texts: Does Smart UV unwrap preserve the area of each face in the mapping

texts:
I want to unwrap an object and have the UV mapping preserve the relative area of each face. Can any of the unwrapping options be configured to ensure that the relative area of each face is preserved?

For example, when Smart UV unwrap is used on a cylinder, the mapping shown below results. This appears to maintain the relative area. However, it is not clear if the relative areas are preserved. Are there UV unwrap options that will ensure the relative areas?


texts: Assign a shortcut to "Limit selection to visible" toggle

texts: Where might this entry reside in the User Preferences > Input list? I would like to assign it to a key (using ver 2.69)


texts: Stuck on Texturing a Head With Projection Painting

texts: I am following along with Texturing a Head With Projection Painting as seen in this Youtube video:  https://www.youtube.com/watch?v=sZDMFkj8GqA.  Everything goes correctly through unwrapping the UV's and putting the UV test grid on the model.  When I try to follow along and Projection Paint I get the image shown below, that comes along with a missing data message.  I don't see the Test Grid on the head & I don't know how to step back and rework the grid or add the Missing Texture that is referred to.  I think it may be time to start over with this exercise, but I don't know where I went wrong.  Any ideas would be helpful.


texts: Using a bézier curve to raise/lower height of vertices?

texts:
I would like to be able to modify the height of vertices on a plane using a bézier curve. I sculpted a example of what I would like to do:

For my case, I would need the deformation to be somewhat smooth (i.e. the change in height is greatest at points closest to the curve, and then dampening off as they are further away, until they are far enough that they are not changed at all).

Is there any way to achieve this?

I have tried going a different route, using the curve + array modifier but I end up with undesired results like this.

I am comfortable with trying to write a custom script if needed; but was wondering if there is already a built-in method or known plugin that does this?


texts:
Today I imported an .OBJ (Along with .MTL) and selected Material and/or texture (As I tried multiple times) and used texture paint - Nothing was showing up at all, just the original color of the terrain when I imported the OBJ, even in the rendered mode. How do I fix this?

I also would like to know, can I use a material and a texture on an object at the same time? Because I'd like to create a glossy look to the water while painting it with a better blue color.

The link for the .blend file is down below. It just imports with a green color, the color of the grass.

Here it is:


texts: how can i merge nla track to original total summery?

texts:
I'm newbie with blender and have learned it now
i understand how to use nla editor except one.
I splited whole original summery to some track, and edited them.
now i wanted to combine edited tracks with original summery at the end.
But edited track can't get to that summery line.
i have searched for this situation..but can't find any answer
how can i do? please help..


texts: How to transition between mountain and desert material?

texts:
I'e looked at many tutorials for creating desert mountains / deserts individually, but I'm trying to make a scene with a mountain in an actual, realistic desert, and I can't seem to match the materials correctly.

I don't have a direct screen shot (on another computer now) but basically I followed this tutorial to create a desert mountain https://www.youtube.com/watch?v=sxTc1rAd7Hk and basically everything was good following the tutorial, my mountain looks about like the one in the picture (taken from the video)

But now is where my question comes in: how can I actually combine this into a desert scene? As you can see in the picture, the material edges of the mountain mesh doesn't at all look like sand, and if I just put this on top of a desert like this:

then it obviously wouldn't at all look realistic, obviously.

I tried to just blend the two materials together using UV textre painting and (as an alternative) gradient masking in the cycles node setup (to basically just make a circle mask around the mountain, gradually fading into the sand material), I don't have a screenshot now, but basically: it didn't at all look realistic.

So if anyone knows some alternative way to combine the mountain material with an actual desert material, or someone make the desert match the mountain (other than just basic blending), that would be good.


texts: Is there any way to select all the "edge faces" of this cut-out sphere?

texts:
I have this object:

I want to select all the faces on the edge of the squarish cut-outs of sphere, so I this desired result:

That was done manually, but there must be an easier way.

Essentially, I want to select the faces that have normals that point tangential to the curve of the sphere. Phrased another way, I want to deselect the faces that are facing inwards/outwards, leaving only the desired faces.

I know if I hit SHIFT-G, I can select by similar normal, but that gets me the global normal of the face points, not the local normal.


texts: Strange Lines Appearing In Object View Wireframe Mode

texts:
I'm new to Blender, having learnt about it from watching YouTube videos. I have created a model of a shoulder pad for use with a scale model, with a view to 3D printing it. The model itself looks fine in Solid Object view, and also looks fine in Edit view. However, when I look at it in Wireframe Object view, I see a lot of strange lines that shouldn't be there. Can anyone help explain why these lines are showing?

I have tried deleting all the edges and faces where these lines show, and then reconnecting the vertexes manually to rebuild the quad-faces, but the strange lines still show in Wireframe Object mode even after doing this. I have also deleted any duplicate vertexes using the remove doubles button after selecting all the vertexes in Edit mode.

Here is an image of the shoulder pad in Solid Object view:

Here is it in Edit view:

And here is what it looks like in Wireframe Object view:

Any assistance you can provide to help me understand why this is happening, and how to improve my modelling to stop it happening in the future, would be most appreciated! Thanks!

Here is a link to my .blend file:


texts:
How can I activate the Weight Paint?
I'm a completelly new user and all the Tutorials I find shows in the same place I'm trying on the picture, please what am I doing wrong?


texts:
I have 5 meshes that are "unrelated" - they're reasonably complex shapes (derived from medical imagery) stored in separate files created by a 3rd party program and imported into Blender.
I would like to morph from Mesh 1 to Mesh 2, to Mesh 3, and so on.

I've seen various answers on here with "ShapeKeys", but these only appear to be for altering the same mesh manually, that's not an option here.

Is this possible in Blender, and if so how?


texts:
I have explore BGE for a long time.But I only know about how to use and,python and nand controller.Can anybody help me about how to use or,xor,nor,xnor and expression controller.

Many thanks for any answers


texts:
Im very new to Blender and was wondering if there is a way to model a wrapped cable that is held together in the middle (by a velcro Strap).

Like this:

Thank you in advance!


texts:
What is a good reliable method to animate multiple ropes being twisted together? One end of the ropes will be fixed in space, while the other ends rotate in a circle, creating twist. All the ropes should be along the edge of this imaginary circle (none in the middle), and do not come together (the twist moves closer to the ends, and the angle of the ropes between the twist and then end becomes steeper).  These ends are separated not together. How can this be animated? Simulations are ideal in this regard, since I may need to twist a considerable number of ropes.

So far I've tried:

linking several spheres with constraints and performing a rigid body simulation
Soft body simulation on a curve
Cloth sim on line of vertices

None of these worked very well (maybe I'm doing something wrong).

Here is a video that roughly shows the twisting motion with three ropes.


texts: Is there any way to offset curve and filling space between with mesh to make a ring?

texts: I'm trying to make some curved rings in Blender with realistic height and width and look as shown below. Can anyone suggest a way to do it?


texts: Can anyone tell me why my Blender looks whitish?

texts:
my Blender out of nowhere started to look like a whitish appearance and I don't know why.

Can anyone tell me why my Blender looks like this? And if so, how I fix it?
Thank you very much


texts:
I'm trying to make a glow stick. Current result (it's just a stick with emission shader) looks like this:

Problem is that, it looks really boring.
So to make it more interesting and better, I want to make the glowing effect to fade at the end of the stick like in this reference:

How could I make the glow effect to fade at the end of the stick?


texts: Box of Fluid domain is visible when checkbox "use flow" is deactivated

texts:
I'm new to blender and trying my first fluid simulations.
I have the problem that the fluid domain box is visible as solid in the viewport and rendered mode when the checkbox for Use Flow is deactivated with keyframes at the beginning. I want my fluid animation to start after a few frames, so I set a keyframe at the beginning and deactivated the checkbox and set some frames (frame 1 to 11) and later another keyframe, where it is activated (frame 12).
In the frame after (frame 13) i set another keyframe and deactivated it until the end of my animation. The time the checkbox is deactivated at the beginning the cube of the fluid domain is displayed as solid and hiding my whole animation.
At time after the flow stops, the box doesn't appear back.
This picture is the first frame the box is unchecked and the fluid domain box is visible

This is frame 12, where flow is used until Frame 13

This is frame 13, the flow has stopped an the box is hidden, like it should to be.


texts:
I wanted to post this question on blenderartist.org but, for some bizarre reason, the Compositing and Post Processing parts of the forum do not allow you to create threads in them. How inconvenient.

Anyhow I have seen a few videos every now and then on YouTube where an artist does a quick sculpt in ZBrush, does a quick render and throw it into Photoshop. There are two ways this processing works:

The model has some materials applied and is painted over, using the base as a colour palette and perspective guide.
It has a basic matcap applied and the model is used as a reference for drawing/tracing over, as well as being used for proportions and perspective.

I don't own ZBrush or Photoshop; instead I use Blender and GIMP, which are free opensource alternatives. Is there a "right" way of doing this same process except with the two opensource softwares? I don't believe this kind of workflow has been covered before so I apologize if I have not articulated my question very well.

My reason for asking this question is so that I can use Blender to help compose a 3d scene for 2D artwork.

EDIT: Here's a video example of what I'm aiming for: https://www.youtube.com/watch?v=iQBozQf0qyw . But not just scenes of course; characters also.


texts: How to disable mist/fog in the viewport?

texts: When i zoom out even a bit, there's this mist that prevents me from seeing the object. Is there a way to disable it?


texts: How to get the correct size of the image texture in Blender 2.8 with python?

texts:
Mutant Bob already helped me a few years ago back when I was dealing with Blender Internal materials, but now I am stuck - how do I get the image size from the active image texture now that we are dealing with nodes with Cycles and Eevee?

example from before:

bpy.context.active_object.data.materials[0].texture_slots[0].texture.image.size[:]


texts: bpy.data.textures.new(...) error to create new textures

texts:
In one discussion, they provide a way to creat textures in blender
Creating a new particle texture using python scripting

I listed the key part here

mat = bpy.data.materials['Material']
tex = bpy.data.textures.new("SomeName", 'IMAGE')
slot = mat.texture_slots.add()
slot.texture = tex

However, when I ran the command

 tex = bpy.data.textures.new("SomeName", 'IMAGE')

What I get is error

  TypeError: Calling operator "bpy.ops.texture.new" error, expected a
  string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN',
  'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA',
  'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN',
  'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA',
  'EXEC_SCREEN')

It seems that there are multiple overloaded versions of function
 bpy.data.textures.new() and bpy.data.textures.new(...)

How can we use them correctly?


texts:
Why is this curve closed? I can't find out, where I can stop this behaviour.
import bpy
from mathutils import Euler, Matrix, Quaternion, Vector

if 'LIGHTNING' not in bpy.context.collection.children:

    col = bpy.data.collections.new('LIGHTNING')
    bpy.context.collection.children.link(col)

def create_lightning_Curve():
    # Create a curve-container
    lightning_curve = bpy.data.curves.new('lightning','CURVE')
    # make some settings to the container
    lightning_curve.dimensions = '3D'
    lightning_curve.resolution_u = 1
    lightning_curve.use_fill_caps = True
    lightning_curve.fill_mode = 'FULL'
    lightning_curve.bevel_depth = 0.1
    lightning_curve.bevel_resolution = 0
    # create splines (or multiple curves (= splines) in a curve-container)
    coords = [(0,0,0), (1,-1,3), (2,1,6), (3,-1,10.8592 )] ##### Point coordinates
    Bezline = lightning_curve.splines.new('BEZIER')
    Bezline.bezier_points.add(len(coords))
    for i, coord in enumerate(coords):
        x,y,z = coord
        Bezline.bezier_points[i].co = (x, y, z)

    #Create object
    obj = bpy.data.objects.new('lightning', lightning_curve)
    # Link object
    bpy.context.collection.children['LIGHTNING'].objects.link(obj)
    return obj

create_lightning_Curve()


texts: Recently, I've been trying to make a donut and coffee using blender guru's tutorial. However, earlier today, I made a change (though I'm not sure what exactly), which caused my glass material to act very strangely. It now distorts everything behind it in an odd way, has very large black bars on the edges and the fluid behind it cannot be seen it all. It's also casting a shadow, which seems odd. I don't know what settings I changed, nor do I even know the nature of the problem. I've tried increasing light paths to the maximum, but that just makes the bars on the side turn gray. I was playing around with the cycles render settings earlier, as I couldn't figure out why it wasn't working in the viewport (It was simply paused) If anybody has advice or a fix, that would be much appreciated. I'm an absolute beginner to blender, and would rather avoid scrapping my first ever project (Though more due to time than sentimental value).


texts: How to do photogrammetry within Blender?

texts:
Photogrammetry is really frustrating. The good tools are really expensive, and the free tools are either really old, or really difficult to get working because they're pet-projects... or they're Autodesk.

Current workflows use one tool to reconstruct the structure. Often either a Structure From Motion approach, or a multi-view stereo approach. Then another tool is used to turn those results into a mesh, almost always MeshLab. And another tool to texture using the photographs, often MeshLab and/or Blender.

Blender has all the functionality to identify features in an image and match those features across multiple images. We do it with motion tracking all the time. Blender also has the functionality to project those features into 3D, as with the empties that get produced when doing any kind of motion tracking. Blender also has the functionality to turn a point-cloud into a mesh.

Are there any tools/addons for doing photogrammetry or digital reconstruction from within Blender, without external applications?


texts: Unlink "Material" from current "Material slots" (but not remove) with bpy

texts:
I made script which swap material "Link with Data to Link with OBJECT" for all material slots of active object, then assgin same material for each material-slots again. (or blender simply remove each material from changed material-slot)
import bpy
my_mat = []

ao = bpy.context.active_object
slots = ao.material_slots

for idx in range(len(slots)):
    my_mat.append(slots[idx].material)

for sl in slots:
    sl.link = "OBJECT"

for idx in range(len(slots)):
    slots[idx].material = my_mat[idx]

It work, but each material now have 2 user (One link with OBJECT, The other Link with DATA)
So I hope to "Unlink" Mateiral which link with "Data"
It can be done from Properties Editor>Material Property,
change link with to Data again, then Unlink Data-block, on current material-slots (DATA)
then change material-slots link (Object), and assgin the material again, to correctly show current material-slot material.
but I can not find good way to do same with bpy.
Swap material link with DATA or OBJECT , and can assgin material for material-slots, but is there good way to un-link material from un-necessary one?


texts: How to install numpy for blender-python (OSX)

texts:
I've been googling for this, and I can't find a definitive answer.

Here are of the options I can find:

https://plus.google.com/106742462387083223310/posts/696yEuzhf2b
which suggests: 'sudo python3.2 setup.py install --install-lib /usr/lib/blender/scripts/modules/'

but I don't see how that has anything to do with numpy, so I'm going to skip this one for now.
http://blenderartists.org/forum/showthread.php?324822-Another-NumPy-issue
Install numpy using existing Python3, and then manually copy /numpy folder over
I've tried this, as below, and it fails just the same as in that thread
Delete Blender's Python, forcing it to fall back upon  the system Python installation
I'm reluctant to do this as I want this module to be publicly usable, and I don't like the idea of requiring people to cobble their blender to make it work.

So, going with (2):

I'm on OS X and I have a separate Python3 courtesy of Homebrew.

piBookAir:~ pi$ pip install numpy

piBookAir:~ pi$ python3
Python 3.3.4 (default, Mar  8 2014, 14:52:56)
[GCC 4.2.1 Compatible Apple LLVM 5.0 (clang-500.2.79)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import numpy
>>> print( numpy.__file__ )
/usr/local/lib/python3.3/site-packages/numpy/__init__.py

So now I copy the /numpy folder over to ~/BlenderScripts/modules/
(I have set ~/BlenderScripts as my scripts folder)

I restart Blender, go into the Python console:

The error is "ImportError: cannot import name add_newdocs"

What am I doing wrong?

Also, if I may bundle two questions into one, can I copy my ~/BlenderScripts onto a fresh system (maybe with a different operating system) and expect a script that imports numpy to still work?


texts: By using the CLI on Linux, can I make a running blender instance save its current scene to file?

texts:
I have a desktop machine that has been baking a physics (rigid body) simulation. I am now from another computer, and I have ssh access to the remote one. In the remote /tmp folder the last autosave is from before "bake" was invoked.

Is there a way to send a signal in order to make the existing blender instance save its current scene to file, or to trigger its autosave?


texts: Result of ray_cast on armature deformed mesh

texts:
I'am trying to develop a plugin that raycasts an animated mesh to produce pointcloud streams, which then are used as computer vision related training data with known ground truth poses. Everything works fine except of the raycasting when using the ray_cast function on the mesh to be sampled. Below I posted a picture depicting the problem.

On the left, the mesh is undeformed, the ray used is drawn in white and a sphere is created at the hit point result from ray_cast, everything as expected. Middle and right meshs are deformed and the hit points are obviously off the surface.

The code used for raytracing:

def raytrace(obj, ray):
    drawRay([ray[0], ray[1]])
    valid, pos, _, _ = obj.ray_cast(ray[0], ray[1])
    if valid:
         bpy.ops.mesh.primitive_uv_sphere_add(segments=15, ring_count=7, radius=0.01, location=pos)

Any help is appreciated, I'am really struggling with this problem and couldn't find any workaround so far. Many thanks in advance.


texts:
I have been having an issue with my viewport that I can't seem to figure out. The mesh that I have for my ground plane has strange clipping and perspective issues in wireframe mode and object mode. When I am in render view or lookdev mode the plane appears as normal.

I have tried deleting the ground plane and the camera. When I delete the camera the 'shadow' of the camera position remains. When I try to add a new plane I still have the same perspective and clipping issue. It seems like I have somehow locked the camera in this position, but I am still able to move the camera around and into new positions, but there is strange clipping on them within this new perspective I somehow manage to create.

Does anyone have any idea what I managed to do here? I have been trying to figure it out for 2 hours...

Many thanks,
Collin


texts:
I want to create an array of lights contained within a space.
There appears to be no way to apply an Array Modifier to a light object -- why not?
Is there a non-Python way perhaps to create and space light objects without Python?


texts:
I am terribly confused why this is not working. I have followed similar examples and failed (i.e. Blender scripting connect nodes)
bpy.context.active_object.active_material.node_tree.links.new(bpy.data.materials["Material.001"].node_tree.nodes["Principled BSDF"].inputs[0], bpy.data.materials["Material.001"].node_tree.nodes["ShaderNodeTexCoord"].outputs[0])
If my code is too difficult to decipher, here's a summary: I am just trying to link the Texture Coordinate node output to the Base Color input of the Principled BSDF.
I wrote out the whole line above without using any variables in the aid of clarity/searchability.
Thank you all!


texts:
I have been working on a project and when I started using the camera I noticed its view did not go very far, any way of increasing this?
here is what I mean, you can see the view is curving around the Minecraft blocks and not showing the scene.


texts: How can I animate an eye changing color?

texts: I have a creature modle in the works right now and when its pupil narrows i want to be able to change the color of all parts of the eye. How would I go about doing this?


texts:
today I was working on the look of a bowl in my project.
It is UV unwrapped and I created a material for it.

Now I want to top border to be in a different color. When I now mix the 2 colors together that I want my mesh to have and put it into my diffuse color it will turn out white in the render. Which is confusing me since I do not even use white for the bowl.

and when I just put the Diffuse to black everything is fine.


texts: Ease in and out when using constant interpolation

texts:
I am making an animation which contains thousands of key frames as it is musical.

This requires constant interpolation so that the ‘hit’ stops and starts at exactly the right time.

However, constant interpolation is either on or off with nothing in between. This means that an animated object pretty much disappears from one position to the next.

So the question is this. How can I make constant interpolation ease in/out over (say) 3 frames instead of one? It is not practical to use Bézier curves and change every point; there are thousands of them.

Thank you.

Andy


texts: Add more fractals without subdivide again

texts:
I create a plane, subdivided it. And added fractals using subdivision panel.(w key)

Then I close the subdivide panel.

After some modification, I tried to modify the fractal intensity.

So I have to open subdivide panel again.

But, when I open the panel, subdividing is applied again automatically.

Is there any way to add or modify fractals without additional subdivision.


texts:
I have applied a material and texture to a blender mesh. It renders in the 3D view with a white background in the texture paint mode. Is there a way to show the transparency correctly in this view?. Having read posts on the internet about rendering alpha, suggestions were you need to:
1) Ensure the texture is set up to influence the alpha channel (which it is)
2) "use Alpha" is ticked in the texture image options
3) Material is set to "Z transparency", with an alpha and specular value of 1

In the material window, you can see the transparency working. However in the 3D texture paint view, it shows as a white background.

Thanks,
Mark.


texts:
I recently put my first rig to a model with rigify, the problem is that when I go to pose mode some parts of the model do not move as you can see:

Any help?

Thanks


texts: Why can't I see my animation through camera in BGE?

texts:
Basically, I've setup an animation in BGE and for some reason I can only see the animation from any angle EXCEPT through the camera when the game engine is running.

The animation was made in view of the camera, and when I play the animation I can see it, but when I start the embedded player, I can't see it. What do I do?


texts: Use compositing in video sequencer to pixelate some parts of text in a video

texts:
I'd like to use the possibilities of the nodes in the compositor, combine them with the possibilities of the video sequencer and then render it.
Unfortunately I wasn't able to get it to work. I'm not sure what the input has to be in the compositor, also I'm not really able to add it to the video sequencer.
It it possible at all?
My goal is to use it to pixelate some parts of text in a video.


texts: Started learning animation. Im making a box animation how it folds. I set the keyframe rotation location as seen below. But why there is no animation going. Where im going wrong and how it works. Any suggestion or help. Thanks


texts: How do I edge split after I duplicated a face?

texts: I was creating a hand from a tutorial but when it came to the part where you needed to duplicate the face of the hand and edge split it by pressing space, it didn't work. keeps saying "error cannot split selected faces" Am I clicking the wrong key? or did I messed up my key binds?     YouTube tutorial TIME(5:04)(https://www.youtube.com/watch?v=z-SNS_98FkM)


texts: Metaball Active Element Panel is missing

texts:
I've been getting to know meta balls in Blender 2.82 and often find that at some point in Edit Mode, the Active Element panel goes missing for all but one element in a family. I'm trying to understand why. Retracing my steps I started again with an empty file and added just two meta balls with drivers on the X and Y locations for each. (I don't think the driver is relevant, it's just what I've messing with when this problem arose.) Somewhere along the way the Active Element panel stopped appearing for one of the balls. I began again with a second file and have now recreated everything in the first, but the Active Element panel is still working for both metaballs. Is there anything I can do to analyse the content of each file and find out what's different?

The two blend files are here on Dropbox if anyone wants to take a look:
https://www.dropbox.com/s/waaw2ez4wjhbts5/AE%20Panel%20missing.blend?dl=0
https://www.dropbox.com/s/tewv7rxtka2gdxl/AE%20Panel%20present.blend?dl=0

Thanks


texts: Mesh Changes Shape when Parenting Armature

texts:
My low poly character's chest and arms changes shape when parenting armature with automatic weights.
I don't know what is going on and here is the file. Just simply parent armature to cube(modified into low poly character). Link

But when I parent the armature,

This happens. Please help.


texts: Blender True displacement option not available

texts:
I tried to turn on true displacement, so I turned on experimental features but when I go to the object settings, where the displacement options are, there isn't anything there:

As you can see, I have experimental features turned on:

I don't know what to do, how do I turn true displacement on?


texts: Is there a way to render an object invisible but still have it block view?

texts:
So I was messing around and was wondering if i could render this cube invisible but still have it cover the ball. When i disable make it not apear in the viewport it still renders there:

I was hoping it would come out sort of like this mock up:


texts:
Ive been trying to figure out how one would start doing something like this

If you didnt have a 3d scan of the model to work around, but only a 2d image of the person, how would you estimate distances etc? Is it all just moving things until it looks right?

And for shadows, I guess youd use a hidden plane as a shadow catcher, and angle it in such a way that it copies vaguely the shape/angle of the 2d image/person?

Thanks in advance


texts:
I want to have a bone that drives another object's y location according to its(the bone's) local y axis.

this is the driver I'm using.
In this case the driver is working(The driver is what is making the wheels move.)
https://imgur.com/o4JPfHN
However when I rotate the bone on the Z axis ( the local y axis is supposed to have rotated too but the driver doesn't work as expected)
as seen here https://imgur.com/5w8HiWf
the driver is working on the armature's local axis. How can I make it so that it applies on the bone's local axis instead
Edit: I tried creating an empty and parented it to the bone and made the empty's local Y the driver and it still gave me the same issue.
Any ideas on how to fix this?
Edit: Added blend file. Play the animation to see what my issue is.
The driver is added to the wheel/


texts: Why do 360° videos look low res when uploaded to Youtube?

texts:
I've been in the process of making a 1min 360° video for YouTube. I had already run some tests to make sure I knew how to make it 360° from blender to its final delivery, so getting it panoramic is no problem.

I've running some tests just to check the video quality is alright but it seems no matter what I do it comes out looking low res once uploaded to YouTube. I've used several templates for rending from online users and I've tried it in 720p, 1080p, and 1440p but it always comes out looking poor once I've got it uploaded. My normal animation I can export looking just fine. Where do you think I might be going wrong?


texts:
I need to reset the position of some bones in an animation, how do i do it to all keyframes at one?
Trying to port a model to a game, I used the bones from other model and because my model is shorter, I adjust some bone positions to match the model. Now i imported animations the legs and some other part are stretched, so i need to reset position on those bones.


texts: How do I make a stretching armature for a LEGO figure?

texts: I am working on a LEGO Superhero comic book, featuring characters I created, and one of them stretches' like Mr. Fantastic, but it winds up as a mess. How do I fix it?


texts: I copy pasted some lights around the scene, the strange thing is, some of them don't show up in preview or render. it's very random because some lights in the background will show but some in the foreground wouldn't. for example, the light selected in the 2nd pic and several area lights. Can someone help?


texts: I am working with a shape which was a primitive cube , made into some geometry , but now the problem is that i have 3 modifiers , Mirror , Subsurf and Bevel in this order but i am getting this type of seam effect Q: How to get rid of this


texts: Animation Nodes, how to add additional outputs? Missing outputs

texts:
I am following some basic tutorials on animation nodes with latest Blender 2.81.

Tutorial

He is using older version of blender,
but right at the beginning he adds a Grid Mesh node with a very different output than what I find in mine.

For example, the same node "Grid Mesh" only has one output "Mesh" in my latest version, while in tutorial he has 3: Vertices, Edge Indices, Polygon Indices.

I am wondering if there is a way to add additional, missing, outputs in Grid Mesh node, or if there has been some change I am not aware about?1


texts:
I'm trying to follow a tutorial that involves using a 3d function surface, but in the tutorial, the location of the text entry field seems to have changed in the recent 2.8 update.

https://youtu.be/DqBOva04lcE?t=336

where can I locate the entry field shown in this video now?


texts:
So I'm working on a model which was previously huge so I downscaled it to a reasonable size but now I've encountered a problem with the camera. Normally I could slowly zoom in to work on details but now the camera moves way too fast and basically flies through the model.

I googled this and noticed someone mentioned "center of project" and I was wondering if anyone could further explain this and how to fix it? Also I know the Alt and Ctrol and Shift for controlling the speed of the camera but this has stopped working as well.

Also due to copyright reasons, I can't upload any part of the model. Sorry guys :(


texts: Why is the '3D Objects' folder not in the Blender file browser quick access menu panel?

texts: Is there a particular reason why the "3D Objects" folder (part of user files & folders) is missing in the Blender 'File > Open...' file quick access menu list (which contains "Home", "Desktop", "Documents", "Downloads", "Music", "Pictures", "Videos", "Fonts" - BUT NOT "3D Objects" - which is weird because Blender is all about 3D Objects..)?


texts: How to render an animation of one render layer?

texts: Right now if i press the render button under render layer (inside the compositor) it will render only one single frame.


texts:
Link below gives a pepakura 3d model unwrap Python script by Adam Dominec (Thank you to him).

Is there a way to export or have it in multiple page format, so printing becomes easy?

paper model


texts: How can i display the Exact Same Colors that are in the Texture

texts: I would like to render an animated prism, i made a texture with a different color for each face and some text. I want it to render it with no lighting, just the exact same texture, pixel to pixel as a transparent png sequence. They are simple bright folors like FF00FF and FF000. I just want it to be as flat as possible, with the exact same pixel values as the texture. Thanks


texts:
I am experiencing a problem with the Grease Pencil where there will be a delay between my stylus stroke and the stroke that is actually drawn in Blender. I would start to draw something with the Grease Pencil, but the stroke doesn't actually start until a little past my starting point. This is really annoying especially when trying to draw connecting lines because a small gap will be present between the two lines where the delay occurred.

How can I fix this problem? Thank you for your help!

Specs:

Lenovo Thinkpad Yoga 370
Blender 2.79b (also occurred with 2.8 Alpha)
Core i5
Intel Graphics 620


texts: 1 Nvidia 3090 or 2 Nvidia 3080s for a 3d workstation?

texts:
Currently I'm running very large scenes for particle animations / simulations. I'm particularly concerned about the memory management distribution of the 2 3080 gpus approach for these very memory intensive renderings, so I ask the following:
Despite the significant VRAM differences between the (3080 / 3090) cards individually, I was hoping to get a better understanding of the possible trade-offs between 2 3080s vs 1 3090 for viewport rendering and scene rendering?
I'm totally fine with conceptual answers to this, since the cards haven't been released for purchase yet.
And thanks a bunch for your insight.


texts: What is the most scalable way to animate large amount of objects?

texts:
I'm trying to animate the activity of neurons in a large scale spiking neural network. I'm trying to make it as efficient as possible because it has to scale well and run smoothly for atleast 30,000 objects and preferably up to millions, from the Python API.
My efforts up to now have focussed on creating the neurons efficiently and I've ended up with:

1 icosphere mesh
1 mesh linked to 1 Emission material
n objects with their own position linked to the mesh

For the animation I've found out about relevant 2 techniques:

Keyframes
Nodes

But I haven't been able to find a way where I can do it for the objects individually since they share their mesh and material. It seems like for both of these I would have to create at least n materials or nodes so that I can animate the intensity of each object independently.
So the big question: Are there better ways to animate a property of a large group of objects, ideally where I can use 1 shared resource, passing it a vector with a value for each object?
Edit: Is a frame_change handler as proposed here efficient? Is swapping out the materials of my n objects computationally efficient?


texts: How to select part of a mesh by using a helper plane?

texts:
I would like to select part of a mesh using a plane as a "boundary indicator".
In the screenshot below that would be the mesh part above the plane:

I can get the desired selection by using Bisect tool (Bisect, hide, select a vertex, select linked, unhide):

however, this is visually not as convenient as using a plane (this is only one step in a longer workflow which has to be simplified). Beside that, Bisect cuts trough the whole object, what is inconvenient (notice the bisect-line cutting another part of the mesh in lower right).
I know I can use Boolean modifier to get only the part above the plane, but I do not want to cut it off - I just want to select it for editing.
The "transition line" does not have to be straight (i.e. adding vertices and edges), it can use existing edges (resulting in a jagged "transition line").
Edit:
What I meant is to use the plane in a similar way it would be used in Boolean modifer, just not to "cut off" but to select that part of the mesh.
The goal is to automate the process, e.g. operator positions the plane and clicks on a button (to run a script that does the rest; I can write the script once I know the steps).


texts:
I'm making a car for my Unity 5 game. I've already made all the interior. I want to make some animations like open-close door, open the window with rotating handle, open the hood and so on.

All the static parts are combined together in one mesh; all moveable parts are separated by meshes.

My thoughts are: attach bones to each mesh, and animate them. But I think it's not the best choice from architecture side, what if I attach all my static and dynamic meshes together, and then animate them like a regular skeleton? Then my question is: how to attach weights for each bone, so my car will stay solid?


texts: Problem with bones (enexpected scaling when rotating)

texts:
To the point:

I'm trying to edit Unreal advanced vehicle mesh found in this template ( https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/DoubleWishboneVehicle/index.html#overview ) to my own model but when I check to see if all the behaviors of rotation are similar to the original (using blender), I get this weird effect when trying to rotate the back wheels around the bones they are associated to (VisWheel_BL and VisWheel_BR). All the vertex groups are present and all other rotation behaviors act as they do in the original template but  the two back wheel are wrong and they are keeping me stuck. Can someone help me, please? Thanks in advance.

Here's the expected and the unexpeceted behavior: https://www.youtube.com/watch?v=YK8V10jKTPg&feature=youtu.be


texts: How to open .blend files with the Steam version of Blender on Windows?

texts: I actually know that blender is "hidden" in C:\Program Files (x86)\Steam\steamapps\common\Blender and I can tell Windows to open with the Blender.exe file in there but that will not count as opening Blender through Steam (I'm beat obsessed with the time that the application runs) the other option is to actually open the file within Blender, but if I want to open directly the file with a simple double click isn't the thing that I want, so if any body knows how to make to Steam relate the blend file extension to the application would help me.


texts: How to turn off or 'uncheck' Render->Lock Interface

texts:
Problem:  I simply cannot find a way to uncheck the "Lock Interface' checkbox under Render
Using Blender 2.83.4
Clicking it (left, middle, right) or combo key click (shift-click, shift left click, etc), nothing works.
My renders tend to take a while so I do like to move around the use the interface for simple tasks.
Is there a setting somewhere I'm missing?


texts: My camera view area (red dash square) is not in the middle?

texts:
edit: THE ACTUAL ANSWER IS IN THE COMMENT SECTION
I've not yet get anything so I'll ask a question here then..
It's hard to explain for me (don't even know what to call this problem) but basically this is what it looks like:

^The red dash box (which is yellow now since I selected the camera) is not on the middle.

^This is what it should look like.
How to like move that red dash box to the middle?
I've been using blender for years but never really find out or knew ways or shortcuts to move the camera view red dash box, it can get annoying too if I render a square image. Sorry if this is probably something that people already asked before, I just don't know what to search for this problem :p


texts:
When I press Ctrl +  F12 to render animation Blender outputs images to folder. That's nice.
But it fails to do that when I press  F12. It's very annoying when - for example - I want to manually re-render couple of frames that were broken for some reason when rendering full animation.
Sure, I can manually save them, but I have to input frame name and that makes it error-prone and annoying. Sure I can change animation range to do this, but that's also annoying. I know I can write a script to render whatever frames I want, but that's also a bit of work that I hope could be avoided.


texts: Why can't I sculpt on a plane when using Subdivision Surface?

texts:
When I add Subdivision Surface I just simply can't sculpt anymore, but...it works with multiresolution...any ideas why is that?

Thanks


texts: How Can You Animate Growing Vines to Wrap Around Objects In a Video?

texts: I am making a film where the main character can use plant manipulation. For a scene, I wanted to make an effect where vines could grow from her arms and wrap around objects in the video. I know how to make growing vines, but I can't figure out how to make it wrap around the objects in the video clip. Is there any way I could do that?


texts: How can I create irregularly apportioned vertices in regularly distributed vertices in a loop, without changing the loop?

texts:
As already mentioned above, I would like to distribute all vertices evenly in a loop. The loop or curve should not be changed; is there method that does this for me automatically.

as you can see, the vertices are distributed irregularly.
now I want to distribute the vertices evenly, without changing the curve or loop


texts: Can I use any blender add-on commercially? I've done some research on the topic, but it seems kind of confusing. Blender comes with pre-installed add-ons which are made by developers and the community. Can I use these add-ons for any purpose. What about add-ons from the web? From what I can gather, once your get the add-on, you can use it for whatever purpose, but I would really like a clear answer.


texts:
I'm new to blender and i've been following a tutorial to create an armature for my mesh, everything went good, until I applied the armature to the mesh. Some parts seem to not move at all.

I don't really know how to fix this, can somebody help?


texts:
I downloaded the "cgcookie flex rig" zipfile but when I try to open it in blender, the whole blender app disappears on my screen. Does anyone know how I can fix this.

I have a windows 10 (32 bit) if that helps.


texts:
I would like to be able to change the currently active editor type through keyboard shortcuts only (rather than having to click twice). – is there a way to assign a shortcut to the menu? (in the menu you can simply press the underlined letters to select.)

is it maybe possible to simulate clicks on buttons with python?

it could also be nice to have a radial menu for this.


texts:
After changing the hotkey "Selection" tool began to work by clicking the Left Mouse Button+Ctrl/Alt (Select/deselect). I'm just fine with that, but there is one catch:

If use the Border Selection outside the object (LMB+Ctrl or Alt) this tool is working correctly, but if using it  within a object, before created selection is cleared.

For example:
If I need to add additional polygons to the current selection

1)

2)

What I need to change or add to this tool works correctly within the current object and  active selection is not reset?

Current HotKey:


texts: Ocean displacement map not showing waves, even with enough faces

texts:
Already found tons of similar posts and the answer is always the same: add more geometry...but I already have 4000 faces and even with 16000 faces, still no waves. The only thing changing is the z-position of the plane. Does anyone knows how it works?
I cannot believe that. I tried every parameter except scale...thanks! and scale to 1
Blender file


texts: Is there a way to assign a custom wireframe color for objects?

texts: I deal with quite a few objects with interesting edges, and it's becoming impossible to see which element belongs to which object, when they all have the same color. Is there a way to set custom wireframe colors?


texts: Python select specific edge loop based on diameter and height

texts:
As seen on the screenshot below, How can i select 1 edge loop based on its diameter (radius) and height?
For example
I only want to select 1 of the 2 edge loops that has different diameter but are on same height

I tried

`my_verts = [v for v in verts if (10 / 1000)  <= v.co.z <= (30 / 1000) and (-80 / 1000)  <= v.co.y <= (80 / 1000) and (-80 / 1000)  <= v.co.x <= (80 / 1000) ] `

But that does not really wors well


texts:
I'm using a video as texture on a plane.  It's a 10 sec looping video, but is a fireplace and appears seamless.  The issue is, my project is nearly five minutes long, and I only need the video in three locations, lasting 70 sec, 1 sec and 35 sec, respectively.

I'm confused as to how to do this most efficiently, without having to run the video in the background for the entire project??


texts: Mesh not Connecting at middle when extruding

texts: I am attempting to model a very basic character but am having issues at the neck to chest connection. I am using a mirror modifier but that leaves a gap in the middle of the neck and therefore chest when I am trying to extrude it. Any suggestions on how to fix this? Ideally I want a fully round extrusion down to the chest and beyond.  Image is attached.


texts: Sculpting brush not doing what is expected

texts:
OK, so I'm relatively new to sculpting in blender (1-2 weeks of on and off work).  I'm having a problem with the clay strips sculpting tool.

Context:
I am working on a piece which has two faces that are perpendicular to each other.

Shape:

Sample of mesh:

Issue:
On one face, the sculpting tool works just fine.  On the second face, the sculpting tool appears to be only working when using the brush horizontally.  When making vertical strokes, the result is a very narrow band rather than the wider band I'd expect.

I've played around with the plane (trying view, area, X, Y and Z) and I've tried using ctrl+f to change the brush angle, but none of these options appear to have any affect.

Settings:

Does anyone have any suggestions on what the problem might be and how to fix it?


texts: Change Particle attributes when inside a specific area

texts:
Do you know a way to change some attributes of particles, when they enter a specific area (e.g. change color/material, make them slower)?!

I also want the particles that enter a specific area to stay inside it (e.g. don't fall through it's bottom face).

I am trying to let the particles fill out a specific mesh but don't know where to start.

This is how far I am:

The "0" and "1" are my particles (always facing the camera).
I want them to get slower and change their material inside the weird shaped Mesh (and the object should be invisible in the final render).

For now I just gave it a collision, I don't know where to start wwith this task. Thought about adding forces but ... meh...

Blend file:http://www.megafileupload.com/596c/particles01.blend

I want to change the color/material within Cycles renderer in the end.
But more important are alterations to the particle speed, so that you can guess the shape, if there are "enough particles inside the invisible object".


texts: How to add a new UV map to all selected objects?

texts:
I would like to select multiple objects and add a custom UV set to all of them.
My version works for one selected object only but not for multiple selected objects.

import bpy

# Get all selected objects
selected_objects = bpy.context.selected_objects

for obj in selected_objects:
    # Add new UV set
    bpy.ops.mesh.uv_texture_add()
    # Set new UV set name for active UV set
    bpy.context.object.data.uv_layers.active.name = "UV_ao"

What's wrong with my code?


texts:
Just started experimenting with Weight Painting, and for some reason, if I've painted anything on a mesh and then right click on an armature, the mesh goes purple. What's happening here? How do you fix this? Also, is there any way of being able to select between meshes with right click if you have Select set to Left Click instead?

Thanks


texts:
I've been trying to get the displacement node to work in blender 2.80, but am having no luck:

It doesn't seem to show up in the cycles render either:

anyone know what I have to do to get it to work?


texts: Terms of use for procedural generation/simulation?

texts: does anybody know if you need to pay royalties if you were to use something like an object with blender's ocean modifier or smoke simulator in a paid game?


texts: How to perfectly apply external images to displacement modifier without UVs warping?

texts:
I tried to project the image on the geometry, but without uvs it shows ugly edge around it. (As pictures shows)

I add the displacement modifier in all above geometries, without uvs, as you can see, the middle one is using internal noise map on it. But once I using external map, it presented ugly as the right one shows.

I'm wondering, if others also have cause not to UVs warping for certain reason? and how to amended with python or what?


texts: strange bleedthrough in normal map baking (cycles, cage)

texts:
I am using a cycles cage bake for the normal map for a LP hammer. The normal map has some strange shapes for the "nobs" on the top of the hammer.

As you can see the red nobs are mirrored on the other side. And if I turn of the mirror for the render, the nobs come out clean on one side but still weird and distorted on the other? Do the rays go through the object and take the back or what is it?

EDIT: Here is the link to blend-exhcange:


texts: I want to use the ocean modifier to displace a cylinder evenly, is there a way to do that? The best I got was for it to work but projected on a single axis, where the "front" is displaced correctly, but the sides are plain and the back is inverted.


texts: Snapping rigged bone to mesh as weight paint reduces

texts: My mesh is moving further away from the rigged bone as I reduce the weight paint. Is there any way of snapping rigged bone to mesh


texts:
I'm creating a roof for a church model, where there's a small "hole" on the rectangular figure, but when I try to inset face, it's start to flickering and creating vertices and edges where shouldn't be.
I'm trying deleting extra edges, extra vertices, extra faces, but nothing works.


texts: How do I stop myself from creating light? I'm trying to change the lighting but I create my own light and I shine all over everything

texts: I want to edit my scene's lighting, but wherever I go, I create light. how do I stop this?


texts: How do i make Blender 2.8's viewport look like Blender 2.79's viewport while keeping materials as they are?

texts:
Blender 2.8 is great, but id like to go back to the flat look of 2.79 viewport because of performance and i already know a solution..-ish, by switching the viewport to solid view but i get this problem with one of my rigs:

This is Eevee's viewport

And this is workbench set to flat and texture.

the way this rig works is by using a UV projector for the face so that way it doesnt deform, it also has some trickery with UV maps that allow this to be done on the same object while keeping other faces unafected by the UV projector. i could separate the face and call it a day but then theres another problem with the mouth, pupils, and eyebrows: since they dont have a texture they display as their solid color, in 2.79 I didnt have this problem with a similar rig

This is Blender 2.79

the goal is to have it look flat like this to increase viewport performance and without any of the problems i got in 2.8 which are mostly caused by the workbench only displaying the texture and not the material result.

My first thought was setting the workbench on "Material" but for some reason it still displayed everything as solid so in resume.. how can i make eevee look so bad it looks similar to blender 2.79, or how can i get to display materials in solid view


texts: How do I enable a particle system for text?

texts: I am using blender for the first time, and i am watching a tutorial to create an animated name, but when it was time to use the particles system, i didnt have the option enabled in my blender page, how can i install it or enable it on my screen?


texts: How do I create FNaF floor tile bump using brick texture?

texts:
Okay,I hope this isn't a duplicate.

Do you remember how the floor tile in FNaF has that bump to it?

Well,I want to replicate it in Cycles so I can bake it as a Bump Map for Blender Game Engine.

I haven't seen any of the tutorials,so technically I don't have a clue and I'm nowhere close to finished with my fan game.

Can someone help me,please?


texts:
I want to make toon style Explosion similar to that which is given below:

A simple setup for material would be helpful. References:


texts:
Check my hat.

What can I do?

===>> Blender files: Here and here.


texts:
I am looking for a way to have vertices snap onto each other based on proximity and distance. For example, if I had 2 loops of vertices, I would want it to snap each vertex in loop 1 to the closest corresponding vertex in loop 2 at their midpoint. However, if they are more than a certain distance apart, the vertices would not be affected.

It would be like having 2 different loops/meshes shrinkwrap onto each other, but meeting in the middle.

I am sure this is possible with a script. Is there any way to do it without scripting?


texts: I know there is an option to add an hdri environment texture in the shader/node editor, but is this the only option in blender 2.9? only asking because I have not found an option to add one in the "world" tab.


texts: Is there any way to calculate camera focal length and sensor size from a single image?

texts:
I know that there are some toolboxes that we can use to calibrate the camera.
As I know all of them need some specific types of images including checkerboards with different angles.

But, I have some images and want to calculate camera parameters (e.g. focal length and sensor size) from those images. Any suggestion?


texts:
I'm a new blender user, i was wondering why do i have strange black line after preview rendring my mesh, when i'm in edit mode everything looks normal, also dont't have doubles so i don't understand the problem.
Can someone please help me ??
Here are some picture below to understand it better? maybe i can link the file...
thanks


texts: When I work with materials and shading, suddenly the app closes

texts:
When I work with materials and shading the app suddenly closes. Is there something wrong with my pc
or blender?


texts:
I'm not really sure how to phrase this, and I'm a bit of a novice still, but basically I'm trying to atlas an object that uses multiple materials/textures, and I'm running into issues that degrade the quality. This is an example of just one of the materials, it is meant to be mapped to a 512x512 image.

https://i.imgur.com/1tWTzIC.png

That works fine of course, and the quality of the image is as it should be. The problem is I've created a 4096x2048 image that contains all of the objects textures and plan to map each material to the corresponding texture. The problem is when I import the image the materials want to scale themselves to that image in the uv editor like this.

https://i.imgur.com/XNiyR9q.png

I've scaled the material down on the uv editor to fit its texture, but the issue I've run into is that the quality has then gone down significantly.

What I want is to import that image, and have the material stay the same size as it was for the 512x512 image so that I can retain the quality and properly create the mapping.


texts: how do i connect a sun lamp to a sky texture with a sun in eevee 2.92?

texts: Basically I want to find a way to link the rotation of a sun lamp to the rotation/position of my sky texture or at least link the sky texture to an empty and then link a sun lamp to that. Also, this sky texture is procedurally generated.


texts:
So I've created an object and I used the uv image editor to create the majority of the texture, but now i am needing to add a logo to part of the object.  I tried exporting the uv image so i can edit it in photoshop, but because my object is so complex, I cant make sense of what to do with it...

do any of you have a suggestion on what I can do? or can you tell me how to get the image onto the object?

Thank you in advance.


texts: Problem faced while doing re-topology - can't maintain quads

texts:
While doing re-topology I ran into a problem. I can't made quads. It seems really hard in this region.

A few things I am trying to maintain to achieve a better topology:

Make it quads.
Try to make individual quads mostly of same sizes (approx).
I am adding more loop cut where I know it would tweak the muscle during rigging.

I don't know how I would continue without violating the first point from my guidelines.


texts:
I'm trying to render this roof, but I just can't do it without artefacts
It looks okay in the viewport, but the rendering has the black triangles (as in the picture).
I render with Cycles. The ambient occlusion node should just bring some dirt into the corners (The Output Node didn´t make it in the picture ...sorry).
Any suggestions would be very welcome. I am sure that I am doing something wrong. But I don't know what :-) (As always in Blender ;-)
.


texts:
Consider an object like this one:  Is it possible to, and if it is how, automatically generate a body that is convex for every cut along the xy-plane, without destroying the radial variation in along the z axis.

I realize that this can be tricky do on a general mesh, where the edge loops are not strictly planar. Instead I thought that following approach could work:

Manually add some horizontal edge loops to a new mesh, at chosen z coordinate
Use the shrinkwrap modifier, with the non-convex mesh as target
Scale each loop such that all vertices within one loop has the z coordinate

Instead of shrinkwraping and scaling, it should also be possible create new loops by intersecting radial edges with horizontal planes. Anyhow, we have created a set of horizontal edges, that encloses the geometry well.

Apply the convhull operator on the edge loops individually
Connect vertices to generate new faces

If I am not wrong, it should be possible to script steps 2-5. Here tips on appropriate python APIs is of interest. However, the procedure fails after step 4, since the convhull operator pollutes the mesh with new, coplanar and overlapping faces, that I do not want. Is it possible to remove that extra geometry automatically?


texts: Getting just white light instead of actual colors by exporting emission based models

texts:
I created the following model by following an online tutorial in order to add it in a game:

Here is the shader graph that I used to create the same:

But when I tried to export in .glb format and view it in a glb viewer, I found out that it was just showing a sphere which was emitting white light, and no other colors/textures were visible.

But I want to export (into .glb) the exact figure that is visible in blender.
I am new to blender, and might be making some silly mistake. I searched about this issue online, but I am unable to find the solution to it. I might be using the wrong terminology for the same.


texts: Somehow i can`t find anywhere, nor by pressing CTRL, a way to Subtract the weight paint.


texts: Settings to improve video editor performance

texts:
I've assigned more RAM via 'memory cache limit' and use 25% 'proxies' with timecodes, are there any other settings that can be tinkered with to improve playback in the VSE? My CPU is always very idle while using the VSE and I'm dropping frames from 30fps down to 5fps depending on the number of items in the sequencer. Anything else to be tinkered with? I'm not looking for other video editors, so no suggestions on that front please.

I'm also kinda confused what is happening here in blender. Is it only using a single CPU core for all the operations? Is that why the cpu is never going full-on? Like using ffmpeg.exe it'll grab literally all my cpu and ram when it does its operations, blender is only using my ram up when enough is assigned in memory cache limit. Is it a case of getting a faster singular cpu core and having more ram = better performance? Can I do anything with my GPU outside of render operations?

Using windows I don't see any performance change recorded in the taskbar when I do or don't use the proxy...but playback is always showing extreme performance changes between the two. Why is that? If blender is getting jittery and freezing for seconds at a time pushing framing by frame going to no proxy, but stable at 25% proxy....but the taskbar shows no difference between the two...what's that mean?


texts: I have a simple model and i have used hdri environment image in cycles. I have uncheck the option in camera to hide the environment image. When i press shit+z to render i get the black background. I want that black color to be change to white or other color.How can i change the color.


texts: propagate object manipulations across multiple similar objects

texts:
I'm working on a model as I'm learning Blender for educational purposes. I have a collection of objects that together make up the "pillar" collection. I'm going to duplicate this collection multiple times (in the below screenshot I did it once already, for testing purposes).

However, I will continue to manipulate all objects within this base collection going forward, and I want all manipulations to propagate to all the duplicate collections.

I've read about – and played around with – linking and child-parent relationships, but I have yet to find a solution that allows me to pick one whole collection as the base model, and then see any changes made to that collection applied to all other relevant collections.

Is this possible? If it is, can I do it within a single .blend file, or does it require me linking another blend file into this one?


texts:
I keep getting these red dots on the whole render. How would I fix this?

I’ve tried increasing the samples, this I what I got when samples are at 500:

Any help would be greatly appreciated. Thanks!


texts: Is there a way to individually modify n objects with the same origin object in game engine?

texts:
The problem:

I created a number of mesh objects with the Edit Object -> Add object actuator in the Blender game scene. I then modify the vertices in one of them, trying to change the vertices of only that mesh object. All of the copies of the object are modified as a result instead.

The question:

How can I make the mesh objects individually modifiable?


texts: is it possible to limit texture resolution by distance?

texts:
I know in the simplify tab you can set a reduced texture size for all of the scene, but is it possible to reduce the texture size in vram based on distance from the camera?

For example I have a 2km stretch of land I'm modelling for a client animation, at one end of the landscape there's a stone wall with an 8k texture, and at the other end there's a wooden bridge with an 8k texture.  In between there are other objects with large textures also.  Most of them are in view from a distance and close up, so do need to keep the high res textures rather than simplifying the entire scene's texture sizes.

Cheers
Michael.


texts: What is the force strength measurement unit?

texts:
I am just curious what measurement units does blender use for the force filed strength.
An old site mentioned that Wind filed for example uses Newtons. Which is not the case in blender 2.8.2.
I tried to calculate the wind force myself by running some simulations. It seems that 100 units in blender are about 3.5 Newtons.

If anyone knows this, please respond. I need exact numbers for my future simulations.


texts: How to mirror the action constraints from the left foot bones to the right ones

texts:
I'm trying to mirror the action constraints and the associated keyframes from the left foot to the right one of my character but I don't know what's the right way to do that. I tried to redo the action constraints from the beginning for the right foot,but it didn't work. Infact,it creates two different constraining actions variables : the first one that I created for the left foot it works great and it is called "MCH_toeCurl" but when I create a new series of keyframes for the right foot,the action constraining variable is called "MCH_toeCurl.001" and it is able to move the right foot only when I scale up the "CTRL_toe.R" bone,it does not work when I scale down the same control bone.

On the final rigged version of Piero,the author used one only constraining actions variable that's called "MCH_toeCurl" and he used it to make work the left and the right foot. I tried to look for a tutorial that explains what to do in this situation,but I didn't find it. I added a short video to explain.

PS : Maybe I found the solution here :

https://blenderartists.org/forum/archive/index.php/t-257031.html

where Revolt_randy says :

Copy pose/paste mirrored pose? Select all bones in left hand with keyframes on them, on each keyframe - copy pose, paste mirrored pose (with auto keying turned on, keyframes will be inserted for you). Then you will have to change the name of the controller bones in the action constraint. Common pitfall is not having the bone's axis correct, resulting in the paste mirrored pose to cause the bones to rotate in strange ways.

PS 2 : maybe this is the solution :

Can I use the the animation/action from one bone on another bone on a later time?

---> problem is that I don't know exactly what to do...can you give me a more detailed explanations or even better,a tutorial ? thanks.

----> this is what happens to the right foot bones


texts: Dissolving textures to animate blink - What am I doing wrong? (Face animation with shaders)

texts: I'm trying to animate a blink using textures and I am using a two image texture connected to a mix colour node and when I move the "fac" slider the textures do not change. I do not know what I have done wrong, any help please? (Keep in mind, I am a beginner so I don't really know that much about Blender)


texts:
I've been learning how to use Blender, and I've come across a tutorial which talks about UV Unwrapping, but it isn't the same version of Blender that mine is so I have no idea what to do now. My version is 2.79

The editor looks like this:

But when I render it (with F12) it just shows this:

How do I make the render show the texture?


texts: A mesh "jumps" forward after parenting to an armature

texts:
When I parent mesh to an armature (automatic weights), the mesh "jumps" forward a bit. If I select armature and switch to edit mode it "jumps" backward a bit.

Why is it happening and how can I fix it?
I already applied location, rotation, and scale to the mesh and armature, but it didn't help.

Thank you in advance!


texts: I can't figure out what the problem is. I'm new to Blender and I'm trying to bend my character's arm but no matter how many bones I change, no matter which weights I change, the arm always shrinks and inflates! I know there are probably problems with the bone structure at the moment, but I know there must be something else I am doing wrong


texts:
I'm trying to bake a high res Normal map into a low res one. The high res is a duplicate of the low res; I used Multiresolution modifier. I also sculpted my model, then applied the Multresmodifier and all other modifiers for all objects. I'm using a cage mesh, which is again a duplicate of the low poly. I used Alt + S to scale all faces on their normals, so they have the same poly count as the low res Normal map.

The thing is, this is not the first time I have ever baked normals, but I've never seen something like this (check the image). I've double checked everything: All objects have smooth shading, all faces in my low poly are selected, and the Texture node is active in low poly's material node editor. I'm sure there's a logical reason for this, I just can't find it.

The second image is of the cage I'm using.


texts: I have error in my python code(while producing a blender addon) which i couldn't figure it out. Can anyone please help me out?

texts:
So, recently I was planning on creating a 3D model pack for blender 2.9 in which my 3d models can be easily accessible within blender through addon. My plan was to make a small little tool shelf (at the right panel) in which it shows preview image of the 3D model and when I click add button after selecting the desired 3D model from preview, it should append the object.
As you can see it has categories and there are two categories and the previews are working fine.
My problem is:
When I click on Add button it suddenly pops up  with an error message which is given down below:

and I can't figure it out for a long time why it happens since I am a beginner in the field of coding.
I just reached till to this point by seeking help from others. I will provide the code of the addon so that if anyone could help me I would appreciate that. Thank you!
LINK OF CODE AND FILE STRUCTURE


texts:
I have made an object out of a cube, that I applied boolean and mirror modifiers. Now when I apply Bevel, I don't see anything. I want it to have slightly rounded edges and corners.

It doesn't seem to make any change if I disable the other modifiers or move Bevel higher up.

Here's what my object looks like:

It works on a cube, and here's what I want the edges to look like:

Here's my blend file:

Appreciate any help!


texts:
I render my sim ripper from the sims 4, then I put it into the blender, I use a sunlight, and when I see the results of the render, the shaadow is broken, ugly. it's been almost 1 year I don't know how to fix it, I hope you can help me, thank you

https://blend-exchange.giantcowfilms.com/b/kdeyXJqk/
this link, i upload file blend


texts:
I still can't select everything from my model when I go into edit mode. There is a red line all around one piece of my model when the other is selected. I have one modifier on the top part, if it changes anything. Here's a screengrab if it helps identifying the problem.

http://imgur.com/5aQL3kh

Thanks.


texts: IK claw control with driver / controller

texts:
I was doing a claw rigging and in-order to perform the claw to open and closing action I want to implement a driver or an object which will provide its translation data along the z-axis, unfortunately, whenever or whatever(bone or mesh) I have parented in whichever mode (edit or pose), it doesn't seem to work. please help me showing how to add a driver or controller.
I have already rigged the IK.
I am attaching the blender file>>>>>>>>
https://drive.google.com/file/d/1OVqLZrL3sAckov53J7lwJxv-1RktNYUr/view?usp=sharing
A screenshot is also attached.


texts: Light diffusion from coloured surface emitting light (Blender 2.8X)

texts:
Similar to these questions (1, 2, 3), I wish to emit light from some of the atoms in my model. I've randomly generated some atoms to be glowing and blue. I've followed a lot of the methods of these questions in generating my own material.
However, I'm not observing (rendered) any light diffusion from the blue atoms onto other atoms and their surfaces. Clearly the light source I've created is working well and creating these shadows.

All spheres share roughly the same material properties, although I'm giving any emission from the magenta atoms and so using a different material node set.
I've ramped up the emission strength for this image just to show it's not diffusing properly of neighboring atoms, although ideally I have this lower so there's still some aspect of the atom curvature relative to the main light source observable.
I was wondering if using Blender 2.8 might have changed some of these properties from previous versions, as I'm fairly inexperienced.
What am I missing, to observe light diffusion from neighboring atoms?


texts: Object mode and Edit mode is not the same?

texts: I'm add new Cube on Blender and scale,edit into brick...But when Export FBX and put it into Unity ...model is not change...why and how to make is same? Please ..some one help me?


texts:
I'm a bit confused about why a cylinder I am trying to unwrap is giving me stretching issues:

I have applied scaling to my object and the UV map itself looks fine to me. Interesting, if I reduce the height of the cylinder, I can get the UV squares to be more uniform so it seems to be a scaling issue of some kind. Any ideas?


texts: I have a lamp. Behind the glass is a source of light. I want to apply effects to the light source in the composer. Previously, this was done using a material index. In 2.8 this isn't possible, there is Cryptomatte. But the source of light is behind glass, so I can't pick it to get a number. What can I do?


texts:
I'll be short. When i use some Blender tools which should make a sub-menu appear in the left window, it doesn't always happen. For example, according to a tutorial I was following, I should have gotten the sub-menu you see in the picture after using "spin", but it doesn't appear. Maybe it's something related to the fact that I'm using Blender 2.75 while the tutorial uses some 2.5x? How can I get that sub-menu to appear?

Thank you in advance.


texts:
In Blender/Python 2.8, I am trying to use knife project to cut a circle through a cube.  I am attempting to automate a process I can do manually.

My code is below; the last line throws this error:

RuntimeError: Operator bpy.ops.mesh.knife_project.poll() expected a view3d region & editmesh

When I do the process manually, I set the view as front ortho (numpad=1) so that the circle cuts the cube correctly.  My code leaves that out as I don't know how to do the equivalent of setting the view in python for the purposes of knife project; and I am unsure if emulating the numpad keystroke will solve the problem, anyway.

Thanks for whatever help you can offer!

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.curve.primitive_bezier_circle_add(radius=.25, enter_editmode=False, location=(0, 0, 0))
bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
bpy.ops.transform.translate(value=(0, -2, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
bpy.data.objects['Cube'].select_set(True)
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.knife_project()
```


texts: Eevee (Blender 2.90): How to create an color changing flickering light, which renders fast?

texts:
For eevee viewport rendering I need a light, which flickers in red, green and blue. The mixed light components are giving the wanted color change.
Eevee does not support shader nodes for light. So I created a red, a blue and a green area light at the same position and pointing towarts the same direction, animated the power of each and gave the f-curve a noise modifier each with different seed values.
"Works"....but is inacceptable slow (Nvidia RTX 2070 SUPER, RYZEN 5 3600, Linux, 32GB RAM).
Are there other more efficient methods to acchieve the same effect without that time penalty?
N.B.: The light should lit the sorroundings.


texts:
I have made a character with particle hair. The hair is dynamic and it works fine. I want to attach beads to a strand, so that it moves along with the strand of hair. However, I can not find the right button to do this.
If this is possible, how can it be done?


texts: How do i work with UV Toolshelf directly from strips?

texts:
I use Blender as a video editing program and I recently started colour grading my material.
Now my computer is pretty slow, for now and I want to upgrade, but I won't use Node-editor for now, so I colorgrade directly through strip-modifiers, because even with identical effects via compositor-nodes vs strip modifiers, the latter always renders faster (around factor 2-1.5).
BUT, there's a big problem: In strip modifiers I can only use the histograms that the Video Sequence Editor is offering me, which are lackluster and bad. In UV image editor, via tool shelf, I have WAY better and more accurate visualizations.
I have found no way to load a strip from the sequencer in UV image editing.
Is there a way?
Also, either histograms always get very "spikey" as soon as even the slightest modifications are applied.

On another note, why does using scene strips from Compositor eat up so much more processing power than using video clips directly, EVEN IF the node editor doesn't actually apply any changes?

And finally: I currently have a GTX660 and a 3.75Ghz Intel and want to upgrade to a better Graphics Card. I really DON'T want to stick with Geforce. What's a good card on a 300-400€ budget that will give me decent rendering power for 4k videos? Currently render 30 frames per minute, while normal FHD 1080p material does 130-210 frames per minute with equivalent modifications.


texts: Half of mesh looks darker when I attempt to add normal map

texts:
Alright, so I made a model in blender, and I notice something weird when I create a new image and attach it in the node editor.  My intention is to use a high-poly model I sculpted to bake a normal map onto the low poly mesh.  However, even before I bake the normal, Something weird happens:  One half of the model appears to be darker than the other half.

The boundary between the light and dark areas of the mesh is exactly where I marked the seams for the UV.  This doesn't disappear when I look at it in either the materials or rendered views, nor does it disappear when I bake the map. After I bake the map, it doesn't disappear when I create a new image and connect it to the normal map either.  I searched around, and the most common fix for problems like this is to look at which directions the normals are facing.  Unfortunately, I've taken a look, and it appears that the normals are already facing the right direction.

Update:  I have solved this problem on the tongue by setting the normal map vector to "UV Map", but this doesn't work on the body mesh.

Extra update:  It doesn't work on any of the other meshes, even ones that have only one material attached to them.  I have no idea why the tongue normal works when nothing else does.


texts:
When I try to either switch a grease pencil's material's alpha from 0 to 100 (ending in black) or change the material's fill color from black to white, a small number of strokes in the grease pencil object disappear during the render and/or don't show on the gray scale during a render and/or don't match the rest of the strokes in the object. It seems to be happening between frames.

Any help is appreciated.


texts: I have clicked wrong keys and now im not able to turn it off and now i only see what was in the camera shaped box.


texts: How to make a volume fade from center in Blender 2.8?

texts:
I've come across COUNTLESS different tutorials to make this work in older versions of blender. I am attempting to create a rayleigh scattering effect at the edges of planets viewed from space. I have followed youtube tutorials, and even bought that Space VFX class for 60 bucks hoping for an answer. The old way to do it was quite simple as shown below :

Note : the default values the tutorials all use are all roughly 1. i just used this screenshot to show it didnt work, even when values were cranked to extremes. If anyone knows how to work around this or a better method, i would be eternally grateful!


texts: Does the setting for domain size make a difference if the units are set to something other than None?

texts:
I've been trouble-shooting a fluid simulation and something that kept sticking in my throat was that my Fluid World scene size was set to 0.5 meters when my domain was actually much larger than that.  It's my understanding that that domain size controls the displacements and iterations but the control was deactivated so I couldn't increase the setting.

I figured out that if I set the Scene units to NONE that I could go back and change the setting.  A test bake with units on NONE and the domain size set to 7.5 appeared similar to the one with the units set to Meters reporting a domain size of 0.5.  Do I need to manually set that value in order to get an accurate fluid simulation or is the size calculated automatically with the units set?


texts: Blender Material Color in Mitsuba (or any other) Shader

texts:
I have imported a large WRL file (contains >3000 parts) with colors included (one material for each part!).
In Cycles and Blender-Render, the colors are rendered just fine.

But what do I do if I want Mitsuba, Luxrender or Yafaray as renderer?
Is there a way to get the Blender-material-color and put that in a 3rd-party material?

I know how to make a material with python and apply it to a mesh. But how do I get the color of the selected object's blender-material?

How to make a Mitsuba, Luxrender or Yafaray matrial is one thing I yet have to find out too.

Thanks for your help.


texts: Is there any way to make hair particles follow the z axis?

texts: I'm populating a hillside with grass and would like the grass to grow straight up from their origins and not along the hill's normals.


texts: How to get cloth + wind simulation in 2.80?

texts:
I tried the regular flow of:

Creating a plane
Scaling to ~0.5mX0.5m, applying scaling
Subdividing by 10 cuts
Creating a vertex group out of one of the edges for pinning
Apply cloth simulation, use group as pin, preset set to "silk"

So far so good - the cloth hangs from the pinned group. Next I try to add wind by adding force field, set type to wind and shape to plane.

First, nothing really happens and my cloth doesn't seem to be affected by the wind at all. Second, unlike the tutorials I've seen, trying to rotate the force field direction rotates the cloth as well, which to my understanding shouldn't be happening.

Does anyone know what I'm doing wrong?

.blend link here


texts: How do I prevent planes from partially disappearing when zooming out?

texts:
I'm trying to create a Minecraft animation in blender and I figured how to create models, UV map, and texture them, but whenever I zoom out you can see through planes partially. How would I fix this?

in 3D view(material view):

in 3D view(rendered view):


texts: Update shader graph based on an image value

texts:
I have a GLSL shader which has an if statement. That if statement checks if a texture is defined (using a bool uniform) and depending on that, it samples the texture or uses a default value

Pseudocode:

uniform bool hasTexture;
uniform sampler2D tex;
uniform vec4 defaultColor;

...
vec4 color = hasTexture ? texture(tex, uv) : defaultColor;
...

I am trying to replicate that on blender. For that purpose, I have ShaderNodeCustomGroup with an ImageTexture node and a RGB node. If the ImageTexture.image is None, the RGB output will be connected to the shader output, otherwise the ImageTexture color output will be connected. I am checking and updating the connections in the draw_buttons function of the ShaderNodeCustomGroup. I would like to know if there is some way to trigger an event and update the graph when the ImageTexture.image is updated, instead of doing this trick on the draw_buttons function.

I attach minimal working example.


texts: How do I create this crease effect on glass?

texts:
I am trying to create a vase that looks similar to this:

If there is another post out there I will happily remove this one or redirect it there.

Specifically, I am trying to create the creased effect in the geometry that looks like it is twisting around the vase.

I have tried using Checker Deselect and extrude->scaling the verts but that really screws up my mesh.

Link to my model if it helps:


texts:
I have a group of objects and I need to set a new origin to the corner of the group. Is this possible?

I have tried to set the cursor in edit mode to one of the objects in the group and then in object mode move the origin to that cursor and then shift G Group to select all the other objects in the group.

I want to move the group to a new location in the scene. I set the cursor at the new loacation and then I select Selection to cursor, but then all the objects own origins in the group move to that point. I just want one origin for the group and be able to set the location of the origin where I want.


texts: I'm using Blender 2.8, and the way to make materials that with tiling seems to have been changed? When I resize the UV map, everything outside the image gets black. Is this a bug or a new, smart feature...?


texts: Why are these tiles appearing in my final rendered image?

texts:
I'm rendering an animation (as an .exr image sequence) and some images have these tiles appear on the final render.
It somehow only happens on surfaces that are closer to the camera.
It looks like Blender is somehow calculating adjacent tiles differently in certain areas.

You can see them on this image as the faint, slightly darker squares. The distribution of these boxes in random every render-iteration.

Has anyone had the same problem? I've tried turning denoising off, changing the tile sizes, changing the sampling or changing the light paths etc., nothing helped.


texts: How to wait for an operation - to another operator - to complete within an operator (import_scene)

texts:
Besides the point but why is this not working as a default stack is expected to work?

I'm trying to get an operator to call another operator and wait for the operator's response before proceeding.

Doing so with sub-process doesn't work - apparently it needs to be fed "INVOKE_REGION_WIN" and that only works when calling it directly.

Doing so natively doesn't work. can't even loop like you would do for any File/IO transaction of a dialog
(str = dialog(), if str!="" > move on else wait )

what's the proper way to do this for the Blender API?

NOTE: This is not a common "dialog" issue, we need to wait for the additional operator to completely finish and return {'FINISHED'}

same as it would if you stack 2 functions within one another ...

Edit. Adding in a code sample that doesn't work but it's closer then I got out of anything else.

def modal(self, context, event):
    if self.fileimport == {'FINISHED'}:
        bpy.ops.object.select_all(action='DESELECT')
        print("finished")
        return {'FINISHED'}
    else:
        print(self.fileimport,context,event)
        return {'PASS_THROUGH'}

def invoke(self, context, event):
    self.fileimport = bpy.ops.import_scene.fbx("INVOKE_REGION_WIN")
    context.window_manager.modal_handler_add(self)
    return {'RUNNING_MODAL'}

The problem with that is that the result copyed to file import is really only passed once at the start.
Getting the modal function update it means locking up blender in a loop...


texts: I can't paint the whole model in texture paint mode

texts:
I have a problem in texture paint mode. If I unwrap the model, I can't paint the entire mesh. It remains entirely white. More details in this picture.

If you can answer too why is it stay black :/ but the properly uv texture changing transparent white.


texts: Whenever I try to render a file (it's a bear based on a tutorial from youtube) Blender crashes after finishing Building BVH. Is there a way to prevent that or it's helpless?


texts:
From the Blender docs, it appears that when I create a view > render regions > clipping region (CMD + B), only the selection within the clipping should be visible, however:

I have tried different views. Also checked to see if, for example, Transform, would only with within the "clip", and that doesn't happen either. Rendering also isn't limited to what's inside the clipping area.
So am expecting I am missing a step or otherwise misunderstanding either:

what is supposed to happen
how it's supposed to work
how to achieve it

Thanks.


texts: Archimesh and Archipack addon) When adding new Rows and columns why are they uneven?

texts:
Does anyone know how to make
eQuidistant windows when adding new Vertical and horizontal rows in these 2 addons?
Archipack can make eQuidistant rows but always keeps columns at a default 1m
archimesh is just friggin random it does 40, 50, 40, 60 for the widths or the heights when adding more


texts:
Every time I select an axis on the 3d-manipulator and try to drag my selection, the 3d-cursor is placed where I click, but no transform takes place.  If I select a previous version of the file, there's no problem, and the manipulator works the way it should.
I probably hit the wrong shortcut key by accident, and I have no idea how to undo it.  Selecting and deselecting the manipulator (in other words, turning it off and on again) doesn't work.
If anyone knows how to sort this out, please help, as it's probably something stupid.


texts: Object texture not showing up when selecting "texture" viewport shading

texts:
I have a simple plane which I have unwrapped to match a picture, so it's just a picture as a plane object. When I selected "textured" in the viewport shading, I could clearly see the picture projected on the plane. But suddenly, the texture/picture didn't show up, and when I select "textured" I only see a gray plane...

As you can see, the plane is wrapped to fit the picture, and the 3D view is set to "textured", yet the picture doesn't show up like it used to. Help!

EDIT: The picture doesn't show up on render view, either, making it a more serious problem I guess.


texts: GPU render (OpenCL) is not creating an accurate composite- it only renders top "layer"

texts:
I am using a Baffin (RX-460 4gb) to render.  I followed the Blender Guru Earth tutorial.  It utilizes cycles.  It basically creates an earth using 3 layers (Earth, Clouds, Atmosphere).

When I CPU render the object, it accurately renders the composite of the three layers.  When I GPU render it only shows the "top" layer- e.g. atmosphere.  A GPU render of each layer is accurate, but it will not produce a composite of all the layers properly.

You can see the correct CPU output versus the incorrect GPU output .


texts: reduce diffuse light on shadow catcher (Cycles Render)

texts:
Is there a way to reduce the passive/diffuse shadow only for the shadow catcher? I'm using Cycles Render.

Not that I don't like the cool diffuse shadow, but even for this simple cube render below I have to zoom too far out to remove sharp shadow edges at the edges of the image.

Render:

Here's the basic file I used: https://cl.ly/c9c748770cc7


texts: Merging an irregular surface into a plane

texts:
I have a few meshes full of bumps and holes that look like this:

I want to modify this surface to fit within a plane so that it will look something like this:

I'm not sure where to go about starting this, though. I just want the edges to be perfectly rectangular, so I can line up several of these side by side to get one big surface where the interface between them nice and straight. Any insight on how I could approach this would be helpful!


texts: I got so many .blend files in my C:/tmp folder....is it safe to delete some of them?

texts:
I just discovered  C:/tmp folder that blender creates...but i see many .blend files from other scenes i've worked/working on.

is it safe to delete some of these ? they take a lot of space.


texts:
I have been using blender for a few years now and I decided to model a detailed car to improve my skills in modeling, texturing, shading, lighting etc. However, for some reason, it seems like very daunting task for me. There are so many ways to get it wrong, that I don't know where to start.

My question is: What is/are a good - proven method/s to model a detailed (smooth) base shape of the car (something like this) for further detailing?

The one that I want to model is Dodge Challenger 1971

Thank you!


texts: The Freestyle check box in the Render tab reads "Freestyle SVG Export" instead of "Freestyle"

texts:
I'm using Blender 2.91.  I've watched a couple of videos where the plugin is called "Freestyle"  However, when I enable the only plugin I can find Preferences -> add-ons it called itself "Freestyle SVG Editor."  I cannot find an add-on just called "Freestyle"
As a result, I do not have a "Freestyle" option below Image, Alpha, and Depth in the Render Layer box of the compositor.
The goal is to export a mesh network as a 2 dimensional SVG for importing to tools such as Inkscape.  I just need to export a rather simple wireframe.
Am I doing something wrong so I can't find a "Freestyle" add-on but only a "Freestyle SVG Editor" add-on in version 2.91?  How do I fix this?


texts: How to stop texture curving around a hole?

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I'm developing a game in Unity and I use Blender to create my models. In my game I need a board with holes in it. I create holes by using a cylinder and a boolean modifier like this:

Then I apply my test texture to the board and it looks nice:

By default, the texture mapping coordinates is set to "Generated". But since I want the texture to transfer to Unity, I need to use UV coordinates and create a UV map for the model. I tried to select the top faces and unwrap, but the end result looks messy because the hole makes my texture to curve.

Is there a simple way to unwrap my board model so that the texture would ignore the hole and look like it did when using generated coordinates? I tried to modify the UV map by selecting different edges from the model and moving the vertices around the UV map but I can't figure out how to do it correctly. I need the texture applied only on the top of my board, if it helps anything.

Or maybe there is some way to import .blend files to Unity with generated coordinates, but I think I have to ask that from the Unity formus instead.


texts: How to delete textures from the UV image editor list

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In my UV image editor I have a few textures, that I don't use anymore.
I tried to delete these from the list there, by clicking on the minus button, the delete key. ( - )
but nothing got deleted.
I saved the project and reopened , but that didn't help anything,
the files are still there, I can click a hundred times on the delete button, it won't delete.
The list is located right between to the image menu and the plus button in the UV image editor.

Is there a way to get these textures out of my list ? Not all of them but just one or a few.


texts: Invisibility Effect (Dual-Video Overlay)

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gif: https://imgur.com/vDNeH9M (excerpt from https://vimeo.com/101172118)

Wondering if this is possible in Blender. Is it masking and chromakeying? Not really sure what to call it: two moving images overlayed, the one on top essentially transparent but affecting the bottom video? Should i use a glass shader or is there a better way? (Hoping to not have to learn after effects)

Thanks!


texts: How to add a curve name from bevel_object to the name of the output image render?

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Excuse me, I misunderstood the question.
Usually, when rendering, the image can be saved with F3 or through the node's "File Output", with a name of the form "ImageXXX", according to the frame number. I want to have anything instead of ImageXXX - the name of the selected object, material, and so on. In this particular case, I want the name of the "Bevel Object" selecter curve,  to be recorded in the name of the output image.


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Basically I want to make gradient color like this in cycles, is that possible ?

Here the link for the lowpoly apple model I made:

https://drive.google.com/file/d/0BzM1zdTMJ5ombC1BNmN5VmJyemM/view?usp=sharing

Thanks you


texts:
I want to cut a specific (but not very complicated) shape out of a sphere like so:

But the result is always bad looking due to tris and close proximity vertices.  The best I can get is using Edge Split:

Is there a way to get a clean result?  I've looked elsewhere and saw some people mention that this needs some manual work - how do I put in the manual work to make it look better?  I don't mind since my shapes are generally quite simple.


texts: Is there a way to create a collision between the hair and body in my character in Blender 2.8?

texts: I tried creating a force field and also emitting the hair from a separate object but it keeps falling through the mesh. I'm new to Blender and might be missing a simple solution...