texts: Given a set of points, build a quad mesh such that each point is in the center of a quad

texts:
I have a complex grid of points in sort of an elliptical orientation.  I would like to make a 2D quad mesh such that each point is in the center of a quad.

I had been trying to accomplish this programmatically with some difficulty, then I though maybe this functionality is already implemented in Blender.

Is there some way that I can generate such a mesh given such a set of points with Blender?

EDIT

Here are a few images to better show what I am trying to do.  The given points are in blue.  I want to surround each point with a quad and have minimal gaps between them.


texts: Principled BSDF incorrect roughness scaling?

texts:
I watched a video from Blender Guru (link with time where he mentions it) where Andrew was forging basically a "fake" principled bsdf to get a material. He showed that the glossy BSDF lost gloss too quickly and he countered it by raising the texture's data to the second power.
My question is, is this still the case with Principled BSDF so we have to counter it, or is it corrected?


texts: Is there a way to render "material preview", as seen in the main layout (viewport)?

texts: Is there a way to render "material preview", as seen in the main layout (viewport), outside of a screen capture software, which is causing issues for me?


texts: How to center the 2D Cursor in the UV Editor (Quickly)?

texts: Is there a way to center the 2D Cursor to the UV Editor (Quickly)? Similar to pressing Shift+C in the default 3D Viewport?


texts: Cannot form edge loop (No ngons or tris)

texts:
I'm making a dagger in a half moon shape. I got this far (see picture below), but I really want to make an edge loop on the sides (not the sharp edge of the blade, but the side), but I only get vertices suggestions on the edges and not for the entire length.

I used a cylinder to make this and used the boolean modifier with another cylinder.


texts: Align rotation with the snapping target, on a different axis?

texts: I am stacking quite a few tall objects on uneven surfaces. To accomplish this I turn on Snap during transform, Snap to Face, Closest and Align rotation with the snapping target. This works fine, and my tall objects stand up-right on the surface. However, now I want some of these objects to lie down on the uneven surfaces. Is there a way to set what axis the Alignment is to follow? Instead of the bottom face of the object aligning to the surface (blue arrow up), have the right face align to the surface (red arrow right)?


texts: Spline IK gets disabled on random frames (new depsgraph) / bone drivers get updated too late

texts:
I’m trying to get my Spline IK working. It’s behaving the way I want to, except for random frames where it looks like the Spline IK doesn’t get applied to the bone chain and the bones go back to their default position. The error is visible in the viewport and in export and it’s on different frames every time. I already tried every solution I could find, I’ve…

...put all the bone hooks into a seperate control rig (control), with a deform rig (deform) containing the spline IK and all the other bones copying transforms from the control rig (to avoid dependency cycles).

...enabled Extra Object Update and Extra Data Update on every object.

...added a second bone chain with bones that are unparented from each other, copying the transforms from the SplineIK to avoid the known scaling artifact when using Y stretching.

If anyone knows a good solution for this, I’d be very thankful! The only thing I can think of right now is exporting animations multiple times and stitching them together, overriding broken frames with working frames from other exports. But that would be very time consuming, especially when it needs to be done on a number of animations.

I’ve uploaded the blend file to my dropbox folder: https://www.dropbox.com/s/4r1qftj7x1e0hqe/splineIK.blend?dl=0

The rig is a WIP, I’m testing the Spline IK only on the right arm right now.

I’m using the new dependency graph in 2.79, switching back to the old dependency graph seems to solve the issue, but I really need to use the new dependency graph, so bone drivers don’t get updated a frame too late… If that’s the only workaround, do you have a solution that can force blender to update drivers instantly?


texts: What does the Render and Preview of the Samples section do?

texts:
Yesterday, i put my animation to render, it went fine. But one thing that bothers me is: What is the Render and Preview? I actually discovered that the Render is something like the quality, so i keep it on 128 because it is fast and the quality is great for me. But what is Preview? And what should i keep it on? Any help would be appreciated.

I use the CUDA with GPU Compute rendering (cycles). I'm new to Blender so i may seem silly.


texts: How do I adjust the sensitivity of zooming and panning?

texts:
Recently when I was using Blender, I accidentally did some sort of keystroke that messed up my navigation settings. The sensitivity of zooming, panning, and orbiting was knocked to almost zero, and I could not move around the scene at all. I did some research to find out how to fix it, and one thread led me to the Navigation preferences pane in Blender. However, I was only able to adjust the orbiting sensitivity, as I saw no adjustments to zoom or pan sensitivity.
Here's a screenshot of my navigation settings:

Any help would be greatly appreciated.


texts: Motion Tracking Data into Animation Nodes Editor?

texts:
I've created a simple motion track from video in the movie clip editor.  I can see the motion data in the graph view:

I've also created an empty from the motion data and when I hit playback I can see the empty moving in the 3D view.

The problem is that when I add the empty as an object to the Node Animation area and wire it to any other node, I never see the X/Y values change over time during playback.  Here's my current node layout:

(EDIT: I'm using the text node to view the value of the X coordinate in real time during the animation playback).

I know that the motion data can be used in the Compositor layout using the Track Position Node, but I want to use the tracking data to animate an object in the 3d space and am assuming the Animation Node editor would be more appropriate.

Is there any way of getting the empty's location data into the Animation Node editor or barring that, passing the Track Position output from the Compositor Node editor into the Animation Node editor?

UPTDATE:  As recommended by SergeL, here's is how to retrieve the tracker empty location data using Animation Nodes:


texts: Constrain a camera to an object while also aligning it perfectly to the center of the object (relative to the camera) even while using perspective

texts:
So, Im trying to constrain a camera to view an object perfectly in the center...
Ive set a constraint on my camera so that it uses "track to" to point at the center of my shape.
However, I noticed that even when I use an exact measurement on my cameras position to give it a perfect 45 degree diagonal angle towards my object (x5, y-5, z5 for example), its still not aligned perfectly
As you can see in the image below, the object isnt fully in the center, even though its at a perfect position and its being constrained to the object position

Is there a way to constrain it and align it perfectly to the center of the object even while using perspective view (So I can move the object and have it perfectly centered relative to the camera's picture)
Or this unrealistic?
Essentially, I want it to perfectly fit in the center of the camera, no matter where I move it.


texts: Blender explosion animation not rendering

texts: I am trying to create an explosion in Blender. However, when I try to render the explosion, this white box gets bigger in my particle domain but I can see the explosion in the viewport. What am I missing?


texts: Is there any way to fill the whole back of this mesh?

texts: I'm modeling a shield and got stuck with a problem. I want to fill the whole back of the shield mesh, but can't figure out a solution on doing so. I can't just press F to fill since all of them are individually modeled, but all of the vertices are aligned. I've attached a screenshot bellow


texts: Why would I use the "Film Emulation" feature?

texts:
From what I can tell, this setting alters the exposure and other parameters to simulate a specific film, however why is this any better than exporting a file format that supports high dynamic range (.exr or .hdr) and then editing in post?

It would seem that using a raw file format would give you much greater flexibility.


texts: Transforming multiple objects to have equal dimensions

texts:
I created several planes scattered around the scene, but I created them individually.

I also extruded several planes to create an expanding curve, without realizing that I was scaling on two axes at the time (for each new plane).
I would have preferred to only scale the 'y' value, but I didn't notice my mistake in ortho view.

Is there a way to change all of their size values to be equal?  Let's say I want them all to be 1cm X 1cm, but they are all currently slightly different sizes. I don't want to change the position or rotation of any of them though.

Thanks for the help, I'm just getting started in the 3d world.


texts: Where should I give feedback about the new Blender 2.80?

texts: Where can I give feedback about the Blender 2.80 beta? Right now I am testing it and I would like to give my feedback, because it is suggested I should do so on blender.org website.


texts: I would like to create a party hat and skip the part where I manually add materials, instead I planned to add image textures. The problem is When I try to add a texture it does not show properly. This has been my 3rd question this week. Thank you very much for those who have answered my previous 2 questions I am learning Blender step by step with your help :)


texts: How can Waves of the Ocean Simulator flattened on a Beach Area?

texts:
I'm currently trying to flatten waves of the ocean simulator on a beach area using a lattice. But sometimes the end of the waves mesh becomes visible. When the influence of the lattice is increased too much it pulls the whole ocean to the beach.

What would be a better way to achieve this?

The images should illustrate the issues faced:


texts:
I'm generating a mesh from a list of locations and normals, for each vector a create a simple triangle. What I would like to do is to edit the weight of each triangle into a vertex group. I manage to do it in edit mode (painting) but when I get back to object mode, as its being generated procedurally, all weigths reset to 0.

I've checked some answers where they loop throught the weights but I want to stablish them. here is how it looks now:

It would be great also if I could choose between feed those weights from a list or paint the manually.

EDIT


texts: Boolean Modifier Issue. Object 1 wont cut through object 2 for some reason

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I am trying to make an object cut through another object by using the boolean modifier. I tried using the difference and also tried intersect but to no avail.

This is what I am trying to achieve.

The smaller object Which is named "Output Diff" would be the "Hole" so to speak

This is what I am trying to design.

The boolean modifier for some reason sometimes doesn't work out :/ Is there something I'm doing wrong perhaps?


texts: How do I make a lamp constantly changing colours in bge? I need to make it cycle through the rainbow. Like in RGB gaming pcs.


texts: How to checker deselect edge and vertex rings

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I know there's a way to checker deselect a ring of edges, but is there a way to do the same on multiple rings of edges or vertices? Every time I've tried it, Blender deselects only the active ring.

I'd like it to look something like this, but doing it manually for larger objects is extremely annoying.

Thanks.


texts:
My script generates about 400 objects. If I run the same script twice, I notice the object count remains the same, but the memory allocated does increase substantially.

I thought it was my code (and it may still be), but can someone explain why the following piece of code causes a small (but noticeable) memory leak?

This is after I hold both Alt+P (which runs the script) and I keep my eye on |Mem:11.12M| on top of the blender UI. It increases by .01M every ~5 seconds.

if __name__ == "__main__":
    print('hello')


texts:
I know this has been asked a lot but I really need help. I'm trying to render an interior scene, but the render time is very long. For 1500 samples in QHD resolution, the scene takes 30 minutes to render, on a GTX 1080 Ti + Intel 8700K. I tried lower resolution and fewer samples, but I just save 2-3 minutes. I also tried to optimize my scene with portals in windows and larger tiles(256x256), but it still very long. Is that normal? Also, the renders are noisy. (Also, I want to mention that my CPU and GPU are overclocked)

This render has 2000 samples in 1000x1000 resolution, it took 20 minutes to render.


texts:
I have finish my new character with material. Time to rig and pose the character.

I want to know is there any addon or tutorial which can help me to rig my character or pose. I want my character to hold a stick in hand. Any suggestion or help. Thanks


texts: Cycle though multiple MixRGBs with one value

texts:
A group of multiple ColorRamps mixed as follow:

I want to achieve the following:

By change the value to 1 i switch to the second colorRamp
value of 2 switch to the third colorRamp
value of 0 is the first colorRamp

Note: i know that i could just link the first and second MixRGB to the input and control them individually, but i would like to control both of them with one controller if possible.


texts:
If I set up a cube in solid mode and put the view inside it, I see what looks like a lot of banding:

If I up the contrast, it's a lot easier to see:

Is this normal limitations-of-8-bit, is it a blender problem, or could it be a graphics driver problem?
I realize it doesn't look like a lot of banding on the screenshot, but it's far more noticeable when panning around.
Edit in response to duplicate
This is not in rendered images (at least that I can tell), just in the viewport.


texts: Why is the cube visible even though there are no lights?

texts: If I use the Cycles rendering engine, leave the default Cube, delete the default lamp, set the diffuse color of the cube to some color, why will the cube without any lamps still render visible? Does the default background emit light? Where can I tweak the amount/color of light it emits?


texts:
I am a beginner in using blender .
I read about the dental cadcam add-on , and i searched for the script and could not find it .

Where can I get this addon?


texts:
I am using a translation.
sorry for the inconvenience.
I am using Blender 2.83.
The gizmo line display is strange.
I'm seeing a bug like the image, but I'm not sure why.
I would be very happy if someone could give me a solution.
Thank you.


texts: Integrating edge loops in grid fill surface

texts: How can I "grid fill" this edge loop WITH the three interior edge loops smoothly integrated in the mesh surface? The idea is that the latter afterwards are not visible as edges (i.e. smooth). The interior edge loops have exactly the same number of vertices as the side edge loops, so that shouldn't give any problems.


texts:
Setting a fill and border is pretty easy in apps like Illustrator and Gravit Designer but in Blender. I've found it to be more tedious as I can't find anything online to solve this problem.

The picture above is a simple 2d mouth with lips. I would like to be able to move the lips and still have a fill but in Blender I needed to add another path for the mouth. Is there anyway I can move my lips path while having it also take the exact same shape (but not material) as my mouth's path?

lips.blend|attachment (454.2 KB)

I work in Blender 2.79 cause 2.8 doesn’t run well on my laptop at all.


texts:
My Blender started acting wierd after I bought a brand new graphics card, because the old one fried. The geometry in viewport is all glitched, but what is more wierd when I look at it through camera or render it, everything is fine.
Here are examples, in the first picture I have enabled backface culling and in the second one I deleted everything, and created brand new cube also I have disabled backface culling. For some reason backface culling reduces the flickering but it is still present.

The graphics card is Radeon RX 580 with 8GB of memory if it helps in any way.

I have tried reinstalling blender, I made sure that my graphic card's drivers are up to date. I tried every method from Window Draw Method in user settings.The card's fine, I don't see any glitches anywhere else just in blender viewport. I would appriciate any suggestions cause I looked through various forums and couldn't find anyone with similiar problem. Thanks in advance.


texts: I want to unwrap a label which has a transparent area

texts:
Well, i am new to blender so this question might be easy for some to answer.
My problem, you can see on the picture.
i want unwrap the label which has a transparent area (though it is not a square).
The problem i have you can see. I want the transparent area to have same material as the glass.
Is this possible without changing the faces?
I know about baking all to single image, but i don't think the glass material would be good if i did that.
Hope I can get some advice.

EDIT
I think I need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.

i think i need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.


texts: Why does Blender not save multichannel OpenEXR?

texts:
I created a multichannel OpenEXR file by script, everything seems to be working well except for the fact that Blender does not save my file when rendering.
This problem is specifically for the multichannel OpenEXR; if I create many simple (not multichannel) OpenEXR files they do get saved in the correct directory.

The node tree that is produced by my script looks like this:

And the relevant part of the script, that I use to set up part of this node tree:

def take_picture(index):
    bpy.context.scene.use_nodes = True
    tree = bpy.context.scene.node_tree
    nodes = tree.nodes
    links = tree.links

    # create layer + metadata nodes
    rl = nodes.new('CompositorNodeRLayers')

    l_node = nodes.new('CompositorNodeValue')
    l_node.label = 'Wavelength'
    l_node.name = 'Lambda'
    l_node.location = 300, 0
    l_node.outputs['Value'].default_value = 5

    # call output exr, create extra output slots
    f = nodes.new('CompositorNodeOutputFile')
    f.label = 'EXR Multichannel'
    f.name = 'OutFile'
    f.format.file_format = 'OPEN_EXR_MULTILAYER'
    # If I cange this to 'OPEN_EXR', I do obtain my output files in the specified folder.
    f.base_path = "//Rendered images/Test/Img"

    f.file_slots.new('Lambda')
    f.file_slots.new("image_" + index)

    # Links
    links.new(l_node.outputs['Value'], f.inputs['Lambda'])
    links.new(rl.outputs['Image'], f.inputs['image_'+index])

    # render
    bpy.ops.render.render()

When I run this function for some index specified in my script, it works fine and all nodes are created the way I want them to be, but I don't get any output file..


texts: Visible fireflies using object's Texture Coordinate

texts:
Making a simple procedural metal shader using a Noise Texture node linked to a Normal Map effect from the object's Texture Coordinate, I've come across this particular issue:

When I change the Normal Map value there's a very visible firefly that appears in the mesh, affecting the texture in some particular areas.
My first thought at this was that I had a Face Orientation or Duplicated Vertex issue. But to my surprise, all the Face/Vertex Normals seems good, and there were no duplicated vertexes.
See mesh analysis:

My node setup:

At this point, I knew that this issue went far beyond my acknowledgments, and this is what I've got so far.
Objective:

Find the property or the mistake I've made that brings this particular issue.
Notice if this is a Texture Coordinate bug from Blender with no troubleshooting so far.

Things I've noted:

When the Normal Map value is 0 this issue disappears.
All mesh normals are facing their correct direction.
There's no duplicated vertex or faces.

Rules:

This shader must be procedural for further use in different objects.
Texture coordinate must be plugged in Object input.
No UV maps dependency or mesh wrapping.

Extra points for:

An alternative solution to make this procedural shader with no UV map or not depending on the object's Texture Coordinate.

Thanks in advance for your help!
Edit: here's the original .blend file


texts:
I'm trying to find a way to get notified by the operator bpy.ops.object.transform_apply() so every time my users are applying an object scale I can re-calculate it's square_area property.
But I have a hard time figuring out how I can get notified when the user is using such native operator?
So I did try to play with msgbus, but it seem that msgbus cannot subscribes to any Operators, am I wrong?
is there a way I can get notified when my user is using a (native) operator?
# Here's the msgbus snippets I tried (failed at first glance):

def fct():
    print("I'm subscribing to an operator")

bpy.msgbus.clear_by_owner('transform_apply') #only one subs per owner allowed
bpy.msgbus.subscribe_rna(key= bpy.types.OBJECT_OT_transform_apply , owner='transform_apply', args=(), notify=fct, options={'PERSISTENT'} )
                             #or bpy.ops.object.transform_apply.get_rna_type() to get type? not working too

Following this Question


texts: What causes these black streaks along certain (concave?) edges?

texts:
I have a model with an open mesh terrain surface and some closed building meshes – when rendering in Cycles I'm seeing black streaks along some mesh edges.
On the building models it seems to be wherever there's a concave edge connecting two faces, on the terrain it's less clear but I think also at concave edges:

What is causing this??
Edit: Here's what the material nodes look like:

And how it appears in a full render:

Also, after duplicating and separating out a section of the terrain mesh for clarity, and correcting the normals:

Blendfile:


texts: Rotate the model when the axes in the edit mode are different from the object mode

texts:
I have downloaded this model from sketchfab
https://sketchfab.com/3d-models/animated-rat-bone-rigged-l-poly-free-afeeccb10aa8457e9008558e841eda1e
I then imported the model in blender. I tried to rotate the model in object mode around the z axes with 90. It appears to be rotated in object mode. But when I switch to edit mode, it has a different orientation. I try to export the model in .egg file format but the orientation is wrong. Why are the axes in edit and object mode different and how can I achieve the desired orientation.

This is the object mode

This is the edit mode


texts: Editing and automatically updating linked objects

texts:
I'm currently attempting to link several .blend files into a main project file. The steps I have taken are as follows:

In main project file: File > Link (Ctrl + Alt + O)
Select .blend file to link
Select the scene data, so that all objects and material data are brought in
Data is now in separate scene within project. Select all, Ctrl + L to Make links > Objects to Scene > Original scene of main project
Select the objects that are now in the original scene and make proxy

There is one complication, however. If I wanted to edit the external file and save it, then close and reopen the main project file, I would not see any changes. For example, I tried scaling the external file, but there was no change in the main file. Short of getting external files right the first time around and not needing to ever edit them, is there some way these objects can remain editable from their original external files, while still retaining the ability to translate, rotate and scale?


texts: How to resume the cycles rendering in viewport as in my case it is showing 'Rendering paused'. If it is to do with some additional settings than please ask me but help fix this because I have to render image every time to view what is going on!


texts: Rotate posed character around the Z axis without deformation

texts:
Hello Blender Stack Exchange, please be kind to an absolute newbie.

I've rigged a very basic character and managed to move him in pose mode and insert keyframes to make him walk along a scene, but I now want him to turn around. Rotating the armature deforms him horribly, making him really flat and wide. Switching into object mode and rotating him applies the rotation to every keyframe in the animation, grr.

How can I rotate my character around his own centre in pose mode or otherwise do a rotation in an animation?

EDIT:

Dropbox link to my .blend file - excuse the goofiness, it's a video I'm trying to make for my mate Haighstrom.


texts: I want to detect something like bpy.ops.view3d.rotate if invoked and currently running. Is this possible in python?


texts: My blander worked normal on my pc today when i went to open it, was asking for opengl 3.3

texts: my blander worked normal on my pc today when i went to open it, was asking for opengl 3.3 try reinstalling but it didn't work, i never needed to put anything for it to open, could this be some kind of virus ??


texts: Trying to make a spine-like structure in blender

texts: So, I have the structure of a single vertebra (roughly) and an armature bone to dictate it's motion. What I want to know is, is there any way to generate a series of vertebrae, one on top of the other, with their armature bones already linked together? I REALLY don't want to place and link every single bone together, when there might be more than 50 of them. Also, I'd like the general scaling of each vertebra to be decreasing as each structure is generated. I know the array modifier can do the first part of that, but it doesn't copy the bones, and I don't know how to add scaling to it.


texts: How to understand why I get EXCEPTION_ACCESS_VIOLATION with bpy.data.scenes.remove (myscene)?

texts:
I'm trying to delete a scene in which a rendering is performed and finished, I also tried to further put a time.sleep() of several seconds to delay the deletion of the scene with bpy.data.scenes.remove(my_scene)
This creates a complete crash of blender, I managed through a small video to grab this image with the error:

My code is quite complex and is also based on this answered question:

I'd like to understand the possible cause so I can fix this problem and never have to deal with it in the future


texts:
Is it a bug or just logically and i don't understand it?
I have c cube with particles facing perfectly in normal direction. I am happy with that:

If i change the distribution from random to grid i got this:

is it a bug? or how can i get normal direction in "grid"-mode?


texts: How to export UVMap to paint with external tools

texts:
I'm searching all over for a way to paint my UVMap in external tool, in my case photoshop, and them load it back to the mesh in render.

The problem is I want to use that blender export feature that creates a basic surface in the uvmap so it would be easy to identify the parts and paint in photoshop.

that this feature just exists in blender render as far as I searched.

any idea how to do that in cycles render?

I hope I was clear, thanks


texts: Cuda "compute capability 6.1" error when installing new card

texts: i recently installed a new NVidia card also installed recent drivers when I try to render in cycles I get the message "cuda binary kernel for this graphics card compute capability 6.1 not found" not sure what this means.


texts: I was following a tutorial blender fast track and in the tutorial they were using texture painting with a stencil to put runes on a sword, on the tutorial when using the stencil it shewed up as a see though overlay. on mine nothing appears but I can still use the stencil? It was a lot of trial and error to get an invisible stencil in the right place! is there a known fix for this or did I miss a step? I have been over the tutorial several times with the same result.


texts: Add menu entry to generic right-click menu?

texts:
I can't find a way to append/prepend an operator to blenders generic "right-click" menu. When looking into the source of interface_handlers.c it seems the operators of the menu itself are hard coded, furthermore I can not find any draw method in /scripts/startup/bl_ui/ folder so I guess the menu is not exposed to the API, correct?

Q: Is there any way to add an entry to the menu and ideally assign a custom value to the active property under the mouse cursor?


texts: Subdivision doesn't allow me to subdivide another side

texts:
I am sorry for the title since I was not sure what to put in it.

My problem is that I have this shape that is just a scaled Cube and I wish to subdivide first the top face and then the side face.

After I subdivide the top face though, the center of the side face (noted by the dot in its center) changes and goes up a bit which stops me from subdividing that face since when I try to do it, it just makes some kind of weird subdivision to one edge.

What can I do?


texts: "no object or images found to bake to" error

texts:
When i try to bake my model it come up with the error message
"no object or images found to bake to"


texts:
I'm trying to shrink-wrap a simple rectangular shaped object onto another mesh. The vertical-axis works fine but it will not conform on the horizontal. Strange as the text in the middle worked fine.
Could anybody help me please?


texts: Blender Crashing When Rendering Simple Scenes

texts:
I'm new to blender, only my second day, and I am following a tutorial by the Blender Guru.  I noticed something wasn't quite right when he had live render running and his blender was running just as usual, however my computer seemed to struggle running blender, and it would also cause youtube to hang up and stutter. However when I go to render a simple scene containing a plate, doughnut, and a mug it crashes. The crash makes both of my monitors go black, except for some noise in the top third of my 2k monitor, little squares of color.  Then blender closes. I tried following what other people suggested where it was applicable, making sure my sub-surf was only at 2 for everything when it was rendering and setting my memory usage to zero to allow for unlimited memory. However nothing seems to work.  Any help on this would be amazing as I'm hopping to continue using this application into the future.

EDIT: So we just tested it on my s/o's machine and we have the same monitor, ran just fine with hers all the way up to 4k, she has older generation cpu AND a step down in both gpu and memory, memory only 16gb.... what is the deal?

System Specs--------------------------------------------------------------------
OS: Windows 10 64-bit
Memory: 32gb ddr4
GPU: Nvidia 1080ti
CPU: i7 7770k(over-clocked)
Monitor: 2k dell monitor connected with display port


texts: Fake user ON by default in Blender materials and textures

texts:
How can I set the F button for materials and textures to be always on, even when I create a new material?

I don't know Python and I don't have time to learn it, but I have found that there is a property use_fake_user that must be set True for materials.

The reason for asking is that I sometimes loose my unassigned materials when I play with multiple objects and multiple material nodes created on the fly.


texts: How do I emit particles from the opposite normals?

texts: I want my particle system to be on the opposite side of my mesh, but I can't flip the normals or that would mess up my other particle systems on the same mesh. How can I emit the particles from the opposite normals?


texts: Animating Dynamic Paint with noise texture

texts:
so I'm trying to recreate this effect
https://twitter.com/Erisdraw3D/status/1056931358185086976

and I've gotten as far as having the white area around a rock, but I've been struggling with animating the area where the brush touches the canvas. Eris gives a few notes on how he did it, but I haven't been able to follow them. Does anyone have a more detailed step on how to use noise texture to only affect the Brush area of effect?

Thank you


texts:
I just installed latest available addon script for ASE Export labeled for Blender version 2.56. But I have Blender version 2.73a and that script seems to do not work at all. I can't even see it in list of addons eighter enabled or disabled and it does not appear in the Import-Export list (which it should)

Looks like it is not compatible. When I try to add the ASE Export zip file (io_export_ase.zip) to the addon script installation, it does nothing :(


texts: Texture is only showing in a small place

texts:
My texture only shows up in a small place of my composition.
Can anyone help me?


texts:
I'm working in a project school. I have created an app, that takes information of the accelerometer and the gyroscope from my mobile while I am moving it. This app generates a .txt, with all the values of both of them.
The text file shows the x,y,z values of the accelerometer and x,y,z values of the gyroscope of the specific movement that the app recorded from the mobile. It is like this:
ACELERÒMETRE:((()) -x1,z1,y1- -x2,y2,z2- -x3,y3,z3-....... -------GIROSCOPI:(--x1,z1,y1- -x2,y2,z2- -x3,y3,z3.....

The question is, how I could send this values to the blender. I have tried to do it with the python console of the Blender, but I have no idea to do it.
The link for one of the files


texts: Is there any way to optimize the performance of blender on my computer?

texts:
Quite some time back I had blender on this very computer and it worked great. Recently, my hard drive crashed and I decided to switch to SSD. I reinstalled blender on my computer and ran it. Now blender always lags seconds behind. It seems like the interface lags a lot.

Basically, if I perform an action, that action won't appear to have done anything until I've performed another action. I'm sure you can see how this makes it virtually impossible to work with blender.

I've looked every where for a solution and have found none. If anyone has a solution, I'd love to hear it.

I'm using a Toshiba laptop running Windows 7, 64-bit.
I'm currently downloading a display driver update.

Graphics card is an Intel.


texts: How can I Rig these Bones that they stay in the axises of the red dots but also rotate completly in the direction of the green arrow? Any help would be appreciated.


texts: Is there a faster way to restrict viewport selection of a bone than navigating through armature hierarchy in the outliner and pressing the corresponding button next to the bone? It can be a bit cumbersome to go through the entire hierarchy if you have a lot of bones.


texts: Problems with smoke simulation visualisation

texts:
When I hit Alt+A to animate the smoke simulation, I just get the particle effect without seeing the smoke. As you can see from the screen shot. I am now using 2.67b. Can somebody please tell me why it's happening as every time I wish to see the changes I have made I have to render the scene which takes a long time and is slowing me down.

As you can see from above left (blender 2.67b) when I hit Alt+A no smoke appears in the simulation. The image to the right with smoke is done with blender 2.62,


texts: Is there a way to delete unneeded keyframes automatically with v2.79?

texts:
This is outdated:
Is there a way to delete unneeded keyframes automatically?

Pressing [ O ] now activates proportional editing in the action editor. So how can I delete all the useless keyframes that populates the middle of the lines of orange stripes in the action editor?


texts: Novice here. When I slide my cube around my bowling pins, they explode away as soon as the animation starts. To my knowledge, I have not added any animation keyframes to cause this. The pins don't fly away when the box is slid away from them. Im curious what is causing this unanimated movement. Ill include the blend file.


texts:
Apologies if this is a duplicate post, but nothing I've read on any of the others has worked. I've imported various video (recorded at 30 fps) and audio strips into Blender's video editor and when trying to preview the result, the fps drops to 5-10 fps, making aligning the video and audio impossible.

I've tried:

Playing the videos through a few times
Installing the latest graphics drivers (already installed)
Increasing the memory cache limit in system preferences
Giving Blender high priority in task manager
Lowering the output resolution (helps but is unusable)
Changing the sync mode to frame dropping and AV-sync
Trying different output video codecs

I'm using Blender v2.79 on Windows 10 x64 and importing .mov video files and .wav audio files.

Thanks.


texts: Why has IK rotation constraint "envelope" stopped displaying?

texts:
Uptil yesterday,for the same Ik rig,  IK rotation constraint "envelopes"(red line) were being displayed.
However today,with multidimensional constraints they no longer show.
Is there an option to toggle them ON?


texts: How do I make a mirror in BI or cycles? I have very little experience with materials. I am just wanting to experiment with mirrors in Blender. For example, What I am thinking is to make two opposite walls inside a cube both mirrors. Can blender handle that or even 4 walls as mirrors?


texts:
i am porting SFM models into blender, on this model i have a problem with the eyelashes. can someone help me fix this? it shows up like this on rendering also.

I have already tried applying particle and changing the emitter to hair but nothing happens or lines sprout from every part of the body

thank you in advance. below pictures apply. I feel like this is advanced but i would like to learn!


texts: Convert object constraints to keyframes?

texts:
I have a camera object that has a track to and a follow path constraint on it, which serve as a mean to animate it on a curve, and tell it where to look.

However, I'm using an add-on called Flares Wizard, which has features that doesn't seem to work if the camera has basically any constraints on it, or is parented to anything. But keyframes are fine.

The camera doesn't actually have any location+rotation transforms on it, all of it's values are zeroed out, all transforms are done visually via the constraints. So my question is, can I somehow turn these constraints into LocRot keyframes on the actual camera itself?

Thanks for any help!

Here's a simplified demo file:


texts: Create a Hanging Bucket Effect (Handle Hooked on Rod)

texts:
I'm trying to create a hanging bucket effect, where the handle hooks on a rod and when the bucket falls, the handle stays hooked. I've tried almost every combination of Active, Passive and Active (unchecked dynamic) for each object, but cannot get the bucket to recognize that the handle is there. I've created the handle from a path and converted it to a mesh, so I'm wondering if that is the issue

Here is the blend file:

https://drive.google.com/file/d/1fgziSnjLwu51Opn54m7xZQz3ArsMaA1W/view?usp=sharing

Any help on how I can create this effect would be greatly appreciated


texts: how do i rotate an object in particular angle by importing the values from a csv file and animating at different frame time?

texts: I want to rotate an object at different angles at different frame time by importing the values of angle from a csv file. the file contains a number of angles which i want to allocate as keyframes at diffenet times.


texts: After rendering with OpenGL it's always rendering with OpenGL with v2.69

texts:
Just once switched to OpenGL rendering, but after that changing to Blender Render or Cycles really doesn't help. Even after quitting Blender and then re-starting it and reopening the scene, it's still rendering with OpenGL.

What could possibly go wrong?

Here's my file https://copy.com/MQ4RHuAYVvum


texts:
Just wondering what is cause this artifact? Using cycles. running Blender 2.8
I have built a heat sink on top of a chip. as my camera is zooming out, the opacity of the heat sink is changing to a solid look.
This only happens for two frames.

How do I fix this? I've already increase the light bounces for transparency and transmission.
your suggestions would be great.
Thank you
William


texts:
So I've never done it but now that I see other models with it everywhere I wonder why? I included pictures because I'm bad at describing things. (This is also why I ask here, I don't know what terms I'd search for)

-Is it needed or recommended to use edged faces? If so, please explain what you'd use them for in modeling or animating.

Plain Face

Edged Face

Thank you.


texts: Why does my autosave keep giving me an error saying it can't find the file?

texts: Everytime my computer crashes while I am working on something, I click recover last session. Once I do that I get an error saying it can't find the file. I go into the autosave and there aren't any autosave there. How can I fix this problem?


texts: How to add driver to emissive color in Cycles?

texts:
I want to add a simple one-line driver to control the emissive color of a material in Cycles.  I had assumed I either hover over the color and press 'D' or right-click and select 'Add Driver' from the context menu.

Neither of these options worked, so I searched around and found some forum posts that suggested finding the emissive color datablock in the outliner, but that did not work either.

Lastly, I tried the same shortcuts in the Node view of my Cycles material network.  That also didn't work.

In all three cases I tried both right clicking the color AND right clicking the RGB values inside the color inspector.

I feel like I must be overlooking something extremely simple here, as driving a color property seems like a common task -- a natural next steap after animating a color property with keyframes.


texts:
So I have some models that have some transparent textures but they will appear black when imported, now I can easily fix this by using the names of the objects and then settings material to alpha blend and connecting the alpha nodes.
Thing is I wonder if blender has no knowledge whatsoever about wether an image/texture contains alpha?
I've seen something like this, where you make a new image one yourself:
bpy.data.images.new("albedo", width=1024, height=1024, alpha = True)

But I guess the imported images don't have the alpha option set to true by default, otherwise I would've expected Blender to already configure it correctly.
I also believe the only way to know this for sure would be to scan each pixel? As each image (rgb in my case) supports alpha but is not guaranteed to have alpha so I can't just "fix" all materials for transparency.
If I could just know what images were transparent I could just loop through all meshes, check textures, and if they have alpha fix the blend mode and link the nodes without relying on object names.


texts: Weird lines on mesh after exiting sculpt mode

texts: Hey there, does anyone know why i get these weird lines all over my mesh after exiting sculpt mode? Shading is set to smooth and normals are facing outwards. I also tried to put a subsurf modifier on top of it. Nothing helped. :/


texts: When I select a couple vertices, open the context menu, and try to "Merge Vertices", it doesn't do anything.  The vertices stay exactly where they are like no action was performed.  What am I doing wrong?


texts: When I try to zoom in/out or move the view, nothing happens. All I can do is spin in one stationary spot. I've tried using a mouse, I've tried restarting my computer, and updating Blender to the newest version. I don't even know why it happened in the first place. It was working fine all day then it just wouldn't let me move all of a sudden.


texts: Render just part of a final image from Cycles?

texts:
I'm using an older Nvidia chip that hates running viewport renders, and I need to check if changes to the materials on a few objects not far from the center of my scene are (I'm rendering a floorplan with an orthographic camera from above, so I'm looking down on objects and want to check if the displacement materials are working correctly).

Is there any way to select a bit of the image and have it render first or without having to render the rest of the image? I'm aware that you can tell the image to render from an edge, but my stuff's about equidistant from either side of the scene.


texts: My Blender quits after I switch to "cycles render"

texts:
I am new to Blender, and when I change the render options from  "blender render" to "cycles render", my blender quits itself, and I have to reopen it.

My blender is the latest version (2.75a), and my computer is a 64bits Windows 7.

Could anyone please advise me on this issue?

Best,
Matthew


texts: I have toggle the front view and other sides but i cant see any of my imports pictures in the background.


texts:
Link to 3D model: https://sketchfab.com/models/44e355c0b8d94f7a8a59e5034d3bc3d7

This a a fantastic artwork created by a Japanese 3D artist Atsushi Tamaki.

I was amazed by the manga-outline effect on the character and have been trying to work out how it can be done, but no luck so far. What I can tell is that it seems like the character is coated by a one-side transparent coating(transparent if view from out side, pure black if view from in side).

Looking for some advice. Thank you!


texts: Copying a detailed piece of a mesh and making it conform to the curve of a sphere

texts:
I'm making a model that has a ton of minuscule detail. I was wondering if there was a shortcut to copying a good detailed piece of my mesh and just pasting it to another section of it?

I've tried duplicating but my mesh is a sphere and at an angle which makes it hard to relocate the duplicate to another section.


texts:
![in pose mode with armature selected
]1i'm trying to make many version of the same figure by, having a armature and
setting it in different positions, and then making a new copy of both armature
and mesh and then apply them again.
My årobkem here is, i have an armature and a mesh, and i can se the armature in edit mode, but i cant se it in object, neither apply it.
I dont understand why its not possible, and how i can solve it.
The armature seems to bee there, - why cant i find it and apply it to the mesh

regards Frank Fenriz![lacking armature in object mode
]3


texts:
I've created a head surface out of an MRI scan. Due to noises in the scan, some parts of the surface are noisy, mostly around the chin:

Any idea how I can fix that? I'm trying different smoothing modifiers, meanwhile without a success. Here is the result of Smooth Vertex with Smoothing factor of 1.0 and 30 repeats:

Thanks!


texts:
Main question

I have large panorama images (not necessarily a full circle of 360°) with let's say 23000x3600px and I want to include the image to the scene, bend it to a circle (or almost circle in case it is less than 360°) and fly around it in a short movie sequence.

I imported the images as textures using the images to planes addon.

Minor problem (already solved in an acceptable way)

The first problem I encountered is that such a large image can't be handeled correctly which seems to be a problem of RAM according to my research. This can be solved by reducing the enormous size of the images to something more suitable. But maybe I oversee something and there is still an option for very large images.

Main problem

How to bend the planes with the images to something like a circle or sector of a circle? This should unwarp the panorama image roughly; it does not have to be exact.

I tried it with loop cut -> proportional editing -> circle. But the result is half of a circle at maximum. Is there an easy way to bend the plane? Using a cylinder and adding the texture has not worked on a first try, but maybe I have to experiment with this.

Background

I have a map of a holiday trip and want to fly over it showing images alongside the visited cities. Some of the images are of normal format, some of panorama format. The latter should be processed as described.


texts:
I am completely new and following some tutorials. I am preparing a Abyss Walker from DS3 for a 3D printer and splitting up the figure. I wonder is there any tool or option to automatically add a surface to a split Mesh?

As you can See I split it to reduce the amount of supporting structures. It would be nice to avoid the hollow (pun not intended). Would be cool if there is an option to add surfaces where I cut it.


texts: Can I interrupt the process of rendering and resume it later?

texts:
Let's say I have a huge project with a rendering time of 1000 hours or more.
I don't want my PC to work non-stop for that long. I want to say something like, 'Please stop rendering now and continue where you have left off later when I tell you to.'


texts: pinning flag to pole: do I need an Empty?

texts:
This I fear counts as a Stupid Question (and there are indeed such things) but... I have placed a Cloth object (vertical subdivided plane, Cloth physics) up against a pole (tall skinny cylinder, rigid body, non-dynamic) and then pinned the cloth by the row of vertices adjacent to the pole.  I then selected cloth, then pole, then (Physics tools) Connect, Fixed.  What I expected:  the cloth would be glued to the pole at their relative positions as of Frame 1, attached at its pins, but would flutter freely.  What really happened:  The cloth flutters freely... while slowly sliding down the pole!

Reading some hints and tutorials I see that many recommend parenting the cloth to an Empty and the Empty to a solid object -- pole, whatever.  Is this indeed SOP?  Is a cloth incapable of participating in a RB physics Connection so that there must be an intermediary Parent relationship with a third object?

Also, I thought I had seen demos in which a Cloth object was simply pinned in mid-air by its own vertices, with no other object to constrain it... more experimentation needed...


texts: When baking, the normal map comes out wrong. I'm using a cage, it is uv unwrapped and there no modifiers on the object. The thing is I have done this process on this object multiple times successfully, so I'm very confused.


texts: Align the rotation of game pieces to a central point?

texts: I have a lot of game pieces that all need to be aligned differently. If I could automatically align a piece's Z axis to matched it's relationship line, that would be perfect. The other option would be to align them to be perpendicular to the face of the object it rests on, (which is not the parent. The parent is an empty in the center of the game.)


texts: Is there a way to create a plane by click dragging in the view port? I'm trying to defining the plane using 2 corners interactively.


texts: Using Python to Copy Rotation of Pose Bones

texts:
Description Of What I Am Doing

I am building a rig that uses both IK and FK controls. I want this rig to have a script which will set the rotations of my FK control bones to match the pose of the IK bones (similar to rigify).

My method is to do the following:

Name the IK and FK bones similarly
Use bpy to collect the FK bones I desire and find their corresponding IK counterparts
Set the pose matrices of the FK bones to their corresponding IK bones

Here is the code I use:

# ... code will define variables for armature and id for IK-chain

# move all FK bones to the current IK orientation
for bone in armature.bones:
    if "MCH-finger-fk." + IK_id in bone.name:
        ik_name = bone.name[:11] + "ik" + bone.name[13:]
        ik_bone = armature.bones[ik_name]
        bone.matrix = ik_bone.matrix

Results...

This almost works! The first bone in the FK sequence matches the corresponding IK bone perfectly. The remaining bones do not, but if I run it again, the next bone in the sequence will match! That is, the second time I run the script, the second bone in the FK chain will match its corresponding IK bone.

The pictures below will hopefully explain what I mean.

Before Script Execution

Script Executed Once

Script Executed Twice

Alas, I cannot have more than two links, due to my low reputation. Imagine moving the first separated bone to where it looks like it should go (the remaining bones move relative) in the previous image.

Observation

I assume this bug in my script has something to do with the fact that only the second time I execute the script, the bone data takes the parent matrix into account (since the pose is now in place).

My Question

Is there a nicer way to achieve what I am trying? In essence, I want to copy the world rotations of each bone. I tried looking for the source code of the COPY_ROTATION constraint, but I was unsuccessful.


texts: How can I ensure a minimal precision of 1cm in my project?

texts:
I'm working on a project for some architects. I have following requirement:

The maximal allowed error is 1cm.
Many people will work on that plan for some years. I think every Object/Vertex may be moved maximal 1000 times, so the maximal error per move shouldn't be above a 1/100th of mm.
The project is 15km big on each side.

Questions:

Should I take a special value for the world scale instead of the default 1BU = 1m to ensure that precision over the years?
Are object on the border (7,5km away from origin) more problematic because of the floating point value system ?
Blender stores vertex as 32bits float as far as I know. Is that per dimension (32bit x, 32bit y and 32bit z) or the total?


texts: Baking a normal map, Cycles or Blender render?

texts:
I need to bake a normal map from a high-poly model to a low poly, and I wanted to know, what should I use, Cycles or the standard Blender render?

I guess it should be the same, more or less? If I bake a normal map from Blender render, it will work in Cycles too, right?

Also, I can't find a tutorial or an explanation on how to bake a normal map in Cycles, does anyone know one? I did find one on Blender render.


texts: I got multiple armature animations. How do I apply these animations to my T-posed character?

texts:
The animations are in different files so:
jogging.dae
idle.dae

neither are skinned.

Than I have my main armature which is skinned and in a t-pose.

How would I use those animations that I have with the other two armatures with the one I have on my main character in T-pose. Note they are all using the same names on the bones, and the same overall amount of bones.

I tried reading up on pose libraries but didn't really uncover anything and the first commented response would have to assume (as far as I know) that both armatures start off the same way, but the run is strictly a run and the T-pose is strictly a T-pose. Transitioning between the two like in a state machine system is what I want really.


texts: I cant quite get cloth sawing down on my character

texts:
I am trying to add some clothes on my character.
I saw two main ways of doing this. First by selecting vertices and duplicating them and scaling them up. I tried it, but it didnt work quite well because my vertices look like this.

Also ignore the arms, I moved them 1 unit away so they don't affect the clothing wrapping up the body. I should have sculpted it in a T pose but I didn't know how to pose it after without messing up the vertices. I think there was something related to weight paint but i just want to 3d print this, so the ability to animate it doesen't matter to me.
Second way i tried, was by sawing.
It went ..
I am going to let this explain everything..]

I need help.
Thank you for reading and thanks in advance if you try to help me.
This is the blend file if you need it.


texts: GPU Rendering but it appears CPU is being used

texts: I chose my nvidia graphics card under computing device in user settings and saved the settings but when I render and check my task manager almost all my cpu is being used by blender. What is going on?


texts: After following Guru's tutorial, the reflections and shadows look weird in the render view

texts:
I finished the part where you make the coffee cup, the plate, all glass, then add a liquid, etc
Now I was supposed to move onto where I turn that liquid into coffee and such
But I noticed weird artifacts, and textures that are not supposed to be there, in the render view
My normals are good, blue
This question might have been asked previously but no answers fixed it for me, as I tried deleting the denoise node, same one as he put in the tutorial series, tried to increase the samples, by a lot, 1000+
Using both high samples and the denoise node, etc
While increase the samples kinda made it better, but it's still far from what his result was..
I also tried removing completely the liquid from the scene, but even the coffee cup and plate alone look weird.
It's almost like those random textures showing up in render view are from the materials preview tab, where a forest or whatever pops on your glass to let you know its a reflective material


texts: Why is my object pink in Texture Paint mode?

texts:
The Structural_Material base color image selected in the UV window is the paint slot I'm trying to use. However, I can't paint anything because my model shows up pink. Anyone know why?

Please don't flag this as a duplicate of a question that is completely different, thanks. There are a number of reasons why a texture might be missing to cause something to show up pink in Blender lol.


texts: How to break a voxelated object into voxels?

texts:
I'm trying to create some objects which are voxelated (pixelated), and break apart into voxels on collision. Like the effect achieved in the movie Pixels(2015). But I don't know how. I got this far:

1. I create a sample mesh.

2. I apply Remesh modifier with "Blocks" option.

3. I get the voxelated mesh I want.

4. BUT, HOW DO I BREAK IT INTO THOSE VOXELS ?

What I tried

I tried Cell Fracture Addon, but it creates conical shards. I want cubical shards.
I tried Fracture Tools Addon, it does offer "Flat" cracks...
but it does not line up with the blocks of the mesh and also each shard is containing multiple cubes.

Is there something else I can do ?

I don't know enough scripting. Can you write one ?


texts: I have no idea how I'm supposed to tackle this, I've tried making a three-point star but after that I had no idea how to continue since a celtic knot has rounded edges.


texts: Subdivision failed on boolean-subtracted object

texts:
I'm working on this project including a cylinder with holes in it. I've made the holes using the boolean modifier by subtracting smaller cylinders from the main cylinder. Here's an image of the entire object in case that helps to answer my question:

The object got lot's of edges that I want to smooth out using the subdivision modifier, but like a lot of you might know, this action will cause an action resulting in this mess:

I'm pretty sure the problem is caused by all the loose vertices around the holes that aren't connected to anything. Please speak your mind and tell me if I'm wrong.

I've tried to connect all the vertices between the holes, which resulted in a way better finish than before, but still not perfect. It takes forever to do so, and I end up with way more vertices than I need, so I'd prefer an alternative if possible. Here you can see the result I got, but be aware I haven't done this on the inside, so focus on how it on the outside:

I know you can just subdivide the cylinder before subtracting the holes, but then the holes don't get smoothed out. This was the solution answered to another question asked by 'user5199' on this link: Cutting Holes with Boolean Modifier Makes Subdivision Surface Impossible

That is, of course, a possible way to fix the problem, but I think there has to be a simpler way to smooth everything (incl. the holes) without destroying the object as shown on my 3rd image.

Any suggestions? Any experience?


texts: External data packing did not work! What did i do wrong?

texts:
I clicked "external data > Pack all into .blend" and when i opened the blend file without my external hard drive plugged in (it contains the external image-as-plane PNG data), the images-as-planes came up as black (not pink).  How do i contain all the PNG files into the Blender file properly?  I would like for it all to be one file if possible!

Thanks!


texts: why does a random object extremely shiny?

texts: this is the first time this has happened, i'm in the beginning stages of texturing and all but when i went to preview the render the second pad from the top was extremely shiny and i cant figure out why, iv used the same texture on all the pads and this is the only one to be like this. when i'm not in render mode the object is a different colour than the rest as well, how do i fix this?


texts: (Blender Internal) How to apply chroma key to videos on a plane?

texts: I have these really cool green screen effects that can be applied to a plane (they are videos), but I need to chroma key the green out of it so it only has the effects themselves. How can I do this? Thanks!


texts:
I can make a light not illuminate things further away than a set distance, using the attached node setup. Is there a way to refine this setup so that the light intensity can be controlled between the light source and the set distance, with a gradient?

I do understand that there is a light falloff node. I need a way to control not only falloff but also the distance where the light stops illuminating the scene (physically non realistic light).

I came up with the below node setup. As qwazix pointed out, the divide value of 60 is actually the distance in system units from the light source to where the light stops affecting the scene.


texts:
I'd like to do motion graphics type work in blender and it would be really helpful if I could see the results of keyframing material opacity to cut items in and out of view.

Blender internal is sufficient, using shadeless materials.  I could have swore there used to be something in view options.  Any ideas?


texts: Select all faces below a certain Z value?

texts:
For example, imagine I have a simple subdivided plane, I use the displace modifier with a heightmap to displace the plane, and now i want to select all the faces below a certain Z value so that I may delete them. How would I go about doing this?

Could weight paint be used to select faces? Because weight paint has a handy gradient option that can be used to select all the lowest parts of a model (just an idea though)

Thanks in advance

Edit: I'll get a little more specific with my problem basically i have a heightmap of a decorative medallion, I want to use the displace modifier on a plane to turn this heightmap 3d, then select the lowest parts, aka the parts of the plane which weren't displaced. I could select all the faces manually, but the heightmap is pretty complex and it would be a lot easier to just select all the lowest faces and delete them. It will not have a backside, but it does not need a backside since it never will be viewed from there. I tried the box select on the side but it mostly just selected the edge pixels.


texts: Can I use Project from view while having several images for different sides?

texts: I basically was following Ian Hubert "tutorial" https://youtu.be/xWq-ZPMhai8?t=30 , where he uses this function, so he textured 4 humans from their photos, but he also managed to texture their backs somehow, which I don`t understand how to do in this mode. Would be happy for claryfying!


texts:
How to select and assign vertices to a vertex group via python?
I have a script that generates random hair on sphere, and I want to make it work for a custom head mannequin, so I have to assign vertices to a vertex group for scalp hair, and then apply my script on it, so it adds hair only to the scalp part?


texts: Is a set of connected vertexes that do not create a face an ngon?

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Is there a chance for artefacts to appear if a part of the mesh has more than 4 vertexes that do not form a face; e.g. plates stacked on each other where the bottom has no face.
There is a small wedge between the cube and initial mesh:


texts: Is there a way to save a game in progress?

texts: After being exported to a stand alone game, The player/s should be able to close the game and open it to the same place/setup/move at a later time. This is a longer game,and may not be finished in one sitting.


texts: Create additional Edges when subdividing

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When I make clothing and subdivide one piece that I am going to sew together with some other piece, I want addtional edges to be created.
So, suppose I have this:

In that case, I dont want it to be transformed like this:

But rather like this:

Is there any one or two clicks solution to this?
If there isn't, I would also be thankful for relevant API references, so I could maybe write an add-on that does exactly what I want.


texts: In blender 2.80 there is a slip-type for fluid obsticles. But is 2.82+ this setting has been removed. What and where is the equivalent setting?


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I'm in blender render, I have a material and I rendered a material with clouds. I want these clouds to be stretched horizontally so they make ovaloid globules instead of spherical ones.

The diffuse color and normal both render this properly, giving me stretched clouds. When I use displacement however, it acts as though the material was not horizontally stretched and so gives me spherical globules instead of ovaloid ones. How can I change this applied order?


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I'm a new blender user so i may make mistakes from here and there sometimes, but I have this problem where this weird dotted box is on my interface window and it's starting to annoy me.

I'm not sure how to fix it, and everytime i press shift+z it's like a window for rendering your scene.

So again, i'm not sure how it got there or how to get rid of it. If anyone can tell me how to get rid of it, that would be great. Thanks!


texts:
I have written an algorithm that can compute fingering of piano scores.

Now I would like to have a 3D animation of a pair of hands playing this score. Each finger is already assigned to a key.

How could I use blender api for this. If it is possible at all?


texts: When I turn on cycle render, object turns all white w/ no color, any help? (ver 2.79)

texts: I don't know what to do. I'm really new.


texts: Tiny hole/seams between jigsaw models created from svg in Unity?

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I have some models of jigsaw puzzle pieces made from a svg that I'm trying to use in Unity. Everything looks fine perfectly aligned with no gaps/seams in Blender, but when I try to use them in Unity I get the tiny gaps/seams inbetween the puzzle pieces that especially visible if panning/zooming the camera around.
The process I used for the models was

Import svg into Blender
Select all and Convert to Mesh from Curve/Meta/Surf/Text
Select each pieces Face then (F) Fill
UV map all pieces to image from bounds

in Blender the puzzle pieces look this after

but after importing into Unity I notice there all these tiny seams/gaps between all the pieces that appear/disappear as you are panning/zooming camera around.(Texture changed for visibility of seams/gaps)

I have also tried triangulating the Faces after filling each piece and I still get the same gaps/seams between models. Everything looks fine in both the Blender and the original svg file with no gaps and seams, any advice would be appreciated, thanks.


texts: exporting blender ABC to 3DsMAX with working Material ID

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Well the question lives between blender and max community so I need to ask here just in case somebody also knows the answer.

When exporting objects ( a cube ) with different 3 materials assigned to the faces from Blender in Alembic, once I import in MAX the Material IDs goes nonsense.

I even tried with Vray proxy, and also happened the same.

Then I read the documentation of Alembic and also noticed that we had some troubles also from Houdini to Max.

Alembic won't write the Material IDs by default and we had to force it  in Houdini so MAX understands that.
We could find a workaround for Houdini. but I'm a bit stuck with the Blender 3DsMax connection.

By the way FBX works fine, but the implementation for references feels not so clean, and we were hoping to be able to use ABC for the neat reference upgrade.

Anyone knows something about it? is there another ABC exporter for Blender that speaks MAX better?


texts: Set resting length for a generic spring constraint

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I have a generic spring constraint between two objects. I am able to set the stiffness and damping of the spring, but I would also need to set what length the spring initial was.

Blender now wrongly assumes that the current position is the original length, but in my world the spring should now be stretched some.

Here is an example. Two boxes connected with a spring constraint that only allows movement in the Z direction. When playing this animation, the lower cube will fall down. What I want, however, is that Blender consider the spring now already stretched, so it will have some more force acting upwards.

How can I achieve this?


texts:
After I import an image, subdivide and extrude I use C to take circles of the image apart, then hit P to separate.  Then I rotate and move to a new location and use a keyframe to record the action.

The fist time I do this, everything works fine. The second time, the entire image moves to the second section that's moved.   Using B cause the same problem, but not on the first section, only after later sections.

I can add particle streams to each section (explode and move) without a problem, but I can't get the new parts to rotate and move.

Any idea what I might be doing wrong?


texts: Uses for the Location vector of the Particle Info node?

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What can the Location values of the Particle Info node be used for? It seems to provide control of something like color or texture of particle instances, but I can't seem to implement that idea.

Can it be used in conjunction with the Point Density texture node?


texts: How do I rig a game asset for a state change? (Armoured/Normal/Damaged)

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I'm looking for a workflow...
I have a small tank mesh that I'm about to rig.
The game I'd like to create with it (in Unity) will require it to be either Armoured, normal, or damaged.  It may also require LODs.
What I'd like is to hide or unhide the different states of the tank, but still use the minimum number of bones.  For example: The turret that turns uses one bone, but has the normal mesh unhidden, and the armoured and damaged meshes hidden, with all turret's different mesh states using the same bone.
I'm planning that the meshes can be unhidden or hidden when needed in Unity depending on the situation.
With all that in mind I'd like to rig this tank properly in Blender so that it's Unity-ready.
Does anyone know a way to do this?
Here's what I understand already:

Unity only imports bones and blend shapes from a rig. All other modifiers are ignored, so don't use them.
LODs require a name change for Unity to automatically register them.


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When I add a Single Bone and then an Empty object to the scene, as follows:

Then I add a Copy Rotation bone-constraint, I set the Empty object as the target, the constraint will rotate my bone on the X axis by 90 degrees:

Although neither the Armature, nor the Bone and not even the Empty has any rotations whatsoever.

My question is: why is this happening and if this is the expected behavior, then how can I prevent it from happening?


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I am using blender for an online game (Roblox) and they only allow you to use one image for textures.

I made a rock mesh, with a pretty good texture and some nodes that make it look great, but without the nodes and texture it looks horrid.

Mesh + Textures + Nodes in Blender

I looked up how to export textures but nothing seems to work.
I tried UV Unwrapping but (im a noob) and keep getting stuck on this...
(This is in UV/Image Editor)

I tried most of the answers on this site, but then this happened in the game...

UV Unwrap

Wrap up;
How do I export Nodes, and Textures into one image


texts: Problem with adding a texture from image

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I'm trying to add a texture of solar cell to a .STL solar panel drawing and then export as OBJ+MTL.
I've did the following:
1. Imported an STL file, added material and then texture via adding a PNG image (see printscreen below).
2. Used "Smart UV Project", with default values via the UV's menu in Shading/UVs.
3. Exported as OBJ.

I have two problems with the result:
a. The projection is uneven, unregular, either in Material or in Texture view (see below)
b. While the Material view features small pattern (I've used Mapping size for that), the Texture has a large projection of the pattern.

I guess I'm doing a number of mistakes with the proper projection settings, but having trouble to find the proper way.
Thanks in advance!


texts: Altering particle rotations / locations via python

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So I am trying to manipulate the generation of the particle system to something which is predefined. However, when I set the particles location or rotation it is not reflected in the 3D viewport.

My setup is just a simple plane and trying to manipulate the particle system via this code:

bpy.context.active_object.particle_systems['ParticleSystem'].particles[0].location = [5,5,5]

I have tried bpy.context.scene.update() and bpy.context.active_object.particle_systems[0].particles.update() but neither seem to do anything. The python api is responding out correctly, it just isnt reflecting in the viewport. Is there anything else i need to do?


texts: View extents (scale to fit render window)

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I'm trying to build an automatic renderer using Python, loading lots of OBJ files one-by-one and rendering the results.

I can load the files no problem, but because they are different sizes, I need to either:
1. Change the objects to the same size, or
2. Move the camera so the object fits

I can't seem to get either option to work!

Thus far, the best option seems perhaps to use bpy.ops.object.dimensions and then scale, but I can't seem to get the x/y/z dimensions out of object.


texts: How to make something pass behind an actor and be not visible. (Just the part behind the actor)

texts: I want to make the wings pass behind the actor during the animation, how can I do it? I need to make the wings pass behind the actor and when they are behind, the part behind him need to be not visible. I don't know if i can use an alpha on the holdout material or if there is an other way. thanks


texts: I accidentally deleted a color ramp node that I was working all my colors on, and now when I cmd+z it doesn't do anything!


texts: How to model multiple windows in a building walls?

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I am currently going to model a building from a reference

The image i found.
I have an idea on how to go about modeling it but what I'm looking for is some help on what would be the best way to go about creating the windows as in this image. The windows go right along and down the building.


texts: So I created a Cube in Blender and then I created an Empty beside the Cube (in object mode). Now, when I move the Empty around, the Cube follows... Why?


texts: Object animate and deform follow path not working

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I hope you are having a great day.

I am following a tutorial to make an object, in my case something that will eventually be modeled into a bendy bus or tram, and at one point I followed the tutorial and it worked, even in 2.79b and 2.8, but I have since been unable to get it to work.

What is happening is that as I set up the triangles using the offset and then creating single user out of each, when I click play, they all return to their origin. In the video, they stay where they are.

I have watched the linked video many times, but I cannot get it. I have linked to a blend file to show what I am getting at.

I am aware there is a similar question, but I only want the object to deform in specific places.

Thank you very much.

The video tutorial

The blend file


texts: How to apply textures with alpha channel?

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I am doing the Introduction to Camera Tracking tutorial by Blender Guru and at some point he is applying a texture to create cracks in the road (around the hole, see image below).

As you can see there are no cracks visible in this image. I think the problem is that I don't know how to apply textures with an alpha channel ? But perhaps it has to with the node tree in the compositor. Blender Guru is working with Blender Render, I use Cycles.

Who can help ? Blend file with texture packed attached.

P.S I know there is also an issue with the floor but I think I can only ask one question


texts: Easy way of snapping Objects and Faces to vertices?

texts: I`m trying to migrate to blender (2.8) but can't figure out how to simply snap a face or faces or objects or edges etc based on vertices (see example below of how it is done in 3dsmax) as the gizmo concept seems to work differently in blender. What is the best workflow to achieve this behavior in blender? thanks in advance!


texts: Blender mouse function is not working properly?

texts: I used the new mouse actuator and had it used for mouselook. It seems that you would need to turn an amount until the mouselook actually works. My threshold is set to 0, and I am very confused of why this still happens. I would like to have my mouselook start to move as soon as I move my mouse. How can I achieve this?


texts: Is there a way to append all materials in a Blender files with Python?

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What I usually do is assign all my materials to a Cube and append it, and the materials just come with it.

The problem is that bpy.ops.wp.append() require a filename, and I have no way that I know to create a for loop that would cycle through all the mats in the file and append them. Usually when I want to import all files in a folder I use glob.glob() to create a list but that obviously wouldn't work in this case. Is there an equivalent to glob.glob() for a blend file?

Appending the cube has it's limit since I need to remember to assign my materials to it, and when you are working with hundreds of mats it becomes problematic.


texts: Sculpting on graphics tablet swaps brush between add/subtract

texts: I recently bought a Xp-Pen Artist 13.3 and while it works fine in other software it seems to have issues in blender. Most notable is when sculpting the brush will swap between Add and Subtract features, for example I'll use the inflate brush and it will swap between Inflate and Deflate every time I lift my pen. I've been looking and I haven't found anyone with the same issue on forums or discord servers.


texts: I have a cube and sub divided 25 and i have selected the center of the edge and i want to grow the selection on the top part only when i press ctrl+ it grow from center and spread top and bottom part i just want it grow on the top part. Is there any way to grow selection to top only


texts: What can I do to speed up GPU rendering?

texts:
Having just run the BMW Benchmark, I got roughly the following:

GPU: Just over 17 minutes
CPU: Just over 3 minutes

Is this right? Surely not? That is a huge difference. Could it be that I have not configured things properly?


texts: I know that VR support is early, but is there a way to make an object track to the viewer's "head" rather than just the camera?


texts: 3D Manipulator/Origin behaviour issues due to 'Displayer Modifier'

texts:
https://youtu.be/lXeRm33Xi8E

The 3D Manipular/Origin of the individual vertices are not correctly visually displayed.

After the 'Display Modifier' is checked in an Armature Modifier to display the pose of a object in edit mode. The data for the 'origins' of the vertices remain the same, acting as if I am still looking at the 'Rest Position' instead of the 'Pose Position'

Their is some variable I am unaware of that makes it so the data, matches up with the visual aid.


texts: Python: How to create an object which in not conneced to data

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Good day. How can I make an object in Blender such that it is not linked to any object data?
I am using animation nodes and would like to use the script subprogram to make create an variable number of curve objects whose data I will change dynamically at a latter time.
I also need to give all these data-less objects systematic names. How can I go about this?


texts: Rotate an object with vector displacement

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Short question: How can I rotate an object in the shader editor, using vector displacement or other means?
Longer explanation: I have an object which I have instanced many times, each instance has a Track To constraint so each object is pointing to another object - in fact there are three groups of instances, and instances of instances, with three different Track To objects. So far, so good. My problem is that each instanced object now has the same local z rotation, that of the original object, though the local x and y rotations are different in each case, due to the Track To constraints. I would like random z rotations on each instanced object. I cannot z rotate each instance because of the constraints. (Maybe a different constraint would allow this?)
I feel this must be possible using vector displacement, as I know that rotating an object to face the camera is possible with vector displacement, but I have no idea how to do it in this scenario.
If it helps to visualise, the instanced objects are spoke nipples attached to the inner rim of a bicycle wheel. Because of the spoke pattern and position around the wheel, each nipple requires a unique rotation. I want each nipple to be randomly rotated around its z axis, so that they are not all perpendicular to the wheel face as they are at the moment.
Any help would be gratefully received.


texts: How to get the name of the object from its coordinates (in object mode)?

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How can I find the name of an object given certain coordinates?
What if there was more than one object with its origin at that point?

Thank you and I apologize for any errors: translated with PC!


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I have a .blend file which an object that I added to him some LocRotScales to animate it.

But how do I animate it in Ogre, exporting it as a .mesh is the good method ? Because I only added some LocRotScales but not more, do I need more to animate it in Ogre3D ?


texts:
Hi I am running Athlon X2 with 6 gig of ram and a gtx75o card I just bought.

I try and render and it says

CUDA error: Out of memory in cuMemAlloc(&device_pointer, size)


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I am following this tutorial but when I reach this part part at 19:38 I press Ctrl + C it copies but when I press Ctrl + Shift + V nothing happens.

A little menu appears on the side with Flipped on X-Axis selected but the right side doesn't copy the left side.

What am I doing wrong?


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Hi again i will try my best with my broken english to explain :

I have a Plane and Sphere, i link both with the plane as parent and the sphere as child.
After i use in Object Tab the Duplication (faces), so  i have as result a clone (the second sphere).

So now i would like to make a object from this clone (make duplicates real) and work on it, like a new mesh.

For that i have selected the parent (the plane) and do  Shift+Ctrl+A  and as you can you on the last screenshot i have on the left menu " make duplicates real"  but what do i need to do now?


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Good to be here. Am just getting used to this lovely app. Guess I have ver. 2.83. I have learned how to rig bones and fix bones, add textures, not to mention a handful of other things related to import/export plugins. I have hit a snag though which my powers of play have yet to fiddle out a nice tune.

Also made a screencapture MP4 so you can see in real-time how when I pose my model, the neck area begins to tear. I am sure there is an easy fix for this. But until now, it has evaded me. Hope it ok to post mega links. Was not sure how to upload/show a video here.
https://mega.nz/file/dRMzFCQb#0qZZ-XO2w9uS92gZZrFFIy7h6FiUTieYP2XqMgGFP6k
EDIT: Thanks to Ben, I was able to merge the head and neck meshes using a careful selection of all verts in at the seams, then punch m, then By Distance. Unfortunately, while there is no more tearing, the model now gets garbled at the seams when I try to pose it.


texts:
https://www.blendswap.com/blends/view/78956#comment-114838

       I have to tweak this rig so I need to unhide bones in arms and legs. I've found them in the properties panel but Alt+H does not do any good.


texts:
What websites or other resources do users of Blender have available to them to report bugs or problems with the program?

I would like to get this issue cleared in Q&A format so that we can link new users with bug-report-style questions to this post.


texts: How to make eyelids react with eye movement?

texts: How do you make eyelids react with a character's eye movements? For example, if the character looks up, the upper eyelid rotates up, but if the eye looks down, the upper eyelid doesn't rotate down past the center point of the eye. I'm guessing with drivers or with copy rotation if I use eyelid bones, but if I want the character to also have the ability to blink, how'd I combine all of these systems? Sorry for the confusing question and let me know if you want more info.


texts: How to select a point of a MaskLayer with python?

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I am trying to select points of a spline of a MaskLayer with Python. In the end I want to be able to temporarily store a group of points in a list so I can select and deselect a bunch of mask points with a hotkey via Python.
However, when I try this:

D.masks['Mask'].layers['MaskLayer'].splines[0].points[1].select = True

it only selects one handle of the point, but not the point itself. Am I missing something, or is it a bug or just not supported?
Because I can check if a point is selected or not with the above method, just the selecting with select = True acts weird.


texts: Animation that produces object change eg curtain drawstring torus

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I am making my first delicate steps into animation by creating a pair of curtains, via a plane, and using animation of a torus scaling down to move the cloth via the Collision property.
I wanted to do a pair and to try and make the pair look natural in that they might be slightly different with different torus size and positioning.
So I did 50 frames of a left and right curtain with their own toruses applied.
the animation only worked correctly for one of these. The second one scaled down at a much higher rate than the 50 frames suggested and created one pair of very distorted curtains and a very small torus, way smaller than the torus size I had saved at 50 frames.
I have 2 questions and would like help with both:

Is there any reason why 2 animations would create an anomaly in one of them?
In this instance, I only want to use the result of the animation ie the affected curtain and torus. Can I save these as objects that are fixed with the folds as result of the animation? I guess this is a simple "how do I save and use the animation result".


texts: Collection of objects added as particle to a Plane not getting projected within the Plane

texts: I added a particle property to a plane. I added a collection of 26 objects to particle system and attached it to particle property of a Plane. I was expecting all the objects to be displayed over the plane. But I am seeing that many of the objects are getting displayed out the surface of the plane. The screenshot is added for further clarity. I am a newbie to Blender, kindly excuse my novice writing and please ask for more information if the question is not clear to anyone. thanks


texts:
Sorry for this basic question, but I haven't found a solution anywhere:
I have a set of x-y-z points that represent the surface of a property.
I would like to import these points and have blender create a (triangular) mesh.
How can I do this? And if it is possible, how can I then export the edges or faces?


texts: How to make one object pass through the holes of another?

texts:
I'm making a connect4 animation, I've made all the pieces for it, and I'm using rigid body physics to simulate the piece dropping into the board, but it stops when it hits the top of the board, as shown in the picture. I've double checked the sizes to make sure the piece is smaller than the hole, I've also tried changing the collision margin like in this question, but i'm unsure where to go from there
for reference, the piece is an active-type rigid body while the board is a passive-type rigid body


texts: Low Render-Quality despite high Render-Settings

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I´ve created this Scene In blender 2.82 and gave it a test render with 350 Samples, but the quality was very low. Now I tried it with 600 Samples but it didn´t get better. What am I doing wrong?
Info: I´m using blender 2.82 with cycles on my CPU. I set the Rendersamples to 600, set the Light bounces to 6 and used the basic built-in denoiser.


texts: Could someone please explain gimbal lock?

texts: I have read the Wikipedia page on gimbal lock, and am still confused about the entire matter.  My understanding is that, using a local coordinate system, if you rotate a model about its X axis then its Y and Z axes experience gimbal lock, and become "locked" together.  However, my understanding is that if you rotate the X axis, then both the Y and Z axes rotate with it, and as such remain separate.  Wikipedia, as always, while a good resource is difficult to understand on this topic.  Could someone please endeavor to explain this to a person who does not have a Master's in physics or mathematics?


texts: When I try to render, the camera renders from the wrong position

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So I am totally new to Blender and I work on blendergurus beginner series, as probably many who start with Blender. I tried to solve this now for a long time by myself but everything I read and tried did not work. Maybe you can help me :)

Somehow my camera is stuck at a weird position, if I want to render. I captured the behavior in the GIF below:

https://media.giphy.com/media/dTtyxyZqLiajfgNfUh/source.gif
(Tried to embed the GIF,but imgur is rejecting the request ¯\_(シ)_/¯)

Here are some additional screenshots of my properties, render and camera:


texts: How can I add a second texture apart from the one I'm using with displacement modifier?

texts:
I'm trying to work my way through the desert tutorial by Andrew Price. I have a landscape with a displacement modifier with clouds texture (Type:Clouds). So my landscape has already one texture assigned to it. Now I added some grass with particles and I'm trying to add a material to that grass (particle system is assigned to the same landscape). In the tutorial the grass material is based on a another texture (Type:Blend). The problem is that I can't add a second texture - I can only modify the texture which is used by displacement modifier.
The main reason for this problem is that Andrew is using Blender internal renderer and I'm using cycles.

So the question is: is there a way in cycles to add second texture (Type:Blend) without deleting/modifying the one assigned to displace modifier (Type:Clouds)?


texts:
I'm using a GTX 1080 on this machine, have the latest drivers, and the CUDA development kit, but I still can't change the Compute Device. In fact, I can't even see the selection "None". The button doesn't show up at all.
 the screenshot for my user preferences.

Specs:
i7-6700K
GTX 1080
120GB SanDisk SSD
Windows 10 64-bit


texts: I want a material where the side that is facing the light is glossy and the other side is some other shader like glass or something. What sort of nodes should I use? I've been searching around the internet for something related to this but I got nothing. I've actually been searching for many months but didn't realize I could just ask myself.


texts: How to combine transparent environments with alpha masks?

texts:
So there's this Toei anime from 2003 called Air Master and it had a very unique outro in which the main cast would sprint through their hometown. I'm fairly confident that it's environment CG, given that all the visible details and idiosyncrasies of the background (i.e. the road details) follow perspective without any noticeable human error.

Here's a preview. You can watch the full outro in a higher resolution here: https://youtu.be/svEG-_vJyvU

I'm trying to find out if there's some sort of material or render layer configuration I can use to replicate this effect as closely as possible.

If I grant that this is CG, the sequence appears to use alpha textures in conjunction with some sort of backface culling technique. The most puzzling aspect is the gradient visible behind all the objects, indicating that the alpha channels of the materials are able to visibly negate everything behind whichever object it's applied on relative to the camera, sort of like an alpha mask. That or the animation uses non-alpha textures and the placeholder color is simply replaced with an alpha channel, though I'd much prefer the former.

Here's the material set-up as well as the scene in the solid viewport.

I've also included the render:

As you can see from the render, I was able to get a wireframe version of my scene with the edges solid white and the background transparent.

My goal is to both eliminate the back-facing polygons and object visibility through the material while maintaining the alpha channel.


texts:
So I move stuff around to my liking.
Change the theme to my preferred look.
I Go to User Preferences>File> uncheck:(Load UI).
Hit [Save user preferences]
Hit the + next to default and rename my own layout.
Close and reopen, the theme stays but the layout is back to default and my own custom layout is deleted from the list.

BUG or I am doing something wrong?


texts:
I want to create a scene for bridging in 3D-Printers. I scaled the abutments. But I couldn't find a way to scale bridge part. I know that my explanation is not that good. For you to better understand you can check the pics.

Thanks.

So my problem is,I don't know how to scale this part between 2 abutments.


texts: How can I take an image and create a flat 3D model out of it?

texts:
So basically I have this game that I've been developing for a while, and it's been making use of heavy alpha cutout in Unity. I've been told over the course of the development about tile based gpu architecture, and that I will keep having a very hard time optimizing for mobile if I continue with having forests upon forests in where I can't take advantage of a mobile gpus optimization techniques.

Here's what my game ends up looking like in Unity:

https://media.indiedb.com/images/presskit/1/1/776/general/14_LeafProjAttack.gif

The trees look great with the alpha I think...but the problem with optimization has been really holding me back here...

I'm honestly wondering if there's a way in where I could create that same high quality look but just convert my 2d images somehow to 3d models?

The good news is, since it's all pixel art, the edges are semi-predictable I suppose? Here's a sample image that I'd like to convert to a flat 3D model:

https://i.imgur.com/JnBKBiE.png

Is there a way to do this or am I going to have a very hard time per image that I convert to 3d?

Thanks for any help ahead of time that you can provide!


texts: Rendered soft body physics animation doesn't match viewport

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Using blender 2.82a, I'm stuck in this situation:
my soft body physics animation is right in the viewport, but when I render the whole animation the result is not the expected one and it seems not physically correct.

I of course baked the soft body before to launch the rendering.

Strange enough, when I render a still image the behaviour of the soft body is correct and it's exactly the same as in the viewport.

Every modifier and every rendering is set as the same in viewport and rendering.

This may be useful to you: the animation is made by a bone with a locked track constraint to the soft body object which is made of 3 vertices.

Do you have any clue?

Thank you very much.


texts: How to write EXIF data in rendered images?

texts: I'm trying to render an image in cycles. version 2.83.5. trying to write metadata or Exif data into the image. In the output channel, I ticked every box on metadata. But I didn't find the EXIF data included in the image, especially focal length and focal length equiv 35mm. I am using exiftool and exiv2 to check the EXIF data, the tools tell me there is no EXIF data. Any help would be appreciated.


texts:
My scene has about 4 point lights which makes it reflect on the glass with white spots, you can see it in the picture. how do i fix it

Here is my lighting
I tried turning off glossy option in ray visibility but that didn't work
so how do i fix it


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I want to increase the number of vertices in a cylinder I have a version of 2.90 in blender.
Does anyone know how to do this?


texts:
I assume this code defines "i" as the selected objects while the selected objects X location is set to the value from the active object. Right?

def LocX(context):
    for i in bpy.context.selected_objects:
        i.location.x = bpy.context.active_object.location.x

Then there is the following code with the poll function and then the LocX command is being executed. Does this mean it will check each non active object and execute the LocX command onto it? As far as I understand the return {'FINISHED'} is a statement to say that an evaluation is done.

@classmethod
def poll(cls, context):
    return context.active_object != None

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


texts: How to make the pop-up box in the bottom left of the 3D viewport appear immediately when activating a Transform tool?

texts:
So many times I want to use the options in the bot left panel (Operator panel) when using a transform tool
but it doesnt pop up unless I use the tool even tho i have it selected....
This is a problem because I want for example for Inset tool to check Individual faces
but I cant unless I go and do it first....
Also cant use the transform and then Ctrl Z because the moment I undo it also goes away
This is just one of many examples, but how can I get the box to pop up when I enter the tool rather than just when i use it?


texts: Have a doubt on Recalculate option in Shading Option?

texts: I can't understand why and when should I use Recalculate operator in Shading Options?