texts: Remove particle / softbody simuation to simplify scene?

texts:
I have a scene where I use a softbody animation and a molecular addon particle simulation that then gets skinned via the CubeSurfer addon to form a liquid-like paste. The particle systems and the softbody do not have any direct interaction.

When I try to bake all the elements, Blender crashes midway through the animation. It is probably too complex. It is also EXTREMELY slow when playing back the animation, around 0.1 fps.

I'm trying to find a way to simplify it, i.e. convert the mesh that CubeSurfer generates into a simple animation, the same with the softbody, so that the simulation does not have to be baked or run every time when rendering. How can I achieve this?

I have the advantage that the particle system gets skinned by the CubeSurfer addon and forms one object and not tons and tons of individual particles.

Asked in another way: Baking saves the animation frames into a buffer for faster playback. Is there a way to go even further than baking? To completely remove the particle system and only have the animation use the mesh that resulted out of the simulation with keyframes?


texts: Export actions(animations) to FBX and open in Unity

texts:
I have a Problem with animating objects in Blender.

When I add the constraint "Follow_Path" to my objects and then bake animation, I have about seven additional Actions for one object.

The animation works very nice, but when I open the FBX format in Unity, I get all these actions and only one is the right one. For example Action.007

Mabye, I do something wrong with the selection?

Actions in Unity:

Here some Code:

def followPath():
    for object in scene.objects:
        scene.objects.active = object
        object.select = True
        bpy.ops.object.constraint_add(type='FOLLOW_PATH')
        # Settings
        forward_axis = getForwardAxis(path)#I get the path from another function
        up_axis = getUpAxis(path)
        constraint = bpy.data.objects[object.name].constraints["Follow Path"]
        constraint.target = bpy.data.objects[path.name]
        constraint.forward_axis = forward_axis
        constraint.up_axis = up_axis
        constraint.use_curve_follow = True
        # animate the path
        override = {'constraint': object.constraints["Follow Path"]}
        bpy.ops.constraint.followpath_path_animate(override, constraint='Follow Path')
        bakeAnimation()
        object.select = False

def bakeAnimation():
    bpy.ops.nla.bake(frame_start=1, frame_end=250, only_selected=True,
                 visual_keying=True, clear_constraints=True, clear_parents = True, bake_types={'OBJECT'})


texts: Where is the Layers panel in Blender 2.8?

texts: I am starting working on Blender 2.8, but I can't find the layer panel. Where is it?


texts:
I would like to export the from Blender calculated vertex normals into an .obj file. I realized that the amount of vertices in the .obj file does not equal the amount of normals (there are more vertices than vn). I expected that there is a vertex normal for each vertex so there should be the same amount of each.
I guess Blender doesn't export the vertex normals but the face normals and hence there are less normals than vertices.
Did anyone else experience the same problem and solved it somehow? Is there a way to get the vertex normals into the obj file?


texts: Subdivide all edges without creating new faces before applying wireframe modifier

texts:
I'm trying to model an object with a curvature, smoothen the curvature and turn it into a triangular grid.
My current attempt is to triangulate, wireframe and then subdivide the object:

Unfortunately, the subsurf must be applied after wireframe which means that the curvature of the object itself is not smoothed like I wanted to. Its easy to see the sharp curve in the middle here:

My best attempt so far was to apply triangulation and manually subdivide the relevant edges:

Which did help:

But I need a more efficient way of doing this as the actual model I'm applying this to is much more complex. Additionally, the subdivision introduced artifacts making the wires oddly squashed. Ideally I would like them to be tubular.


texts: Why is the default image format for saving renders is in PNG?

texts: I have been using Blender for a while now and I notice something that seem unusual at least to me. An obvious format is JPG because it's very common despite its flaws. EXR is pretty much the opposite JPG with greater non-destructive editing capabilities but quite rare in availability online. If I want to render a still image using the factory settings, PNG is automatically selected and have to be changed to another format manually. I'm aware that user defined settings can be saved as the default to resolve this question. Why Blender has chosen PNG as the default format while the others are not?


texts:
Is it possible to UV unwrap only a material? I have on object with multiple materials and I would like to apply a texture only to one of them.
Thanks for answers


texts: Appended material on object doesn't render

texts:
I'm a beginner in Blender and currently I'm working on an underwater project with a short submarine animation. The underwater scene and the submarine were made seperately, I later appended the submarine to the underwater scene. Now I'm having problems with the material of the submarine not showing when rendering although in material preview it looks just fine.

I don't know what I'm doing wrong here and would really appreciate your help!


texts:
I had a topic/ question about a pinball flasher light with some great answers.

Can you do the same trick as in my other question to a dome flasher light you can see in the picture?

I tried it but couldn't figure out how tot make the dome
and the inside pattern.
Thanks


texts: How do I add a button to the 'fileselect' panel?

texts:
I have python code that displays the 'fileselect' panel to retrieve and image file. I would like to add a button and event code to this panel. Currently I initiate the 'fileselect' panel with the following after setting it up.

context.window_manager.fileselect_add(self)

Thanks


texts: Is blender the right tool for my simulated 3D environment?

texts: I want to create a (non-realistic) 3D representation of a true nautical environment (e.g. a harbor). I get a real-time stream of data for each ship in the harbor, containing position, size, speed, direction etc. over a tcp/ip interface. (For each vessel, I get an update every 3 seconds. Potentially there are hundreds of ships in the harbor.) Each ship can be represented e.g. by a simple box with the right dimensions floating in a blue plane representing the water. Then I want to put a number of virtual cameras in this virtual harbor, and output a video stream (h.264 over tcp/ip multicast) for each virtual camera at e.g. 10fps. These cameras are at a fixed position, but I need to be able to change pan/tilt/zoom from an external (tcp/ip) interface. All this needs to be done in real-time... Would Blend be the right tool to accomplish something like this? What would be a good approach to make something like this? Or do you have suggestions for other tooling that may be more suitable?


texts: Is it possible to make reflections in (UP)BGE?

texts:
I'm working on a game and would like to know is it possible to make a reflective surface for stuff like mirror and high rise windows (via textures).

The image is from LEGO: Marvel Superheroes how to I add reflections like they did on the Empire State Building, but in blender?


texts:
Hello I would like to expand upon a previous post  Create Cross Sections and 2D planes in Blender
I am able to follow the steps outlined in the excellent tutorial linked above, but I am having trouble rendering the resulting 2D slices in a serialized way.  I am hoping I can be guided to a resource that will help me understand what I need to do to execute what I'd like to do.
What I'd like to do is render each slice as a 2D image with each image having an identical image size, and all images in frame with respect to each other. The result should be a series of 2D images resembling a CT scan.
Ideally this could be done with some level of automation instead of manually adjusting the camera and object for each slice as there will be ~200 slices.

Above is an example of the series of 2D slices in 3D space

And above is an example of a rendered image I would like to produce.  However this was a screen shot.  And I need to make sure that my images are exactly in frame with each other and rendered at a constant distance from the camera.
Also I should add that I am comfortable writing scripts, but I have no experience programming specifically for blender.  Thank you for your help
UPDATE:  The below answer worked great for what I was trying to do, and was a much better solution than using boolean expressions to render slices as I had been trying.  I simply rendered images of the primary model per the animation shown below.  Thank you for your help


texts: Removing shadows from an object, not the shadow being casted

texts: I've got a model that looks best when rendered through the Workbench render engine, but for a specific scene I would like it to still be able to cast shadows. Is there a certain way for the model to cast a shadow without the light affecting them, keeping it in a Workbench-esque render?


texts: how do I put the 3D cursor inside an object?

texts: I want to change the pivot point of an object through quad view, but when I try to position it inside the object, the 3D cursor just jumps to the area/spot where I clicked on the face of the object. In short, How do I keep the 3D cursor from positioning itself right on the face.


texts: How to edit material of grease pencil stroke across all keyframes?

texts:
I'm very new to Blender and have a simple question.

I have an animated Grease Pencil stroke and would like to edit its color. I don't want it to be changing colors in the animation, I just want to edit the material across all keyframes. Even when I select all relevant keyframes for that stroke, the color change only applies to the current keyframe. What am I doing wrong?

Thanks!


texts: I am trying to animate with shape keys but it's not working

texts: I have created 4 shape keys. When I raise the slider to 1 in frame 31 and 61 and back to zero on frames 1 and 101, keys are supposed to be set in those frames so an animation can be played. Nevertheless, nothing happens. What I am missing?


texts:
I'd appreciate any help with this simple script that I cannot get to work properly for Blender 2.8+
All I want to do is to take a selected NURBS path as input, and create a new NURBS path that is essentially identical to the input, except all of the vertices have been "rotated" around it, by a specific number of places. This is because I've got an open curve, but I want to control where the opening, the gap between the first and last vertices, is located along the curve.
The script basically works, the vertices are correctly rotated when the curve object is in edit mode. But when switched to object mode, all the vertices disappear.
Here is the script, and a link to the blend file. The example can be run by selecting the braids_curve object and running the script. It creates braids_curve_out, which will be invisible. Switching it to edit mode shows that the vertices correctly coincide.
Blend file
Appreciate any help determining what critical piece I am missing.
import bpy

# how much we want to rotate the vertices by, in vertex offsets
offset = 280

# use the selected NURBS path object as source
sourceObj = bpy.context.active_object
if sourceObj and sourceObj.type == 'CURVE':

    # create the new path and rename it, based on the source object
    bpy.ops.curve.primitive_nurbs_path_add()
    newObj = bpy.context.active_object
    newObj.name = sourceObj.name + "_out"

    # get the vertex count of the source object
    sourcePoints = sourceObj.data.splines[ 0 ].points
    sourceLength = len( sourcePoints )

    # make the new object's count the same as the source object's count
    newObjLength = len( newObj.data.splines[ 0 ].points )
    newObj.data.splines[ 0 ].points.add( sourceLength - newObjLength )

    # move around the source object
    for index in range( sourceLength ):

        # calculate the index of the offset vertex
        moduloIndex = ( index + offset ) % sourceLength

        # set the offset vertex
        newObj.data.splines[ 0 ].points[ index ].co = sourcePoints[ moduloIndex ].co

else:
    print ( 'no selected curve object' )


texts:
I am having issues with my scene. I created a sand dune sort of mesh and everything is all good. I add in an HDRI and then get this:

As you can see, the sand has some sort of weird shading issue which I believe is called "shadow terminator artifacts". I've only seen three solutions:

Up the mesh density (didnt' work, even with my high poly 1mil mesh i got these artifacts)
use the shadow terminator removal tool in blender 2.9 (Also didn't work, the shadows became too large)
Disable smooth shading. (Did absolutely nothing)

I honestly am confused and have no idea how to fix this. The scene is literally just an HDRI rotated around slightly.
One thing i will note, is that the shading issue goes away when i have a more diffuse HDRI (or none at all)

And here is everything in the viewport:

I also have tried switching out the HDRI for something else and still got the artifacts. What else can I try?
EDIT: forgot to mention, I don't get this issue when I render with EEVEE.


texts: Armature moving points for no apparent reason

texts:
I am experiencing some odd behaviour in my rig where vertices with 0 weight are moving when they shouldn't be. I have tried painting different weight onto those vertices but it does not seems to help.

blend file


texts: How would one properly unwrap/texture this shape?

texts:
Specifically the moss on top. Currently, the texture is simply projected from view (which in my case is the camera view). Unfortunately, that's cheating and would prevent me from saving this asset for future use due to the ugly/skewed back faces.
None of the auto unwrap options even remotely do the job right and I simply can't imagine where I could place seams to manually unwrap without chopping it up.
I'm sure that my little land bridge is the culprit throwing the projections off, but I'd rather learn to fix it, instead of deleting it.
Any suggestions are appreciated, Thank You


texts: Rigid body motor constraint reversing when crossing the 90 degree angle on the Z axis

texts:
I'm experiencing some strange behaviour on a rigid body simulation. First I'll explain my situation a little bit.

There is half a cube and a cylinder, both with an active rigid body. The cylinder is attached to the cube with a hinge rigid body constraint so it can rotate like a wheel. The cylinder also has motor constraint attached to another small cube (passive rigid body).

With this setup I would expect that the wheel keeps spinning in the same angular direction but it doesn't. In the animation below you can see that the angular rotation of the motor reverses when crossing the Y axis on the world axes.

http://s27.postimg.org/4jha0ugkh/mechani_small.gif

Any idea how I can overcome this problem? I just want the wheel to be spinning in one direction while dragging the cube along with it.

UPDATE

Bithur's solution works like a charm:

http://s10.postimg.org/6jhof0buv/mechani_02.gif

Here is the file:


texts:
I am trying to detect if an object is visible from a camera (i.e. not only if it is in its FOV but also it should not be behind another object).

I was looking at using the cam.boxInsideFrustum and own.rayCastTo

Now, the issue I am encountering is that the cam.boxInsideFrustum does not seem to be providing the right information.

I created a function that generates a bounding box of a mesh (I could not find a ready to use function)

The bounding_box_str (structure) is a dictionary that has, as a key the name of the object (own['P']) (I have many moving objects running around the environment where the property P is a unique identifier) and as the value a list of vertices.

check_max and check_min are obvious functions.

def bounding_box(own):

    global bounding_box_str

    temp_box_str = []

    X = [math.inf, -math.inf]
    Y = [math.inf, -math.inf]
    Z = [math.inf, -math.inf]

    transform = own.worldTransform

    for i in range(own.meshes[0].getVertexArrayLength(0)):
        vertex = transform * own.meshes[0].getVertex(0,i).getXYZ()
        X[1] = check_max(vertex.x, X[1])
        Y[1] = check_max(vertex.y, Y[1])
        Z[1] = check_max(vertex.z, Z[1])

        X[0] = check_min(vertex.x, X[0])
        Y[0] = check_min(vertex.y, Y[0])
        Z[0] = check_min(vertex.z, Z[0])

    for i in range(8):
        str = "{0:03b}".format(i)
        temp_box_str.append([X[int(str[0])],Y[int(str[0])],Z[int(str[0])]])

    bounding_box_str[own['P']] = temp_box_str

Then, later in another function I have

if cam.boxInsideFrustum(bounding_box_str[own['P']]) == cam.INSIDE:

As you can clearly see, I just adapted the example code from:

https://docs.blender.org/api/blender_python_api_2_78c_release/bge.types.KX_Camera.html?highlight=cam#bge.types.KX_Camera.boxInsideFrustum

Unfortunately, this does not seem to work at all.

I was not able to check if the bounding box computation above is really correct. I tried to create a bounding box around the object with the vertices (adding faces) in the bounding_box_str above, but without success. I understand it might not be possible to create a new mesh on the fly in BGE.

I was trying to get a feeling of what the frustum of the camera is, but I understand this cannot be visualized (yet).

I then abandoned this idea and decided to check if any point of the mesh (or the centroid of the mesh) representing the object is in the camera image plane.

I tried the function in bpy_extras.object_utils called world_to_camera_view, but as I am passing object from the BGE it complaints that the object does not have a matrix_world transform.

I liked the `world_to_camera_view' as it provides a normalized output, thus the same code works for multiple cameras.

I abandoned that idea and decided to use the methods in the camera class. There is a getWorldtoCamera() transform or the cam.world_to_camera (they seem to be equivalent), but it does not seem to provide what I need. The snippet of code I used is the following:

transform = own.worldTransform

for i in range(own.meshes[0].getVertexArrayLength(0)):
    vertex = cam.world_to_camera * transform * own.meshes[0].getVertex(0,i).getXYZ()

vertex however is an X,Y,Z vector (I would have expected a 2D vector). Furthermore, I am not sure how to check from there if the point is indeed in the image plane of the camera.

The rayCastTo works well to detect things in between. So that part seems to be OK

If anyone has any suggestion/pointer to possible alternative methods, I would really appreciate it a lot!!!

Thank you in advance.


texts: Texture Animation broken in version 2.78?

texts:
I'm trying to switch between two pictures during an animation and don't want to go to all the complexity of UV editing.  I found the following instruction which almost works in version 2.78, but not all the way?  Here's the link:
https://renderedsmoothie.wordpress.com/2013/10/07/keyframe-texture-change-in-blender-internal/

As you can see in the picture below, for the first half of the animation (screen shot on left), I've told texture to use the watermelon image.  The watermelon image shows up in the preview on the left, but the rendered view shows an apple as does the right picture in the texture preview.

In the second half of the animation (screenshot on right), the texture editor knows that an apple is to be displayed as seen in the left picture of the texture preview.

Do I have a setting wrong?  Why would texture preview show two different pictures?  Is this method of animation broken in Blender version 2.78?  Is there a version of Blender that works with this very simple and easy method of changing a picture during an animation?

Thanks in advance for any help or advice.


texts: What does the "Simulation Threads" setting in the fluid simulation do?

texts: I was just wondering what that setting below the bake button does. Anyone know? Thanks in advance.


texts: How to render only visible object without using layering or doing some cumbersome steps?

texts:
When i hide object how to automatically make them invisible in rendering ? i just want to do simple fast test every object i want to inspect. Moving object manually to layer is not fast workflow. Also manually turn off the camera icon in outliner will be to slow. Is there any setting that when i hide object , it also turn off visibility in rendering automatically ?

I just want to do fast on/off rendering some part of my model without have to deal with layering.


texts:
What render engine should I use to create low poly game assets with basic diffuse color for unity, blender render or cycles render?

I was trying to create a simple shape with two materials having basic diffuse color only, but the second material don't export with the color I set in the cycles render.

So, does the blender render is the standard way to create low poly game asset like this?

source: https://www.cgtrader.com/3d-models/plant/leaf/low-poly-forest-assets


texts: I'm not sure how to fix this scaling issue

texts:
I'm pretty much brand spanking new on blender and I was following a tutorial on mirror modifiers when I realized my cube was not scaling as it should.

As you can see here, I was scaling out the inner faces on all six sides after I subdivided the cube twice. Problem is on alternating corners such as the top left and bottom right, it's making this kind of corner as if it doesn't want to move like it should or how it did in the tutorial. I looked up the tutorial several times to see if he had changed a setting and I hadn't seen a thing different between what I did and what he did. Below is a link to the tutorial in case this helps because I'm thoroughly stumped.

Edit: Adding a few other pics to show the problem a bit better.

So that backward L shape on the upper left is not supposed to be like that at all. It's supposed to look like this instead according to the tutorial.

The reason is so that I can grab that vertices in the last picture and pull it in to make it a low poly sphere, but for some reason on the 4 corners it keeps alternating between that weird backwards L and the shape it's supposed to make.

Below is a link to the tutorial in case this helps.

https://www.youtube.com/watch?v=3LwQO_tWTAQ


texts: Blender 2.91 Linear Animation acting like a Bezier

texts: i got a Weird Problem since i updated to 2.91, then i try to loop my animation by changing the interpolation type to Linear the Result almost looks the same as Bezier, i did try it with a new scene and a simple Cube with a Armature and a single bone. the Animation seem to be faster with Linear but the end and start from every key frame is still eased in/out.


texts: How to display moment of inertia Blender 2.91

texts: I'm making a wind turbine simulation in blender, and it needs to be roughly physically accurate. I know that blender must have a way to calculate the moment of inertia of a spinning rigid body, but is there any way to display that moment of inertia?


texts: Baked and applied normals reflect light at an angle

texts:
I hooked Alpha to the object to remove the displacement effect so you can see clearly.

I use planes to create shaders and bake the diffuse and normals to separate files.

The reflections on the table seem to be projected at a weird angle but appears to be correct on the plane (shown in picture 1).
In the wood node group (last picture), I have the factorial output from the wave texture hooked to the bump height. I'm not sure if that's correct but it makes no difference.
Here's what youtube tought me so far:

Camera is facing down on plane
Camera is in orthographic mode and I used orthographic scale to fit the plane
Rendering engine is cycles and set to 3K samples (3072)
Normal render result is saved as OpenEXR Full float (32bit)


texts: Copy and paste between 2.79/2.80 and 2.81a+

texts:
I keep multiple Blender versions due compatibility reasons. In the past when I needed to transfer an something from an already open 2.79 file to a 2.80 file I could simply copy the object, Alt+Tab to the 2.80 window, paste it. No need to go the extra steps of diving in the Append file explorer and navigating all the way to the right folder and object when I already got it selected in another Blender instance.

The same can't be done in 2.82. It's like 2.82 uses a clipboard apart from past Blender versions. Whatever is sitting there can't be overwritten by objects coming from 2.80 and older instances. I dug up a 2.81a version I downloaded some months ago but never touched and it seems to suffer from the same issue, sharing this separate clipboard with 2.82.

End result: I can only copy object between 2.81a and 2.82 instances.

Is that a bug with my installations? Am I doing something wrong? Or is this lack of backward compatibility of the clipboard by design?


texts:
I'm working on a script which should add a trim mode to the sequencer. The preview area is split into two preview areas, until the trimming has finished and the two areas are joined again, but I can't figure out how to get the values needed for the area_join function right. How do I get the script to join the two areas into one area again?

Some example code:

import bpy

original_area = bpy.context.area

for region in original_area.regions:
    print(region.type)
    if region.type == 'WINDOW':
        old_area_x=region.x
        old_area_y=region.y

start_areas = bpy.context.screen.areas[:]

bpy.ops.screen.area_split(direction='VERTICAL', factor=0.5) # Split

#[Here things will happen(modal trimming) in the two preview areas before they will be joined into one again]

for area in bpy.context.screen.areas:
    if area not in start_areas:
        new_area=area

for region in new_area.regions:
    print(region.type)
    if region.type == 'WINDOW':
        new_area_x=region.x + region.width
        new_area_y=region.y + region.height

print("ox "+str(old_area_x))
print("oy "+str(old_area_y))
print("nx "+str(new_area_x))
print("ny "+str(new_area_y))

# I'm not sure I understand these values right?
bpy.ops.screen.area_join(min_x=old_area_x, min_y=old_area_y, max_x=new_area_x, max_y=new_area_y) #Join - not working

A few words on what I need this function for: https://blenderartists.org/t/wip-vse-quick-functions-snaps-fades-zoom-parenting-titling-play-speed/611831/93


texts: Texture painting has been really hard for me. Can anyone recommend me a nice place to learn texture painting to lighten my headache?


texts: How can I create an animation within a cloth simulation?

texts: I have been trying to create an animation (in which an avatar moves her arms) and I want it to run while a cloth simulation is happenning. I have tried this, but the cloth disappears in the simulation because of the animation, which is running at the same time. How can I make this work?


texts: Trying to make two softbody spheres be connected

texts:
I'm not entirely sure what I am asking for but I do know there probably is a term for it, if anyone knows the answer or could tell me what I am looking for that'd be great.

See, I want to take two soft body physics spheres and put one inside the other, and have it react when the bigger sphere collides with say- a floor, but not exactly the same amount. Both spheres will be clear, and the finished product will resemble a cell or amoebae.


texts: The Control+ Shift+ Click key is not working for me at all. I usually do a lot of shading in my blender, but while i was trying to make a 3D Black hole i couldn't do a certain command.Whenever i'm in shading i try to Control+Shift+Click but it does nothing, since i am on MAC, i don't know what control replaces it?I looked at all kinds of fixes for it but i couldn't seem to find what i was looking for. Does anyone have an answer?


texts: Can Driver Scripted Expressions access Node Group Inputs?

texts:
I have a Material that consists of a single Node Group; one of the Node Group inputs is a scalar value named Spot Z Rot.
I'd like to add a driver to the Z rotation of an object, forcing it to match the Z Rot of this Node Group input. However, when I try to do this in various ways, the property is not recognized. I am able to access Spot Z Rot from the general scripting interface:

But when I try to do something similar in the Add Driver menu, Spot Z Rot is not recognized as a valid property of the Material:

So far I have tried, without success, the following:
bpy.data.node_groups['ToonShader'].inputs['Spot Z Rot']
data.node_groups['ToonShader'].inputs['Spot Z Rot']
node_groups['ToonShader'].inputs['Spot Z Rot']
self.inputs['Spot Z Rot']

As well as driving the rotation from an added custom property on the material. The driver does not seem to recognize any of these variables.
Is there a correct way of accessing a Material's Node Group Inputs from a Scripted Expression Python Driver on an object?
(Actually, even in the general Python scripting interface, I was a bit confused; Getting the actual (not default) input value of a node group for a specific user clarifies how access should work, but node_tree.nodes.get('ToonShader').inputs['Spot Z Rot'].default_value does not work in the Driver either.)


texts: I have black-white image which I use to generate particles and now I want to make particle colors similar to the original image (3). So in the end where should be some particles in color blue, some in green etc.. Is it possible to do this?


texts: What UI panel property type is this and how can I create my own (sliders?)

texts:
Hello, I wanted to add this custom property slider from an object's custom property tab, but so far, I´ve only found out that it will display numbers, but not that "slider" bar, I need.
This is a slide bar taken from a shader. But I´d like to use it in the N panel under a custom property from an object.
How can I call and display such item in a panel?
Thanks!


texts: Refections on transparent object - renderd view diffrent to render

texts:
Hi I'm staggering with a problem. I made PET Bottles with a Principled BSDF Node. The Material looks nice in rendered view but not in the final render. I'm loosing a lot of the light source reflection on the transparent part.
Any idea what I'm missing here?


texts: For what its used dyntopo and why this artist did two sculptings (dyntopo and multiresolution sculpting)?

texts: i want to know why this incredible artist used two ways to sculpt and what its the diference of them https://www.youtube.com/watch?v=Nc3cRVG3me4 that i know multiresolution its needed for sculpting, i though before that subsurface subdivision does the same work but isnt the same modifier. by the way i also need a link of more good sculpting brushes for blender 2.78a


texts: Modeling on round surfaces without deform

texts:
So as you can see the bottom is round on cylinder A however on B it is deformed.

How can I get this type of shape cut into the cylinder with a 8 sided sub surfed cylinder whilst avoiding this type of distortion.


texts: Viewmode changes from orthographic after using mousewheel. Blender 2.8 (Release candidate 3)

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If I change to side ortho views, when I move the angle of my view with the mouse wheel, as to rotate my view around the object, it goes back to prespective view, even if I had user ortho enabled beforehand.

I can't seem to find any settings to change this nor anyone else with this issue, but if you can any links will be helpful.


texts: Good Tracking Markers with BAD Object Tracking Solution

texts:
I'm having some trouble with object tracking.

I use a cube covered with printed dots to be my tracking object (I've tried a lot of different kind of shapes like cylinder). So far, I get bunch of good tracks, so that the marker stays on the exact point it should be. But When it comes to solving, it's a mess.

First, it didn't rotate the right way even i use perspective tracking.
Second, the perspective tracking looks fine in the camera but actually they are not.
Third, I got high error around 4~6.

Here is the file with the footage:
https://drive.google.com/drive/folders/19WplgpAXHwrAnZDppBlfXRJ2aYZZbfXN?usp=sharing

Here is my question:
1. What is going on? is their any way to fix it?
2. Is their a better kind of marker shape i can use?
3. What is the best shape for the tracking objects?

Thank you


texts: How to edit normals so light is even all the way around for grass patches?

texts:
I've been trying to do this with the edit normal modifier, but I can't get it how I want, and that is because I don't full understand how to use that modifier.  Maybe there is a better / simpler way than what I am doing?

I am making grass in Blender that will be used in Unity.  I have a mesh with the grass texture on it.  I make a grass patch out of these meshes, then export to Unity.

Here is an example of a patch of grass (it's not very good, but am not after realistic looking grass, it's more of a learning exercise).

Here is what it looks like when in Unity (note:  I import the normals).  The shader the patches are using is the Standard shader with culling off.

So patches are placed down with a random rotation, but you can see that some faces of the patch don't receive the light evenly.  I assume this is due to the normals.

Here is another image where I try to edit the normals in Blender.  You can see it has slightly better lighting.  I don't full get what I am doing with the modifier, but I tried different things (box seems to work the best so far).

The modifier.

I basically want all faces to receive equal lighting.


texts:
Is it possible to create viewport widgets with draw handler?

I have an operator which produces simple mesh geometry, I use operator redo properties panel to edit the result as shown in animation below:

But I want to draw on-screen property widgets in the viewport, like so:

Would this kind of functionality be possible using modal operator and draw handler?

Also is it possible to create 3D widgets similar way?


texts: What does 'Cube Size' mean when using Cube Projection UV unwrapping?

texts:
I don't understand how Cube Size is handled when doing a Cube Projection.
Here is my example scene: my cube is 1m by 1m, applied rotation & scale, so its just a clean, perfect and beautiful 1m cube.

Let's say we have a perfect tiling texture where the correct mapping scale is 1m.

So I apply my cube projection... but I must set 2 to have the correct scale. Why not 1, like 1m?


texts: How to detect with python a strip in VSE being selected?

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How do I detect with Python a strip in VSE being selected with the mouse?

I want to use the strips in the sequencer as buttons to select cameras in the 3D View. So I just want to detect the moment a strip is clicked.


texts: UV mapping a Logo on Specific face of object

texts: I have a rectangle, and added an image texture on the material. I marked the seams and projected from view on the specific face I wanted the blender logo to be shown. Now my first question is when I add the Blender logo to the face, it's applying to the entire object which seems stretched. Why does blender apply it to all the object and not the specific face which is chosen?


texts: Blender not importing complete fbx file from Daz3d

texts: Hello all trying to import an animation into Blender from Daz3d as an FBX file, but the mesh or figure Genesis 8 Male doesn't appear only clothes and Armature. The animation works fine, but no skin. I've watched several Youtube Tutorials on how to import FBX animations from Daz3d into Blender but nothing works. Any ideas? Thanks


texts: Cleaning CT Data - How to easily fill holes in model not mesh

texts:
I've tried looking for tutorials on filling holes in blender meshes but I think my problem is a little different.

I have a hole in my model but not actually in the mesh.

What is the best work flow to fill holes then smoothing them in with the surrounding geometry?

I've tried grid fill but I often get an error asking me to select two edge loops, how do you do this?

Here I'm able to get a set of surfaces to fill the hole but ideally I'd like to give them some thickness, subdivide the faces then smooth everything out again?


texts: Order of buttons drawn not matching code order

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As you can see in the image Diffuse Color and Alpha are drawn before the material selector. But in the code the material selector is before Diffuse Color and Alpha.

What is the reason for that?

    if obj and obj.active_material:
        mat = obj.active_material

        if mat:
            layout.template_ID(obj, "active_material", new="material.new")
            row.prop(mat, "diffuse_color")
            row.prop(mat, "alpha")
        else:
            row.label('no active_material')
    else:
        layout.template_ID(obj, "active_material", new="material.new")

I actually like the result because after I add the material the added material options are drawn below the object options.


texts: New to texturing, how do i make my metal texture glossy?

texts:
I know some other people have asked this question but none of the answers to the other peoples questions have helped me resolve this issue. i am trying to make a metal cube...but it looks like this:

this was a 32 sample version because i did not have time to render it.
i used all 4 maps from my texture. don't know if that was a good idea.

it is too dark and odd looking i want it to look brighter like normal metal. any help is appreciated :) here is a .blend file:


texts: (BGE) How to have a random font for each character in a text object?

texts: I have made three similar, handwritten fonts. I'm trying to figure out a script (assuming this requires scripting) which would not only turn the player's input string into the text object's text - I already have this part - but also randomly select a different font for each character of the string in real time, so that it looks like handwriting, with convincing human errors/variations. But I just don't know what to do, or if it's possible. Help!


texts:
How can I make unique rocks in Blender without having to model them by hand? I've tried making them by hand, but often they don't look as realistic as I'd like.

Plus, sometimes I'd like to have LOTS of them but don't want to spend the time modeling them all. Is there an easy solution?


texts: How to make an instance of a model for animation?

texts:
When you are animating, you lose control of the directions on which the bones are being manipulated, such as rotation, location and scale. For example if you are animating a mouth. If the head is stationary on its primary place its easier to animate the mouth. But then when its rotated, it is a little more difficult, because the mouth is not aligned with the axis. I'm not a fan of the transformation orientations, because sometimes its not accurate and it is even more for the vertexes and edges. Is there a way to create an instance of the model with the bones which can be animated more easily? Or maybe something to make the process easier?

Update - In case I confused anybody -
Just like when you create an instance of an object and then use that instance in the render that you can rotate, scale.... and the original one is stationary on the axis which you can manipulate in edit mode so that the instance updates as if it is aligned with the axis.

I want to do that exactly with the object and the bones.


texts: Drawing a specific color in the image editor

texts: I'm trying to do something that seems very elementary but I can't figure it out: I want to make a 8x1 px bitmap and give each pixel a specific value in the Blender image editor. My first problem is that I can't resize the brush ('Draw' tool) small enough; it's always bigger than 1 pixel so I draw on other pixels. Secondly I can't find a blend mode that will just assign the color that I chose in the Color Picker; it always adjusts the existing color.


texts: Does Blender allow to perform operations on multiple objects at once?

texts:
Let's say five objects are parented to the same 6th object. Is it possible to remove the parenting links at once. Selecting all children and removing the parent doesn't work:

Only the "active" object is un-parented.

That's curious since the inverse operation, parenting multiple objects to the same parent, is possible at once.


texts:
I have some footage I am testing out the motion tracker with, and the footage looks like to this:

As you can see, I have added many tracking markers to the head of the minifigure. I have added a new face onto the head, but unfortunately, I do not know a way of removing the old tracking markers.

Does anyone know of a good way of removing those, or a way to track the head without requiring all those tracking markers? You can see that I learned how to track the head from this question, though, sadly, I have to use 8-14 markers in order to get a proper track:

Motion tracking round objects

If it's impossible to remove the markers, or use a different method of tracking, does anyone have any tips on the best way to position the tracking markers?

Thanks in advance!


texts: Blender intro turns black after rendering

texts: So I recently rendered an intro overnight and when I woke up the blender intro was a black screen. I scrolled through all the frames and they were still black but the audio would still play.


texts: HDR images are very toned down in blender?

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Do you know why imported HDR images get their HIghlights and midtones flattened down so much?
Heres what I mean
https://ibb.co/D14F8zS


texts: How to input location of selected Vertex using keyboard only

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Anyone with sufficient mouse and chair miles will confirm that learning the keyboard short-cuts for frequently used operations vastly speeds up a workflow.

Today I realized that there are things I use the mouse for that should be doable solely from a keyboard context. One of these things is moving a selected vertex using the Transform toolbar.

My question is: How to enter a new coordinate for an existing selected vertex without using the mouse or the transform toolbar? Preferably absolute Global / absolute Local .

Another reason why absolute entry would be welcome
Another example, but this affects multiple selected vertices, is setting the X component of a bunch of vertices to be locally some absolute value. Especially useful when a mirror modifier needs the center vertices to line up nicely and their median X is not 0. Now the way is to S ,X to restrict the axis, then numeric 0 to unify them (sets them all to the median of their x component), then mouse over to the transform panel and set the median x to 0.


texts: Is there a good workflow for creating 'swappable' linked characters?

texts:
We're creating an animated scene that features lots of simple characters based off the same model. We'll vary them a bit (some male, some female and with different colours and clothes etc), but they all have similar proportions and are linked to the same armature in the master file.

They look a bit like the above.

What we want to be able to do is to embed these characters into a different blend file where we'll pose and animate them. They'll be placed in the scene and animated individually as opposed to say a crowd simulation, we'll do this using linking and making the armature a proxy so that we can continue working on the characters once we've added them.

Our hope was to be able to easily 'swap' a character for a different looking one once we've added them to the main scene and started animating etc.

Originally we hoped to be able to bring in all of the characters as linked collections, all parented to the same linked armature (made proxy), and we could simply show and hide each character if we wanted to change the appearance of a particular one. However when we tried this, only one of the characters we'd brought in was parented to the armature, the rest were unaffected.

I was hoping someone could offer a workaround for this so that the linked characters behaved as they do in the original blend file (i.e all parented to a single armature), or perhaps suggest a different solution altogether.

The aim again is to make it as painless as possible to switch one character for another once they're already animated.

We're using blender-2.80.0-git20190605.e80cbdac331a-x86_64

Note: we need the characters to be linked in from a separate blend file since we'll have multiple people working on the project simultaneously.

Thanks


texts:
So, I'm working on this house with oblique walls.

I can't properly make the vertex just move along the Y axys and snap to the lower line, as it snaps along the Y axys but doesn't stop exactly ON the line.

Any easy way of doing this? Since I'll have to do it a lot of times.


texts:
I want to create an abstract rendering of lots of cubes floating in the sky. It would be good if they could also be clustered together. I'm thinking of something sort of like this:

Does Blender have any tools for placing clusters of objects, and randomly scaling them? What's the best process to do this?


texts:
The custom material I added to "Sample Materials" in one Blender file doesn't appear in other Blender files. (although the default materials under "Sample files" do)
Further, "new library" doesn't work at all. In the material library vx panel I can press "new library" and give it a name and press ok, but it doesn´t appear in the pulldown menu, nor in other Blender files.
I have given all permissions to the add-on file in the add-on directory, didn't help
the proposal given here on StackExchange to move the add-on to C:\Users\[Your User Name]\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\ isn't compatible to the file-tree with my version of Windows 10. The add-on directory i found with read and write permission didn't work.


texts: Basic question: how to use Transform Median?

texts:
So I set the 3d cursor to 0,0,0 and move the object's origin to the 3d cursor.  Then I select an edge and G, X to move, then type -2 into the Z median.  Object snaps to -2....which isn't aligned to the grid (see picture).

Why doesn't specifying a position of -2 move the edge to the grid line, and how do I achieve this?  I can't turn on snapping/increment because it moves 1 unit from where it is, not to the nearest 1 unit grid line.


texts:
I know, super general. I am back at blender after beginner use a while back. I started working for a construction company and would like to make animations for some things that we are trying to explain in videos.
For instance, now I want to make a video of a house with a hill behind it. I built the house, sculpted the hill annnnd I am stuck. I want to make cuts into the hill I made, have them be separate objects and have the cuts be perfectly flat. Specifically, we want to walk about retaining walls. I want to animate a hill have an "L" shaped cut into it. Then another cut (which I can do after figuring out how to do the first cut) fill that second cut with "concrete" and so on and so fourth.
I believe I can figure out most of the project naturally and with tutorials but, I cannot figure out how to do these clean cuts into organic structures (where the lines are scattered randomly through hill sculpting).
Thanks in advance.


texts:
It happens fairly often when I save. Incrementing the file name fixes it. It also doesn't stop the file itself from saving, as far as I can tell.

What causes this to happen? I do save my iterations via Google Drive, could that have anything to do with it?


texts: 2.79 Hair dynamics bake didn't write in cache

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I have a big problem with particles cache, when i try to bake my hair simulation, it calculate normaly, but after ended (and it's long) i see 0 frames on disk and my disk cache weighs 1 ko.

I try to delete this, remake with diferent folder, files, nothing do it.
Actually i use 2.79 for this scene because 2.80 have many prob for baking.
But I didn't think to block like this on this stage.
Need help please, I had to forget one thing!


texts: How to import text(scripted expression for driver) together when linking a character

texts:
I used the phrase bpy.app.driver_namespace to create a function for scripted expansion that can be used in the driver and it works well in the local character file.
However, when I try to bring my character through a link in another blend file, the text is missing text. To use the character, you had to manually link text to set the execution and registration options.
However, the latest characters in Blender cloud, such as Spring and Rain, automatically come in with text when link.
How do I achieve this?


texts: Every time I use automatic weights, they're applied very sloppily, effecting too much of the body and or wrong parts of the body. Is there any way to fix this problem without spending an hour manually weight painting the whole thing?


texts:
I have the model of house with seams on it.

When I'm trying to unwrap it (U > unwrap) It unwraps wrong.

Some polygons are bigger then others, and I don't know what to do.
How do I unwrap it proportional?


texts: Symmetrized armature keeps appearing on the same side as the armature that I wanted to symmetrize

texts: I tried to symmetrize my .l(left) bones onto the right. When I do, the names flip but the position doesn't flip, the .r bones are on the same side as the .l bones.


texts: I'm having some trouble with textures warping instead of flexing with the surface

texts:
This is my first project in Blender, so I'm pretty ignorant.

First, I've tried manually unwrapping this surface by defining seams (as seen in many tutorials), but I'm having a lot of trouble because there are just so many tiny bits of mesh that I can't select the correct ones, Especially since they disappear when I zoom in. Smart unwwrap sort of works, but the image is stretching instead of bending. So am I pretty much stuck trying to define seams, or is there a way to change the way the image map interacts with the surface curvature?


texts: Is it possible to bake bone-driven shape key animation to export into a game engine?

texts: I'm trying to get a workflow going for animating characters using an intuitive rig, all the way into Source 2, which is a game engine. I have a rig set up for facial animation which uses bones to drive the values of shape keys on my model, which works really really well. The problem is, this shape key animation doesn't get exported in the plugin I use to export. It only works with directly keyed flex animation, and the author has told me they have no plans of making it work with drivers.. So, is there some way to bake the values these driver bones create into the shape key frames? Or is there just no way to do that and I have to key the animation directly.


texts: Quaternion does not interpolate by the shortest route

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I am rotating my camera. I have two rotations, both quaternions.
The big white cube (which I added as refernece) can be seen in both frames, as proof that this rotation is not significant.
from: {0.410, 0.433, -0.557, -0.579}

to: {-0.004, -0.033, 0.657, 0.758}

The position and scale are identical for both keyframes.
When interpolating between these frames (using any curves), the camera does a full 360 degree turn, rather than interpolating to the target position using the shortest possible route. The rotation was set simply by rotating the camera at a certain keyframe.
How do I prevent this issue from occurring when setting keyframes? At the moment, it appears approximately every 3 keyframes.


texts:
I have made a cog wheel and am trying to animate it into a full 360 degree spin. Since I am only spinning the wheel across the Y axis I didn't feel that any armature or bones were necessary.

I'm having issues, though, with getting the animation cycle to be fluid. The keyframes and rotations are as follows:

1: 0 degrees

1/4: 90 degrees

1/2: 180 degrees

3/4: 270 degrees

last: 0 degrees

This has the unwanted result of ending on the same rotation that the animation starts, which as you can guess causes a 1 frame glitch in the animation where the frames are the same. I don't know exactly what the rotation should be 1 frame from being back to the start.

This seems like a very common problem, and I would presume occurs in walk cycles or any other animation sequence. What is the fix for this?

Can you ignore the last frame in the animation cycle, but use it to set the values (IE: define the last frame to be 0 degrees, causing the animation to animate to that end, but never reach it, as the last frame would become the first frame of the next iteration)?


texts: how to add circle to existing mesh by python script

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if i want one object with 10 circles inside it, i can create first one, then enter edit mode of it, then create remain 9 circles, which seems like design mode programming.

how can i do this at once something like:

mes = bpy.data.meshes.new(name+"Mes")
obj = bpy.data.objects.new(name+"Obj", mes)
bpy.context.scene.objects.link(obj)
for i in (range(1..10):
    mes.primitive_circle_add(...)       # <- will not work ???
mes.update()

is from_pydata only allowed function for mesh object or there is a way to draw circle in it.


texts: How to rotate video in Movie Clip Editor?

texts:
Greetings,
how can I rotate video from upside-down to upright?


texts: Assign Values of Control Point's Handle on a Curve using Python

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I am interested in a script that could reassign the Z values of the control point handles in this curve to 0. Are these variables accessible to change via Python? Seems simple enough but my coding skillset is limited. Any help is appreciated.
https://i.imgur.com/hByRP3L.jpg
Following the link by batFINGER I attempted the following. My own simplistic coding knowledge is a limit here, unfortunately. Running the following does not produce errors but does nothing as well. If I move my last "for" statement outside of the "def", I get an "AssertionError" with line 17 and 45. (Note, I said 0 in original question but probably want "1" and "-1"? I just want the control point handles to align with the Z axis)
import bpy
import mathutils.geometry

# The parameters can be found by taking the coordinate and
# right handle of a point, and the coordinate and
# left handle of the next point in the Bezier points array.
# For cyclic curves the last point and the first point in the array
# form an extra segment.

selected = bpy.context.selected_objects

def printInterpolatedCurveSegmentPoints(existingCurveObj):

    spline = existingCurveObj.data.splines[0]
    numSegments = len(spline.bezier_points)
    assert(numSegments >= 2)

    r = spline.resolution_u
    if spline.use_cyclic_u:
        numSegments += 1

    points = []
    for i in range(numSegments):
        nextIdx = (i + 1) % numSegments

        knot1 = spline.bezier_points[i].co
        handle1 = spline.bezier_points[i].handle_right
        handle1.pointVec[2] = 1
        handle2 = spline.bezier_points[nextIdx].handle_left
        handle2.pointVec[2] = 1
        knot2 = spline.bezier_points[nextIdx].co

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

    assert('3D' == existingCurveObj.data.dimensions)
    for pointVec in points:
        print("Point X:", pointVec[0])
        print("Point Y:", pointVec[1])
        print("Point Z:", pointVec[2])
        print()

    for obj in selected:
        printInterpolatedCurveSegmentPoints(obj)

Image of the problem. I have a mesh that I'm getting a set of outer vertices from. I have an Array and Curve modifier which allows my object to follow the curve. I want this wall to be vertical - not follow the Tilt of the inner arm of the Control Points - not sure the correct term. Maybe if I reassign the Face Normals before creating the Curve from the mesh, the points would align with the Z axis?
https://i.imgur.com/d0Y9SO7.jpg
This is image of the direction I would like the Tilt -
https://i.imgur.com/N0njvsN.jpg


texts: Trying to loop through points and create splines in Animation Nodes

texts:
I'm trying to use Animation Nodes to loop through random points on a sphere and draw splines coming out from them, for some reason it only renders one spline, what am I missing here?

Thank you


texts:
I'm using the Blender render, and miss a texture repeat option I know from OpenGL. It is used in one model which has been finished poly-wise, but texture mapping is wrong.

Look at our good old Lakitu friend here, who has obvious texturing issues:

If you look at the UV mapping on the left, the source to the texturing issue becomes clear: It would be mapped correctly only if the texture would be repeated and mirrored outside its bounds (as if you would use GL_MIRRORED_REPEAT in OpenGL).

However, I do not find such an option in the texture repeat options of the Blender render. Can I only fix this by manually modifying the out-of-bounds UVs (mirroring them back into the texture space and splitting triangles spanning the texture borders)?


texts:
I've been looking for something similar to 3Dsmax's Optimize too, Maybe an addon. Being able to connect verts by holding and dragging over the topology on the fly or holding another button to weld or target weld would be nice.
Just to be clear I don't mean to use the knife tool, or to have to select verts then connect, or switch tools in general. Looking for an option that helps with the speed of triangulating, welding, and target welding and generally optimizing a game topology.
Thanks :)


texts: AMD Radeon R5 M330 is not listed in Blender Preferences

texts:
my AMD Radeon R5 M330 GPU is not listed in the Blender preferences. I'm using windows 10, intel core i3, 8GB RAM, 2.0 GHz Processor, and 2GB Graphics Card(AMD).
And I'm using Blender 2.81a.


texts:
Good day!
Сan anyone help me please?
How can i create realistic coffee foam?

I am new to blender and don’t know much.
Here is my nodes.

I took a 2D cooffee foam texture from google and created a normal map at https://cpetry.github.io/NormalMap-Online/.

But i'm sure that there is an option to create more realistic foam.


texts: Get the value in a GUI field? (Redo panel)

texts:
I have a series of frames, which contain user-entered meta data. After a render I have to retrieve the user entered values.

The path shown is:

bpy.types.OBJECT_OT_paperdoll_operator.title_frame_1

Yet I get an error:

>>> print(bpy.types.OBJECT_OT_paperdoll_operator.title_frame_1)
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: type object 'PaperDoll' has no attribute 'title_frame_1'

In this case, it should return the string "This is Frame 1 meta"

So obviously I am missing something.


texts: Python to Replace Skechup Material to Cycles Material

texts:
I'm using the Blender to make all my works university (architecture), but in my job the people use Sketchup for modeling and V-Ray for rendering.
I want use Blender, cause liked more then others, the problem is that to rendering with Cycles, I have to need import the Skp file, change all materials (or set), create lamps etc... How to make a Python script that replace the materials by one list in all objects on the scene?

For example:

Cube.001 have the material "OldMaterial.01" in one face, and "OldMaterial.02" in others.
Cube.002 have the material "OldMaterial.02" in one face, and "OldMaterial.03" in others.

And we have the list:

For "OldMaterial.01", replace to "NewMaterial.01"
For "OldMaterial.02", replace to "NewMaterial.02"
For "OldMaterial.03", replace to "NewMaterial.03"

And the script replace all materials for the match in the list.

That will be increase so much the workflow Sketchup - Blender!

Thanks for now!


texts:
I want to create an eighth of a sphere with extremely high face count

I want about ~127 Million Faces.

the problem is that it takes a huge amount of memory, and creating an entire UV sphere and cutting faces out is too wasteful.

My question is:
Is there a way to create slice of a sphere without creating the entire sphere?

Regarding memory - I have 32GB of ram, is it enough for this task?

Edit:
I've been asked regarding my motivation for this strange task. I want to create an image of part of a ball in the size of the earth to simulate how things reflect on it in some conditions (angles, altitude etc...) and how the hight from the surface influence the roundness of the visible area, the exact amount of faces is, as a result, assuming every 1sqr km is a face (approximately, in the equator).

My calculation was:

Earth circumference: 40,075KM (segments)
Earth radius: 12,742KM
Earth diameter: 25,484KM (rings)

So since in UV sphere Segments X Rings = Faces we get 1021271300 faces for the entire sphere. and one-eighth of that equals 127658912.5.


texts:
In my script, I need to find the screen coordinates (2d) of some points in the viewport. The condition is that the relationship between the points from 3d has to be maintained in 2d as well (like parallel coordinates should also be parallel in 2d).

With location_3d_to_region_2d I get the right coordinates only if the view is in orthographic mode. But if the view is in perspective mode, the perspective correction causes distortions. How do I get the orthographic coordinates regardless of whether the view mode is perspective, orthographic or camera?

(I also tried changing the view mode to orthographic through the script itself. But for some reasons, the location_3d_to_region_2d call returns the coordinates of the old mode.)

Edit: Here's an illustration. The two lines are parallel as can be seen in the orthographic views. The screen coordinates of the orthographic view maintain this parallel relationship between the lines (the same slope for 2d lines) whereas the perspective view doesn't (different slopes, the lines are clearly not parallel). I need the screen coordinates of orthographic view, even if the viewport mode is set to perspective.


texts: I can't get the Boolean modifier to work

texts:
I'm trying to make the charger port in the phone model.
I dont't know how to make rhe boolean modifier work  I have no idea how to fix it. It would be nice if someone could assist me.


texts: Bevel Modifier On A Solidified Plane Doesn't Work

texts:
To fix this I followed step by step the blender guru tutorial on how to make a chair, but I failed.
There's my object,


texts: Stange material/mesh glitch in LookDev mode

texts:
Whenever I go into LookDev mode with this Cynder model I ported from SFM (which was originally an .mesh.ascii file) a strange graphical glitch occurs where I can see faces glitching through each other.

This was more obvious in edit mode.

In rendered mode it is completely fine, so I don't know what's going on. Because the faces show through each other in edit mode I'm thinking there's something wrong with the mesh but I'm not sure what.

I have many other models that I've imported from SFM into Blender the same way and they've never had this problem before.

Help would be gladly appreciated, please respond asap.

[EDIT]
Blender file below:


texts:
My maps does not look like what I expect them to. I don't understand how Blender knows what part of the mesh should have it's own separate map in the UV editor and which should be a part of another map? Does the order in which the edges are selected and the seams made matter? Why does Blender want to rotate the map of one side of the wall?

I've been playing around with the exercise from the tutorial given above and while I understand the way the box has to be cut up with seams to get this box template UV map, I don't really get how Blender translates the 3D rotation of the seams around the object to the 2D plan in UV editor. I've made this example where I made the seams exactly the same way on each side of the box around the Z axis. The UV map also rotates but I can't see the logic to it so I could predict how it will be rotated when except when the X axis is pointing right, Y away from me and Z up. For example why is the UV map rotated up when the Y points to the right and Z towards me? And even more surprising when the Y is pointing down the UV map has the same orientation as when it's pointing towards me. Simple stuff but so hard..


texts: How do I programmatically determine if an object is a 'linked duplicate' of another?

texts:
I'm trying to determine if an object is a linked duplicate in a script.
My test scene is as simple as possible, 2 cubes, one a linked duplicate of another.
The following I have tried to no avail:

bpy.data.objects["Cube.001"].library (returns None)
bpy.data.objects["Cube.001"].original (returns "Cube.001")
bpy.data.objects["Cube.001"].is_property_set("linked") (fails to run)

I attempted to grep around in the source code to find a solution but I, unfortunately, couldn't find anything that worked.


texts: Particles in render not matching preview (Blender 2.8)

texts:
I have implemented two identical particle emitters back to back so that i get a looping animation depicting low-poly smoke. I use a blend texture to resize the particles as they go through their life. I baked all dynamics using the button in the cache section of the simulation and everything loops nicely in the viewport.

The problem is that, although everything shows up correctly in the viewport, the particle system behaves weirdly for the last 60 frames or so of the animation when rendered. The smoke particles spawn more quickly and go through the resizing procedure dictated by the texture super fast, leaving the space empty.

As you can see the cursor is at frame 280 in the screenshot and both solid and rendered view show the smoke particles. When I render the image though, the result is this:

I have tried following solutions without success:
- Use Cycles instead of Eevee
- Have the particles emit only in positive frame ranges as opposed to emitting from -300 to 300
- Following this tutorial for baking particles: How baking works on renderstreet
- restarting blender

.blend file with only the particle system:


texts: Build Modifier: Can I make pieces fly in?

texts: I think I might be stretching what Blender is capable here. But I enabled developer options so that I could use sort elements for the build modifier and build by cursor distance. That's great, but now I'm also wondering if there is anyway I can make the pieces fly in and place themselves in their spot. I want to try to create a road that build itself as a person walks on it with the pieces flying in.


texts: Blender PNG saved as 48 bit color depth really?

texts: I chose the options 16 bit, RGB, PNG, etc, and the image saved on my desktop says in its details "48 bit" color depth, then when saved again in a paint program, it got lowered too to 32 bit and 1/4th its original size, which had me upset btw. But did it even save it in 48 bit in the first place?


texts: Images in the Render Layer nodes of the Compositor disappear

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Images in the Render Layer nodes of the compositor disappear each time a new layer is rendered. It only keeps the most recent rendered image. The other layer nodes are blank.

I've set up my scenes with layers correctly and the compositor setup is correct with the different layers.
The rendered layers show in the Image Editor.
Compositing is checked in the Post Processing options.
Transparent option is checked.
RGBA is checked for alpha channels.

I've searched for answers but no luck. I've wasted too much time trying to solve this.


texts: UV Mapping a simple cube only shows 2 sides textured

texts:
I can only get two sides of a simple cube to show the UV Map in Blender properly. Here are my steps:

I add a simple cube (ShiftA > cube)
In edit mode, I add seams to unwrap like a cross (see pic below)
A (select all), U > Unwrap
In UV Editor, create new blank image, draw numbers on it with the paint function
in 3D View Editor, change to "Texture view".

All normals of the faces show correctly to the outside (blue lines in picture). I can flip the normals of the faces and then I can see the numbers, but slightly darker than the first two. Also, I can only do that trick on 3 of the incorrect faces. The last face, whichever one it is, flips the normals but won't show the UV map.

I have also tried different UV map textures and pictures (such as the built-in UV- or Color-grid)

How can I unwrap with seams so that I don't even need to consider flipping already correct normals?


texts: How does the Action Wiggle Node works in animation nodes?

texts: I haven´t been able to make work the Action Wiggle node in AN 2.1.5. Can someone please provide a working example on how to make this node work?


texts: Can CGI elements emit light when in real video?

texts:
Blender super noob here.

Is it feasible to have, lets say, a neon sign made in Blender, emit light onto its surroundings when placed in a real life video?


texts:
New to blender, I try to apply a carbon fiber texture on objects. I followed several tutorial and uses several material such as :
- https://www.youtube.com/watch?v=bvfMNWQaLXs (first image)
- https://www.blendswap.com/blend/12519 (second image)

But at the end I do not manage to obtain a realistic result :

Here is a photo of a real carbon part I would like the render to look like :

The second one is not so far, but it is way too glossy..

regarding rendering I tried Eevee and cycles with default presets.

thank you for your help


texts: Brightness varies between texture image and UV or edit mode

texts:
I'm facing a problem I'm currently not able to solve on my own. I created a sign with blender and wanted to texture it. As you can see in the following picture the brightness of the object within UV or edit mode is much lesser than within the preview of the image of the texture.

I tried to reproduce this problem on another project but without success. So obviously I did a mistake somewhere I can't find. May some of you guys know why my object is much darker than the brush looks like?

Cheers


texts: Blender always adds a .blend extension to my image, and can't be opened

texts: I saved my project as .png, then as .jpeg but Blender always adds a .blend extension on it. I saved it in its own folder and in my documents.  Regardless Blender opens showing me an empty gray screen. How can I get Blender to show me what I saved?


texts: How to add UV mapped text with alpha to an object?

texts:
I'm probably doing this the wrong way. I'm trying to model a vodka bottle. Although, I'm stuck at one step. I have everything there except the text. I used two different methods of projecting the text as a decal using images as planes and both gave undesirable results. I have my bottle textured with a generated gradient. I don't want to combine the text and gradient into one uv map as I could deform the text and gradient in trying to map it to the correct place.
What should I do? I feel like there's a simple solution that I'm not aware of...


texts: GPU compute not working for Blender 2.78c with EVGA GTX1070 on Ubuntu Mate 17.04

texts:
First, installed Blender 2.76b from Software Boutique of Ubuntu Mate 17.04. No GPU compute option was available.
Second, downloaded blender-2.78c-linux-glibc219-x86_64.tar.bz2: md5checksum was correct. Extracted with Archive Manager. Copied the extracted blender folder recursively to /usr/lib/
Then started blender by double clicking the blender application (140.7 MB dated 2/26/2017) in the blender folder.
Selected Cycles Render.  Under Blender User Preferences set Render Device to CUDA (GeForce GTX1070(Display). Selected GPU compute as Device under Render.
However, GPU is not being used for cycles render, utilization is no more than 3%.
Third, installed NVIDIA-modprobe. GPU remains under 3% utilization.
Can someone help me to get this graphic card to do my cycles render?


texts: Vertical Line Artifacts in Blender Cycles 2.83

texts: just got Blender 2.83 today and noticed these weird artifact lines in my cycles renders. It happens in the render viewport, and in final renders. It only happens when I use GPU acceleration, CPU is fine. I have a Sapphire RX 580. They seem to fade if I ramp up the render passes, suggesting that they're a type of noise. I made a test scene with three point lights in a volume, 256 passes and no denoising. You can really see it just to the right of the red light and the top edge. Is this a known issue?


texts:
I wanted to model the inside of this lightbulb screw, specifically the red glue (or resin) and uneven edges/mottled look it has... any ideas on how to do that? I've modeled a rough shape for the area where it dips from the rim but not sure whats the best way to get an 'organic' look...

Any help?


texts: Anvil Random face that messes with subsurf on the base

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Hi so I am a beginner and im modeling an anvil. When I go to face selection mode there's this random dot (shown in picture 1) and when i use subsurf it connects to that dot (shown in picture 2). Please help me Edit: I cant select the dot.

Thanks
Matt


texts: Changing the default object origin from center to corner?

texts:
Newly added objects are always added from their centers by default. I'd instead like to add them from their top-left bottom corners.

Below is an example:

I don't want to adjust the origin afterwards, but from the outset when I add a new object, they should be added, scaled or rotated from the top-left bottom corner position.

So, for example, if I wanted to add another object on top of this cube (e.g. cylinder), all I should need to do is to move the 3d cursor to the top-left top corner of the cube and then add object without needing to translate it along the x/y axis for alignment with the cube below.

At the moment however, whenever I add a new object it gets added from its center, as shown below:

Is there any way of changing this?


texts: Sapling Plugin: How to get rid of the faces from Duplifaces?

texts: I am trying to use the Sapling plugin to make a branch with cherry blossoms on it. I found that the DupliFaces leaf shape gives me the best result, but the problem is that the faces still show. How do I get rid of them?


texts: What I am trying to do is, in edit mode, while I am left clicking a vertex in edit mode, make a circle appear when I scroll up and down that affects other vetices around it when I transform (move, rotate etc). Moments ago the circle did appear when I scrolled up, but now it is gone. How do I enable this circle?


texts: Visual Effect "Light" of Greasepencil doesn't exist

texts: I have seen lighting effects being used in a 2019 Greasepencil tutorial, but it is not listed in the Visual Effects tab. Is it removed from Blender?


texts: Blender 2.82 - addon missing? - Export to After Effects JSX

texts: looking for info about this addon: Export to After Effects JSX A tutorial 2.8 shows the addon in "Testing" don't find it in 2.82


texts: Tips for creating a realistic procedural dirt/ground texture?

texts: I've been messing around with ground textures, dirt, specifically, and I'm not really getting anything super realistic. Basically, I'm just combining a bunch of noise textures with a MixRGB set to difference. I've got it looking alright (see picture) . Does anyone have tips for how to improve this texture?


texts: Character's mesh distorts in illogical ways

texts: I have now used the extrude command successfully a number of times, yet I am still very much a noob.  Yet, when I tried to extrude the stomach to give my character some paunch, the mesh seems to distort in an illogical way.  I can not get it to extend the belly area. The mesh is not assigned to anything, as i have not gotten that far yet.  Any help you can offer would be greatly appreciated!  I am uploading the file.


texts: Why is this model rendering with dark faces in cycles render?

texts:
rendered screenshot

editor view

Notice the dark faces. Even though it's not in shadow from anywhere and all normals are correctly facing as far as i can tell. I have also tried different/fresh material but that doesn't seem to affect this issue.

edit: replies to the comments (dunno how else to answer them) :
1. the link is invalid. goes to a 404 page.
2. the lighting setup is a the default blender sun lamp.
3. the mesh is not distorted at all. its appearance is due to the weird rendering issue.
4. thanks for the correct link. this awesome service should be integrated directly into this forum imo.

i see that this question is a duplicate, so moderators feel free to delete if required. I did search for an answer here before posting, guess I was using wrong keywords.


texts: Using Boolean Difference for Imported 3D Scans

texts:
I am interested in obtaining the resulting mesh that deletes the differences between two aligned meshes (block 1 and block 2; see attached images).
Both objects were scanned using a 3D scanner and are water-tight (no holes). They were then imported into Blender as .stl files and appear to be perfectly registered according to their geometry. I then select block 1 as my target mesh and block 2 as the object. I select the 'Boolean difference' option and the 'carve' option as the type of solver. However, Blender seems to be unable to accurately determine the difference between the two meshes. Is anyone able to provide suggestions on why this boolean is failing?


texts: How do you try different random seeds for noise texture node?

texts:
Using Blender 2.76 and cycles, I'm trying to color an object with the Noise Texture node, among others. The resulting object looks like this:

I'm happy with the basic colors, but I'd like to try different random seeds, to see different distributions of the green and blue.  But I don't see a field for such a seed on the node.

Is there a way to do this? I tried putting some things into the Vector input, but it only zeroed out the noise. I don't understand that input yet.


texts: How to change grease pencil texture Blender 2.8

texts:
So I've been looking around and I can't find anywhere on how to change the look of grease pencil strokes to make custom brushes. All I could find was this link
https://code.blender.org/2018/07/grease-pencil-status-update/
where it clearly shows that you can create a different texture, but I've played around with the materials and adding a texture to the stroke in the surface options and I can't get the result I want. Has this option not been added yet or does someone know how to achieve this effect?


texts: Blender 2.8 Beta (Linux Mint 19.1): No compatible GPUs found - Vega 64 Nitro+

texts: I can't find any working information, how to fix this, and before I was trying to install some other drivers for my Vega, but i accidentally broke my previous installation.


texts: Hello i have a prototype for 3d modeling that have scratchy surface and also a milled logo on surface that is deeper than scratches. So I have two bump files. The question is how in Cycles  separatly adjust  the strait of each bump and then add/mix it together put it in displacement and than bake normal map from all of this.


texts: Why doesn't Blender use Preferences->File Paths->Render->Render Output?

texts:
I want to save render outputs (including frames for animation rendering) in a particular directory. This can be done by setting the Startup file's Scene -> Output to that path. But it seems that if I do so, the Blender project file contains that path text, and if I share the project file online, that path is exposed to the public. I want to avoid that.
So, I thought that if I set the Startup file's Scene -> Output to empty, and set the path in  Preferences->File Paths->Render->Render Output, instead. However, animation rendering failed with "permission denied, cannot save 0001.png". It seems that Blender is not using Preferences->File Paths->Render->Render Output nor Preferences->File Paths->Data->Temporary Files to save the frames.
How can I achieve what I want? That is I want to make Blender to save frames in a specific designated path, but I do not want to embed that path into the project file itself.


texts: I use the transparent view in blender with Cycles a lot and I just started using LUXrender and I need to enable transparent view in the viewport except, I can't find it. Is this an option in Luxrender?


texts: multi resolution needed in order to sculpt?

texts:
I just finished my first sculpt in blender and I think I managed it using a low poly mesh to start and then everything sculpted using dynamic topology enabled.
My question is with Blender 2.73a is there a need to apply the multi resolution modifier to the mesh before I start sculpting? What is the benefit of doing that?

Thanks


texts: Weird shadows when using solidify modifier on hollow cylinders

texts: I'm seeing weird shadows when using the solidify modifier on hollow cylinders. I've verified all normals are correct. I can't seem to find any way to fix this. The shadow problems carry over to Unity when imported. What can I do to fix this?


texts: How to keep projects of previous blender versions when installing new versions?

texts:
I have a Blender version 2.78 build for windows and would like to use the new 2.79 test build. I am unsure as to whether deleting the 2.78 version to install the 2.79 version will erase the projects on it.

Is there a way to do this without getting rid of the projects?


texts: When is cubic texture interpolation helpful?

texts: I noticed that Cycles is capable of using cubic texture interpolation for image textures but there is nothing in the manual about it, and every tutorial I've seen only mentions it by saying to leave it on Linear most of the time. I've done a bit of research on image scaling with linear/cubic/sinc but I can find very little in the context of texture filtering. What I'm wondering is this. Are there specefic cases where Cubic might be more useful than linear or where cubic could cause artifacts? For example when using textures that are smaller or larger than they appear in screen space, what would the pros and cons of each interpolation mode be?


texts:
I try to use the cycles fisheye lens:

with a 2/3" sensor type
camera is attached in the ceiling at 2.5m in a room
focal length is 2.2mm
filed of view is 180 degrees.
sensor size (2/3") is 8.8mm * 6.6mm.

However, when I chose a large sensor, the image plane of a camera is contracted and when I chose small sensor, the image plane of a camera is extended (image2). Normally, this means that like the focal distance is changed. But, I am not sure what exactly mean because when the focal changes, the field of view changes! Any explanation will be appreciated.


texts: I was using the pointiness node to try and figure out why the curvature of this part of my mesh wasn't baking correctly and I'm seeing an issue with this edge.  The normals are facing the right way and there aren't any loose edges, vertices, or faces.  could someone help me out?


texts: Can you Animate like in Stop Motion Animation?

texts:
In Stop Motion Animation, the proccess is very simple, you have a piece of clay (or something else) and you tweak/remodel it after every frame.

Is there a workflow in blender, that lets you resculpt your model and move it, without rigging it, that is still practical?

For example like the transformation from bruce banner into hulk, while walking.


texts: Any way to move two symmetrical edges / vertices / faces in opposite directions?

texts:
I know of the mirror modifier, but say i just want to quickly select a pair (or multiple pairs) of symmetrical vertices / edges / faces of a model. A sword crossguard for example.

Is there anyway i can just simply select two edges / faces / vertices and transform them in opposite directions instead of in the same direction? (So that i can quickly and easily tweak a model without having to apply a mirror modifier)


texts: How can I stop the 3D cursor hopping around when positioned in top, front, and right view?

texts:
I've been trying to precisely position the 3D cursor, something I've always done by positioning it in one of the 3 standard ortho views, and then switching to another and positioning it again. Today it won't work. I press 1 on the number pad and position it nicely, press 7 and do it again, and when I press 1 again it is well above where I want it. Positioning it in 3 puts it off to the right. Every time it adjusts in exactly the same way, hopping around, but never maintains the position I gave it in the previous view.

I've tried checking any settings that could maybe affect it. I'm learning Blender and probably I've missed something, but I've never seen this behaviour before. I have v2.73. What should I do?

Edit: I saw in the answer to 'Precisely move the 3d cursor' that in the N panel in Edit Mode there is a section called 3d cursor, where numerical values are entered. So I placed the cursor in front view, switched to top view, and entered a numerical value for Y (because it only had to be 0 for Y). But that is a workaround and doesn't explain what is going on.


texts: Could LMB be made to box-select when used outside of a model, but circle-select when initiated over the mesh?

texts:
I'm trying to customise my Blender further, but finding it hard to set it up the way I want.
A few of the things I want to accomplish in order of complexity:

Box select on LMB
Box select with consistent modifier-key use: Shift LMB  to add to selection, Ctrl LMB  to remove from selection.
The above, but additionally: releasing the LMB  exits box select (confirms)
The above, but additionally: clicking over empty viewport starts box select, clicking over a mesh starts paint-select.

I know I can set Box Select to LMB  click, but have found it kind of annoying without at least some of the other things I bring up. Are these possible, and if so: without much scripting?


texts: Artifacts in Objects and meshes in viewport V2.81

texts:
Can anyone please tell me how to remove these artifacts in meshes and objects in the viewport. It happens with any mesh or object I place whether it's a low poly or high. This has never happened to me in other versions. I've tried all the render Engines but nothing changes. I'm sure is some setting some where but I don't know where it could possibly be. I have dual graphics card and a pretty high end computer. GeForce GTX 980 TI and Intel Core i7 6700K CPU 4.00GHZ if that matters

Thanks you!


texts: How do I restrict scaling to a specific axis?

texts:
Im new to Blender but have some experience with 3dsmax.
In blender, when i select some polys and try to scale them, i have no control on the amount and especially relative axis on which the scale would happen, where as with 3ds max i could scale restricted to x, y, z or any combination of using the handy widget.
Is there a way to replicate this, or to get any control over the scale ?

thanks,


texts: Rendered Preview window not accurate at all

texts:
I'm having real issues lining up the rendered preview to my animated render and I was wondering if anyone has any ideas why? I'm 'projecting' a video onto the screen using a transparency and a spot light which looks great in the preview but turns to crap in the render. I'm also losing a lot of contrast and perhaps gaining some fireflies.

3 things that could be the issue is that I'm using a volumetric box for the light effect, I'm using depth of field and also motion blur but when I turn them off and on it doesn't fix it.

Any help would be hugely appreciated. I'm pretty close to screenshotting the whole sequence at this point lol.


texts: How can you turn 2D faces into a 3D object?

texts:
This is the video I have been watching. Blender Sword Modeling

I cant figure out how the guy make the sword actually 3D, or to appear to have mass.


texts: How do I change Blender's dimensions to display in inches?

texts: I'm am trying to scale an object but the dimensions are "m"?  Is that "meter"?  Too big for my printer.  I'd like to change it to inches.  Is there a setting for that?


texts:
Goal

Using Blender 2.79b + LuxCore, I'm trying to set up a scene, which would support, at the same time, both A) volumetric caustics and B) Hemi lamp + HDRI backdrop.

Problem

When I assign a homogeneous volume with scattering (called Dust) to the World as it's volume, I get expected results on the side of light propagation as seen on picture 1. But the HDRI backdrop is obstructed by, quite obviously, the whole world full of dust. It is invisible.

Intuitive solution is to limit the Dust volume to only as small area as possible, just around optical elements. To do so, I removed the Dust volume from the World and assigned the very same Dust volume (through material) to the Cube, which contains the whole scene. Only to get unexpected results regarding light propagation as seen on picture 2. Segments 1, 2 and 3 from the first picture are missing. Remember, the only 2 things changed: World got rid of Dust volume and the Cube with Dust volume got turned on. (HDRI backdrop is now visible).

When I tried to randomly turn off some optical elements, I started to see a pattern. It looks as though only the segment of light after the last optical element is visible. Others are either completely absent or only very faint.

Example with second lens turned off:

Example with prism turned off:

Example with first lens turned off (exception from the pattern):

I would expect that a cube with a volume assigned to it, would locally create very similar optical conditions, as World would, with the very same volume assigned to it. But this is not the case.

You can see the text "Not supported by Bidir engine." in material editor. Is that the answer? That, while in case of the World, it is just volume, which is assigned to it, but in the case of the Cube, it is the unsupported material (with the very same volume as an input), which is assigned to it?

(I was also thinking about compositing, but it seems that you can't have two worlds (dust and air) each in different render layer.)

Question

How to set up a scene in Blender 2.79b + LuxCore, which would support, at the same time, both A) volumetric caustics and B) Hemi lamp + HDRI backdrop?

Scene: volumetric_caustics_30.blend


texts:
I have the following code to check if two objects overlapping and it's works well, I don't understand how to check overlapping for objects in pose position
Source of this code: https://blender.stackexchange.com/a/150047/97742
import bpy
from mathutils.bvhtree import BVHTree

# Get the objects
obj1 = bpy.data.objects["Cube"]
obj2 = bpy.data.objects["Suzanne"]

# Get their world matrix
mat1 = obj1.matrix_world
mat2 = obj2.matrix_world

# Get the geometry in world coordinates
vert1 = [mat1 @ v.co for v in obj1.data.vertices]
poly1 = [p.vertices for p in obj1.data.polygons]

vert2 = [mat2 @ v.co for v in obj2.data.vertices]
poly2 = [p.vertices for p in obj2.data.polygons]

# Create the BVH trees
bvh1 = BVHTree.FromPolygons( vert1, poly1 )
bvh2 = BVHTree.FromPolygons( vert2, poly2 )

# Test if overlap
if bvh1.overlap( bvh2 ):
    print( "Overlap" )
else:
    print( "No overlap" )


texts: Is it possible to create a procedural spiral around a tube?

texts:
I have been struggling to create a bump that goes spiraling around a tube, sort of like a toilet paper tube.

Basically, it is a line that wraps around the tube several times, continuously.

I cannot figure out the math to make it happen.


texts: How to detect scene strips in the VSE on frame changes?

texts:
I need to detect scene strips in the VSE on the current frame, meaning on what strip is the play head at this moment? However I can't seem to find the right type(?) to attach the ".strip_elem_from_frame" function to, in order to get the info/name/type on the strip. Here's a test script which must run in a screen with a sequencer with scene and movie strips in it:

import bpy

#update at frame change
def currentStrip(*pArgs):
    print("Current Strip: "+str(bpy.context.sequences[0].strip_elem_from_frame(bpy.context.scene.frame_current))) #Doesn't detect any strips at all.

#add frame change handle
def attachAsHandler():
    for f in bpy.app.handlers.frame_change_pre:
        bpy.app.handlers.frame_change_pre.remove(f)
    bpy.app.handlers.frame_change_pre.append(currentStrip)

currentStrip()
attachAsHandler()


texts: render bloom in eevee without cutting by silhouette

texts:
I want to render image with postprocess effects but bloom cutted in final render in eevee

How can i solve that problem? may be i need activate/deactivate some option in render setting or same?


texts: Blender is Often "Not Responding" for 46 MB BLEND File

texts:
I am currently editing STL file for 3D printing with Blender. Imported the files and then saved it again as a BLEND file. As you can see at the screenshot below the BLEND file is 46 MB.

But for every little bit clicks I made (set origin point, scaling, toggling between Object Mode and Edit Mode) the Blender becomes "Not Responding".
I am using 2018 Dell G7 with Intel i5, 8 GB of RAM, and 1050Ti. I can play top tier game at lowest to medium settings just fine. And I can use Blender normally for BLEND file ~10 MB.
I look at Task Manager and a not responding Blender takes 23% of CPU and 1.5 GB of RAM.
Is this common? Is my computer to low for Blender stuffs? Or are there any settings I could use to make my Blender runs faster?


texts: Failing to chisel (boolean difference) text on a cube side

texts:
I'm trying to create a gravestone with chiseled text on it.

I have a cube (the stone) a text for which I added some depth and bevel, and then converted to a mesh.

I positioned the text so that it's partly "inside" the cube and tried adding a boolean difference modifier on the cube (cube - text), so that the text would be chiseled in the stone.

This gets Blender crazy. Initially nothing worked. I used a decimate modifier on the text to reduce its complexity, and now A few letters are chiseled, the rest are not.

This is how things look when Both the cube (headstone) and the text (now a mesh) are visible (there's another grave base object, but we can ignore it):

The gravestone has the boolean difference modifier, and if I hide the text, this is what I see:

What can I do to make this work? I don't actually need to render this scene, I want to
convert it to an STL file and 3D print it.

More info: As stated in the comments, this is due to the text being non-manifold. Actually, it has 2000+ non-manifold edges!

If I try to remove doubles, it just deletes the entire text. No matter what the double threshold is (tried 1mm, 0.1mm, etc. - I'm working with metric units).

Any suggestions on this?

The file with the issue can be found at: this location

Another file can be found at: this location.
This time, I've used the remesh modifier, but it only worked for one text object (converted to a mesh and remeshed), not the other two. The difference between the one that works, and the others that don't is that for the first one I used Octree depth = 7, and for the other two I used Octree depth = 8 (as 7 wasn't smooth enough).
To test this, just replace the object used in the boolean modifier of the cute from 'RIP' (which works) to either 'iGoogle' or 'years', which don't work.


texts: Blender rotates objects on wrong axis during animation playback

texts:
Recently I asked a question "I have an object that is slanted on all 3 axes, and I need to rotate its bottom on its own axis."
And the answer was simple - Local transform orientation.

But it doesn`t work during animation playback. I set keyframes, rotate the object manually - everything looks good untill I press play - and it rotates under unknown axis\angle. Anything else to tweak or is it kind of a bug?


texts: Added hair particles don't show in object mode

texts: As shown in the pictures below when I add hair particles via the particle editor they aren't visible in the object mode, the same goes when I tried rendering it, the hair wasn't visible. I'm thinking the problem might have something to do with the fact that I'm using an armature, so maybe Blender gets the position of the hair wrong? I would be thankful if anyone has an idea what I can do about it.


texts: Weird View in Blender Render view, black object in Object while moving, transparent render, Eevee

texts:
The problem is this: In the render view it seems that a kind of shadow of the object remains in the object itself when you turn around the object. It's dark gray. Materials and lights stop working.
After I press f12 the image is rendered but the object is rendered transparent.
What can I do?
I have already completely reinstalled Blender.
https://gyazo.com/162b9c83c187ada0c840f3ec57b1d238
And after moving it a bit:
https://gyazo.com/1a82380907ab00fb1215f805229acc19
And the render:
https://gyazo.com/b895d9fd28b06e82e91edb0beb3bda84


texts: How to color an object in blender for use in Unity3d?

texts: I have no knowledge of Modelling but I have to do this for my game. I used texture paint to color the surface. But when I import the exported fbx into unity, none of that paint is there. All I get is the raw model. How can I paint a model for use in unity?


texts:
Last week I started making a volcano that was starting to erupt. I've got some sparks and I made a nice smoke simulation. I clicked Bake All Dynamics and then rendered. The result was a nice volcano with sparks. The smoke, though...
It's hard to explain, but it's vibrating. I don't think smoke should do that.
I've google a bit for vibrating smoke, but I couldn't find anything except for actual blender that start smoking.
This is the actual animation for anyone who would like to see it.
Does anyone here have any idea what I may have done wrong and/or maybe some tips to speed up the baking and rendering process (it take way longer that I have time for).


texts: Not showing texture after uv maping and importing png image?

texts:
I am just learning blender..I made a 3d character and unwrapped it.. But when I opened the image in UV editing window it didn't show the any texture.

https://www.mediafire.com/folder/feo73886r4aer/character


texts: How to draw a slider button with a custom defined numeric value?

texts:
The following code generates this UI:

    row = layout.row()
    row.prop(mesh, "use_auto_smooth", text="BreakEdge")
    row.active = mesh.use_auto_smooth and not mesh.has_custom_normals
    row.prop(mesh, "auto_smooth_angle", text="Angle")

This pretty much replicates the generic Blender Mesh Data panel.

What I would like to do is set the 180 by default to something like 30 which is more common for hard edge modeling than 180 to break an edge.

Would something like this even be possible overwriting the custom value I would like to begin with?