texts: Are billboard particles with animated textures possible?

texts:
This seems like the kind of thing that would be easy, or at least possible, but I'm having trouble finding information on it.

As a test I've created a PNG image sequence of a sparkle, shimmer, or whatever you want to call it.

And you can imagine what this might look like on an object:

Here is my node setup in Cycles, which displays and animates on UV-mapped meshes, but so far has not worked at all with particles. It uses the black-and-white image sequence as an alpha mask.

Here's a .blend of
my material and particle settings.
The image sequence can be rendered from this .blend.

What I want is for each particle, once it is born, to start on frame 1 of the PNG sequence, and either die or stop animating at the final frame 20 (which is blank). So each sparkle would appear for a brief flash and then be gone. And I am hoping Blender is clever enough to treat each particle's image sequence as unique and beginning at a different time relative to that particle's spawning, not relative to the scene and twinkling all together in unison.

For now I want to do this in Cycles, but in the future probably in Blender Render too. So mainly this is a Cycles question, but solutions for Blender Render are also very welcome.

Thanks in advance for any help.


texts: Colors on objects, but not my images(movie background)

texts:
Ive made my animation. I followed a few steps on how to make shadows on to a plane that only shows shadows in my final render. After that I was messing around with my compositing to make my scene look like it should, i rendered and.... I get color objects, no color on my transperent background.
Can you help me with help from this screenshot?


texts: how to fix the problem i blender when it cannot assign weights

texts: I have been trying to assign bones to my mesh, and Blender keeps giving an error that it cannot assign weights to my design. Why is this so, and how can I fix it? I am using the option with automatic weights, yet the heat is not showing in any area of the mesh.


texts:
EDIT: I dont know how make myself more clear. I have a plane in the scene, this plane have 1 material and in this material I have 3 diferent textures painted (1 gras and 2 rock textures). I am trying to bake this textures to make one unique png texture, but every time I hit the bake button the result is a white image. I need to know what I can do to result be like the material in the view port, or what I am doing wrong to the result be this white image.

if I dont make myself clear yet, you can open the attached file and hit the bake button to see the result and see in the view port the way the texture is painted in the object.

I am trying to bake this textures in to one png image, but every time I bake the result is a white image, I see some tutorials but all are in cycles and I am using the blender render, can anyone help me please?

the blender file is in this link:
https://www.dropbox.com/s/jv5ipxk05k5ilq4/TEXTURE%20BAKE.blend?dl=0

you can open and try to bake to see what is happening if I dont make myself clear..


texts: I want to put in some shape keys for my characters eyelid to make her blink. But whenever I rotate it even half way, my the shape key shrinks it when I play it. This is really annoying and I hope they do something about that in the next update. But what do I do? It really is a pain when you want to make organic eyelids.


texts: Motion tracking : How to solve camera using lens distorted footage

texts:
What is the best workflow to solve camera track using footage that has lens distortion ? do i have to undistort the clip first using external app ? or can Blender do the undistortion using its internal tool before i feed it to camera tracker ? Or any other better method ?

Thanks


texts: How to convert Cycles materials into LuxCore materials and have textures still applied?

texts:
My problem is: I have made a model with materials in Cycles render with UV Mapping and Nodes. Now, I want to render through LuxCore, but my model is too bright.. noisy.. and without any of my textures !

I thought I had to ''convert'' my Cycles materials into a LuxCore ones, but I don't know how. I have no button '' Convert Cycles to Luxcore ''.
How can I convert my materials from Cycles render engine to LuxCore render engine?


texts: Blender 2.8 translate vertex using scaling

texts: In previous versions of Blender I could translate vertices to the same coordinate as the cursor by enabling cursor transform orientation, selecting vertex to move, pressing S to scale, type the coordinate I wanted to translate along (X, Y or Z) and typing 0. The vertex would move to the same coordinate of the cursor (zero scale relative to cursor). This feature doesn't seem to work in Blender 2.8, or is there a way to enable this?


texts: Why is my file so much bigger after baking textures and adding an HDRI, and can I reduce it?

texts:
The file I'm working on was 1.7 Mb before baking textures onto most of the objects in it and adding a background HDRI, and now it is 17.2 Mb. That's even though all those images are separate files and none are packed into the blender file. Is there a way to determine what is taking the space, and to trim it down?

The above file contains one object not in the comparison file, but that can't explain much of the size difference. The comparison file otherwise is almost identical, even has a few small bits and pieces that have geometry that was pared away in the above version. There were a couple of subsurf modifiers that were applied, but they were extensively optimized. The total vert count is only about 70,000 higher.


texts: How would i replicate this look? I want to make some of the pokemon characters and have tried putting a transparent shader, a glass shader, and translucent.  I have tried in both blender internal and cycles. I want it to look quite cartoony, but have no idea how to achieve this look.


texts: How to split mesh into several smaller ones with respecting UV map?

texts:
I am trying to split my low poly terain mesh and UVs into smaller pieces.
My mesh liiks like this:

image 1 http://c2n.me/3AHCXzB.png

I am looking for automated way to split it in several parts like this:

image 2 http://c2n.me/3AHDc3d.png

I assume thet this will be really easy but I am not artist and my experience with Blender is really low. Is there any easy way to make it (script could be better)?


texts: How to make an object transparent to the freestyle pass?

texts:
In Blender 2.75a, I'm making a render using Cycles and the Freestyle pass. My scene contains a mesh with a smoke modifier that I'm rendering through a volumetric shader.

The boundaries of this mesh (the box, in the example below) are meaningless to the extents of the render, therefore the mesh should neither have its edges drawn by freestyle nor cover the lines of the things behind or inside it.

I don't know if it's possible to tell freestyle to completely ignore the mesh, and how to do it.

This is what happens if I render a sample scene with cycles+freestyle+volumetric rendering and without further options (left) and with the box assigned to an excluded object group (right)

Neither of them is the expected result: I'd like to have the freestyle lines on the sphere but not on the box. Is it possible?

Add after TLousky answer

As you can see, even if I choose to render freestyle all the objects except the box using an "Inclusive" group, the "phantom" of the box still covers the edges of the sphere and partially of the cone and torus (exactly as in the example above where I used an Exclusive group containing only the cube instead)


texts: I want to create cliff with path to make roads as low poly like in below image.


texts:
My blender file is rendering but the rendered images are all black.
Here is the Blender file:


texts: Is it possible to render shadows pixel perfect to UV textures without modifying Blender's source code?

texts:
To match the style of low poly pixel textured art, I would like to render shadows onto other meshes (at the very least a flat ground plane) with shadow values snapped per pixel of the UV of other textures (for simplicity let's assume all pixels are a uniform size). From my research it doesn't seem possible to perform any task like this in a Shader Node, or even to write a custom GLSL shader to interact with lighting non-trivially in vanilla Blender. Can anyone point me towards a pragmatic solution: I'm not particularly interested in modifying Blender's source code for this and I would prefer not to export to a game engine to render everything.
Update: Here is an example of the per texel lighting I'm talking about


texts:
I have a rope made out of a plane and cloth sim. One end is just pinned to hang in the air and the other is attached to an empty which then I can move around the scene to see the way rope interacts with various objects in real time. However I can't seem to figure out how to stop rope from stretching to infinity like it's made out of rubber, Any ideas ?
Cheers :)


texts: How to make a procedural texture a flat image? (Reverse UV Mapping)

texts:
Truthfully, I have generated a bricks texture to simulate lights on my spaceship... But now I want to export the whole project to marmoset for the actual render... but I can't export the lights.
Is there a way I can tell Blender to take the texture map and turn it into a flat image based on the UV map?
Thanks guys!


texts: Mist and depth render passes in Eevee are either entirely white or very little shows up

texts:
Hi everyone! I'm trying to figure out how to adjust the mist pass but it doesnt work well to begin with. I either get a completely white pass or it looks like this.
 Could someone better explain to me what the settings are that control the mist and depth passes?


texts: Dopesheet selecting multiple objects at once

texts:
So I have 7 objects that are all moving in unsion, but I need them to animate one after another. The problem is that when I am trying to select them in the dopesheet, no matter what I do, every single one of them is selected at once.

Here's a picture of what I've got right now:

I've tried doing many things to stop them from being all selected, including the show only selected filter.

The objects were seperated in edit mode, which may have something to do with it.


texts: How to run an external command, showing its progress without locking Blender? (Escape to cancel for eg)

texts:
Currently if you run an external process from Python the command and locks  Blender until it finishes, eg:subprocess.check_output(["sleep", "2"]).

Whats the best way to wrap an external call in way that the user can see whats happening, and can escape from if its taking too long?


texts:
I am using Windows 10 32-Bits, and whenever I start blender I get this error message:

I have tried re-starting it and also searching for the solution over the internet, but in vain, I have not found any solution.

Please help...


texts: How do I fix this mesh faces issue? Tried recalculating normals and all

texts:
It happened earlier but I fixed it with flip normal, but now it's there again.

I have no idea what's causing it.

I'm a beginner, help me solve it. Thanks!


texts: Inexplicable darker reflecting face shaders after duplicating

texts:
I am currently getting the same issue several times.
I think it usually happens when I duplicate some vertices/face/edges within an object.
The resulting face shaders appear to be more darker and reflecting.
I already checked if the normals are correct (they are) and if the faces/vertices are doubled (they are not), so I can't get a clue what's happening here.


texts: How to create realistic shampoo/gel shader with cycles

texts:
Hi! I'm trying to achieve pretty much exactly the attached result but I can't seem to get my material right. Any recommendations is highly appreciated!!

@luciano - thanks! Well - I know I'm relatively off with everything. The modeling obviously need some additional work. My issue is more the shading as of now. Not really sure how to achieve the gradient look with semi-translucent/transparency + real glossyness as if it has a watery coating basically. Well - as you can see I'm lost in translation, hehe.

@luciano - thanks! Well - I know I'm relatively off with everything. The modeling obviously need some additional work. My issue is more the shading as of now. Not really sure how to achieve the gradient look with semi-translucent/transparency + real glossyness as if it has a watery coating basically. Well - as you can see I'm lost in translation, hehe.


texts: How to create realistic splinters from wood in blender?

texts:
Creating some broken splinters using cell fracture addon is quite easy, but how do you create some realistic splinters that come from a broken wood?

Specifically, how to achieve this specific kind of thing in blender?


texts: Object fade out while going from point A to B in animation

texts:
I'm making an animation in Cycles and need an object to fade out from point A to B. I've already key framed the movement for it but I need to know how I can make it fade out?

The node setup for the my material is below.

I have seen this asked on here before but I'm not having success with their answers.


texts: Is there a way to Time Delay a Constraint (Like Slow Parent)

texts:
I have a large number of objects, let's say Cube.001 to Cube.100.

I want to be able to rotate Cube.001 on the z-axis and have all the other Cubes rotate with a slight delay starting with Cube.002 and then Cube.003 etc. (much like how slow parenting works).

I've been able to iterate and child/parent all the cubes with python and enable Slow Parent, problem is when I rotate Cube.001 all the Cubes transform their location, which I don't want.

Basically I need something like the 'Copy Rotation' Constraint, but with a Slow Parent like effect. Are their any simple ways of doing this?


texts: Ugly deformation for wrist and shoulder with IK

texts:
New here.

I've been implementing some basic IK stuff for a rig of mine. The arms, the legs, etc. Overall I'm happy with how it's been going, but there is a problem.

Whenever I go to push the rig's arms into a more complicated position (in this case, a casual "hands on hips" sort of pose) I end up with some very twisty deformation at the wrists and shoulders.

There's an option to "preserve volume" for the mesh on the armature modifier, and that would be a decent enough band-aid except I need to export the model into Unreal Engine, which won't accept modifiers.

I think this might be a common issue for newbs like me, but I haven't found a clear solution online yet. Hopefully someone here has some suggestions! Any help is appreciated.

EDIT: Here's a PasteAll link to the .blend file if anyone wants to take a direct look: Blend File Link.


texts: Computing a scalar from UV coordinates in Cycles nodes

texts: I have a .obj mesh loaded with given UV coordinates. I'd like to color the mesh using its UV coordinates, similarly to this image. I think the correct way is to first compute a scalar out of the uv coordinates, something like u*v, and then connect that scalar to the hue value of a HSV node. Thing is, I don't know which module can I use to take the UV Map's output and turn it into a scalar.


texts: I just downloaded blender 2.70 windows 64. I want to convert .obj files to .X files to use then in the pmd editor and MMD. I cant find an export to .x file. the tutorial that I am looking at is for an older version of Blender.


texts:
Can someone walk me through how can I install the crowdrender add on in linux mint!
When I try to install it, it gives me an error.

Cheers,Frost.


texts: Unresponsive black screen; does not close

texts:
When I was editing a model in solid mode, the properties window refused to adjust correctly; every time I pulled it closer to the edge of the blender window it would take up more space, the opposite of what it had done before.

While I was trying to adjust the size of the properties window, an unresponsive black screen appeared. The screen took up more than half of the window.No matter how many times I close and reopen the model I was working on when the error occurred, the screen remains unresponsive. Before closing the file for the first time after the black screen opened, I saved my progress.

The screen seems to show the image of the last blender file loaded after opening that particular blender window.

All other blender files work just fine; this is the only one that has this issue.


texts:
I have some edges that are not on the x, y or z axis. What is a simple way to straighten them? For example, I can scale and then use Shift+Z to straighten on the x and y axis.

Any shortcuts other than temporarily rotating the entire object to put the edges on an axis?


texts:
I am hoping that this is the correct forum to post this question. So I recently decided to join Blender but I am overwhelmed with all the information I get. I am an active sketchup and vray user and without any other 3d softwares experience before and my goal for learning Blender is for arch viz and perhaps real time rendering as well now that Blender 2.8 and eevee is out.

I want to get started with the latest Blender 2.8. I tried to watch the blender fundamental tutorials on youtube but the settings,buttons and UI seem different and sometimes its too difficult to follow through.

I know that Blender is completely free and open source so there arent lots of resources from its official organisation to make tutorials regularly. But since 2.8 is out and with lots of changes happened compared to the available tutorials online, is there a specific channel online where I can start learning the right way at the beginner level?

Or if theres any suggestion about what videos can help me get started for using blender 2.8?

I appreciated very much for any advice, I know this type of topics perhaps get posted many time but I am hoping I can get more update responses in relation to the 2.8 release. Thank you so much!


texts: Cannot use tree addons on blender on mac

texts:
It has now been 3 hours that I'm searching and I cannot figure out why I get an error with the tree addons of blender :-( Someone can help please?
Seems some people already had this problem and solved it, but It was on windows. :-/


texts: animate object shaped with curves modifier by moving curve vertex

texts:
So I created this beaded bracelet and want to know if it possible to animate the path so it looks like it is "wiggling" (ideally grab two opposite vertices and move them around.)
Since it is a nurbspath I cannot parent, and using a curves modifier and then changing the path  doesn't seem to do anything.
The string and beads are a joined object with a curves modifier already applied for this initial shape.


texts: How to Mirror After Starting Sculpt with MultiRes Modifier

texts:
I recently ran into the need to retopologize the body mesh of the character below so I could connect the body to the head (I needed to make the edge loops have the same number of vertices). This is where I realized a major problem.

I had been using a multires modifier and I had already begun my sculpt. I figured all I needed to do was delete one half of my mesh and use a mirror modifier across the x-axis so my new topology would be symmetrical.

Upon following this obvious method all was looking great. Besides some splitting between the meshes, it looked like I could apply the mirror modifier.

BUT THEN, I discovered that the mirror modifier does not play well with the multires modifier. And that you can't move the mirror modifier above the multires modifier in the stack. It seemed this mesh without my sculpting detail was unavoidable if I was using a mirror modifier.

Then I tried to mirror the mesh manually in edit mode by duplicating (SHIFT+D) and scaling by -1 on the x-axis. To my dismay, this resulted in all of the normal mapping from my sculpts being inverted. I tried to resolve this for hours.

It finally occurred to me to try to mirror from object mode under the "tools>transform" panel. So I duplicated my original body mesh and tried just that.

PRESTO! I got what I needed, and I won't have to worry about losing sculpting detail because of pesky mirror modifiers! All that is left after this step is to join the "body" and "body.1" meshes and merge any duplicate vertices.

I primarily wanted to post this as a help to others, but also to ask whether there are any easier work-arounds to this issue. If anybody knows an easier way to deal with this problem, your explanation would be greatly appreciated.


texts: Cannot export transparent PNG animation frames in cycles render

texts:
Newbie here, working with Blender for less than a week, so forgive my ignorance!

I've a simple 100 frame animation I'm trying to export with a transparent background.

Under "Output", I've picked PNG, with RGBA ticked with a color depth of 16. Under "Film", transparent is ticked.

I can render a single image (F12), and I end up with the correct transparency, but when I render it as an animation, the transparency is gone on all the frames, replaced with black. Check out the two images below - one is the animation frame export, one is the single image export.

What am I doing wrong?


texts: Why is Blender separating every face of this model when I unwrap it?

texts:
I have a problem with unwrapping this chair model.
I didn't mark any seams, then when I unwrapped the model, blender separated every face of the model as single island on the UV map. The same happened when I marked a seem all - mesh faces are split on the UV map
Any ideas how to unwrap it properly along the seams?


texts: Can a ouliner operator be placed in an custom Panel

texts:
bpy.ops.outliner.orphans_purge()

to put it onto a button into a custom panel-
but that button is grayed out...

this is how it looks like:

import bpy

#--------------------------------------------------------------------

class CleanUnusedMaterials(bpy.types.Panel):
    """Creates a Panel in the TOOLS window"""
    bl_label = "CleanUnusedMaterials"
    bl_idname = "OBJECT_CLEANUNUSEDMATERIALS"
    bl_space_type = "VIEW_3D"
    bl_region_type = 'TOOLS'

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

        obj = context.object

        row = layout.row()
        row.operator("view3d.clean_material_slots")
        row.operator("outliner.orphans_purge")

#--------------------------------------------------------------------

def register():

    bpy.utils.register_class(CleanUnusedMaterials)

def unregister():

    bpy.utils.unregister_class(CleanUnusedMaterials)

if __name__ == "__main__":
    register()
#--------------------------------------------------------------------

is it because its an outliner operator?
or am i missing something?


texts: Using datatoc.c to make the splash screen blender 2.79

texts:
I´ve read this:
https://wiki.blender.org/index.php/Dev:2.4/Doc/How_to/Edit_the_SplashScreen
The page points to a c conversor "datatoc.c"
I´m on Blender 2.79 at the moment, with all the source code downloaded.
I am looking into: blender-git\blender\release\datafiles and I see no datatoc.c

I see a ctodata.py and I cite from the same webpage:
If you do use blender 2.5, than there is a python script (that supports .png files) that does this. Invoke it with:
./datatoc.py splash.png

First: I am using this on the command line on windows 7x64:
ctodata.py splash.png

I get this error:
G:\blender-git\blender\release\datafiles>ctodata.py splash.png
Traceback (most recent call last):
  File "G:\blender-git\blender\release\datafiles\ctodata.py", line 47, in
    data = [int(v) for v in data]
ValueError: invalid literal for int() with base 10: '\x89PNG'

I don´t know where to get that file "datatoc.c" to run it on the command window. It is not on the source code of blender 2.79 dependencies.
Please help.


texts: Make texture painting not depend on view angle

texts:
Trying to hand paint a skybox. So im sitting inside a cube, all faces flipped towards me and i'm trying to paint my cubic skybox viewing from the center of the scene. Unfortunately my strokes only get registered by the face that i'm looking at more or less directly. this keeps me from painting in the corners of the cube, doing continuous strokes from one face to another.
From outside the cube it seems to work fine (provided i flip the faces so the normals point outside of the cube again) i can even paint at extreme angles.
ANY settings of the normal falloff option in the  properties panel under tool->bushsettings->falloff didn't solve the issue (i tried turning it off, 0 deg, 45 deg, 90 deg)
is there a way to tell blender just not to worry about my view angle towards any given face and just paint my darn stroke?
Thanks in advance


texts:
I wrote my own BVH reader and to check my implementation I compared it with the result Blender gives, which confused me. Consider the BVH file from the BVH loader example from three.js (https://threejs.org/examples/?q=bvh#webgl_loader_bvh). This looks like something like this:

Then I loaded the same BVH file into Blender, which looks like this:

In those pictures you see that the bones are not exactly the same. E.g., in the three.js rendering, the collar bone connects to the chest joint, while in the Blender rendering, the collar bone connects to the neck. Or you could also say that Blender connects the collar joint to the end of the chest bone, while three.js connects it to the start of the chest bone.

To me, the three.js rendering makes more sense, because the definition in the BVH is:

ROOT hip
{
  OFFSET 0 0 0
  CHANNELS 6 Xposition Yposition Zposition Zrotation Yrotation Xrotation
  JOINT abdomen
  {
    OFFSET 0 20.6881 -0.73152
    CHANNELS 3 Zrotation Xrotation Yrotation
    JOINT chest
    {
      OFFSET 0 11.7043 -0.48768
      CHANNELS 3 Zrotation Xrotation Yrotation
      JOINT neck
      {
        ...
      }
      JOINT rCollar
      {
        OFFSET -2.68224 19.2634 -4.8768
        CHANNELS 3 Zrotation Xrotation Yrotation
        JOINT rShldr
        ...

So, you can see that the right collar joint is a child of the chest, not the neck, so it should be connected to the chest, not the neck.

Similarly, there appears an unexpected bone protruding from the hip in the Blender rendering, even though the hip is the root join in the BVH file, so it shouldn't be a bone.

Additionally, in this example, blender decided that the connection from the root to the right (and left) hip is not a bone but just an offset (dashed line). It made the same decision in a couple of other places, like e.g. around the neck and for the finger joints. I don't understand how this happens.

I realize that those differences don't really matter for the final position of the joints. I'm just trying to understand the BVH file format because I want to convert 3D positions into joint angles and store this as BVH. So those observations I just described confuse me a lot. I guess you could summarize my question as follows: How does Blender define/find a bone and when is a connection between joints not a bone, but just an offset (dashed line in the Blender picture)? Does this happen because the BVH file format is under-specified?


texts:
I know how to add a circular array modifier, it is shown e.g. in a video like this:
https://www.youtube.com/watch?v=whjFb0xFoLk

But what I want to do is to create such a circular array that is snapped to a face of an object - so that the whole array is rotated / aligned to the rotation of the face.

Any ideas?


texts: Can I extrude a plane into a half cylinder?

texts:
Is it possible to take a 2D object like this rectangle and extrude it into a half-cylinder?
And, could it be done so that a pattern on the former is transferred to the surface of the latter? Not by simply draping the pattern over the half-cylinder, but projecting each point upwards from the plane to the cylinder's surface.
Because the height of any point on the curved surface is related to the horizontal distance from the long edge in a predictable manner (Pythagoras' theorem) this feels like it should be a simple process, but I cannot work out a method.


texts: My GPU cycles viewport render is completely grey

texts:
I’m very new to blender and i just got a new GPU (AMD Radeon RX 580) to improve rendering, EEVEE and everything else works totally fine but if i try to use Cycles everything in the view turns completely grey, if i instead use my CPU for cycles it renders normally.

GPU render (light changes nothing)

I tried looking online for what the problem might be but i couldn’t find anything matching my problem, and the few similar ones i found didn’t give me any useful solution for this.
Has anyone had a similar problem? if yes how did you solve it? (My OS is Windows 10, I have all the drivers installed)


texts: How to split a 2 part mesh into 2 different meshes

texts:
I have a 3D model of a shotgun that's in 3 parts: The barrel, the chamber door thingy, and then the pump and the stock are in one part. I want to split the stock/pump part into their own individual parts. I can't use bisect because the parts are separate. What do I do?
Here is a pic of my mesh for reference:


texts:
I am creating a presentation for a conference on cancer radiation therapy. This includes a 15 second animation of a linac machine.

I'm trying to show a helix of smoke created by the machine spinning around the patient (That's the best idea I had sorry). But there is just no way I can keep the fire going. It disappears after frame 90.

I would appreciate any advice. Thanks. I have to attach the file because I have tried for a long time without success.

In the end I would like to show a helix of smoke (or any other material) with something like 8 or 10 loops. Right now I'm only getting two.


texts:
I have established an edge route but have two extra vertex. How to get rid of them? I tried to connect them with the last one but the result is worse. I can't add new loop cut because I need a curve

Here is the next problem


texts: Is there a simple way to cut a face or add an edge to an existing face?

texts:
Subdivide takes a single face and divides it into quads. I only want to add a single edge to the face off to the side.

Most of the answers I found on the internet recommend using the Knife tool but the knife tool does not cut a single face the way you would think. In fact I have no idea what logic the knife tool uses but it's not at all intuitive: (below gif).

I'm trying to add a single box to the bottom of this desk object to extrude into a drawer box, but I cannot get a face to work with on the bottom of the desk.


texts:
So ive had 2.8 for a longgg time. I have literally hundreds of projects that ive created in 2.8 and linked and appended back and forth with other files. I have tried a few times to download the newer versions (i.e 2.82, 2.83, etc.) and have no problem opening the new program at all. But when i try to append objects into the new version from a file that was created in 2.8 they look totally exploded and messed up. like i cant navigate the program because the random explosion takes up what seems like the whole scene. the outline for the objects is right tho which is strange. This is a huge problem because I would have to basically use the 2 different versions from here on out which is not an option for my progression and needs.
ALTERNITIVELY, i saced some of the files to google drive and opened them and worked on them with absolutely no issues when i do it on a computer that never previously had blender installed. as well as using those files once tranferring them back to my computer that has 2.8.
this is making me think that my issue has something to do with the way ive installed the program but im scared to uninstall the program and reinstall the newer version incase that isn't the issue. Please help, will the older version be recoverable if i uninstall and the newer versions still dont work.


texts:
My Viewport in Eevee looks nice and how I want it (LookDev shading).
However, the render preview looks nothing like what I have done and I don't know how to change it to look the same as lookdev.
Devlook is that thing at the top right of the 3d space with 4 buttons.

LookDev

Render preview


texts: Weird render issue, can't get rid of topology like line shadows (Cycles)

texts:
I have been recently encountering weird shadows on certain parts of my model, for example, on the character's leg. It only occurs on certain parts of the model which makes me confused.

It seems to be more noticeable the more I increase the normal map's strength and disappears when I turn it off so it could be linked to my normal map but I don't understand what could be wrong with my normal map.

the red circle is where the leg's uvs are at

Edit : It seems that the issue doesn't show up when I rendered my model with Eevee. Still can't find a solution for Cycles

Edit 2 : Here's a gif of my topology https://i.imgur.com/yFAVntT.gif


texts: The animation looks really slow in the rendered video

texts:
I am rendering some Skeleton Anim (.psa) animations with the Eevee engine but the animations in the rendered video looks like it's in slow motion, the character is doing its moves very slowly. The animations are from a game and they are looking very unnatural as they are rendered now.
Does anyone know what might be the problem?

CPU: i7-6700HQ, RAM: 8GB, GPU: Nvidia GTX 960m

Can it be because of system specs?
Render settings: resolution: 720x800


texts: Blender 2.80 smoke collisions not working

texts: I am trying to get smoke to go through a house which I want on fire however all of the smoke is passing directly through. I started this project in version 2.80 and the effector feature isn't available so I was wondering if anyone knew what I could do to make the smoke interact with my object?


texts:
Is there anyway to restore the Blender default Cloth settings?
Or is there anyway to find what the default settings are?

I didn't realize at the time that by changing the values I was overriding the default values.

Using Blender v2.76.


texts:
If I do cloth simulation using 3D model below, it break up because the model is separated with blue line.

I want to merge each parts of model, what is the best way to solve this problem??


texts: Can't thicken parts, slicers don't recognize said parts

texts:
I'm trying to 3D print a statue of a character that has a thin skirt. Problem comes in when I export and load it into a slicer, both Cura and S3D, it doesn't recognize sections of the skirt and won't print said sections. I'm trying all the print thin wall tricks I know, and even with a 0.25 nozzle on my Ultimaker 2, I'm still not getting anywhere. I also attempted to scale up in the slicer and rotate so the model would print on it's back, or tilted at 45 degrees.

On the Blender side of things, I've searched up and down trying to figure this out, and so far, nothing worked. I tried Solidify, Displace, Subsurf. I tried separating the skirt to conduct its own modifiers, and reattaching. I tried scaling the model as the first thing I do in Blender, but that caused major distortion when I copy over the pose data. I've played around with each modifier options at each step. Still can't really figure anything out.

Since the model seems alright in Blender, I go and export model as OBJ, and run it through MS 3D Builder to correct anything. I tried Netfabb for correction, but the model is too much for Netfabb to handle. I'm out of ideas, and I've asked on a FB group, and all I got was everything I found on my own and tried already. I really don't know where to go from here, and tbh, I don't even know if its a Blender problem or not, but any help is appreciated. Willing to share model if need be.
Thank you!
UPDATE: Added model for anyone kindly enough to help- https://drive.google.com/open?id=1XijAr2Aowmr-zLuCmdM8pEiTsomrhuQK


texts: How do I set a texture as the world background in the game engine?

texts: I can't figure out how to set a texture as the world background in the GE. Can someone point me in the right direction?


texts: Speed control effect doesn't change the length of video strip

texts:
I ran into some confusing behaviour of the speed control effect.
I've loaded a whole strip of video and applied the effect setting it to a 2x speedup
(in two variants - with the default "stretch to the input length" and "Scale to length").

I expected to see the reduced length of strip, but it appears to have no influence on the length. On the other hand, the video sequencer shows that after some frame, the picture doesn't change while marker is moving. Do I have to calculate this frame manually to insert a new video strip?


texts:
I'm trying to insert an separator to an EnumProperty like used in the Operator object.select_by_type. This is the Property used by this Operator (blender-2.77a.tar/blender-2.77a/source/blender/makesrna/intern/rna_object.c - it's written in C):

EnumPropertyItem rna_enum_object_type_items[] = {
    {OB_MESH, "MESH", 0, "Mesh", ""},
    OBTYPE_CU_CURVE,
    OBTYPE_CU_SURF,
    {OB_MBALL, "META", 0, "Meta", ""},
    OBTYPE_CU_FONT,
    {0, "", 0, NULL, NULL},
    {OB_ARMATURE, "ARMATURE", 0, "Armature", ""},
    {OB_LATTICE, "LATTICE", 0, "Lattice", ""},
    {OB_EMPTY, "EMPTY", 0, "Empty", ""},
    {0, "", 0, NULL, NULL},
    {OB_CAMERA, "CAMERA", 0, "Camera", ""},
    {OB_LAMP, "LAMP", 0, "Lamp", ""},
    {OB_SPEAKER, "SPEAKER", 0, "Speaker", ""},
    {0, NULL, 0, NULL, NULL}
};

The line {0, "", 0, NULL, NULL} creates a seperator (In Python the tupel is sorted different from the C-one). In Python I can't use a tupel like ("", None, None) within the item-set and a tupel like ("", "", "") creates a new column (described here: https://blenderartists.org/forum/showthread.php?409613-How-to-create-columns-in-operator_menu_enum-SOLVED).

How can I add a seperator to an EnumProperty in Python?

Thanks.


texts: Where is the built in Material Utils add-on in 2.8?

texts:
This is seriously required, especially when joining/detaching objects, and exporting them for game engines. Can anybody tell me how to deal with the issue of cleaning unused materials on an OBJECT (not clean materials from the scene or orphaned data). The built in 'Material Utils' add-on used to do this but does not exist in 2.8 (not to mention all the other useful functions of this material!).

(the image is from 2.79)


texts: 2.82+: How to use fluid.bakeData() in python code

texts:
Before Mantaflow (2.82+), we were able to bake smoke sims with custom python code like follows:

o = bpy.context.selected_objects[0]
c = {}
c['point_cache'] = o.modifiers['Smoke'].domain_settings.point_cache
bpy.ops.ptcache.bake(c, bake=True)

o in this case is the selected object (Smoke Domain), while c is a custom context supplied to the op. Now with Mantaflow, I've tried the following, which causes Blender to crash:

o = bpy.context.selected_objects[0]
c = {}
c['point_cache'] = o.modifiers['Fluid'].domain_settings.point_cache
bpy.ops.fluid.bake_data(c)

Resulting error isn't much help:

Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF71D40835C
Module  : C:\Program Files\Blender Foundation\Blender 2.82\blender.exe

What is the correct way of calling fluid.bake_data() in custom python code?

Thanks for your help!


texts: how to unhide all objects with only active object selected

texts: in object mode, you can toggle the visibility of active object with ( object - show/hide - hide unselected ) and (object - show/hide - show hidden objects) , but with the operator " show hidden objects" it selects all of the objects in a collection, is there a way to show all, but not select everything, only the active object?


texts: "Unwrapping" a texture on a model created in photoscan

texts:
I am an archaeologist with little background in blender. I'm not sure if unwrapping is what I want, so I put the word in quotes.
I have a model of a pot which I generate in photoscan with a pattern running around it. It already has a UV map, which was generated when Photoscan has generated a texture for the pot. However the texture doesn't show the band of decoration as a continuous pattern. I would like to be able to unwrap the pattern in one long strip as a 2D image, so that I could publish the flattened image. How would I do that?

Here is an illustration of what I am after, since I don't know the correct terminology.


texts:
What is the correct way to apply the scale to an object which has a multi user while maintaining its linked object data properties (e.g. modifiers, materials, vertex groups, etc.)?

In other words: I don't want to make it a single user. Changes made to one object should reflect on others.

Is this even possible?


texts: I am stuck on a single view in my project. I can't get the file toolbar at the top or the timeline at the bottom.


texts:
I'm just beginning to learn Blender, and I ran into a problem. I ended up with two separate meshes in one object. I want to attach their faces together, as if I had drawn and extruded one from the other. In this example, I have an octagonal prism that I want to attach to the face of a cube. How can I do this without remaking one of the meshes?

What I have now:

I know that one way to work around it would be to simply move the meshes together so they overlap, but then they aren't actually properly attached, and won't move together/etc.


texts: How to make a duplicate with the same animation in a different location?

texts: I have made a model and have animated it to run in circles (Using LocRot to do this). I would like to duplicate the model and have multiple running in circles but they are all stuck to the same location. I want to change the location of the x or y axis for all keyframes of the duplicated model. How could this be done? Thank you in advance!


texts: Boolean Operations - Why the fuzzy result after union of 2 objects?

texts:
I am trying to join this cube.

With this cube with a Boolean Union modifier.

The result is always this fuzziness in the final mesh.  WHY?
I have checked for correct face orientation and Scale and Rotation.

Here is a file upload and screenshot of the Boolean as requested.

Below is a  successful joining of 2 intersected objects without fuzziness as I explained below.


texts: Blender ignores changes to python scripts

texts:
I have two scripts. One that runs the main logic and another that holds a set of functions that I want to call. However when I make a change to the functions script it is not updated. I have saved the function script as a file and I can see that the changes have been applied to it but these changes are not reflected when I click run on my main script.

I have tried click run script on my functions script and if I modify it so it contains an error it will tell me but the main script doesn't seem to notice or care. The only way to get Blender to take notice of any changes in my scripts is to close and reopen it! Why is this happening?

Edit

It appears I've not understood how script works in Blender when you're not running the game engine. So my question effectively becomes:

How can I run a script that calls functions in other scripts by clicking a button in Blender?

I understand this could be considered too broad or too different to my original question so I am considering closing this and starting again.


texts: Blender theme for old people with vision problems

texts: I have been looking everywhere online trying to find a way to make the Blender interface bigger. I have a lot of trouble seeing the text in the default theme. I have tried adjusting the fonts, which makes some of it easier to read, but then the fields the words are in are not big enough and seem to be getting cut off. I am not sure if there is a fix for this. Maybe there’s a theme called Old Guy Special? If anyone can help I would be grateful.


texts:
I'm trying to build this eye rig as seen in this video: https://www.youtube.com/watch?v=T8mgzIgz2Bs&t=392s

Onto a creature that has it's eyes on the side of it's head but not entirely. Because the eyes aren't facing forward or sideways, it's somewhere in between, thus I can't rotate those bones at all on any axis. If I do it on the X axis then it twists it, if I do it on the Y it twists it.

Is there a way to solve this or does this rig only work eyes that are explicitly facing one direction?

Here is how it looks with eyes open:

And this is how it looks with eyes closed:


texts:
I want to import multiple objects from another .blend file using a python script. What is the best way to do this without having to import every single object?

Example of what i want to import:


texts: When I use boolean on objects I've reshaped, it gets like this. If the object that has the modifier is a normal object that isn't changed, it just gets a hole in the top, like if the object is hollow. The other cube has a bevel modifier and doesn't really change at all, it just got some weird black lines. No problems when doing this with other unmodified objects instead of the number.


texts: Get pixel coordinates of an object's surface without rendering

texts:
How do I get pixel coordinates (in the rendered image) of an object's surface without rendering the scene?

A similar problem would be getting pixel coordinates of an object's vertices, which you can easily achieve by looping over the object's vertices, get their coordinates in world space, then finally use bpy_extras.object_utils.world_to_camera_view() to convert them to pixel coordinates without actually rendering the scene.

So, how do I get pixel coordinates of an object's entire surface (not just its vertices) without rendering the scene?


texts: Is there an easy way to make a tree in Blender? I'd like to have branches that have smaller branches that branch off, but I don't want to go through all the trouble of modeling each branch by converting curves to mesh, then joining them, then turning them back into curves. Any suggestions?


texts: How can I change the order of workspaces tabs?

texts:
I want to change the order by using animation views often,
but it can't be moved to Click & Drag.
Is there a way?


texts: how to view 3D viewport material preview with background?

texts: I'm in the shading layout, looking at the 3D viewport. I switch to preview material mode, and turn off Lighting->Scene World. The background shows only a lightly gradiented multi tone color. Is there a key to change this to display the hdri background?


texts: Replicate the light coming from a projector

texts:
Trying to create projection light to put on a scene like this 1

Click to enlarge.

Example of the light I want to create.

How would I do something like this?


texts: How to fine tune mantaflow fluid simulation?

texts:
I am currently trying to replicate this type of consistency of fluid with mantaflow (First image). After tweaking lots of settings left and right I still cant get a very fine fluid. I only get a very blobby looking fluid.(Sexond image)
Thank you!


texts: How to have emission plane light the scene including glossy objects but not show up in glass reflection?

texts:
Using Cycles.  I have lit and rendered 20 different objects with the same lighting set up.
Now using same setup to render a glass object, as part of the series.
However the emmissive plane used for lighting is now showing up in the glass reflection of this particular shot.

I don't want to change the lighting now.  Needs to be uniform across the previous 20 renders.

Tried turning off that light object's Glossy ray visibility, but that made the glossy objects around the glass too dark.

Is there another way to keep the scene just as well lit, but remove the plane's reflection from the glass?

I've got the impression from this post that 'render layers' might have to be involved, but I'm quite new to blender, a bit short on time, and hoping for simpler method, if anyone knows.

Trying Leon Cheung's method:


texts: I have only started learning in blender on my own and don't really have a teacher I could ask for help. I saw two blender tutorials on UV mapping for beginners, but found myself unable to follow along because of a different layout of the uv mapping. Both autthors of tutorials seemed to have the same layout, preview, surface and such. But my layout was different and I don't know how to fix it. Additional images of how it looks in my blender and how it looked in the tutorials


texts: Array modifier - why is the source object tripled?

texts:
I don't understand why is the source object: BaseDeco 1, tripled when I apply the array modifier, with offset based on an Empty (BaseDeco 1 Empty)? It is tripled - there are 3 sources from which the Array makes clones.

I thought the array should start from one object (in this case the BaseDeco 1 - when I go into edit mode, there is clearly only one piece), and go around making 20 copies, but it's tripled. Why and how to control it?

I simply need 20 copies going around the perimeter of the circle.

I'm attaching the Blend.


texts: How do I make my layers appear in a certain orientation?

texts: Okay, so I am working on this little pet project just for fun. It's a wallpaper for my friend with his gamertag. My problem, is that I can't seem to find the right node orientation/ settings to get his tag to appear in FRONT of the shockwave. Everything I try won't help, and it still looks like it's either between the red and purple, or behind both. Anyone got any ideas?


texts:
I'm after some guidance on best practice and options here.
I have a character model in blend file A, it is a collection of separate objects. There is also an armature. The various objects which make up the character are parented to the bones of the armature. This is a robot character so I don't want any mesh deforms; the parenting is sufficient.
As part of the character, there is a point light parented to one of the objects.
I don't want to join the objects because:

It is more manageable to edit separate objects
Some have modifiers which I don't want to 'apply'
They lose their parent bone, which is all set up nicely

Now let's say I want to link to the character from blend file B. I choose link, and link the collection which includes the rig and all its child objects.
Now; how should I go about animating this character? I can see two options:

Make a proxy - I can make a proxy of the rig, and great, I can animate it, however

I can't animate the light brightness
It sounds like proxies are going to be deprecated

Use a library override, however

It bring in everything as separate objects, which is unmanageable when I just want to animate the whole character and hide the implementation details

Can anyone offer any guidance here, what would be the standard or best practice way of doing this? A link to a tutorial would be a very valid answer.
Many thanks
Pete


texts: Whenever I render my file it doesn't looks completely different from the preview render

texts: [![enter code here][1]][1]I was working on an explosion simulation and when I tried to render it, it came out really low quality and the emitters were low.  I don't know a ton of the technical stuff, but here are some pictures.


texts: Texture Paint draws somewhere else than where I want

texts:
I have a huge problem using Texture Paint.

When i try to color the character this happens:

I try to shade my characters but then it just draws somewhere else that is not even close to the damn thing. I did try to change the "bleed" settings but it still kept happening.


texts: How to add horizontal cylinder at end of cube

texts: I have this cube which has the basic shape of an escalator but I want to add a horizontal cylinder at the end of the cube like an escalator how can I do that


texts:
Right, so I recorded a video, tracked it, set the ground planes etc. And made a cube. The cube renders, but its solid gray, and lighting effects just dont work. I am extremely novice to blender, so its probably just a stupid mistake. Essentially the cube appears a solid gray, green or whatever color I set it to on all sides when rendering, with no tone differences at all. Also, and this might be the problem, I have a cube on a ground layer set up like this:

This is what it looks like before and after render:

Also for additional Info, here are my settings:

My .blend: https://drive.google.com/file/d/0BzgDIjhDOu6EY2FOdzNSUVdrTjg/view?usp=sharing
Thanks.


texts:
I've made a forest scene with Botaniq add-on with lots of grass and trees which means lots of particles. Obviously slows everything down massively.
Is there a way to "freeze" layers or manage the layers so that I can add extra things.
For example I want to add a fire but I'm pretty sure the combination would actually set my computer on fire.
Basically, what is the best ways to deal with multiple particle systems?


texts: Is it possible with Python to code G key to move channels up and down in the Dopesheet editor?

texts: Just like we are able to translate most elements in Blender, it would be really nice to be able to do it there. Is it possible?


texts: Blender mesh gets strange normals in Unity 5

texts:
I'm having some trouble getting a mesh to look correctly when having smooth normals applied in Unity 5, the mesh itself is made in Blender and I suspect that its in there that I do something wrong.
My mesh originally was made up of several meshes that were later combined into one, with doubled vertices removed. In the example below each of the "lines" were separate as well as the sections between them. When I select "calculate normals" in Unity 5 and select a smoothing angle of 180 I get the result of the second image, what could be the cause of this?
I have other meshes that were combined in similar ways that do not show this error at all.
I would really appreciate some help here :)


texts: How use Integer / string in EnumPropery items

texts:
I have EnumProperty, and i need an integer number when i select my "Mode"

Now i have:

item = (
    ('Mode 1', "Mode 1", ""),
    ('Mode 2', "Mode 2",""))

but i need:

item = (
    (1, "Mode 1", ""),
    (2, "Mode 2",""))

class MyProperty(bpy.types.PropertyGroup):
    my_menu = EnumProperty(items = item)

but give error


texts:
Can someone please tell me how to select the inner quads and delete them, basically I'm learning to implement A* and want to create a navmesh that will later be used in unity.

Here's the image.


texts: Rendering from more than one camera view at once

texts: Is it possible to render from more than one camera view in Blender in one time? Or do you have to do this for each camera view one by one?


texts:
A basic description of the catmull-clark subdivision algorithm can be found here and on this page (it seems that blender does not differentiate between corner and side case - tested with this python script) .

How does blender calculate the catmull-clark subdivision mesh including edge creases?


texts:
My understanding is that if a light is brighter, it will light a larger area. (Like a point light.) If I try this with a volume light, it seems to only light an area proportional with its scale, not its brightness.

Here is an example:

Emission set to 10:

Emission set to 100:

Emission set to 1000:

The .blend I used to test this is here.

Is there a way to light a larger area without changing the scale of the volume?


texts: Limit vertex weights on subdivided mesh - problem

texts:
I need to limit vertex weights to 4 for game engines, but I also need this with subdivided meshes - of which doesn't work.

Apparently Blender subdivides the mesh with a modifier, good, but it also multiplies the vertex weights even after you have limited vertex weights to 4 (I have troubleshooted and found the Subdivide modifier is causing the issue). Though the control hull has it's limits applied, the exported FBX will contain double the vertex weights due to the SDS modifier, rendering the Game Engine FBX useless for what I need.

How do I apply SDS to an FBX without destroying/overreaching the Vertex weight limit and still preserve morphs (applying SDS needs no morphs to do so)?


texts: Blender 2.8 : Black faces when baking ambient occlusion

texts:
I have a high poly crater that I'd want to make it into a low poly object.

This is my low poly model for the crater.

When I try to bake the ambient occlusion, there are solid black faces popping on my uv map.

This is the result:

I've tried many things but without success... How do you get rid of those black faces?


texts: I can't select or delete a bone and this blue circle keeps appearing?

texts:
https://postimg.org/image/m00rul0vp/

When I left-click in edit mode, a black outlined-blue circle appears with a red line. What I'm actually trying to do is simply to select a bone, left-click the coloured arrows to move it and delete some bones. Now, I can't even select a bone in edit mode.


texts: Reducing Stutter from Sun Beams in an Animation

texts:
I wanted to use sun beams for an effect, but I'm getting a stuttering problem possibly because my point of origin is too close to the light source. Is there a method of mitigating these flickering rays?
I've boosted the brightness of the sun beams to make the problem more visible.
https://youtu.be/kLV083hizsM


texts: How to make exposure value in Unity HDRP visually equivalent to it in blender cycles

texts:
I have rendered a series of videos in blender cycles to show some materials. And now, to replicate these materials in Unity HDRP, I try to keep all the parameters in same between these two platform: textures, distance between object and camera, depth of field, etc.
I find that the exposure value(1.0 by default) in blender cycles seems to be a parameter that cannot be corresponded to a physical value, while it(8.5 by default) in Unity HDRP seems to be more closed to a real exposure value of a camera. In a nutshell, I suspect that this parameter is not the same unit on different platforms.
How can I make exposure value in Unity HDRP visually equivalent to it in blender cycles(value = 1)? Apparently, setting it to the "same" 1.0 in Unity HDRP shows a different result. Is there any
rigorous mapping relationship of exposure value between blender cycles and Unity HDRP?
Here are the default render results from two platform:(result from Unity is slightly brighter)

exposure = 1 in blender cycles

exposure = 8.5 in Unity HDRP


texts:
How is the Convergence Plain Distance set in Video-Games?

In Playstation VR or Oculus Go, everything looks great. But when I'm exporting Videos in Blender, I have to set something in to focus with the Convergence Plain Distance. Sadly, everything else is looking terrible. (If there is a great distance between Objects: lets say a Spaceship in Focus and the earth in background for example)  It makes you feel sick, and the eyes hurt.

What do they do in Video Games to make it all looking "normal" like in the real world?


texts:
I want to visualize a design project - a user interface, in a more fun way, and this is what I’ve got so far.

The problem that I can’t solve is that the light makes all colors go whiter and more bland. So right now the white isn’t white enough, the blacks aren’t black enough and the colors also turn too white. I turned "Specular" down to 0, which makes it slightly better, but I think it also makes the whites slightly grayer. Probably a basic question, but I'm new to Blender and I can’t find the answer. Does anyone know what I can do to solve this? Thank you.


texts: Is is possible to create an animatable morph between two lines?

texts:
I'm trying to create a morph/blend as seen in the second image, but instead of beeing the same line from start to end I want them to be like the first image different lines A and B. The result has to be animatable so I can move a vertex of the line A or B and Blender updates the inbetween-lines during animation.

Is this possible?


texts:
I'm having a very difficult time properly texturing a tile floor mesh that I created from an imported SVG file.

There are several points in the mesh where there appears to be a seam where there shouldn't be one. I've created seams along the perimeter of the mesh and it appears correct in the image/uv editor so I don't know why this is happening. I'm relatively new to Blender so I'm hoping there is an easy solution I'm not aware of.

When the .svg was imported the mesh was a complete disaster so I deleted all edges aside from the perimeter and created quads manually by selecting 4 vertices and making a face "F". But for some reason selecting the edge loops of the perimeter only selects a small portion of the edges. Not sure if that is related to my problem.


texts: UV get messed up in Unity, looks fine in Blender

texts:
I created a model in Blender and textured in Substance Painter. In blender, it looks fine. No problem. But when I import it in Unity, the texture/UV get messed up. Same thing is happening to other objects.
I was trying to merge all materials into one, but couldn't make it 'cause Blender was taking too long. I cancelled the process in between.
Dunno, why it looks fine in Blender but not in Unity.


texts: Image Planes in Eevee Appearing at Incorrect Depths

texts:
I'm not certain if this is a bug or if this is just how Eevee works, but images I import as planes are acting very strangely. I'm trying to make a  mock-up room using them, but in the Eevee engine they're displaying oddly, the only way I can describe it is not displaying at the depth it's actually at? Using Cycles it displays everything properly, so I'll just use that for the time being, but this really threw me for a loop.

I tried updating to the most recent stable release (2.82 to 2.82a), tried re-opening the file, restarting, none of that fixed it. I appreciate any information, thank you.

(It may not look like it in the images, but in the Eevee screencaps both walls are actually intersecting and clipping with each other, along with the ground plane)


texts: Why does blender erase transforms after inserting a keyframe?

texts:
I have a default cube. I would like to animate it. For example I would like to make it rotate around the Y axis. I add a rotation keyframe (I) at frame 0 and at the last frame I add another rotation keyframe. Then, I set the yellow Transform Rotation Y field to 180°.

And instantly, 180° rotation disappears and no rotation occurs when playing animation. Why does Blender erase the keyframe settings? And how should I make this work properly?

In fact, I am trying to go trough this tutorial and my object doesn't behave in the mentioned way. When I move/rotate/scale my cube, the F-Curves are not updated. What I might be doing wrong?


texts:
I have had my bone weighting fail before however all the solutions I have do not work for this mesh I have removed doubles separated loose parts and recalculated the faces.

I don't understand why it cannot be weighted it is a regular Female character

I have the model here
(

Can someone help me understand what the problem is so that I can deal with this if it happens again.


texts: How do I get rid of right click context menu

texts: I was in blender and I was just trying to make a render but I cant right click select. Instead of selecting with right click, a stupid context menu pops up. I need help


texts: Applying a baked normal map - edges too sharp

texts:
After I applied a baked normal map from a high poly cube object. The low poly cube adopted the same form, but the edges are sharp, is this happening because I have no subdivisions?
Please have a look at my pictures it will give you a good idea of my problem.


texts:
I've added a particle system to my odject. The particles follow the normal orientation. I was wonder if there is a way to limit them from hanging off the edge? My approach right now is to convert to geo, then cut them off. I tried using a collision with kill particles, on a box bigger than the object. It didn't seem to work. I'm really hoping there is a better approach. Thank you! :D

I have attached a test project. Link to greeb_test.blend

Edit: In the interest of full disclosure... This my current method to trim up the edges.

1) add particle system to object.

2) convert particles to object (apply visual transform)

3) select the new objects and join them together using ctrl + J

4) add decimate modifier to cut down on lag.

5) use boolean or knife tool to edit object and cut off unwanted pieces.


texts:
I made the timbered parts for a timbered houses. In order to make them look more realistic I formed squares, subdivided them with two cuts in edit mode and then pulled the middle square outwards. To make the Part that lays behind make look darker, I added following node tree:

.

But now you can clearly see the squares. How can I change that? Could I maybe somehow use the blur or defocus node from the compositing Nodes?


texts: Mix shader not connecting ColorRamp and Transparent BSDF together in 2.9

texts:
I'm following a lesson of what I think was made in ver. 2.8 and I'm currently using 2.9.
As you can see in the image below (mine | lesson), in the lesson part the ColorRamp and Transparent BSDF are connected in the same shader socket in the Mix Shader and mine is not connecting both, when I try it just disconnect the other...
Is there any node I can add to make it work?


texts: Bevel modifier artefact on a single vertex

texts:
I made a simple object and applied a single bevel modifier on a vertex group. The modifier works fine except for a single vertex (see picture below) where it created a strange  artefact.

To avoid that I tried:

removing doubles
recalculating normals
checking for double faces
recreating the group
reopening blend file

Here is my blend file:

Has anyone an idea what is wrong with the object?


texts: How do I get rid of the unexpected shadows that appear inside the holes of objects using Glossy BSDF?

texts:
I'm learning the basics of Cycles and I created a simple cup with a material with a Glossy BSDF shader.

The scene is enclosed by 6 planes and I tried illuminating with a point lamp and then with a light emitting plane, but the shadows remain. Below you can see the render and the mesh.

The rendering settings are the default ones except for the number of samples.

EDIT:

After examining the mesh closer I realized the problem might be there, the subdivision surface tends to keep the slope of the straight edges of the original mesh. The first picture below shows the render and the mesh (after applying the subsurf) from the same point of view. The second one shows the original mesh, which was made with the spin tool. I tried beveling but the problem persisted.

The blend is here: file.blend


texts: Modelling a twist like this procedurally

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I'm trying to achieve more or less this kind of twist on a model, but I want to do it procedurally rather than by hand. How would I go about this?
Picture for reference:

Thank you in advance!


texts: When I add an image to a video in Blender, a thin white line appears under it at the bottom border, and stays there no matter how much I translate the image.  I checked the image to make sure it wasn't part of that.  It's there a reason for this?


texts: How to create a internal IES Light with with python?

texts:
I'm trying to make an add-on that brings IES Lights with pre-assigned properties. A part of this is also creating an internal library in blender for ies lights. I so far was able to download a default ies library online but wasnt able to create a internal library. I tried to create a new text file via
bpy.ops.text.new()
but dont know actually write the text in there. In this case an existing IES data to be in this text file.
I'd appriciate any help. Any probably you can tell I'm new to coding so I might not know the basics that well.
Thanks in advance.


texts: How to make sqare/sharp lines with Grease pencil?

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Every line ends up in either a fade or a circle.
You can sort of achieve it by scaling down the last point in the stroke, but you have to do it manually every time! and it only gets you a triangle instead ;-;
Basically, I want to make a line as normal, but the corners and ends must be sharp ... and I cannot for the life of me figure how to do that.
With vector art is very simple ... but Blender can't do that.


texts: Cudatoolkit with python interpreter. Conda errors

texts:
I'm working on a plugin for blender and I wanted to add some external libraries to blender. I found my blender python.exe, and I added a few libraries like this:
.\python.exe -m pip install pacakge_name

It works fine, but you as far as I know you need conda to install cudatoolkit(so I installed conda), but when I try to use:
.\python.exe -m conda install cudatoolikt

It raises an error: ModuleNotFoundError: No module named 'cytoolz' Installing cytoolz raises an error that no file python.h is found.
Is there any other option to install cudatoolkit? Do you have any ideas how to fix these errors, and why my conda is not working correctly?


texts: I'm currently working on my Alternate Realities Project held by Pwnisher. I already have the base animation completely rigged with a character. I only want to change the animation of the arm bones with a Mixamo animation. Is there a simple way to combine the animations or do I have to hand animate it?


texts: How would I make an Iridescent Yellow Chromate material?

texts: How can I make this rainbow looking iridescent yellow chromate plating found on metals?


texts: Ho do i create edges like the one used on the corner of this object

texts:
I am very new to Blender and 3D and have watched lots of videos which never show how to create a corner like the one in this picture.

Could someone tell me the best way to re-create it?


texts: Best way to model a wavy pattern for CNC milling process?

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Planning a CNC milling job of for a wavy pattern I want to use on the ceiling.

What is the best way to control the curvature for each wave blending into the next one? I would like to only build the "tip" of the wave and then control the curvature (the blend) on each side independently, maybe the same way you control curvature when editing vectors in Illustrator via a 'weight' parameter to manually sculpt each part.


texts: I'm working on animating a person climbing a building for a school project.  I have the rigged character and the model for the building, but the model for the character is far too large.  I used the scale tool to scale it down to the proper size, then began to model.  After I moved the first bone, what looks like a large blob appears under one of the character's feet.  This disappears if I go into edit mode, but is visible in object or pose mode in both solid and rendered view.  Any help would be appreciated.


texts: How can I change the language of the blender to understand it?

texts: Help me please translate Blender into my language.


texts: Make animations automatically using python?

texts:
I know you can use python code to place and move objects on the blender workspace. Is it possible to automate everything else?

I'm thinking about running a python script that places the objects, gives them their color and other properties, render it as an image from a certain point of view, then moving the objects just a little and render again and so on?

I want to make an animation of a magnetic field changing in time. This means, arrows pointing in many directions, each with a different length, filling a 3D space and changing in time. Programing the field itself is relatively easy but how can I make a video out of it?


texts: Archipack autohole not working with Archipack walls?

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As per title: I'm placing a door in a wall, and the hole is not being generated.
I've read there should be a "autohole" option, but I can't find it anywhere.
Blender 2.91.1.


texts:
I want to get a Top view, Front view, Left view, and Perspective view in blender just like GMAX.
I have fiddled for a few minutes without the crisp line look.
Also I would like to get the time line for animation on the bottom to if possible.


texts: How to rig a folding laptop with a hinge?

texts:
I am trying to animate a 2 in 1 laptop, but I'm doing it manually when it comes to the hinge part holding them together.

My question is how to rig this, so that I can just drag either the screen or the keyboard chassis and not worry about the hinge?


texts: Emitter not rendering, but particles are. Not restricted, and emitter option ticked in particle system

texts:
Working in 2.79, I'm attempting to work on a grassy field, may extend to a larger background piece later, but currently I hit a wall in production. After many troubles texturing my particle system, I gave everything a material and rendered, but no matter what I do, my plane doesn't render, just the particles.

I've even attempted duplicating the plane and removing the particle system from the duplicate to just have it sitting beneath it, but that doesn't work.

I've changed materials to one I know isn't transparent, so it isn't a problem with the material, and I can't, for the life of me, find anything in object, material, or render options that can fix it.

Edit: I started with a simple plane and subdivided, fractal'd, etc. to get the shape I wanted. I went through making four different sets of grass clumps for my particle system and set it to pick randomly from that set, and gave it a cloud texture for good dispersal of the particles.

My settings, limited to relevance, are attached in images, if all works correctly...

Despite this, below is an attached image depicting what I get in render. Notice my brown material for the plane doesn't show up. I made the background transparent in order to make it clear that my plane just... isn't there.


texts: Unwrapping not working and not giving any error message

texts:
I'm trying to apply texture to the walls of the building I got and in some faces I can unwrap images to apply the textures but in others (for example on the left side, in the bottom left face i can't unwrap the image i want to). I'm using the v2.9 of blender. I really can't understand why the unwrap doesn't work. I'm having the same issue in more figures but just showing one of them. Thanks for the help
This is the link to the blender file: https://drive.google.com/file/d/1MbmFUJm0iwbBOqAb7PMY-2Tjbl47F7JW/view?usp=sharing


texts: I know that it is possible to render diffrent parts of a scene in different layers but if the object that i am rendering on a specific layer is occluded by an object from another layer will the silhouette of the object still be visible since that part of my object is not visible in the render from the cameras perspective? If yes, is there any way to get around this?


texts:
Is there a way that I can control the volume properties per lamp?
I want to create beams of light that are visible (no problem with that). But to fill in some parts I'd like to use an second light, that lit's the object without being visible in a volume.
I formerly used Maya for stage design and within Maya you can assign the amount of interaction with the volume per light.
Attached a picture to clarify my problem. In this image there is a beam that I want to be visible. On the other hand, I don't want to see the volume of the area light.


texts: How to make the top part of a render less saturated/more pale?

texts:
How to make the top part of the render less saturated/more pale?
The Mesh needs more of a pale color in top part to match the background. How?


texts:
How can I two materials which are assigned to one model make blend? I have made a forest with different types of trees and I need the to have different leaves (as a texture) on it depending on under which tree it is. I tried texture painting it, but I would need resolution over 8000 x 8000 px and my computer can't handle that. this is what I could do so far:

I need to get rid of these lines, so that it looks like real ground and not like bunch of pictures of fallen leafs.

some of the trees are oaks, some are maples and some are beeches. I have texture of dead leafs for all those trees and I want it to fit the trees - under maple dead maple leafs and so on. On the screenshot above, the edge of the plane is gravel, orange is dead maple leafs, light brown is dead oak leafs and the other orange is dead beech leafs. I want it to blend, so that there would not be any visible seams. I am also limited on number of faces - maximum is 50 000 - so I can't make leafs as objects lay on the ground (I should have mentioned this earlier)


texts: Editing an imported 3D character which was made with photo shoots

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I've received a .obj file which contains a model of a real person along with textures which was made with photo shoot as far as i know. I'm completely new with modeling those kind of objects. The object itself is a 800k tri whole human body, which looks really rough, bumpy etc, which i guess is the consequence of the photo shoot. It looks quite good when rendered tho, considering how it was made. I managed to reduce tris to 40k in MeshLab with model looking decent enough but I have little or no idea how to proceed from here. I'm supposed to eventually animate it to walk few steps and sit. But before i do the animation i would like to ask you guys/gals for some advice or tips in the following:

-if any of you had any experience in this kind of modeling, how did you "polish" out the model itself, make it more realistic like it should look in the end, i have some general ideas but i imagine it would take a whole lotta time.

-will joint defining be a big problem in this kind of object(regarding realistic animation), and if so, i'd appreciate some tips on how to animate these kind of object.

I apologize if this is a trivial question, i'm just really hooked into modelling and i'm still deep in the learning process. Thank You very much in advance!


texts: Model Object appears to be gradually offset from path constraint

texts:
Link to Video

As my model walks along the path it gradually appears to have some degree of offset where the model will depart from the curve and won't rotate the precisely along the path where the curve seems to have 'many' of the black arrows squished together which you can see in edit mode.

On further experimenting I was able to mostly solve the issue by deleting segments and enlarging the curve so there was less arrows and the remainder were more evenly spaced out.

I think part of the problem was that my mesh is fairly small so when I added the path it might have been over too small an area.

Is there a way to force it so that there is an evenly spaced out number of arrows that won't distort my path?

Actually this one might be more obvious.


texts: Reflections on glass over transparent background disappear in the final render

texts: Ok, so I have this problem, in the first image you have the "final" render, here the glass from the windows doesn´t reflect the light that comes from behind the camera, something that you can see appearing in the "preview" one (which is the one on the right side). If I adjust the gamma in color management, reflections start to appear, but colors start to change too!. Any idea of what could be happening? thanks


texts: How can I do a monitoring/guard CCTV camera effect with blender?

texts: How can I do a monitoring/guard CCTV camera effect like pictured below with blender?


texts: What do i do with ao, diffuse, normal, and height map

texts:
So i have created a few maps(with materialize) for a grass texture. Now i dont know what to do with them, i have tried searching on google but i cant find anything for some reason.
Thank you to anyone who decides to respond.


texts: Why does this happen, and how to prevent it?

texts: 8 and i started modeling a creature using mirror and subdivision modifier. Certain parts of the mesh act weird (see the picture) and i don'tknow what to do. When i apply the modifieres and start sculpting it does the opposite of what it was supposed to do (for example: i used Draw tool and instead of adding to a mesh it made a crease, if i want to add something to it i need to press ctrl). Please help.


texts: Can't get Auto Smooth to work on extruded spiral

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This should be super simple but somehow I can't get it to work

Create a spiral
Give it some extra turns
convert to mesh
extrude a little on the x-axis (so it looks like a roll of paper)
tick auto smooth

But it still looks like this:

I've also tried the Smooth Modifier but no difference there either .... ?


texts: Is it possible to export a Blender f-curve noise modifier to another program?

texts: I have a Blender background that looks like a stone wall illuminated by a flickering candle. The light source was made to "flicker" by putting a single keyframe at the light source's Energy Value, at frame 1, and going to the Graph Editor view and adding an f-curve noise modifier to it.... looks great... But now I want to have a green-screened actor in the foreground, and I want to have his lighting to flicker in the exact same way as the Blender light source. I don't know how to composite video in Blender, so ..... is it possible to somehow export the noise modifier's curve to use in another program? (This post has been altered since receiving the comments below.) Need help. Thanks


texts: The image renders pink. Possible texture/material error

texts:
I've been importing overwatch maps into blender which has worked well in the past. I have used something called OWimporter which is a tool that extracts data from files such as .owmat,.owmap, and .owmodel. Now when I open my file I press space and type ".owmap" and I fetch the file from my directory. Now, I am using a GTX 980TI gpu and CUDA is enabled (as it should be). I set the render set to cycles render. Then I test all the materials for switching into material mode. As you can see... Everything is here:
Now I decide to go into viewport render and BOOM:

The lighting and object orientation are all in place but the textures and materials seem to be missing. If I go into node editor for any of these objects I can see that there is something connected to material output (obviously).The next thing I tried was pressing ctrl + alt + H to de-restrict render. What this means is that for all objects that were not suppose to be fully rendered in the final render,are now visible. I though this would solve it, but it doesn't. I do however believe that the solution to my issue has something to do with the fact that some parts are just not getting rendered out properly due to them being blocked by something or another. Lastly, on occasion, I keep seeing "cuda error at cudamoduleload: file not found blender" and it just completley stops all rendering processes. I know I have enough Vram so I really dont know what is going on. But IDK that is why I am here! If you guys have any idea of what is going on please feel free to post a response! Thanks!

UPDATE:

AS You can see, it is a CUDA error and there are missing textures. Now, the problem with all this is that I cannot seem to  "report missing files" and when I click "find missing files" I give it the entire folder to sift through. However, there are no material files! IDK why and if there were, they would be in this .owmat format. Which blender does not go out and find cuz its not a base file type. I had to install a addon to read these type of files.
here is another file as requested:

Lastly here is anouther post I made with a video of me going through all the processes: NOT THE USUAL textures and materials missing in view port and final render from imported scenes

Here is another blender file I tried and I think I found the problem:

look at the preview. NOTHING...


texts: How to simulate reflection of people in a 4 meter parabolic mirror to show that they won't appear upside down?

texts:
Answers to the Space Exploration SE question Which Apollo “mystery” was said to be finally solved by a better rendering engine? demonstrate that sometimes a correct rendering is the best way to address a problem.
A question I've recently asked in Astronomy SE Why are these telescope mirror makers not upside down? (Daniel K. Inouye Solar Telescope) can probably be quickly, convincingly and definitively addressed with a quick mock-up in Blender.
While I've used it in the past it's mostly from the Python scripting size, I have never developed any aptitude mousing my way around even though it looks easy.
So I thought I'd pose this as a related but different question here, and if answers here can also be used as guidance to how one might produce an answer to that question, all the better!
I will then give it a try myself, but I'll be slow and if someone beats me to it there, great!
The mirror in question has a diameter of 4 meters. It is f/2 meaning the focal length is $f=8$ meters, and Wikipedia tells us that the height of the mirror as a function of radius should be:
$$h_p(r) = \frac{r^2}{4f} $$
This can also be fairly well approximated with a sphere of radius $2f$ or 16 meters which can be generated in Blender without an equation, but just for completeness:
$$h_s(r) = 2f - \sqrt{4f^2 - r^2}$$
It's an off-axis paraboloid, but not very much off-axis; just enough so that the secondary is not directly intercepting the sunlight illuminating the primary, in order to reduce diffraction effects.
Question: Based on perspective cues and relative sizes in the image (e.g. handrail in front has larger apparent size than people's heads in back): How would one go about simulating the reflection of these people in a 4 meter parabolic mirror to show that they won't appear upside down?

The linked question in Astronomy SE:

The new open access Solar Physics article The Daniel K. Inouye Solar Telescope – Observatory Overview is the first of several papers about the new state-of-the-art solar observatory. For more info see Phys.org's Solar telescope releases first image of a sunspot
Figure 4 of the paper is shown below. It is the 4 meter primary mirror viewed at an oblique angle with several people in clean room garb standing behind it.
We can see their reflections in the mirror as well. The geometry is similar to people standing on the opposite side of a reflecting pool.
What struck me is that this differs in an important way; the people are not upside down!

Why not exactly?
Would the people see the camera upside down then?

It looks like the photo was taken from fairly close to the mirror based on the strong perspective scaling from foreground to background objects.

(Figure 4) The 4-meter primary mirror (M1) after coating at the AMOS coating facility on Haleakalā.


texts: How do I produce a final rendered image using Cycles in Blender 2.8 in the Image Editor, as before?

texts: There doesn't seem to be a button that when pressed would produce a render in the image editor, to the specifications made in the rendering options.


texts: Change the size of cylinder/rope in realtime (GameLogic)

texts:
I want a cylinder or other object to change size when the main object changes its position. The cylinder needs to be a line that connects two points. All of this need to be able to change in the game logic as the main object that moves is controlled by a joystick.

The Stretch To would work great if I could get the end bones to connect/parent to the end point objects. I have a cylinder created with bones and Stretch To but it does not work in game logic.


texts: What is the proper way of importing rigs from one blend file to another?

texts:
I bought a blend file which contains 3 rigs and I need to import one of them into my other blend file for animation. I know you can Link blend files together and I was wonder what do I need to link? I see tons of options and from different folders as well. What do I need to import and from where so I don't break the rigged model?

Example of things I can that I can link:

I know this also depends on the blend file as well so whats the easiest way to do this?


texts:
I downloaded blender 2.7 to to do some volumetrics in cycles.
How to set up material nodes because I have no idea, everything I do gives me a black diffuse.


texts:
I'am trying to import a svg file in Blender, but the filling comes up all wrong.

The file comes from a vectorized .jpeg, it looks all good in inkscape, but some parts change filling color once imported in Blender.
The work flow works pretty well for other images, but when they become too complex this problem appears.
I tried to clean up all small and unnecessary paths in inkscape and combine all remaining paths: same result...
Thanks for any tips !


texts: I am creating a fireplace in blender and I would like to assign a metal material and a glass material to different parts of the mesh. Could anyone explain how to do that? I have tried making two UV maps for the same object, but I actually don't know how to use these UV maps in the node editor.


texts: How to make a shiny panel on a matt texture

texts:
I'm wondering how I can add a shiny panel to the back of this object. I have a mask uploaded but am unsure of how to link the nodes up without undoing the other finishes on the material.

Any help much appreciated

Blend here.
Thanks guys.


texts: Blender shape keys aren't animating properly

texts:
I am trying to animate a hinged lid so that the hinge will not poke through the bottom, and that it will also properly show itself. I followed many tutorials word-for-word, but when I do what they do, the animation doesn't play properly. I added a keyframe to the hinge called "Stretched", and then edited it by stretching part of it. It checks out, because when I click the pin after clicking "stretched", the object morphs instantly to the stretched shape key. However, when I set the slider to 0 and create a keyframe at frame 0, then set the slider to 1 and create a keyframe at frame 70 (end of animation), nothing happens. The hinge doesn't stretch. I've made sure to turn off all pins and such, but nothing helps. Here are pics:

File:


texts:
I'm looking for a solution to decimate the vertex count and keep my mesh tileable.
I've made some textures in substance and now I want to generate a mesh out of the heightmap - so I created a plane, did some loop cuts, a subdivision surface modifier and a displacement modifier with the heightmap and I increased the SS-modifier till it looked good. Then I applied both mods and used the decimate modifier - it works extremely well. But the problem are the edges of the plane - of course, the geometry on the edges decimates different - so i get small cracks when I want to tile them.

My current workaround is to use the decimate modifier two times -> the first time only a little bit, so there are no cracks, and the second time with a vertex group selected, which excludes the outer edges. The result is ok, but I don't really need all this vertices on the edges.
Does someone have a better idea how to solve this?
The best thing would be to keep the opposite edges of the plane symmetrized while decimating.

Thank you very much!


texts: How to reduce poly without losing the shape

texts:
I have this mesh and I want to reduce the polys, or in this case the amount of excessive faces/edges, but when I use the option clean > limited dissolve this happens

Could someone please help me with this , its for the sims 4 game.


texts: Rigify horse armature: hind leg bones seem wrong; tweak also on wrong layer?

texts:
I tried configurate the armature after I saw it was kind of broken. What I did was only to rename a few hind leg bones and subdivide one, because that joint was missing in the preset. As I read in the plugin, is should be able to add those correctly. It also created the metarig, but the problem is still the same. The controls are displayed wrong in the FK display. Is there anything I can do to fix it? I am willing to edit the python script if I get any assistance... Also, the hind left tweak bones are on the layer of the tail bones... but on the layer view they are shwon on the correct one... I am a bit confused.
Pictures for explaination see below.

Tried to modify the rigify layers. Now I get this message when I click on generate rig in the panel:


texts: Error with Python script when run using `--background`

texts:
With the following minimal example:

test.py:

import bpy

bpy.ops.mesh.primitive_plane_add(size=1,
                                 location=(0, 0, 0))

Calling blender on the command gives:

$ blender --python test.py --background
Traceback (most recent call last):
  File "/home/here/test.py", line 4, in <module>
    location=(0, 0, 0))
  File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "size" unrecognized

Blender quit
$ blender -v
Blender 2.79 (sub 0)

Am I missing something ? Should I report this as a bug ?


texts: This shader was a favourite of mine that I can't quite get to work right now, does anyone now to fix it without getting a pink object.


texts: material not displaying on fresh install of 2.91 since upgrade

texts:
Blender was working fine for me a few weeks ago, recently had to replace my ssd, reinstalled blender2.91, and i cant get any materials to display, not in shading, not in uv edit, not in layout/edit mode.
If i open up the default starter scene, select the cube, go to material menu select base colour change it, got to material preview/rendered view, i get a weird grey void where the object should be, if i render it renders as a transparent object amid a black background, same thing if i change the base colour to be an image texture.
Tried 2.90, a few of the 2.8 builds, same issue, checked for updates to my graphics card, there were none.
if i go in to texture paint mode, the image texture is visible, but only in solid viewport rendering
short video of issue here
https://www.youtube.com/watch?v=lFJONchZPfg&feature=youtu.be


texts:
I'm building a modular animatable child for a school project.

I can't figure out why my rig does this, but every pose ball and limb piece moves twice as far as the rig which makes it much harder to animate, every tutorial i look up has the rig follow the model exactly, can anyone please help?

The .blend:
https://www.dropbox.com/s/5mmsc5r77fivbs6/ChidlerfileAlpha2.blend?dl=0


texts: Why are the lights in this image changing after rendering?

texts: Why are the lights showing through droplets in star shapes? I have placed 2 lights at the back of this layer of droplets. Is it my camera settings?


texts: How to copy paste a node setup from one file to another

texts: I have one file with a node setup that I want to use on another file how do I do this with put doing it node by node.


texts:
I found out that I can remove panels via python with these command:
bpy.utils.unregister_class(bpy.types.SCENE_PT_physics)
bpy.utils.unregister_class(bpy.types.VIEW3D_MT_add)
...

Ican then customize my interface with an addon. My problem is that I get an error if the panel is already unregistrered. Is there a way to check before unreg? like so:
if bpy.types.SCENE_PT_physics not None:
   bpy.utils.unregister_class(bpy.types.SCENE_PT_physics)

EDIT (after reply):
Ok so I try do it as posted by Duarte Farrajota Ramos. But would like to automate it so I don't have to write in a console - like this:
import bpy

all_classes = (
bpy.types.VIEW3D_PT_snapping,
)

for single_class in all_classes:
    module = single_class.__module__

    from module.name import single_class

    if module.single_class.is_registered:
    #Do stuff

This doesn't work and I'm not sure how to handle pythons types. That is I'm confused when I have a string of the name of the module or when I have the object it self and what I'm supposed to use when importing several variable modules ect.


texts: how can i separate dupliverts object on the circle

texts: after dupliverts of plank how can i separate duplicated object to independent object


texts:
Is it possible to move / scale / rotate, and possibly keyframe, an object after baking point cache (soft body or clothes simulation data) to its mesh?

I feel like this must be a duplicate question, but I can't find previous questions on the topic. This one deals with rigid bodies, where the solution is just to parent the object to an empty and move the latter around. It doesn't seem to work for clothes and soft bodies though.


texts:
I have several arbitrary objects. I need to align them along a line by specified points. I have tried to do it with Origin point, but no success.

Any suggestions?

EDIT 1

"Oscurart Tools" solves the problem but partly. It distributes objects along the straight line only. See the image below :|


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I have an object that consists of 2 meshes.
To group them, I have added an Empty object and added my 2 objects as children.

I have then put the 3D cursor where I would the origin of the grouped object like to be.

Then I click "Origin to 3D Cursor", but nothing happens. The orange dot stays where it is. I expected it to go where the 3D cursor is.

What am I doing wrong here?

Thank you!


texts: Why do I get a "seam" using Mirror modifier?

texts:
I started using Blender a few weeks ago and right now I'm starting my first project without a tutorial. I'm starting to create a character and the first thing that came to my mind was "It needs to have symmetry", so I used a Mirror modifier on my object and it has this "seam". In the image I used a Sphere because it is much more noticeable.

So, how can I fix it? And why does this happens?


texts: Marvelous designer alembic export and textures

texts:
I have a problem with marvelous designer and alembic export. I just "baked" my cloth animation in Marvelous Designer 10 and exported it as an alembic (ogawa). When I import my alembic file in blender, it fits my avatar but I don't see any textures. I tried to find some tutorials on the internet but it seems that everyone using alembic export from MD to blender don't want the textures. The thing is that I need them. I tried exporting as an obj with a mdd cache with the same project but I don't like the look because there's some weird spots and also it doesn't fit my avatar for an unknown reason. But, the textures are there. So, there's the questions:

Can I transfer the cache from the alembic file to the obj file to make it fit my avatar?
Is there a way to texture the alembic file like the obj file to have textures on my alembic?

Thank you.


texts: Unsupported Graphics Card or Driver Error

texts:
Trying a brand new install of Blender 2.82 on a new desktop computer. Blender will not start, instead I get the "Unsupported Video Card or Driver" error. Video card is Radeon Pro (TM) WX-4100. Default driver from Windows 10 was dated 2016. Have upgraded to one dated 3/30/2020 direct from AMD, included with their AMD Pro Settings software which show card compatible with OpenGL 4.6 which is higher than version 3.3 the error message wants.

Any suggestions? Have tried uninstalling and reinstalling Blender. No other graphics drivers showing. TIA