (for node customization). Basically, I am trying to create a custom node group that can be an image user. Placing 'ShaderNodeTexImage' node into its node tree is not an option - the class itself must be able to hold the image and the image_user attributes. So, I attempted:

class experimental(bpy.types.ShaderNodeTexImage):
    bl_label = "this is experimental"

bpy.utils.register_class(experimental)

bpy.context.active_object.active_material.node_tree.nodes.new(type = 'experimental')

This does create a new node and register the class with no mistakes but I try

bpy.context.active_object.active_material.node_tree.nodes.active.[autocomplete]

it does not show the Image property (my subclass does not inherit the properties of the ShaderNodeTexImage). Why???

is there any other way to create an .image and .image_user properties for my custom class? in the ideal world, I would like to have something like:

class myClass(bpy.types.Node):

    img = bpy.types.Image(params)
    img_user = bpy.types.ImageUser(params)

Is there any way to achieve this?


texts: How can I make a luminescent gas cloud, similar to the one shown in the picture below (labeled "Trapped Atoms")? Thank you.


texts: I used a Boolean operator on a cylinder to punch a hole through my vase (see image). I want to bevel the edges of the hole. How can I do this? The vertices of the hole don't align with that of my vase.


texts: Using Grease Pencil (Annotation) from Modal in Blender 2.8

texts:
In my addon, I need to do a bunch of stuff while running modal.  One of those things is drawing with a grease pencil, and then processing the curve.  By grease pencil, I mean just the simple annotation tool.  However, I am not able to get the grease pencil to draw from modal.  If I call my draw_curve() function defined below from a button, it works fine.  But from modal, the cursor does not become a pencil, and I cannot draw.  What am I missing?

(I guess it might have something to do with detecting the left mouse press to actually commence drawing a stroke, but this worked in modal in Blender 2.7x without any further steps, and I'm having trouble figuring out what else 2.8 wants.)

Thanks in advance!

class MYADDON_OT_modal_operator(bpy.types.Operator):
    bl_idname = "myaddon.modal_operator"
    bl_label = "Modal Operator"
    bl_options = {"REGISTER", "UNDO"}

    def invoke(self, context, event):
        bpy.ops.object.mode_set(mode='OBJECT')
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def modal(self, context, event):
        if event.type == 'D' and event.value == 'PRESS':
            draw_curve()
        elif event.type == 'ESC':
            return {'CANCELLED'}
        return {'RUNNING_MODAL'}

def draw_curve():
    bpy.context.scene.tool_settings.annotation_stroke_placement_view3d = "SURFACE"
    bpy.ops.wm.tool_set_by_id(name="builtin.annotate")
    bpy.ops.gpencil.annotate()


texts:
Trouble with circular array. I get a line array, even realative offset are set to 0, se pictures.
I have tried to look at several demo of how to do, but I do not get the right result. A week agoe this work fine, so what combination I have press on keyboard....
I have 3 screenshot of this.   First are a box and a empty. Second array modifier realtive offset, and third cirucular array where empte turned 60degrees. Can anyone help?


texts: My object becomes darker during animation

texts:
I have made this animation:
https://i.imgur.com/qXzYD8o.mp4
Each frame consists of an object that has been generated independently using python. These objects are isosurfaces of a function at different points in time (it is a rabi oscillation for a single electron in a molecule as the molecule moves from a ground to an excited state). The algorithm used to generate the surfaces provides me with the list of vertices, normals, and faces that define the surface.
There are two emission planes, one below and one above the object. The renderer that I am using is Cycles.
I do not understand why some of the objects appear darker. Could it be that the normals are pointing in the wrong direction in those objects? If that is the case, is there a way to ignore the normals?
EDIT: This is a blend file which contains two objects from two sequential frames. One object appears darker than the other:


texts: Hair particle system converted into mesh doesn't render

texts: I'm in cycles render. In "add modifier", I clicked on "convert", to transform the hair particle system into a mesh. The new mesh shows in the solid viewport shading, but not in the other render (texture, material, rendered) viewports. I assigned a material, but it doesn't show. What am I missing?


texts: HDRI appears black in both render and viewport

texts: I added a HDRI, but the background is completely black. I tried turning the strength up and down, checked if the thing is equirectangular and properly configured. I also tried to disconnect the compositing nodes and instead just render the original combined image. This came out to still have a black background. Any ideas?


texts: UV Project Modifier doesn't use alpha correctly?

texts:
I can map textures with alpha (that I paint in the UV Image editor) and make them partially transparent in the BI renderer.

But when I use the UV Project modifier and allocate the loaded alpha image it disregards the transparency but will show the material colour.

In the material panel when I turn on transparency it ignores the texture slot. I guess because there is no available texture in the texture panel?

I have to manually add a regular texture and turn on the alpha with colour. Then back in the modifier turn off override.

It seems odd that it won't correctly apply the alpha as transparent.

Why can't alpha transparency work from the UV Project modifier?


texts:
[]
So i have modeled a bill here [see pic] and i want to rotate it with an empty object like every other tutorial you see on youtube...
But there, DANG!
It doesn't transform as expected!
It squishes and distorts for every iteration you add, its frustrating
Other than starting completely on a basic cube, i followed hoards of youtube tuts that always starts with the cube.
Do i have to start at a cube and forget about the dollar bill?
please help. :(


texts: Is there a way to apply uv texture in the middle of animaton?

texts: I want to apply a UV texture (on the selected object)  in this frame but when I enter edit mode it pops back to the original position, can anyone tell me how to apply UV texture in the frame and this position? thanks


texts: So, recently I'd updated windows and I now have this issue with blender, shown above. This graphics issue can be created by scrolling in, pulling the points around and changing views. What is causing this? Has windows somehow tampered with files required for blender to work fluently? And what are said resolutions for the problem?


texts: Can game settings be changed dynamically?

texts:
I manipulate a game property using logic bricks. I can read the property in the following script and set the value of bpy.context.scene.game_settings.stereo_eye_separation which is changed as long the value is less than 5.0.

Unfortunately, setting this value during runtime has no effect.

Is there any 'update' method I'm supposed to call or another way to apply the changes?

import bge
import bpy

co = bge.logic.getCurrentController()
print( co )
sep = co.owner["eye_separation"]
print( " property:%f" % sep )
bpy.context.scene.game_settings.stereo_eye_separation = co.owner["eye_separation"]
print( "gs.stereo:%f" % bpy.context.scene.game_settings.stereo_eye_separation )


texts: My HDRI reflection isnt showing up in the render, blender 2.9

texts: im sure theres something stupid that im missing like in my nodes, i already saw a post on here about this but the answer didnt help me


texts: How can I avoid Undo/Redo on StringPropery or bpy.props in general?

texts:
As per the question, is it possible to avoid the effect of Undo / Redo on a StringProperty? I've run into a situation where I have to avoid this, but I'm not sure if it can be done, and how.
At this moment in particular I am focused on a StringPropery, but I think it may be useful to know also for other types of bpy.props


texts: Baking normal then plugging into the normal channel of a shader results in flat shading

texts:
I'm not trying to transfer high-res normals to a low-res model, so I might just be doing it wrong, but what I'm trying to do is just output the normals of the sphere onto a texture that I can paint on to manually try creating some cel-shaded looking normal maps.
When selecting the sphere, the texture I want to bake onto, with the bake type set to normal, all I get is a flat blue color, and this is how it looks when I plug it into the normal channel for the shader:

What am I doing wrong here?


texts:
I have made a simple fluid simulation in Blender 2.8 and whenever I render it it doesn't work.
First I tried rendering it as a png but that just produced 4 images and no video or animation. Then I tried rendering it as a FFmpeg video and when I try to play it all I see is a black screen. Can anyone help me?


texts: Action editor / dope sheet showing extra frame without any keyframes

texts:
As shown in the attached image, my 60 frame animation has a empty frame 61, as shown by the darker shade on the header and all other lines.

How do I find what it causing this so I can remove it? When I export via fbx 61 frames are shown for the action.

I've tried ensuring nothing is hidden, and bones are displayed. I also have the 'ghost' option on to show hidden.


texts: Background script only works when BGE player stops

texts:
I want to run a thread in the background of the BGE, that retrieves accelerometer data from a LoPy, and uses the values to rotate the object.

For now, the code I have can only receive and print the data in the console, however the thread itself only runs when I exit the blender game engine. This is my code:

print("---------------------------------------------")
print("Begin collection")

import serial, threading, keyboard

port = 'COM5'

def acc_data(ser):
    while True:
        if keyboard.is_pressed(' '):
            print('The script was interrupted!')
            break
        raw = ser.readline().decode("utf-8")
        data = raw.split(",")
        try:
            pitch = float(data[0])
            roll = float(data[1])
            print(str(pitch) + " " + str(roll))
        except:
            print("Only one value read")

def acc_thread():
    acc_data(serial.Serial(port, 115200))

try:
    thread = threading.Thread()
    thread.run = acc_thread
    thread.start()
except:
    print("Unable to connect")

print("End collection")

This is the logic editor:

blender console print data


texts: straight line is distorted in distance eevee

texts:
I made this simple scene so far:
The middle line is perfectly straight. Somehow it gets distorted as you can see. This happens in the viewport, eevee rendering but not in cycles rendering. What is going on here?
The line is put via texturemask on the ground (just in case this matters)


texts: Screen Space Reflections isn't showing in the final render using EEVEE in Blender 2.80

texts:
This questions has been asked before, but the solution didn't work for me.

I have a Metallic 1.0 object on a Roughness 1.0 plane with one point light and HDRI. When I switch to render mode, I can see the Screen Space Reflections in the Viewport. But when I render the image, there is no Screen Space Reflections.

The sampling of both Render and Viewport is 16. Following are the Viewport and Rendered images.


texts: Why can't I see all textures in the 3D viewport?

texts: Rookie content creator here, but new to the forums. Been working with Blender for a little over a year now and only now have I encountered this issue where my textures in the Materials Viewport seem to mysteriously disappear and clip to where I can't see them all entirely and only in parts. Perhaps my finger slipped and turned on/off a setting, perhaps it's a bug, not entirely sure. Any feedback on how to fix this would be hugely appreciated!


texts: Need to export animations into FBX without interpolations (need just keys solely )

texts: Im creating animations in Blender (2.77) to export the model into FBX file to read it later using Assimp library in c++ to do calculate interpolations while run-time, but the problem is I can't understand the proper way to, or better to say, NOT to export interpolated data, I need just key translations and rotations. I found one way to do that - to use Key-> Interpolation Mode->Constant, it exports the keys the way I want to BUT the time value retrieved is quite wrong and doesnt match the timeline at all, and I need exact time (ticks) as it is in Blender for my animation code. Is there any ways to make it works, by ways I mean - or straight option to create animations without interpolations exported, or keep the correct time ticks while exporting the model with constant interpolation mode? Thanks for any tips :)


texts:
I know this question isn't directly blender related, but I hope someone with more experience with the animation nodes addon could point me in the right direction.

I'm currently trying to create a animation that should kind of do this

For this version I used Animation Nodes with a Spline Falloff, which kind of works. Though you have to use the AnimAll addon so you can animate the spline that is used for the falloff.

This gets really fiddly as you have to animate more and more points that move to the next point.

I'm wondering if there isn't a more elegant solution for this. Something like an "effector/null Object" Moving along the spline affecting the cubes closest to it? I know you can use object falloffs but as they move away from the cubes..they would come up again.
I tried some things with this but can't find a way to get it work.

It would be great if someone could point me in the right direction here.

Cheers
Daniel

Edit for clarification: The problem that I have is, that I also need to animate multiple cubes at once (as seen below always two in a row) so going with an idea is not really working as the delay makes them move one after another.
I'm also going to animate a harvester along the lines which will take longer to take the curve between the rows..so a delay will only work if I speed up this animation.


texts: Render shows geometry that isn't there. Normals?

texts:
I have been working on a light switch in Blender, and it had been going well until I used the Bevel modifier to create the screws. Then, when I did a test render, this came up.

I circled my problem in red. There are unwanted streaks coming off the top screw. The previous test-render looked like this:

I have been working on the light-switch more and have improved it, but it continues to have those weird streaks coming off the top screw.
Here are pictures of that screw in edit mode:

Currently I have the faces that it's happening on shaded flat.
Here is a screenshot of them shaded smooth:
So, I'm thinking those lines are happening because of normals. Is that correct? and how do I correct it?

Thanks!


texts: How many points does the perspective in the viewport use and is it changeable?

texts: I know blender can display both orthographic and perspective projection. But, when we look at a cube in blender's viewport, I'm unable to distinguish by eye, if the projection in the viewport is a one-point, a two-point or a three-point perspective. What does blender use, and is this something changeable?


texts:
I have been trying to get the viewport to look smooth but my PC refuses to apply any anti aliasing.
Because of this, I have great difficulty working on my models.

Here is what it looks like,

Here are my settings

What can I do ?

Thanks in advance.


texts: Why is 'Subdivide' deselecting vertices instead of subdividing?

texts:
I know that subdivide is on right click in Edit Mode but for me it only deselects all vertices.

I already searched the whole Internet and everywhere is only by right clicking in Edit Mode.


texts: Is there a better way than dupliverts to make these scripted monkeys always face "out"?

texts:
In another question I ask How to make these scripted duplivert monkeys always face “out” using duplicates? Here I would like to ask if there is a better (or at least alternate) way to do this besides using duplicates or "dupliverts".

Here's an example using dupliverts - the same as in the other question and so far I haven't figured out there how to get the monkeys placed on the icosphere's vertices or it's faces to face "out".

Is there a different way to do this?

note: I will not always use monkeys on icospheres - this is an abstraction. I'm working towards correctly animating this constellation of 4,425 Earth-facing satellites where I'll have roughly eighty rotating circles with sixty "monkeys" each. However I will also be using 2D meshes in a second project (rather than circles), so I really want to understand the underlying logic/math of the orientations, both on 1D (circles) and 2D meshes.

edit: Here is one of the images from the linked satellite question to help illustrate why I want to create "monkeys" (satellites) in groups, and not create and keyframe four thousand individuals:

Potentially adjustable things:

# monkey.rotation_euler = 0, 0, pi   # ??

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) # keep_transform ??

bpy.context.object.use_dupli_vertices_rotation = True  # ??

Ok here is a basic script:

import bpy, math

pi = math.pi
loco_f, loco_v = (-5, 0, 5), (+5, 0, 5)

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

bpy.ops.mesh.primitive_ico_sphere_add(location=loco_f, size=4, subdivisions=2)
shape_mesh_f = bpy.context.active_object

bpy.ops.mesh.primitive_ico_sphere_add(location=loco_v, size=4, subdivisions=2)
shape_mesh_v = bpy.context.active_object

bpy.ops.mesh.primitive_monkey_add(radius=1, location=loco_f)
monkey_f = bpy.context.active_object
# monkey.rotation_euler = 0, 0, pi

bpy.ops.mesh.primitive_monkey_add(radius=1, location=loco_v)
monkey_v = bpy.context.active_object
# monkey.rotation_euler = 0, 0, pi

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

monkey_f.select = True
bpy.context.scene.objects.active = shape_mesh_f

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.object.dupli_type = 'FACES'
bpy.context.object.use_dupli_vertices_rotation = True

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

monkey_v.select = True
bpy.context.scene.objects.active = shape_mesh_v

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.object.dupli_type = 'VERTS'
bpy.context.object.use_dupli_vertices_rotation = True


texts: How to import tga files texture information into Blender?

texts:
I just received a 3D model including one obj and two tga files that are generated in 3dx Max.

When I import the obj file into Blender, obviously I cannot see the texture details provided by tga files.

The obj file contains a line referring to an mtl file with the same name which does not exist.

How can I convert texture information of tga files such that I can import and see them in blender?

I've read somewhere that I should convert tga file into png or jpg format.

Then what?

Thanks,


texts: I have a fire on my scene and it goes upwards. I want it going in a horizontal direction. How can I achieve that? Changing Temperature Difference only flips direction in the vertical axis.


texts: Is there a way to use the old smoke simulator in blender 2.82?

texts: In blender 2.82 they introduced Mantaflow simulations and it's been working extremely well for me, however, I can't seem to make multicoloured smoke. Changing the smoke colour in the emitter settings changes the colour for the whole simulation. So I just want to know if it's possible to use the old smoke simulator, as I don't want to load up an old version of blender every time I want to do something like this


texts: How to activate the STL import/export addon from the commandline?

texts:
From the commandline documentation, activating an addon should be:
$: blender --addons <list of addons to activate>

But I can't seem to find the right syntax.
Example with the STL import/export:

$: blender -b --addons io_mesh_stl
Exception in module register(): '/usr/share/blender/scripts/addons/io_mesh_stl/__init__.py'
Traceback (most recent call last):
  File "/usr/share/blender/scripts/modules/addon_utils.py", line 312, in enable
  mod.register()
  File "/usr/share/blender/scripts/addons/io_mesh_stl/__init__.py", line 260, in register
bpy.utils.register_module(__name__)
  File "/usr/share/blender/scripts/modules/bpy/utils.py", line 609, in register_module
    raise Exception("register_module(%r): defines no classes" % module)
Exception: register_module('io_mesh_stl'): defines no classes


texts: Blender Basics Tutorial, sprinkles appear underneith the surface with solidify modifier

texts:
So I did the Blender donut tutorial on my work PC last year. I wanted to refresh Blender and get back on track learning. Finally got a new PC that can handle blender well.
Installed the new version of Blender 2.92. I have noticed quite a few weird UI changes, but the one thing that is crippling is the offset of the particle generated in Part 2 of the series. In the new version the particles appear under the ICing... see figures.
Is the issue with solidify modifier? Is it something that can be reversed/swopped/offset in the Particlsettings? I might add I didn't get this with the previous version of blender, so many I missed something or it was moved?

The top is clear.


texts: Cycles smoke always better in viewport compared to render

texts:
I'm trying to figure out why my renders don't have the same color as my viewport.
When rendering I almost have no color and in the viewport is the result that I'm looking for.

Viewport:

similar result i have with render (value 1000):

Rendered view result:

The only thing I can make it a bit "better" is by setting the multiply node to high values like 300 or 1000.
There is a lamp (sun), but adding a second one doesn't seem to affect it.
Is it maybe my node setup?


texts: Problem with normal map and Cycles rendering

texts: I have a stairwell designed. There are several point lights. On the steps and treads (on all faces is laid a concrete texture : color map + normal map. In Eevee everything is ok. But with Cycles, the lights on these planes are for some reason dependent on the viewing direction. When I look straight ahead or down, everything is OK. As I lower the viewpoint and start looking up, some planes get dark, and at high viewing angles, black. The "fault" is on the normal map side. If I disconnect the "normal map" node, everything goes back to normal, but I don't get the effect of uneven concrete. The situation also changes depending on the settings in the "normal maps" node: Space (here, when changing the space, black fields appear on other faces) and Strength (here, the darkening disappears only when the value is 0). I have other objects (walls with plaster) for which nodes and maps are constructed identically and this problem does not occur there.  Hmm ... how to fix it ?


texts:
I'm looking to create a model for a d100 (100 sided dice), hopefully planning to try and 3D print. I am wondering if there's an effective way to create a 100 sided object? I basically need an icosphere, but to be able to somehow configure the number of sides?

I'll then create text and add to each face. I know how to do this, but any additional suggestions on an efficient method would also be appreciated.

THANKS IN ADVANCE


texts: How do I make a gun mesh appear ONLY in the shooting animation

texts:
So, I'm working on the animations for a character model that has a gun.
The gun doesn't appear at all times, such as when the character is at the town hub.
I'm wondering how I make the gun appear in the shooting animation, and only in that animation.


texts: I want to remove one object from my render so that it leaves just a transparent background

texts:
I want to remove the pool water from my image, so that there is only a transparent background, so that I can add the pool I rendered in luxcore in photoshop.
Right now, because I could not get it to work, I used the following node setup. Mixing the images right in blender; but I didn't like the color of the luxcore render in that.
Any tipps?


texts:
maybe strange question but is it anyhow possible making a mesh be just light? So if I turn down emission it would just disappear until I crank it up again?
Thanks for your attention


texts: Is the Quixel Megascan Brdige compatible with Blender 2.9 Alpha?

texts: I've been trying to get the quixel bridge to work in 2.9 and the Megascans Applink doesnt appear in Blender's File>Import menu, like it's supposed to.   I'd like to know if i'm completely wasting my time by trying to fix the issue


texts:
I have never made any rigs or used bones before, but I need to do an extremely simple task. I have modeled a chest, and I simply want to rig it so that I can open and close it with a click and drag of the mouse. Here's the chest:

And I want it to open like this (in this case I'm using R+Y with 3D cursor at pivot point)


texts:
How can I use the Knife tool to create a line between two vertices?

When I try to use it, the tool simply deselects my first vertex.


texts: How to fix autosmooth fail when exported as obj and imported into dazstudio?

texts:
I'm gonna start from the beginning. I made a model in blender, which was supposed to be exported into Daz Studio. After modeling, I shaded the object smooth, but as always it looks ugly as hell since its a relatively low poly object. Then I enabled auto smooth in blender and my object was looking normal, once again.
Then I imported it into Daz Studio, the object looks the same, but the shading looks exactly like when I disable auto smooth in blender. So, I went back in blender, and marked all the sharp edges sharp, thinking auto smooth might only work in blender, and then imported it back to Daz once again, and it doesn't work either, everything is smoothed out.
The only thing I found working is the edge split modifier, but it actually ruins the topology and increases the vertex count. Plus if I wanna export it from Daz to some other software, the topology will be so bad. So, finally, my question is, is there any fix for this? Like can I import objects into Daz without using edge split modifier but with smoothed surfaces smooth?
So the first image is normal import into Daz studio, you can actually see, multiple reflections of the same object present in HDRI
The second image is the edge split one, but exactly how I want it to look without edge split, this is the same way it looks when auto smooth enabled in blender.
Please suggest a way to fix this guys, I'd really appreciate it.
have a good day.


texts: How to offset root position of an animation?

texts:
I have a mocap animation that i want to blend into my Idle pose at both of the ends. The problem is, this animation has its root (Hips bone in this case) in different position, lower, to be exact:

Here is what happens when it blends between Idle position:

How to offset position of this mocap animation, so it would not sink into the ground? The Hips bone needs to be lifted up, but i don't know how to offset it with whole animation. Here is my .blend file with this scene:
http://www.pasteall.org/blend/36228


texts: How to create a ribbon and attach it to a balloon

texts: What would be the best way to model a ribbon and attach it to a balloon like in the images below ?


texts: Why does a plane turn black in texture view after rotating?

texts: Why did the plane turn black? I have added the texture correctly, but when I change the rotation on the X axis to 90° it becomes black.


texts:
I have created a character with multiple layers of clothing and am trying to make her run with the cloths responding realistically. My issue is that every time she runs, using cloth physics, her cloths all ride up to her midriff. I have weight painted the upper clothing to make them stay still, but can't make the lower work properly. I have maximized the steps and played with the settings to no avail...
I don't know how to put the character up for people to look at... any help would be very appreciated!!


texts: Library Override links broken, how to fix?

texts:
I was working in a scene last night in Blender 2.90.1, with 3 rigged characters I imported as library overrides. I created a brick wall behind them in the scene and posed them in front of it.
Then this morning when I open the file, none of the library override characters show up, it is only the brick wall. They still show in the outliner but I get an error when the scene loads that says:
"Unable to open "file path" . No such file or directory
"Cannot find lib "***.blend"
It shows that for every object in a big long list. Now I'm not sure why this happened, i didn't change any paths while working on the scene or between last night and this morning. All the files are on a local drive.
And aside from why it happened, if by chance all of my file paths did change, how do i fix the path for the library override to work again?
Thanks!


texts: Change Texture Resolution inside Blender

texts: Is it possible to change the texture res within blender? I have 4K textures which I want to render in 2K for a preview rendering. Do I have to reload the textures in the material every time? my scene is big and heavy so I can't make 2 different ones for all materials without spending hours on it.


texts: COLLADA Import Results in Gray Plane Blocking Out the Model

texts: First time doing this. I imported a COLLADA file from SketchUp, and within Blender, there is this vertical gray plane that completely blocks out the model, and the more you zoom out away from the model the more the gray plane completely covers up the model.


texts: Is there a faster way to clean up these tiny artifacts?

texts: So photoscan creates a lot of artifacts and I want to remove em as efficiently as possible. I know that adding a subsurf level kind of does it but I don't want to subsurf a model that's already made up of millions of polygons. So I've just been removing each one with a little click of the smooth brush in sculpting mode. Is this how you would do it?


texts: How to voxelize and extract blender data?

texts:
I am trying to use Blender as a CAD tool for electromagnetic simulations. I have modeled the geometry, but now would like to export it to a format that I can read for the simulation (external Python program). To do this, I compiled bpy as a python module, and am creating and loading .blend files from Python directly. The constructed objects/files are viewable when loaded in Blender.

My goal is to be able to query the space (any x,y,z point) and return which material the point belongs to. This sort of information would be used in a 3D FDTD simulation. Is there an easy way to do this? -- I could not find any, so I decided the next best thing would be to grid/mesh my simulation domain into voxels.

Looking around, the closest thing I could find is the Add-Cells plugin, but it is written for Blender 2.48, and I don't think it works with the current version 2.74.
(http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Add/Cells_v1.2)

I was hoping to voxelize all the objects in the scene, and then export to a 3D NumPy matrix. I imagine this will consume a lot of memory, but I am happy as long as it works. (Ideal case would be to just query points in space and have it return the material).

Thanks in advance!


texts: compositing chroma video on plain in 3d space

texts:
As I put in the title:
I struggle to solve that problem. I have a green screen footage that I would like to key and insert in a 3d space. If not on plain, the keying does great but when imported as plain the video frame remains even after keying and the items behind the video footage are not visible (hidden by the video)

Thanks for advice in advance


texts: Why are all my objects distorted after editting scale?

texts:
I adjusted the scale of my models, now all objects look distorted. Clipping is set very low and high respectively. Is there an (easy) way to solve this?

It has to be something with the viewport itself; when i look through a camera (in the same - solid shaded - view) or in orthographic view, everything looks good.


texts: How to set a specific distance between two vertices?

texts:
I'm on Blender 2.79 and could not figure out how to set distances between vertices(or anything) in Blender. I'd like the distance between the two selected points in this image to be 77cm or in my .blend file 0.77 Blender units.

I can measure this distance with the protractor and move the two vertices, but if I'm just moving them by hand it will never be exact. I want to be able to enter a number in a box somewhere, and it to be the distance between them. How do I do this? This seems to me like one of the most basic features of any 3D design program, but I can't find an answer on the interwebs.


texts: Material animations not working with property?

texts:
I've used material animations and they work fine, even with properties. For some odd reason, the following construction doesn't work:

"hit_frame" works just fine. I don't know why, but the material animation does not follow it. It seems that it keeps displaying frame 1 instead of 0-10 even though the property is 0-10. How can I fix this? Thanks!


texts: How do I run scripts from a custom button in panel?

texts:
I've created a python script that creates a specific folder structure for my projects, and also saves the first instance of my project. I want this script to be run by clicking on a custom button in the render panel. Since this is to be done at the start of new projects I want this button to be part of the default startup in Blender. However, I can't find the information to do these things.

Here is my code, saved in a file called "EinarOptions.py":

import bpy

class EinarOptions(bpy.types.Panel):
    """Creates a Panel in the render context of the properties editor"""
    bl_label = "Einar options"
    bl_idname = "RENDER_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

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

        # Different sizes in a row
        layout.label(text="Different button sizes:")
        row = layout.row()
        row.operator("render.render")

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

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

if __name__ == "__main__":
    register()

This creates a panel in Blender:

After having read through a lot of tutorials and getting lost in the documentation, I still got no clue. How do I create a button(similar to the one I have now, which says 'Render') that executes my script when pressed?

The script to be run is called "CreateFolderStructure.py" and is stored on my harddrive.


texts: Simply adding an image to mesh (UV confusion)

texts:
I don't fully understand UV Mapping.

I imagine that the shapes that evolve from the flattened/cut open 3D object, are laid out on a 2D canvas which is the UV Map. You can draw on that canvas, add images and all the things that are within the shapes (unwrapped 3D object) are gonna be shown on the 3D model, where the shapes belong.
But as I understand now, The Map is basically one Image and you lay those shapes on top of that one image.

Can I put a second image on there on a specific island?
Can I create a separate UV map for unwrapping only a specific part of the mesh?
Is a new map created every time I unwrap the object? If yes, how can I mangage all those maps?
Does a texture without alpha always cover the whole 3D model?
When is a texture from a UV Map activated/rendered? Does that only work via the shader editor?

As an example, how would I put this white logo/lettering on this screwdriver, which I modelled in Blender? Assuming that I have the logo as an image file.

I use Cycles for that project.

Click to enlarge


texts: How can I unparent an object in an animaton?

texts:
I was working on a baby project in which a toy trains takes a block (typically a cube).

So I parented the block to the train and it moves perfectly from starting point to the stopping point.

At the stoping point I want this block to be un parented and start moving along a curve.

If I try to un parent it using Alt + P its jumps around as shown below:


texts: Exporting FBX file does not show Mix Shader

texts:
The FBX file that I export does not show Mix Shader and some material in Microsoft 3D Viewer. I found an explanation about exporting Shader and the explanation told us to use Principled BSDF to fully export all of the shader and material but I do not know the way of using the Principled BSDF and seeking help in exporting it and display it in Microsoft 3D Viewer.
Thank you in advance for the help. Newcomer here any help is appreciated. Thank you.


texts: Object not rendering without applying the modifiers

texts:
hope you all having a good time.
I have a scene with a plane that has 2 modifiers (Array and Curve)
I can see the object in real-time viewport (both cycles and evee) but when I render the object (Plane) does not show up.
If I apply the modifiers the object will appear but Im in a situation where I dont want that.
I have checked the Ray and visibility and also I have only 1 scene and 1 render layer.
Thanks in advance
enter image description here


texts:
Every time I use the 3d manipulator it moves all of the other objects in the scene:

They are multiple meshes and the image illustrates the way they move at different speeds


texts:
Every time I add in a new camera to my scene I have to change a number of settings to fit my default (passerport opacity, composition guides, etc.). This is something of an annoyance.

Is there any way I can change the default settings so that I can just add in a camera (or any sort of object, I suppose) and have the settings be how I want them?


texts: Blender 2.9 super laggy when sculpting large (in units) mesh

texts: I create a large plane (200m x 200m in units) and subdivided into about 400 quads. I then tried pulling out the edges with the drag brush and it is supper laggy. I created a small plane (default size) and subdivided it the same amount and there is no lag. I don't remember blender caring about how "large" the mesh was in previous versions (I could be wrong), is anybody else experiencing this?


texts: Python 2.8 - eliminating shadow by adding emission shader to background plane/image

texts:
In Blender 2.8, I have an image/plane ("sky") serving as a background that shows an unwanted shadow from an object in the foreground.  Manually, I can eliminate the unwanted shadow on the background 'Sky' by changing the "Diffuse BSDF" shader to "Emission."

I would like to do this in Python, but my code doesn't produce the desired result.  Instead, the entire background image goes either gray or purple depending on which lines are executing.  I have noted where the code starts to create unwanted results.

Any suggestions would be much appreciated.  Thanks in advance!

bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Sky'].select_set(True)
obj=bpy.data.objects['Sky']
skymaterial = bpy.data.materials.new('SkyMat')
obj.active_material = skymaterial  #UNWANTED RESULTS START HERE
skymaterial.use_nodes = True
nodes = skymaterial.node_tree.nodes
nodes.clear()
node_emission = nodes.new(type='ShaderNodeEmission')


texts: Fill in object's surface with another object

texts:
I'm facing a big problem here.

First let me show the image while explaining.

To make it clear, this is an piece of an ancient/middle age armor like the image below.

In the image, you see an object (The selected one) which is the main support of the mails and at the side, I have a small object which is the scales. Like the image above, I want to put the scales into the surface of the selected object, but I can't find a solution.

I have tried this:

I have used array (Width and Lengthy) and tried it, but the position of the scales is quite bad.
Tried to do it manually, one by one, but each time it went down, the scales requires to enlarge its scale. (As yo ucan see in the image, the mesh is slightly small above than below in width).
Shrinkwrap, nothing happens there.

Normal maps might work well, but the problem is that I want real polygons.

I appreciate every answer,


texts: Black edges artifacts in renders on edges of geometry?

texts:
I get these weird black edges in renders. I don't know what the cause of it is. I've gotten them before with really close up shots and low focal lengths, but this image only has a focal length of 25 or so. What could be the cause?

In the image below, you can see it along the edge of the wave at the bottom just to the left of center.


texts:
I am working a bit with spatial data, and am running a lot through Blender because ArcGIS can't handle it as well. I've come across an issue that I can't seem to figure out, it affects a few files, but this is the simplest one.

The shape was made by extruding a polygon between two tins in ArcGIS, creating a Multipatch feature. This was exported from ArcGIS as a WRL file. The volume in ArcGIS was calculated as 144.878252 m3, which given the rough dimensions (10 m x 6m x 2.4m) is correct accounting for variation of the non-smooth top surface.

When the WRL is imported into Blender, the calculated volume (using the 3D printing add-on) gives a value of 176.16027832 m3.

The reason why I need to calculate volumes in Blender is that is there are more complex shapes that ArcGIS will not calculate the volume for.

I am running Blender 2.77. Any help would be appreciated.


texts:
I'm pretty new to the bge, which I'm using for a school project and right now I'm having a problem with my movements.py script. I know this question is quite 'noobish' but I just can't find the problem. The 'player' object is just a cube with character physics and actor enabled but won't move when I start the game simulation and press the different keys.

import bge

def main():

    cont = bge.logic.getCurrentController()
    player = cont.owner

    keyboard = bge.logic.keyboard

    if keyboard.events[bge.events.WKEY] == bge.logic.KX_INPUT_ACTIVE:
        player.applyMovement((0, .2, 0), True)

    if keyboard.events[bge.events.SKEY] == bge.logic.KX_INPUT_ACTIVE:
        player.applyMovement((0,-.2, 0), True)

    if keyboard.events[bge.events.AKEY] == bge.logic.KX_INPUT_ACTIVE:
        player.applyMovement((-.2, 0, 0), True)

    if keyboard.events[bge.events.DKEY] == bge.logic.KX_INPUT_ACTIVE:
        player.applyMovement((.2, 0, 0), True)

main()


texts: How can I make my particles freeze in time and convert them into a Mesh?

texts: I made a particle system but now i want to extract the particles as a Mesh, or just froze the particles in time, for render time, is this possible?


texts: How to bake a particle animation over 250 frames

texts:
I have been following this guide for making a particle animation: https://www.youtube.com/watch?v=2bv973aqx-w
At the end, he says you just increase the end frame in the bar at the bottom up to 500 and it will bake up to 500 frames, although you can see in this video this is not the case, timestamp.
I have found lot's of examples on how to fix this for rigid body systems, for example this video, however these methods do not work for particle systems.
I have searched stackexchange and not been able to find a solution to this, if I have missed it, I apologise. Many thanks for any help.


texts: Python Script Only Applying to Specific Game Objects - No Output for Error

texts:
I am currently trying to get every game object have a position related to the origin in order to have pathfinding work on our tile set.
The issue is that the script we are using is causing some major issues:

Only specific objects are being selected.

The objects when placed into Unity have issues in terms of how they fit with one another.

Below is my issue step by step:

Select all objects:

Run a script that we use to give them all positions from origin:

Once script is ran, certain game objects are not effected and the error does not appear in the console. Furthermore, the objects affected by the script have strange origins / center points.

In the end, the result means that we are stuck in terms of developing the globe further and that even if this issue is not resolved, we get the following in Unity:

Any help for these mirriad of issues is much appreciated from anyone in the community.
Thank you for any help.


texts:
I'd like to use an image texture to fully control my SSS radius in a Principled BSDF. However, given that the SSS radius input seems to want a vector output, I'm not entirely sure how to go about this.

Advice on solving this mystery would be welcome.


texts: Why does Ctrl+Z make part of my model green?

texts: I'm a total beginner, I started yesterday. I tried to start out and make a model of a face, and when I pressed Ctrl+Z to undo a mistake, a section (the face, roughly) turned green. Looks as if its corrupt.


texts: Understanding automatic key frames insertion

texts: In my animation, I am using the red button to automatically insert key frames. So, it automatically saves Rot/scale and location. However, suppose that I need to just save the rotation of the object, so I click I and to choose Rotation and I expect that in the dopesheet the LocRotScale will be changed to Rot only, but it does not change. I know that I can turn off the red button and insert key frames with rotation only. However, I see a lot of tutorials that use the red button and I to insert key frames but I do not understand its utility? Any explanation will be appreciated.


texts: I'm currently trying out the new fluid simulator in Blender 2.82, but I'm having a problem. I was first making some models fly around with rigid body simulations. Then I baked that simulation on each model into keyframes and I also deleted the force field that I used for that. After that I created a cube, scaled it up and applied a fluid simulation to it, categorizing it into the domain type. Then I applied a fluid simulation to each of the models and categorized them into the flow type with geometry selected. I also created a plane, which also had a fluid simulation on it and on that one I categorized it into the effector type, also remembering to check "Is planar". And after changing a few settings in the domain I baked the data and then baked the mesh (I didn't activate the particles only the mesh and the liquid). After the baking nothing happened. I tried several times fixing some stuff, for example duplicating my models, that were flow types and changed them also into effectors, changing the surface thickness of every effector to 0.0001 or just entirely freeing the data and the mesh again and then baking them again, but still no fluid is coming into my scene (even in rendered view). I hope someone can help and thanks in advance!


texts: Texture Painting does not show up in Game view

texts:
I am new here.

I just got started working with Blender and have been having a great time with it. I sculpted a character, just a static one for now,to see how it all works. I have texture painted it (quickly) but now I cannot figure out how to get it to show up in the game view. Can anyone point me toward a good tutorial that might help me figure out what I am doing wrong? I can see my paint changing in both my 'texture painting' and 'UV mapping' screens, but it just doesn't show in the game view. Thanks in advanced.


texts: Is there a way of applying tile based textures to individual faces?

texts:
Most of the textures I make for environments will be like tilesets. That is, 1 face = 1 "tile" of a texture.
Is there any quick way of applying tiles to faces?


texts: alpha channel artifacts intersecting another mesh in cycles

texts:
First off, please do not say its "light path bounces". It's not the bounces.
I have eyebrows on a plane, where there isn't eyebrow is alpha channel, and where the transparency intersects the head, are black lines (put a light inside the head, and you can see it...) this's in cycles, eevee seems fine... (and the pic is with the light inside the head). It's like the alpha channel is effecting the other mesh reading through other posts here, someone else asked this same question but didn't get an answer


texts: A camera representation is missing from my scene. How can I see it?

texts:
I will be teaching a Blender class in January and I have downloaded the latest version of Blender.  I am going through the BlenderBasics_4thEdition2011.pdf that I've chosen to use as a text.  I'm creating a text file that is a record of my progress through that book.  Now I've gotten to the camera setup procedure and I can not see a representation of a camera in my scene, so I expanded the transform menu, exposing an auxiliary panel.  Atop this panel is a Scene Tree diagram that shows all of the elements in the scene.  I found that you could right-click on the Camera listed there and choose the Select option that appears atop the choices.  Then with the Camera selected first, I could hold down Shift and RMB on the Empty.  The text says that both objects will be highlighted - though I can't verify that because I cannot see the camera.  I did press Ctrl+T to add a "Track To Constraint" but the next thing the book says to do is move the camera and I can't see it to move it.

To get around the problem I started a new file and was able to move the camera that came with the standard scene.  Is there a way to show the Camera Icon that I am not aware of?

Alt+H, Thanks very much!


texts: Connecting the center of a polyhedron to its corners

texts: I'd like to know how to connect the center of a polyhedron (e.g. a tetrahedron) to its four corners with cylinders (to be bonds), such as in the example below. Thanks!


texts: How to make wireframe bones not semi-opaque in 2.9?

texts:
How can I restore the 2.79 look of wireframe bones while in Pose and Edit mode? I want these bones to actually show as wireframes, and not semi-transparent/semi-opaque.
Here is a comparison of some random bones in 2.79b and in 2.9. All views are taken in Wireframe Mode.

While I prefer the older visuals, my primary concern is that the new 'wireframe' bones obstruct the eyedropper tool. In 2.79b I can select objects through/behind a wireframe bone, but I can't select anything through the 2.9 opaque wireframe bones.


texts: I have two separate masks used in tracking in an animation, how do I control their use in the node editor?


texts: Is it possible to use bpy.props.PointerProperty to store a pointer to an object?

texts:
If the user renames an object, the reference via string key is lost.

Is it possible to store a pointer to an object in a property assigned to a class of bpy.types

I checked

>>> type(obj.bl_rna.properties['parent'])
<class 'bpy.types.PointerProperty'>

However type for PointerProperty is expected to be a subclass of bpy.types.PropertyGroup but bpy.types.Object is inherited from bpy_struct and bpy.types.ID.


texts: How to update values based on existing properties via Python?

texts:
I've written a script takes the start and end values of a VSE strip, and copies those values to the NLA strip of a selected object (effectively syncing the NLA strip with the VSE strip).
The script works well enough, however, I have to click the 'Run Scrript' button every time I move the VSE Strip.

How would I go about making it so that when I move the VSE strip, the NLA strip moves automatically as well?

I've researched using handlers and the def update functions but nothing has worked for me (including drivers).

Below is the script I've worked up. I'll attach the .Blend I use with it as well

import bpy

targetName = 'My_Strip'

for vsestrip in bpy.context.scene.sequence_editor.sequences_all:
    if targetName in vsestrip.name:
        vsestrip.select = True
        vsestrip.frame_start
    else:
        strip.select = False

vsestart = bpy.context.scene.sequence_editor.sequences_all["My_Strip"].frame_start

for obj in bpy.context.selected_objects:
    obj.animation_data.nla_tracks[0].strips[0].frame_start = vsestart
    obj.animation_data.nla_tracks[0].strips[0].frame_end = vsestart
    obj.animation_data.nla_tracks[0].strips[0].scale = 1


texts: Need help to understand Rendering Problem Under Cycle

texts:
I have been following some online tut and there the node setup was working properly. But, in my pc the rendered image seems functional under Eevee while it's not looking that great in Cycles.
Eevee -

Cycles - Rendering Taking too much time than usual. So, sharing the viewport screenshot.

My nodes setup -

I would appreciate, If anybody can come up with an explanation of the problem, along with the solution.


texts: Animation Nodes - Clear all caches at once?

texts:
I find myself using caches in AN subprograms a lot lately. However, if I want to clear the caches, I need to walk through the various nodes and click "clear cache" individually.  This can get tedious on complex node trees.

Is there any built-in way to reset / clear all the subprogram caches at once?

I did not see any mention in docs nor tutorials I've seen.


texts:
I am trying to render a lightbulb in cycles.  I am still very new to this, but I cannot get the material correct and it is bugging me.  I have the IOR at 1.5. I also set the film to transparent, but that is not showing up either.

I would like it to look like this:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/494548

Here's the blend file:

Any ideas?

Thanks
Greg


texts:
I want to pass a couple edge loops through the abdomen, but as you can see, the edge loops pass all the way around the side, up the back, neck, head, and down the front.

I've been practicing retopology and have been trying to make really clean topo.  It seems like I'm TOO interconnected.  What did I do wrong here?

Don't hold back!

.blend at http://www.filedropper.com/retopopractice1


texts: Can I remove weights/vertex groups for specific vertices?

texts:
I have done a rough head swap on a model. Tilting the head side to side makes my neck kind of protrude from my body and clip into the body and necklace. The problem is that that the bottom half of the neck is animated or weighted or whatever, and I'd rather it not be, I'd rather it just stay stationary.

In short, the thing I want is for the top half of the neck to stay animated and the bottom half to be still. Any help on how to do that? I have no idea how to make vertex groups or weight paint, etc.


texts: I want to edit the IPO curve on blender. In the Graph editor,I select Ylocation curve then I hit T and I choose linear but the curve does not change to linear (image 1 vs image 2). I have tried other interpolation mode, but the result is the same.


texts:
When rendering, Blender usually is frozen until the image is rendered.
However for my scene, Blender is 100% responsive, and renders significantly slower.
For reference, viewport render works fine as expected.
How can I solve the issue?


texts: What Are the Differences between Smoke Collision Types?

texts:
What are the technical differences between Rigid, Static, and Animated smoke collision types?

In the Documentation, it says that:

  Smoke can collide with mesh objects, using the 'Collision' option in
  smoke. Currently only static collision objects are supported.

However, the other collision types are obviously doing something. If they are all simply acting the same, why is there currently an option to use the other types, and what will the differences be once the other types are implemented?

In reply to dukejib's answer,

Animated

I scaled the domain, so the smoke cannot go around the animated brick on the Y axis to make the effects of the brick passing through more obvious:

Here is the same test baked with different collision types:

Animated:

Rigid:

Static:

All are identical as far as I can tell.

Rigid

The same seems to be true with the rigid body test:

Rigid:

Animated:

Static:

Input from a developer or someone who can look at the code to see if these collision types really are the same would be nice. ;)


texts:
It seems to be related to the mesh texture~

link to mesh


texts: Smoke simulation - how to make a slow fog

texts:
I'm trying to achive a fog effect with smoke simulation. But what I'm getting looks more like a flame and is moving too fast.
Does anyone know how to make it very slow and smooth - as a real fog would behave ?

Here is my example and my smoke settings: https://drive.google.com/file/d/0BxWsWeQP5ugaeHQwQ3owa0t2cEk/view?usp=sharing


texts: Smoke+fire simulation render stripe artifacts

texts:
Blender 2.83 LTS cycles
After working on a nice explosion simulation and the shading, I notice in the render weird stripe-like appearances. I have looked around the internet but I couldn't find satisfying answers. This really ruins the render of the explosion. Does somebody have a solution? Here is my blend file https://drive.google.com/file/d/1bN4XOhsbt7ueD1ig2tOtCHKcAEOumXyB/view?usp=sharing
here an example image (smoke res 64 and render 128 samples, 1080p):


texts: how to divide one window into two windows

texts:
I'm having difficulty dividing a window into two parts vertically. I know how to divide it horizontally but I cannot do it vertically.

What difference is there between the two?


texts: Install new Python modules from within Addon (without sudo/admin privileges)

texts:
I am working under Blender 2.90 installed by snap.
If I try to run
subprocess.check_call([bpy.app.binary_path_python, "-m", "ensurepip"])

or
import ensurepip
ensurepip.bootstrap()

from within my Addon, I get told, that the site-packages of my Blender's Python are read-only. Is there any way to circumvent this?


texts: Looking for pyqt combobox and listwidget equivalents in blender

texts:
I need to port a tool from nuke (to blender).  The nuke tool uses pyqt comboboxes and listwidgets.  The widgets are populated with info from an external database.  The widgets are displayed vertically.
production [combobox] <- list of productions
sequence [combobox] <- list of sequences in a selected production
shot [combobox] <- list of shots in a selected sequence
assets [listwiget] <- list of assets in a selected shot
When a selection is made in one of the comboboxes, the subsequent widgets are updated.  Ultimately, I extract the list of selected assets from the listwidget at the bottom.

Is it possible to make multiple selections with an UIList?


texts: What is the difference between NLM vs Open image denoise? also what is the "denoising data" in view layer properties?


texts: Do you sculpt a character for a game with the clothing as one object or separate

texts:
So I'm just beginning to try character modeling out for a game and I'm currently modeling an enemy. This enemy I plan to have some different variety: same body but different clothing. Problem is I am unsure how to go about it.

Do I sculpt the enemy without clothing and then make copies of that corresponding to how many variety I want? Or can I create 1 body and then I can create clothing separately? If that's the case, how does the retopology happen? Do so for the body and for any clothing separately?

If im asking some wrong question (because of unfamiliarity), please let me know.


texts: Node for setting render colour, regardless of lighting [Blender 2.78a]

texts:
I'm aware of Node for setting render colour, regardless of lighting, and tried following it. However, the output color seems quite off from the input color.

For example, load the default scene that opens on blender. I disabled the light.
All other settings are the default for cycles in Blender  2.78a in Windows.

Set the shader to output (0.5,0.2,1.0) or (128,51,255).

After rendering, however, the output color is quite off from what I'd expect. Instead of the desired (128,51,255), the output is (188,124,255).

I suppose there's quite a lot going on under the hood in cycles. However, I wanted to use cycles in my own research project, with a custom OSL script defining the final mesh color without any disturbances.

With the prior discussion in mind, is there something I'm missing here? Is there a way to get the exact input-output using cycles?

Thank you for your time and attention.


texts: Transform multiple objects with (large) geographic coordinates to fit together

texts:
I have a few objects with geographic coordinates (for instance, X can be 1 300 000), so they are far from the centre of the canvas.

I want to get them to the centre together, and also that they are within the bounds of the plane (the one that is there by default, sorry I don't know the name).

However, when I use the command Shift + Control + Option + C - Geometry to Origin, each is transformed separately and they don't fit anymore together (two objects that were touching each other are now displaced).

Furthermore, because of the size of the objects I need to scale them (0.01 of the original size suffices), but things get further degraded here.

How can I translate and scale the coordinates of all objects to local coordinates in such a way that the objects retain their relations?

Edit: example

The two objects in Meshlab with the original coordinates (the example before the transformation is in Meshlab because it conveniently adjusts the view to the extent of the objects):

After importing them to Blender and performing the command Shift + Control + Option + C - Geometry to Origin for both objects selected together, I get both in the centre overlapping with each other (I made separate screenshots with toggled visibility because one is over the other):


texts: how to change temp files from cycles render to be handled on another disk drive?

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I have a small C system with 14 gb left but three more disks with over 300 free space each, and yet when i render with cycles the space for the files to render is taken from the main C drive, how can i change this? there's also the file paths in preferences and those do not change anything
see?


texts: I have been debating on purchasing a 3D scanner to make point cloud references of objects to model for games. For example, use the scanner to create a point cloud object of a character, then import the point cloud into blender and model around it to create a polygon mesh. This part I'm clear on. My dilemma lies within extracting the texture of the scanned point cloud image for use on the polygon mesh. Does anyone know how one could go about this, or if something of this nature is doable?


texts: How to transfer point pozition between two meshes with the same UV and the same amount of points but diferent point order (indices)

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I have two objects with the same number of vertices. I dont know how, but one object got its vertex numbers changed (indices) As you see on the picture numbers on one are diferent than on the other. Is there a way to transfer these numbers in Blender to another mesh so they both could be the same? I have the same working UV ready for both meshes, will it help somehow to establish the numbers ?
(mesh> sort elements - doesn't make points in boath meshes the same)


texts: Blender 2.8 | How to cancel animation scrubbing

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I'm using a handler (frame_change_pre) and trying to force Blender to stay on one frame while scrubbing by using

scene.frame_set(frameNumber)

However, while the blue scrubber and the frame display number in the 3D viewport stay set, the animation still scrubs. How can I cancel that behavior and stop the animation from scrubbing in the viewport.


texts: I am trying to make an overpass type motorway with modifiers. Currently I am using one curve for the overpass and another version of that curve that has been flattened on Z axis. Then I use the Curve and Array modifiers to create this highway. I can use Shrinkwrap with the Vertex Group option to snap the bottom supports to the bottom of the motorway. Apart from that I don't know how to make it more believable. The different parts of the supports should change height and position according to the height of the curve, instead of just the top part stretching upwards like I have it. Are there any other techniques to create this kind of structure without modelling and positioning everything manually? Thanks!


texts: I'm trying to make a polygon type hair, which moves as naturally as in the first gif, but it doesn't see like it and it doesn't stay in its place, (I used the softbody for the hair anyway) is there a way to get a more natural movement?


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Recently I was working on creating an animation in Cycles Render, and my camera started showing only gray when I switched from the Camera View (by toggling 0) to the User Perspective. Similarly, if I try to move orthographically within the Camera View it shows only gray; here the location numbers become enormous (again, not sure why) but this doesn't occur in the User Perspective and it remains gray.  I tried to find a solution to this on the site, but the common problem and solution seems to be with clipping distance, and mine seems to be large enough. I think I toggled something by accident, but I can't determine what. The screenshots are of the different views.
Sorry if this question is simple, or redundant but I tried to figure it out and am at my wit's end!


texts: LoopTools : Wierd shape instead of being a simple circle

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Anyone can help me a bit with a LoopTool issue? I am trying to turn some square circles I did on a model into rounded one but each time I press the circle option in LoopTools instead of making it look like in the third picture I attached (the expectation one) it just deforms my model as in picture two I am not sure what I am doing wrong and how can I fix it? How can I solve the problem of achieving the rounded circles without having all the areas affected?
(I am new to blender so I am lacking some basic knowledge regarding how the program functions .. please explain the solution as you would do to a newbie)
Thank you very much for your support!

This is how my work looks before applying anything [ I want to turn that square into a round shape)

This is how it looks after applying the circle effect from LoopTools ( far from what i want and all the edges are affected.. not sure what I did wrong)

This is exactly how i would like it to look but i can't seem to be able to get the square to a circle shape


texts: Why is my cloth not subdivided correctly in the rendered image?

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Just trying to render some physics cloth / rubber. All modifiers are set to visible, with Sudivision as the first modifier in the stack, followed by Solidify and finally Cloth.

Have baked up to and past the frame I want to render. However, I'm getting the result to the right - can anybody give me a clue as to how to solve this issue?


texts: Outline effect using flipped normals while keeping object underneath still lit normally?

texts: I am trying to use the toon shader as my base shader and the solidify modifier to create the outline effect but the shading of the object within the outline mesh is being shaded darker is there a way to have this part of the mesh react normally to the scene lights. The material being used for the outline effect doesn't cast shadows but it still seems to be effecting the interior mesh. Anyway to keep the toon shader looking like the sphere in the middle but with the outline?


texts: Change color of an object depending on camera view (cycles render)

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For example I have an object in my sphere. I want the part of the sphere which is behind the object (in the sphere) to be blue and the part which is in front of it to be red.

Is this possible?
Is it also possible to keep it updated if I change my camera view?

Thanks for your help!