texts: read_factory_settings makes all other operators call fail in a python script ran at startup

texts:
I want to read a ply mesh at blender startup using a python script given in the command line:
blender --python load_ply.py.
My script load_ply.py basically looks like this:
import bpy

# This line is the issue:
# bpy.ops.wm.read_factory_settings(use_empty=True)

bpy.ops.import_mesh.ply(filepath='mesh.ply')

It works fine until I use bpy.ops.wm.read_factory_settings(use_empty=True) to clear the scene before the import, which gives the following error:
Python: Traceback (most recent call last):
  File "/path/to/blender/blender-2.92.0-linux64/2.92/scripts/addons/io_mesh_ply/__init__.py", line 87, in execute
    context.window.cursor_set('WAIT')
AttributeError: 'NoneType' object has no attribute 'cursor_set'

location: /path/to/blender/blender-2.92.0-linux64/2.92/scripts/modules/bpy/ops.py:132
Error: Python: Traceback (most recent call last):
  File "/path/to/blender/blender-2.92.0-linux64/2.92/scripts/addons/io_mesh_ply/__init__.py", line 87, in execute
    context.window.cursor_set('WAIT')
AttributeError: 'NoneType' object has no attribute 'cursor_set'

location: /path/to/blender/blender-2.92.0-linux64/2.92/scripts/modules/bpy/ops.py:132

Traceback (most recent call last):
  File "/path/to/my/script/load_ply.py", line 5, in <module>
    bpy.ops.import_mesh.ply(filepath='mesh.ply')
  File "/path/to/blender/blender-2.92.0-linux64/2.92/scripts/modules/bpy/ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
  File "/path/to/blender/blender-2.92.0-linux64/2.92/scripts/addons/io_mesh_ply/__init__.py", line 87, in execute
    context.window.cursor_set('WAIT')
AttributeError: 'NoneType' object has no attribute 'cursor_set'

location: /path/to/blender/blender-2.92.0-linux64/2.92/scripts/modules/bpy/ops.py:132

What is the meaning of this error?
What change does the read_factory_settings operator bring?
I use blender 2.92.0 on Debian 10.
A basic file mesh.ply:
ply
format ascii 1.0
element vertex 8
property float32 x
property float32 y
property float32 z
element face 6
property list uint8 int32 vertex_index
end_header
0 0 0
0 0 1
0 1 1
0 1 0
1 0 0
1 0 1
1 1 1
1 1 0
4 0 1 2 3
4 7 6 5 4
4 0 4 5 1
4 1 5 6 2
4 2 6 7 3
4 3 7 4 0


texts: Quick smoke not animating the fire and the smoke

texts:
I'm trying to generate smoke in Blender using the quick smoke effect but it was not working. What I had done was that I added a plane into my scene, went on 'objects'- 'quick effects'- selected the emitter and changed the flow type to Fire + Smoke and then when I hit play, I see the smoke appear but it is not moving upwards. I'm also wondering how can I make the smoke appear on a specific frame.

A picture of the emitter and the settings.

A picture of the outer box and its settings.


texts: Cycles - CUDA CPU Extremely Slow When Combined With GPU

texts:
When rendering materials with more than one or two nodes, the CPU tiles in CUDA GPU+CPU mode are extremely slow.

The GPU tile finished entire image in 20 ish seconds, meanwhile, to even cancel the render it took an additional 10 seconds for the CPU tiles to finish their first sample. This means to finish those 7 starting tiles (16x16, 100 sam), the CPU running under CUDA would probably take almost an hour. The CPU on its own takes about 3 1/2 minutes for the whole image.

Is there any specific cause for the CPU being thousands of times slower in CUDA than plain CPU, or is it a bug? Doesn't seem reproducible with 'plain' materials like a single principled node, even when using volumetrics or caustics.
I have a feeling the procedural textures play a large part since Eevee also bogs down very fast when you start combining them.

.blend demo attached. Running bench in Blender 2.82a on Linux with GTX 1070 and 6700k


texts: OBJ files: How to subdivide materials for model?

texts:
The model in this OBJ file (https://poly.google.com/view/534TY_Ie4jz) contains one material.

Is it possible to import the file in Blender, then "cut up" or divide the material into different sections?

Specifically:

1) If we want to make the stick red but the top of the popsicle green, there's no way to do this because it's all one material.
Changing the material color changes the color for the entire popsicle. Is it possible to change red to green?

2) If we want to subdivide the red area into an arbitrary number of subareas, is this possible? For instance, could we turn the red area into 5 subareas of different colors?


texts: Square - Octagon - Circle - Modelling puzzle

texts:
I'm trying to make a rubber mat that is basically a big flat cube with lots of little holes (cells). It makes sense to me to model each cell and use an array modifier to construct the overall mat.

The problem I'm having is one i frequently run into in other areas too, which is how to add geometry as you go along without creating shading issues.

In this particular example, I need to go from a square outer edge (4 verts) to an octagon (8 Verts) into a circle ( I can get away with 16 verts). I've done this by a combination of extruding and subdividing, which works okay(ish) but generally creates shading and edge loop issues.

My question is - Is there a proper way to perform this kind of extrude and subdivide modelling? Or am I going about it the wrong way completely?

Many thanks in advance!

Sam


texts: Why does Blender not update the screen properly, despite not lagging?

texts:
Whenever I do something (for example use the mouse wheel to zoom in or out) I need to press another key for my initial action to be recorded and updated. It is really frustrating and I can not work like this, being an absolute beginner with 3D modeling and animations.

Does anyone know how to fix this?


texts: What does "data" inside standalone game mean in the Blender License?

texts:
The Blender License says that games you create with blender are not covered by their license, however, any "data" inside "standalone" games are subject to the license.

  Games created in Blender (.blend files) are program output and therefore not covered by the GPL. You can consider them your property, and license or sell them freely. With stand-alone games however, any data that is included inside the actual stand-alone executable is covered by the GPL. If this is a problem then you should set up the stand-alone player so it reads from external .blend files. A common practice is to include a “please wait, loading…” scene in the standalone, and read level files externally.

As I understand it, all software is technically "data", so I was wondering what exactly this was referring to. Does it refer to the parameters of the object, like, say, for example, the coordinates of a cube's vertices? Maybe the height of a character, the high score of a player?

Thank you for your time.


texts: Fluid going through a surface even though it is an obstacle

texts:
I have a problem with fluid going through an object even though I set it to be an Obstacle. I made a video explaining my problem.

Settings:

.blend and other related files here.


texts: Blender .svg importer dispays curves in incorrect Order

texts:
Why does the .svg Blender editor display the imported curves in the exact opposite order of the original svg-file, unless I set the Shadeless property on their materials and switch to Rendered viewport-shading?

At first I thought this is a very special error but in this video he has got the same issue.

Notice the white circle in the middle get's displayed behind the arrows in blender. Then he bothers about the colors and in the end changes everything to Shadeless, renders and gets the right result.

Isn't that kind of a bug?

Well at least now I that I found a solution to my problem, but maybe this could get fixed, since I wasted half a day on that confusing display-issue...


texts: How to add custom color picker in blender material panel?

texts:
I would like to add a custom colour picker for a custom material section. The colour picker should be below the red line in the image:

I found a code but this make the colour picker on the "tool panel" and not on the "material panel". This is the code:

import bpy

class POSE_PT_test(bpy.types.Panel):
    bl_label = "Test"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Testing"

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

    def draw(self, context):
            self.layout.prop(context.scene, "test_color", text='Detail Color')

def register():
    bpy.utils.register_class(POSE_PT_test)
    bpy.types.Scene.test_color = bpy.props.FloatVectorProperty(
        name="myColor",
        subtype="COLOR",
        size=4,
        min=0.0,
        max=1.0,
        default=(1.0, 1.0, 1.0, 1.0)
    )

register()

Hope someone can help me to change this code so that it will be on material panel and below the red line. Thanks in advance.


texts: converting a blender physics simulation into an fbx animation

texts:
I have a dynamic paint simulation to create a series of waves. I've baked that animation and now I'm trying to get it into Unity some how. I've tried using the AnimAll extension, however the simulation doesn't affect the mesh itself in edit mode, so it wont work that way.

Any suggestions on how I can make this work?

thanks


texts: Show different layers from pixelated object ( Block tools > Pixelate object )

texts:
I'm working on some voxel art and i use blender to get my 3D objects to blocks so i can re-create it in different software.

It would help me a lot if i could hide / show different layers on the Y axis.

Is there a option to show for example only all blocks on the first layer of blocks. After that the second layer etc.

So for example lets take a pyramid. If you would "Block tools > Pixelate object" it Blender would create blocks as in;

Bottom layer: 16x16 blocks
Second layer: 15x15 blocks
Third layer: 14x14 blocks

I would like to be able to show the bottom layer and hide the layers on top of that. After i've recreated the first layer i would like to hide it and only show the second layer and so on.

It there a option within blender to actually do this?


texts: I've rendered the exact same scene with the only difference being that one has smoke, and for some reason it's changing the shading of the objects within the domain. Does anyone know why this is? And more so, how to fix it? Thanks.


texts: One material with different color per mesh?

texts:
I just started a project width a lot of colored pencils in it.

As I want to have all of them have the same Material, but a different color, i came up with the question:

Is there a way to create a single Material und assign different colors to meshes that all have this one material assigned?

Or:
Is it possible to link the materials of the pencils, so if I tweak one of them, the rest will have the changes applied, too?


texts: Moving in steps or smoothly, changing the default settings

texts:
By default when you are grabbing part of a mesh you can move it around smoothly or you can press the Ctrl key to move it in steps.

Somehow I pressed something I wasn't supposed to and now it moves in steps normally and I have to keep Ctrl pressed to move selections around smoothly, how can I return to the default settings?


texts: Procedural material to mesh using displacement

texts:
I can't for the life of me figure out how to use a procedural material I created to create a mesh. I created a landscape based off this tutorial:
https://www.youtube.com/watch?v=yrMee2gcS20

I am using the procedural material to mesh generation instructions from a second tutorial and my results are not turning out the same at all:
https://www.youtube.com/watch?v=McALCOr39rY

My blend file can be downloaded here:
https://my.pcloud.com/publink/show?code=XZB34MkZ8ub1bCcxmohP97mJhlIKJu3iOgSV

I see that in the second tutorial, the guy is using a multiply node at the end, but a multiply node was not used in the first tutorial.

Please help! What am I doing wrong here? THANK YOU!


texts: Accessing illumination of face/polygon in python API

texts:
Is anyone aware of a way to access the illumination of a face of a given object?

As in, given this scene with a light source and a mesh; how much light hits any one face of that mesh.

I realize this might be an over-simplified question, but I just can't find anything related to this in the docs.

I don't expect an exact answer, just the correct terminology, or a hint on where in the docs I should be looking.

Some Context

I'm not using this to render an image; I'm building a generative algorithm, and I want to make this algorithm manipulate positions of faces based on the amount of light they "receive".


texts: Can gravity be disabled for a single object in the BGE?

texts:
I created a scene with my camera parented to a player object and a few bouncing balls.
I want the player to stand still (in space) unless moved by user interaction and interact by the balls when hit.

As soon as the game engine starts my player is dragged by gravity I couldn't find a property to control the influence of gravity in KX_GameObject as suggested by this outdated BA Thread.

File or testing: .blend


texts: How to check if the active object is using no material

texts: Is there a way, to check if the current object is using no material for cycles engine, so that the code could take a logical decision based on that!


texts:
Good day everyone. I took a 3D model from the game, and it's using a few textures. I opened them, and now I'm a little bit confused.

Why does each texture end with _d or _m?

_d - is diffuse, right?

_n - Normals.

_m - Weight paint

and what about others?

I did a sample render with "Diffuse" map:

There's an actual game screenshot from MLBB. Archives has *.unity3d files:

After extracting games character archive, there was a file AdditiveBackface.txt

And inside it says:

Shader "<effect>/AdditiveBackface" {
Properties {
 _diffuse ("diffuse", 2D) = "white" {}
 _intensity ("intensity", Float) = 0
 _Color ("Color", Color) = (0.5,0.5,0.5,1)
}
SubShader {
 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
 Pass {
  Name "FORWARD"
  Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
  ZWrite Off
  Fog { Mode Off }
  Blend One One
Program "vp" {
SubProgram "gles " {
"!!GLES

#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec4 _glesColor;
attribute vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec4 xlv_COLOR;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
  xlv_COLOR = _glesColor;
}

#endif
#ifdef FRAGMENT

uniform sampler2D _diffuse;
uniform highp vec4 _diffuse_ST;
uniform highp float _intensity;
uniform highp vec4 _Color;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec4 xlv_COLOR;
void main ()
{
  highp vec4 _diffuse_var_1;
  lowp vec4 tmpvar_2;
  highp vec2 P_3;
  P_3 = ((xlv_TEXCOORD0 * _diffuse_ST.xy) + _diffuse_ST.zw);
  tmpvar_2 = texture2D (_diffuse, P_3);
  _diffuse_var_1 = tmpvar_2;
  highp vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = (((
    ((xlv_COLOR.xyz * _diffuse_var_1.xyz) * (_diffuse_var_1.w * xlv_COLOR.w))
   * _intensity) * _Color.xyz) * _Color.w);
  gl_FragData[0] = tmpvar_4;
}

#endif"
}
SubProgram "gles3 " {
"!!GLES3#version 300 es

#ifdef VERTEX

in vec4 _glesVertex;
in vec4 _glesColor;
in vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
out highp vec2 xlv_TEXCOORD0;
out highp vec4 xlv_COLOR;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
  xlv_COLOR = _glesColor;
}

#endif
#ifdef FRAGMENT

layout(location=0) out mediump vec4 _glesFragData[4];
uniform sampler2D _diffuse;
uniform highp vec4 _diffuse_ST;
uniform highp float _intensity;
uniform highp vec4 _Color;
in highp vec2 xlv_TEXCOORD0;
in highp vec4 xlv_COLOR;
void main ()
{
  highp vec4 _diffuse_var_1;
  lowp vec4 tmpvar_2;
  highp vec2 P_3;
  P_3 = ((xlv_TEXCOORD0 * _diffuse_ST.xy) + _diffuse_ST.zw);
  tmpvar_2 = texture (_diffuse, P_3);
  _diffuse_var_1 = tmpvar_2;
  highp vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = (((
    ((xlv_COLOR.xyz * _diffuse_var_1.xyz) * (_diffuse_var_1.w * xlv_COLOR.w))
   * _intensity) * _Color.xyz) * _Color.w);
  _glesFragData[0] = tmpvar_4;
}

#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
SubProgram "gles3 " {
"!!GLES3"
}
}
 }
}
}


texts: How to texture paint low poly model with normal applied

texts:
I have a high poly model and a low poly model and baked a normal map from high poly to low poly. Now, I am wanting to texture paint the low poly model but am having diffculties because when I enter texture paint mode, I am only able to see the low poly model without the normal map. This makes it hard to properly texture paint the model.

Is there anyway I can do this so that when I texture paint, I am able to see the cracks, crevices, etc. from the normal map? I am using Blender 2.82.


texts: Is there a way to hide/remove parts of a fluid sim mesh so they won't show in render?

texts:
I have my fluid simulation beneath a floor plane, and I only want the splashes that rise above the plane to be visible in the final render. I've been trying to find a way to make the pool of fluid below the plane invisible, but applying a boolean to the domain didn't work. I don't think an outflow object would work either, as I do need the fluid to be there in order for it to splash.
Is there any method out there for doing this?


texts: Exclude one point distribution from another

texts:
I'm an absolute newbie at Blender and 3d, and I'm trying to build a scene using geometry nodes.  My problem is that this grass intersects the trees.
Is it possible to mix point distribution nodes to substract the tree points from the distribution density of the grass points?
It would be cooler with less grass under the trees because the lack of light under the trees doesn't allow grasses to grow as well.


texts:
I have created a graphic item in Shader using nodes, I would like to automate this graphic by looping a section, I have tried using keyframes to link a Value_Input_Node to a music track, but it will not let me bake it to the f-curves.  It marks the value in the Value_Node like it recognises it as a valid entity, but that is all!
I am a noob at Blender, so if I am missing something really obvious forgive me.
I notice there are no loop_nodes, no recursive_nodes etc and I have tried creating a loop by feeding a result back into the first node in a Math Add loop to increment the value, no luck there either.
Any help on this would be greatly appreciated.
I have seen on Github there are addons that include a loop function for a loop node, but it looks so convoluted I would need to gain more experience before I could even consider attempting this as I do not even understand some of the terminology, lol!


texts: image rendered in blender differs from image saved to disk

texts:
I have my rendering set up like so:

the idea is to combine the normals and the depth in to one texture which i can use in a game i am making. I could do 2 separate images, one for normal and one for depth, but it seems to be like i should be able to combine the 2 using the alpha channel to contain the depth information.

When i render it i get what i expect. I can click the rendered image in blender to see the colour and alpha values all over it, and they are consistent with what i expect. The row of boxes looks like it changes colour as it becomes more distant (because of depth/alpha) but the sampled rgb values are steady. The very near box is almost entirely transparent and the rgb values present and correct (i hope!).

(White cross marks where i was clicking)

When i save that image and edit in gimp everything has changed. With the row of boxes, instead of the rgb values remaining steady and only the alpha changing, both rgb and alpha changes. And the very near box has lost all rgb information. It's now just white with 1% alpha.

What do?

Edit:

If in blender i render the image, then go to the image menu and chose save as, i get a checkbox "save as render" on the left. If i uncheck this it works as expected (i think... not thoroughly checked it).

... just checked it and this isn't solving it. It keeps colour values in the extreme-alpha case, and it keeps colour values internally consistent, but the values themselves are all wrong compared to what the blender render window says they are.

Further edit:

It seems if i export as EXR the values are all correct. I can than convert to PNG and the values are all correct. Most peculiar. Would be marvellous if i didn't have to do all that extra work and it just made the PNG in the first place :)


texts: Duplicate of an object vanishes when starting the blender game

texts:
I have a scene where the player can move left to right and can collect coins. I managed to program the counter, but when I duplicate/copy the first coin, it does not render into the game.

Is there a way to copy more coins into the scene without all but one vanishing?


texts: Intimidated Beginner Daunting To Animate

texts:
which tutorials can get me to animate my very first 3D animation.  The way I learn is if I could find a video to follow along that will allow me to be successful at getting a ball to bounce or getting any basic object to become animated...by the end of the video.  A true bona fide quick start.

I have watched several youtube tutorials that claim to be for absolute beginners but I just need to have one very simple success under my belt and then my mind can rest at easing knowing that it's possible for me to animate an object.  Right now it seems impossible that I will ever be able to animate an object.


texts: Inventor imported object has different reflective properties than blender made one

texts:
I've been using Inventor 2020 for some mesh design for different things and decided to test an imported object and how well I could create materials for it in Blender.

For some reason however, the way the Inventor glass (Right) reacts with light is drastically different than the way a quickly made Blender glass (Left) reacts with it (Same material).

The meshes of the glasses are of course different, but similar enough in the bezels, and thickness of the mesh that I don't think I should be seeing such different results in appearance (but maybe I'm wrong).

How would I either change the imported mesh to behave the same as the smaller glass, or change my material nodes to accomplish a similar affect?

Thanks in advance!


texts: Subdivision surface creates thorn-like artifact/curve (Blender 2.8)

texts:
I'm using blender 2.8 and this issue occurred while I was retopologizing something using the poly build tool.

Subdivision surface is create a weird thorn-like curve and I can't figure out why. My unmodified mesh looks fine.

Let me just show you the images because its probably hard to figure out what I'm saying through text alone. I lack the knowledge to accurately describe what I'm seeing here.

Image with subsurf:

Image without subsurf:

Normals (definitely hard to see, but they're all pointing the same direction):

UPDATE: So I solved the issue, but I still don't know what caused it.
I selected the whole mesh, and deleted loose. That gave me a face with 6 vertices. Creating an edge by selecting the two middle vertices and pressing f recreated the issue; However, using the knife tool to cut the new face solved the issue. I somebody knows what this means, please let me know. Thanks.


texts: Trying to import .OBJ from Magicavoxel to Blender, but it imports as a single large object?

texts:
I want to import a model from Magicavoxel into Blender that already has the desired colors and effects applied to them.
I imported it easy enough, but it seems to have imported as a single object which I can only edit as a whole. Also, while my colors transferred over, none of the light effects (certain areas glowing) were translated into Blender. I was hoping to fix this in Blender, but I can't select individual pieces of my build - it's all one object now.
It doesn't seem like exporting/importing with a different file format (such as .ply) helps in any way.
Is there anyway to either import my glow effects and lighting from Magicavoxel to Blender, or, import from Magicavoxel to Blender and retain each build piece as a single object (as it is in Magicavoxel) so I can edit them separately?
Please also note, while I consider myself computer-savvy, I am a beginner at both of these programs (less than 20 hours each of experience), so please spell things out for me.


texts: How can I get Freestyle lines to show around two objects where they intersect each other?

texts:
In this simple example, I have a cube and a sphere. I want Freestyle to show lines around the sphere (or the cube) where the two shapes are intersecting each other.

Does anyone know how I can accomplish this?

The current set-up.

The cube and sphere are intersecting.

The Freestyle lines don't go all the way around the red sphere. How can I make the lines go all the way around?


texts: How to merge overlapping edges into one?

texts:
I have two overlapping vertices.

I want to merge these two vertices into one.

How can I do this automatically? I have a large model with a lot of overlapping edges like these. It will be also very useful that I could merge vertices with parallel edges within a given distance. Is there any tool for that?


texts: Numpy optimise mesh edges length calculation

texts:
To improve my very rudimentary numpy knowledge am going to ask a number of optimise my numpy questions here on BSE
Can find the length of each edge in a mesh using
import bpy
import numpy as np

ob = bpy.context.object
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
#nloops = len(me.loops)

vcoords = np.empty(3 * nverts)
me.vertices.foreach_get("co", vcoords)
edges = np.zeros(2 * nedges, dtype=np.int32)
me.edges.foreach_get("vertices", edges)

vcoords3d = vcoords.reshape((-1, 3))
a, b = edges.reshape((-1, 2)).T

edge_lengths = np.linalg.norm(
        vcoords3d[a] - vcoords3d[b],
        axis=1,
        )

print(edge_lengths)

Output for default cube, (lengths in mesh.edges index order)
[2. 2. 2. 2. 2. 2. 2. 2. 2. 2. 2. 2.]

what numpy voodoo magic can optimize this further?


texts: Knee deforming when applying armature to character

texts:
I'm fairly new to Blender and rigging, and I'm having an issue.

After I'm done doing an armature for a character, making sure everything is aligned properly, I applied the armature via automatic weights - but when I go to pose mode after doing so, the right knee isn't set properly.

Like so:

https://webmshare.com/play/b8qXo

The only difference between them is the knife strap on the boot. What am I doing wrong?


texts: how to test if there is a link to a specific node socket?

texts:
Building a blender 2.8 helper addon to automatiz tasks, I need to test if a node is connected to Principled Alpha socket. If not, I will connect A RGB node.
I fail to check "if any node connected : do something" ...
following code works but I can't do anything if nothing connected found

for m in bpy.context.object.material_slots:
mat = m.material
nodes = mat.node_tree.nodes
for mat_node in mat.node_tree.nodes:
    if mat_node.type == 'BSDF_PRINCIPLED':
        print(mat.name + " "+ mat_node.name +" :" )
        alphasocket = mat_node.inputs[18]
        #print(alphasocket)
        node_in = mat_node.inputs
        #print(node_in)

        for n in alphasocket.links:
            print(n.from_node.name +" connected to Alpha")


texts: Is it possible to use height maps from substance designer in Blender and how?

texts:
I've been learning Substance Designer for a short while. The thing which I noticed is that all those impressive materials we see on ArtStation are based on SD's height system, which uses tessellation and translates it into grayscale height maps. So, the question is how can I use height maps exported from SD in order to achieve the same "depth" effect in Blender? I understand that Blender refers to this effect as displacement. However, displacement modifier produces new geometry, attaching height maps to displacement node does not work, blending height and normals in one map in SD does not help either. Is this even possible?

UPD. Below is a render from SD which shows the material on a plane. The plane is clearly displaced in accordance with the height map. Now in Blender, I managed to produce the same result only by using the Displace modifier and by Displacement node together with experimental Cycles options and adaptive subsurf modifier. Blend file is attached. May be these are the only viable options. Grateful if someone could confirm.


texts:
Hi. I just started Blender two days ago. And I'm doing tutorials of Blender Guru.

My question is that why my object has coloured shadow?
Can you tell me why and how to make it black shadow?

Thank you.

It is so fun.


texts: Restrict HDRI Lighting to affecting certain places

texts: I have a small question. I was trying to get the hdri lighting only through the windows. As you can see, my model has one side of its face open and I don't want the hdri lighting to affect the open side, I want the lighting only from the Windows. The only way I can stop the lighting from affecting the model is to create two opaque planes along it, but I need to be able to see the inside of it without having the hdri lighting affecting it. How can I do it ?


texts: Blender Animation Works in Viewport but not in Render (Mocap / Face Tracking / Face Capture / Motion Capture / Face Capture / CGMatter)

texts:
(I'm french)
I've made a motion capture with trackers links to empties. And thanks to a script from cgmatter, my empty are joined to bones wich make move a 3d face.
All works fine in the viewport, but in the render, the face doesn't move.
If I render a single frame, render and viewport matches
But not for an animation...
Here is the file :
https://drive.google.com/drive/folders/1uFCzzU32poRWlAygNFvux6vyewfIerbw?usp=sharing
I checked :

If I could bake something but on other project with a same process, all works fine.
If something is enable in viewport but disable in renders
I searched a lot on internet


texts: Bake lighting onto plane which has displacement on it

texts:
trying to follow this guide: https://www.youtube.com/watch?v=sB09T--_ZvU
I have a plane with displacement on it, designed to look like an alien landscape. I want to animate the camera moving round and will be able to do this more easily if all the lighting is baked. However, when I do it (following the linked guide), the image baked onto my plane with displacement is really low res/looks rubbish. When unwrapping the image I used 8,192 pixels by 8,192, maybe this needs to be increased?
Any idea what the problem is?
.blend file can be downloaded at the following mediafire link, which contains the plane, and the baked image. In the shading editor you should be able to switch between having a normal surface colour on it (principled bsdf) and the baked image. I have also provided an image of each.
Many thanks for any help.
https://www.mediafire.com/file/7vru82tzw1iejtq/alien_ladscape_background_for_stack.blend/file
https://www.mediafire.com/view/serenwu8a7kil5h/landscapebsdf.png/file
https://www.mediafire.com/view/k94eb2e19duib4n/landscapeunwrapbake.png/file


texts: What is the best way to make the B shape in this gif?

texts:
I am modelling a set of stairs:

and wish to turn them into a high polygon model to resemble this with clear spaces between the bricks and all bricks to be of the same size:

I saw the below gif from Rigid Body Dynamic Animation Problem but no way to reproduce the B it so that the model is made up of cubes with the edges of the model being smoothed or curved to fit the original mesh.

So far all I have is this built from arrays (I am aware I'll need many more) from this tutorial Destroying any object into cubes but my blender locks up for quite a long time and has yet to finish processing it:

Any suggestions?


texts: Adding Material to Cycles Material library in Material Library VX addon

texts:
I want to add a material to the Cycles material library in the Material Library VX addon. But can't get it to work.

I can create a new category. What is not working is to insert a new material then. I press the add button, the status bar above tells me that the material is added. But it is not.

So what is the trick here? What is the exact procedure to add a material to the Cycles material library in the addon? What do i overlook here?


texts: Setting the right context in a python script?

texts:
For a project involving 3D printing of some labels with varying text, I want to use a small script. I checked all commands interactively and piled them up. However the script fails while the interactive session doing this with mouse and keyboard succeeds (repeatedly).

I tried to minimize the problem, removed everything not strictly needed, to pinpoint the place where I stumbled, but I cannot put my finger on the right spot. It fails when converting the text object into a regular mesh, complaining on the context not being right.

What am I doing wrong?

The script contains:

### (re-)start Blender, I used version 2.77a
### - open the scripting window in the top menu bar
### - load this file into the text window
### - run it with the "Run Script" button
import bpy
status = bpy.ops.object.text_add(radius = 1.0)
print("status after object creation is: ", status)
myobject = bpy.context.active_object
print("myobject is: ", myobject)
myobject.data.body = "Hello World !"
status = bpy.ops.object.select_all(action='DESELECT')
print("status after deselect all is: ", status)
status = bpy.context.scene.update()                     # forces update
print("status after update is: ", status)
bpy.context.scene.objects.active = myobject
status = bpy.context.object.type
print(" bpy.context.object.type is: ", status)
status = bpy.ops.object.convert(target='MESH')          # fatal error
print("status after converting to a mesh is: ", status) # never reached

The console shows:

Read new prefs: /Users/wim/Library/Application Support/Blender/2.77/config/userpref.blend
found bundled python: /Applications/Utilities-3rd-party/blender.app/Contents/MacOS/../Resources/2.77/python
measureit: added to phytonpath
measureit: Imported multifiles
status after object creation is:  {'FINISHED'}
myobject is:  <bpy_struct, Object("Text")>
status after deselect all is:  {'FINISHED'}
status after update is:  None
 bpy.context.object.type is:  FONT
Traceback (most recent call last):
  File "/test-convert-mesh.py", line 18, in <module>
  File "/Applications/Utilities-3rd-party/blender.app/Contents/MacOS/../Resources/2.77/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
Error: Python script fail, look in the console for now...


texts: Packing Texture Files In a Single Blend File

texts: How do I pack texture files in a single blend file in blender cycles. I am using Sheep it Render Farm to render one of my animations and I need to make sure the texture files in this single blend file are packed so it renders with them.


texts: Difficulties centering the object on the middle of the screen

texts:
I have some difficulties centering the object on the middle of the screen. Infact when I press the mouse wheel the view seems to fly away too fast. This is what happens : on the picture below you see that the object is too far,I don't see it clearly and I can't edit it :

instead,below you can see that happens when I scroll a little the mouse wheel : the object "disappear" totally.

I have also attached this video to explain better. thanks.


texts: Group splines by height using animation nodes

texts:
I have a list of splines coming from an object, I want to group them by their height.
An example would be:
a list of splines:

0 spline 1 with height  0.25
1 spline 2 with height  0.35
2 spline 3 with height  0.45
3 spline 4 with height  0.25
4 spline 5 with height  0.35
5 spline 6 with height  0.65

The result I need is a list of lists:

0 [spline 1 with height  0.25, spline 4 with height  0.25]
1 [spline 2 with height  0.35, spline 5 with height  0.35]
2 [spline 3 with height  0.45]
3 [spline 6 with height  0.65]

Is there a way to do so using nodes or an expression is needed?


texts: Perhaps it was too complicated for some the first time asking about this issue. I created a cup following a tutorial and it has a glass finish. It renders as a glass finish, however when viewing it material preview mode it has an odd finish. Does anyone know why this is happening?


texts: How to display Alembic "Override Frame" animation in the animation graph?

texts:
I have set some keyframes for "Override Frame" in the MeshSequenceCache modifier.
Unfortunately the animation has a ease-in ease-out, so I want to take a look at the curve in the graph-editor to fix the handles... how???  Thx!


texts: Does Blender bloat unnecessarily the Windows Registry?

texts:
According to Revo Uninstaller, Blender adds more than 4400 registry keys to the Windows Registry. They are almost all spread in Registry folder:

HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Installer\UserData\[your user string]\Components

Assuming that the Windows Registry is kind of a highway (database) where system and user applications will eventually want to quickly store and share data, unnecessarily growing it will impact other applications performance on accessing, not to mention the impact on registry backups that Windows makes periodically.

Next follows an old opinion of Jeff Atwood about using registry as a storage room (source: here):

  a trash heap of miscellaneous junk settings for every rinky-dink application on the planet

Many of the 4400+ entries that Blender stores in Registry, if not all, are references to Python scripts, that I strongly doubt they really need to be stored in a system wide database, instead of a local configuration folder.


texts: Managing layers/collections in blender 2.8

texts:
I am trying to duplicate a layer in my collection. The layers its a background image and I would like to duplicate it in order to load a different image in the same position. Can not find the way of duplicate a layer.

Also would be nice to know how to move them in order to organise it within my collection. I can move them to a different collection, but I can not manage to organise them within my collection.


texts: Rig doesn't keep X-Ray enabled when linked into new file

texts:
I have a character using the Rigify rig, with X-ray enabled both in the armature properties and object properties. The rig and character are part of a group. I link the group into a new file, and then make a proxy of the rig to pose it. However, the rig now does not have X-ray enabled on either the object or armature.

Why does this happen, and can it be fixed?


texts:
Recently I've had an issue with my light in a scene. Basically, I have a point light that is parented to my character so that it follows the character around. I have set the emission strength to 0 at the first keyframe, and I then change it to a strength of 4 in the next keyframe. This is done because I only need the light active for a certain time in the animation. However, once I've set this keyframe, performing any other action will bring it back down to 0. For example, I set the keyframe to a strength of 4, move forward one frame, then the strength resets back to 0.

I can provide pictures if need be, but I think I've explained it well enough. Is there another way I could do this? Or is there some fix that I'm missing?

Thanks.


texts:
How to split a big '.blender' file into multiple files that are less than 500MB?
For instance, if I have a rigid body simulation that sits in a file that is about 1.5GB and consist of 4000 frames, is there a way to split it into 4 different files:
file 1: frames 1--1000
file 2: frames 1001--2000
file 3: frames 2001--3000
file 4: frames 3001--4000
The only related topics I could find are:
Is it possible to split a .blend file?
Is it possible to compress or split '.blend' files within Blender? If so, how?
But I don't know how it can be done with a rigid body simulation


texts: Object mirrors about component axis rather then main model axis

texts: I'm trying to mirror a component object about the main model's X axis, however when I add a mirror modifier the object mirrors about it's own axis. I'm sure I'm missing something simple.


texts: How to get a camera to copy location of character from a different scene in BGE

texts:
I have a movable character in one scene (though it is a "2d" game, so it only moves left and right, up and down) and a camera is focused on it, but I need a camera in a different scene to copy the character's location in a parallel x-z plane. It will be my background scene and a perspective camera rather than an orthographic one. I have tried duplicating the scene with my character (my level) and then making everything invisible except the new background, but it never stays synchronized. In other words, I have researched and tried alternative ways to no success. Tell me if you need more info. Any advice helps!

[Edit after Monster's Include/Exclude edit]

This is what I have right now, but it's not working quite yet.
for "Camera.master" I have this:

It's called "camera," set to String, and has a value of zero.

My only guess was to do the same thing for all the other cameras I wanted to include, but that's clearly not the case.


texts: Utilise GPU just for animation/physics, not rendering

texts:
I realise that the GPU can be used in Blender to accelerate rendering, but can the GPU be used to just perform animation/physics simulation?

I'm currently using Blender to import some OBJ files, apply some physics modifiers to them, run an animation/simulation and export the resulting OBJ file, i.e. I'm not using Blender for rendering purposes at all.

I did some performance tests and it seems like a GPU can only utilised for rendering and does not affect the animation/physics simulation performance. Is this correct?

Does anyone know if it's possible to utilise the GPU for physics simulation with any software?
Note: I require soft body (cloth) collision physics, not just rigid body.


texts: I made a 2D animation in blender and saved it. But when I reopen the file, it opens up in the 3D form with the 2D part on a flat plane in the space. How do I change it so that the camera faces the 2D animation straight again?


texts:
This problem suddenly occurred and made me could not use any hotkeys for modelling.
At first, I could use the shortcut keys as G for grab, R for rotation, E for extrude, and I have finished some of the parts of my 3d figure. However, I could not use not shortcut keys as G,R,E,Z and even control + Z for undo after a while. It made me frustrated and search for possible suitable and not able to find any outcome.
I have already change the object to edit mode, and I am not able to do any modelling through shortcut keys.
I have turn on the preference - system - Global undo
Will it be that I have tap any button which lead to the inactivate of the short key?
If they is any solution, I will be appreciated.


texts: "Map Range" node equivalent for Material nodes?

texts:
I would like to use the age of particles to effect the color of a material, however the Particle Info node returns the age of the particles in frames so the values are greater than one. (which makes the ColorRamp node ineffective as it works in the 0-1 range.)

So I need to convert the Age value to the 0-1 range (As you would with the Map Range/Map Value node) but with Material nodes instead of Composite nodes.
Is this possible?


texts:
This has got to be my most frustrating moment while using blender! Whenever i use blender for a long time (without saving too!), i happen to change the current mode i am in when i try to undo an action blender undoes the action that took place while i was in that specific mode (object, edit, sculpt).

And heres the super annoying part, i try to undo to the changes that where done in that mode and a huge change in my mesh occurs, then i switch to the mode that i had previously been doing my legit modeling, and still i can't manage to restore my previous session(Come on now!).

So(sigh) i look througth the history in the tools menu for every mode i was In, and NOPE, i just can restore my previous session.

Now i realise that blender store only a certain amount of actions in its history, so my previous action was deleted while i searched for last my session.

Is there any way to avoid this problem? It would be very appreciated :)


texts: Scripting help for Audio Visualizer Tutorial

texts:
So I was watching a tutorial and following along with how to make this audio visualizer:
http://cgcookie.com/archive/building-an-audio-visualizer-in-python/

This is what the portion of the script in the video that I am having problems with looks like. It's on line 32:

This is my entire script so far (Up to the point in the video shown in the picture):

import bpy

rows = 5
columns = 5

r = 0
c = 0

for i in range(0, rows*columns):
    if c == columns:
        r += 1
        c = 0

bpy.ops.mesh.primitive_cube_add(location =(r*2, c*2, 0))
bpy.context.scene.cursor_location = bpy.context.active_object.location
bpy.context.scene.cursor_location.z -= 1
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
####
bpy.context.active_object.scale.x = 0.5
bpy.context.active_object.scale.y = 0.5
bpy.context.active_object.scale.z = 5
bpy.ops.object.transform_apply(scale=True)

bpy.ops.anim.keyframe_insert_menu(type ='Scaling')
bpy.context.active_object.animation_data.action.fcurves[0],lock = true
bpy.context.active_object.animation_data.action.fcurves[1],lock = true

bpy.context.area.type = 'GRAPH_EDITOR'

step = 20000/ (rows*columns)
bpy.ops.graph.sound_bake(filepath="/Users/USER/Desktop/14 Federation.m4a", low=i*step, high=i*step + step)

bpy.context.active_object.animation_data.action.fcurves[2],lock = true

c += 1

I can see that in the video the part with step = 20000 and the part with bpy.ops.graph.sound_bake(...) are on the same line, but when I do that, it gives me syntax errors.

As of now, this script tells me that it has failed and then tells me to look in the python console. In addition, it only creates one of the cubes that the script is supposed to make a 5x5 grid of. It also unlocks all of the scale parameters and changes nothing for the graph editor for the one cube that it creates.

Strangely enough, removing the entire portion starting with bpy.context.area.type = 'GRAPH_EDITOR' to bpy.context.active_object.animation_data... causes the full grid of 25 cubes to appear.


texts: Why is the other side faded in mirror mode?

texts: This has happened before, and I'm in mirror mode just using a reference picture, and I now I notice that the other side is in a faded color. And I cannot click it or interact with it.


texts: Rendering hair in 2.81 giving out weird results

texts:
So this is the result I get in render preview:

And this is what comes out of render:

I haven't seen anything like this online and I even followed multiple tutorials step by step. What could I have missed?

Same result in Eevee but kinda worse:


texts: How to remove animation from duplicated object?

texts:
I duplicated an object and then added an animation to one of them, the animation appears in both objects in the outliner, also in the dope sheet and graphic editor and I can't remove the animation from one of them without removing it from the other.

So, I removed all the key frames and the animation from the dope sheet and graph editor, also unlinked the animation in the outliner but the animation is still showing in the outliner and every time I try to ad a new one, it becomes shared by both objects again.


texts: Problems with rig while trying to export to Unity

texts:
I have a .blend file with a model and some animations and I am trying to export those into Unity.
However it looks like there is something wrong with the rig hierarchy at the head level.

I am trying to use Mecanim, and I think it doesnt work until I fix this. I tried to manage the rig hierarchy on Unity, but it didn't work well, actually I am not familiar with rigging.

According to this: http://docs.unity3d.com/Manual/Preparingacharacterfromscratch.html, the order of the hierarchy looks good, or not (spine - chest - neck - head)?

There is any solution for this?


texts: I have created a boy and a paddle. And I need to create somehow rowing animation. I already try to add rigid to paddle, also set boy as a parent to paddle, but still don't know how to make it


texts: How to attach leaves to branches quickly

texts: I was hoping I could use blender to create a low-poly tree with leaves, is there some way I can do as I've done in the image, but witout placing, scaling, rotating, manually? this is killing me...


texts:
I am in desperate need of help again.

How do I add edge and one vertex between two vertices in Blender 2.8?
I put a red dot where I'd like to have the new vertex =).

Thank you so much!!

Best regards
Sophie


texts: Adding curved shape to box with seamless shading?

texts:
Suppose I have an empty box, and I want to add a bowl shaped surface starting partway down. See the image below, showing cross section of the box and the annotation depicting what the bowl shape should be like.

The precise curve of the bowl shape does not matter, the goal is to make the curved shape fit as well as possibly with the straight wall (in terms of shading). For example, by connecting bridge loops, we can create a shape inside that's sloping downward, but the shape is not steep enough near the box walls to create good shading. See image below (Ignore the sharp angles on the diagonals, which is probably due to bridging a circle with a square. I should have used a better example.)

The angle between the straight box wall and the inner shape is too large, I want to smooth it out. By adding loop cuts to the sloping inner shape, I can manually drag the loops to make the curve steep enough near the wall, but this is extremely imprecise and not nearly good enough.
Note: for the simple example provided here, we can fix this problem by starting over with better technique (for example, use a cube then make a boolean cut using some surface). I am interested in ways of actually adding the new shape into the existing mesh as shown above, in cases where restarting is not possible.


texts: Does blender drain battery life when I'm not using it?

texts:
I used Avid Media Composer for a few weeks on my laptop, but it drained a lot of battery without me using it. Will blender do the same?
Thanks in advance.


texts: How to "trace"/"extrude"/"sweep" an animated 3d mesh?

texts:
Given an arbitrarily animated 3d mesh, is it possible to generate a new object such that this new object is the interpolated boolean sum of all frames of the animated target object?
I can somewhat do this in a python script, but the boolean union starts to degrade and loose surfaces over iterations. Also, it's hard to achieve a smooth result, as each iteration takes more time since there are more surfaces to union with.
The Screw Modifier has the spirit of what I'm trying to do, if the animation was a linear translation and rotation along a single axis. Is these a similar modifier or tool where you can specify a path and orientation?

BTracer Mesh Follow mode also has the spirit of what I'm looking for, except it only constructs curves. Below you can see the the target 3d mesh (cube) being animated, and BTracer creating 8 curves following the trace of the cube's 8 vertices. What I'm looking for is a generated solid which would fill the outlines of these curves.

I realise I could take the curves from the BTracer process and generate faces between them, but for more complex objects this would get very tedious.
Is there a process or tool I can use to generate the geometry I'm looking for?


texts:
For a couple of millenia now, people have been using towed objects,

either towing the objects themselves, using animals, or more recently, machines.

Given the number of carts, wagons, trailers, farm equipment, and the like, I would expect that someone would have created a tutorial on how to rig such a model, but after several hours of searching, I've not found one and would like to find either a tutorial, or a rig to study.


texts: How to get 3D points of a Mesh in world space coordinates?

texts:
I have a blender file with this scene (below) seen from the camera.
Now I need to get the 3D points of the mesh (the doughnut) in world space according to the camera perspective, pragmatically. Meaning I need a python script I can run to save a text file with the list of 3D points I need. I also need to know the camera direction vector.
I'm using Blender 2.83 and I have python 3.7 installed.
Thanks in advance.


texts: Prevent movement of hands on push up animation

texts:
I made a push up animation with a human character and its hands are moving down and upwards. Can I somehow fix the position of the hands? I mean in a way not to be able to move/rotate it.

My problem is something like the push up part in this video: https://www.youtube.com/watch?v=-r7mWDgQbmU


texts: When i texture paint in 2.8 how do i add shadows to see what im painting

texts:
When  i texture paint I like to paint on the actual object instead of the uv map but it seems that when I set up an object ready to paint its all one colour, no distinguishable features so i don't know what im painting.
Thanks , J.H.B.W.


texts:
I have 3 exact same cubes. The difference is that one cube is rotated on the z-axis. I unwrapped all of them and marked the seams exact same, but the rotated one looks different. Here is a picture:

How can I get the same UV unwrap for all cubes? Thank you for helping!


texts: Linking materials with groups and drivers

texts:
I am working on a project setup and trying to understand how it will all work behind the scenes. It involves several layers of linking, material groups, and drivers.

Can I have a value in one file drive a driver on an object linked in from another file? For example: If a material on an asset within it's own file has a driver based on some custom value of a scene, how can I have it take that value from the scene it is linked into rather than the scene within it's own file?

Or, inversely, if I setup a driver in the main file, how can I have it drive the appropriate parameter of objects that I link in?

An example of this would be if each of my materials or material groups had an input for wetness. Different materials are effected differently, and will need to be setup within their own file. These assets are then linked into whatever scene file I'm composing a scene in. A rainy scene will have a wetness of 1, and a dry 0. That needs to properly connect to each material's wetness input and drive it.

EDIT: This question was originally too complex and involved several questions, I have simplified it.


texts: How can I create an animation with a transparent background in the Material viewport?

texts:
Sorry if this is a repeat. I've had a lot of trouble explaining or putting this into words.
Basically, I want to make an animation with a transparent background, but I want it to render with the appearance of the Material Viewport.
I've been told that OpenGL is the best way to go about this, but I can't find any options for transparency in cycles for OpenGL.

I was able to create a transparent background in the typical Rendered view, but not in OpenGL. If there's a way I can replicate the "Material" appearance in the default rendered view, that also works!

Thank you so so so much in advance, this has had me puzzled!


texts: Exporting ONLY the selected, visible faces of a scene

texts:
I'm a 100% newbie when it comes to Blender, only needing it for a single task (for now, might return later to learn more).

I have a large scene involving many objects and I need to cut out a small cube of it. I've hit Alt-B and selected a cubic region. Now I want to export (obj at the moment, but I'm somewhat flexible as to format) only those visible faces, even if they were part of a larger object.

Alternatively, reversing the selection and deleting all the other faces would also seem like a possible solution, allowing me to export the remainder—my selection.

There's "Export Selection" in the export dialog, but that seems to still export the non-visible faces of the objects that intersect my chosen selection cuboid—which ends up being pretty much everything.

I don't need lights, cameras, or anything else except the geometry. I don't even need textures, though the texture names might still be of use to identify different parts of the data, so preserving the materials would help.

Any suggestions would be appreciated, especially if written for a newbie. Though I'll learn what I have to if given a push in the right direction. My Google searches have so far failed me in solving this problem.

EDIT: adding an image of the masked area I want to limit my export to:


texts: Can python be used to edit a Text Object?

texts:
That is, can python code replace, for example, a single letter in a Text Object or insert a letter or string into a Text Object.

Note that I'm not talking about replacing a Text Object with some updated string, such as, object.text = "new string". I'm thinking more about having access to the Text cursor (not the mouse cursor) and positioning it on some letter that I'd like to replace.

In other words, I'd like to have the same capability during BGE play that I have when altering a Text Object in the edit mode.


texts: How to move vertices without duplicating them?

texts: Whenever I move vertices using grab function (G), the original vertices always stay in their position. How can I prevent this?


texts: Blender distorting objects when using move tool

texts:
When I try to move any object it either gets distorted or the centre point of the object moves. Has anyone experienced this before?

Here is the link to the blender file
[2]:


texts: Blender snap (linux, specifically Ubuntu 17.04) very slow / freezing when in material view

texts:
I recently downloaded the Blender snap from Ubuntu Software because it seems to be always up to date, Then I opened one of my projects to continue working on, then it just freezed for a sec then started to move but very slowly (2-5fps) Then I changed the viewport mode to Solid and it returned normal. Did anyone encounter the same problem and found some way to solve it? I would like to solve it because I prefer to use the snap as it is very easy to update through Ubuntu Software, while manually updating Blender by downloading from blender.org is a little bit harder and takes more time.

UPDATE
Because I cannot add filmic blender to the snap, I decided to just download the latest version of Blender for blender.org and use that.
But this does not solve the problem.


texts: How do I cut one mesh with other mesh and join them?

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I have here two meshes, I am trying to cut the sphere surface with the other mesh and join their faces like if it was an extrusion. Any idea?

I'm a beginner at this. Thanks a lot!!


texts:
I cannot edit vertices, edges or faces because of the 3d cursor.
When in edit mode with the appropriate vertex, edge or face icon selected I try to click to select, say a vertex which I want to drag to resize and all I get is the 3D cursor which cancels the drag edit action.


texts:
can anyone help me... I just wanted to do a quick clay render to see some shadow issues but I keep getting a "Cuda Error: Out of memory" message come up.  I'm running the render off of my GPU which is an 8GB 1080 GTX so I cant really image a problem.

I turned off caustics and put the samples at 64 and still I'm getting the error.   Would anyone be able to offer any advice and maybe try the render with their PC?


texts: Is it possible to convert a hair particle system to a mesh and bake the particle color to the new mesh UV?

texts:
I am aware that hair particles can be converted to a mesh, that's pretty straightforward. I'm wondering how to take a hair particle system that has color driven by the emitter's UV texture and convert that system to a mesh that already has UV's and can bake out a texture to those UV's based on the original visual texture of the particle system.

Once you bake the hair to a mesh it is no longer paired to the emitter and you lose all reference to the hair particle location to drive its color, so this UV texture baking would need to be done in a single step, I'm just not aware of such a feature and I'm having a hard time searching for it because I'm getting drowned in results about basic hair particle color shaders.


texts: Cloth Simulation with Mesh Deform Modifier causes parts of mesh to stick?

texts:
I'm using a Mesh Deform Modifier to animate a complex belt model with a simpler mesh. I animated the location of the deform mesh so that the cloth simulation would have some movement to work with, but certain parts of my complex belt mesh are "sticking" in place and deforming the rest of the mesh. What is the reason for this?

Blend file: http://pasteall.org/blend/index.php?id=49483


texts: How to get dynamic updating of quad views on multi-monitor screen?

texts:
I'm using blender 2.79 on Ubuntu 18.04 with a dual monitor setup. I currently have my left monitor set as the main 3D view and the right one set to quad-view.

When working on a model I normally glance at the quad-view to check that everything is where they need to be. The view on the quad-view is static however... If I were to work on a different section on my main 3D view, I would have to manually set the views on the quad-view to center on the section I'm currently working on.

I noticed there is an option to lock views to the 3D cursor. This works somewhat, but not as pleasing as I need it to be.

Ideally I would like to know if there's some way I can make the quad-view to always lock on to the active object, kinda like a perma-numpad . on all quad-views.

Thank you all in advance.


texts: How to parent object to armature without losing vertex groups

texts: Hi I have a mesh which I have already defined vertex groups for the bones but have not parented to the armature yet. I want to parent the object to the armature without losing my vertex groups (whenever I press armature deform envelope weights or automatic weights, my vertex groups are cleared and blender inserts its automatically calculated vertex groups for the bones). Is there a way to do this?


texts: How to align UV maps on differently sized objects for seamlessness between each one?

texts:
I've been looking for an answer on this and I'm utterly confused. I'm very new to UV mapping (in fact, this is my first "real" attempt to use it in a way that it tiles correctly) and I've got a problem with trying to get a texture to scale, too. I've tried even the different tools like TexTools and UV Magic, and I'm still not getting a 100% match on this on TexTools, for example. I have yet to try UV Magic, but from another thread (here: Unwrap UV map proportionally to object size) there's no difference in the function of TexTools vs UV Magic? I'm not sure what is going on here... I tried the projection from view, but that creates a disaster for someone new like me. Isn't there a better way to do this?

Ok, so more details on this:
I have two items. Both are at a scale of 1.0 but have different widths and lengths. I've got a texture on them now, but it doesn't align. Below is what I'm working with:

Now, I've scaled both by 2.9x from the corner of the UV map using Smart UV Project.

Here's the thing... despite both being scaled by 2.9x, they are STILL different sizes and I can't get them to align. Here's the zoomed in version:

And here's the zoomed out version:

I hope this is not a duplicate topic! If it is, I apologize. Please lead me to the right one. I spent quite a while searching for a topic similar to this, and I've not been successful in finding an answer.

Here's what I want to do, but it requires overlapping geometry and a size change to make it work. Ideally, I'd like to not over-lap and keep the items of different sizes as they were originally:


texts: Differences between Principled and Beckman Glass BSDF

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Comparing Cycles renders of a glass bowl, I see a color shift and an angle shift when switching between Principled BSDF shader and Glass BSDF (Beckman) shader.

Is anyone aware of other differences?

Note: according to Is the Glass BSDF shader in Blender PBR accurate?, the Principled BSDF is more accurate.

Details

Blender 2.79 RC2 2017-08-18, hash 7b397cdfc81
Pro Lighting: Skies (Demo) Cloudy 08
Color of the bowl: e7c8b0

The bowl is sitting on a polished slab. I originally used the Glass BSDF shader with color e7c8b0, and otherwise all default options including Beckman model. Originally, there were a pair of undesirable reflections:

1: Light reflected off the polished slab, then reflected off the bowl and into the camera.
2: Plus a tertiary spot due to the reflection off the slab, then off the bowl, then off the slab into the camera.

I considered these "undesirable" because they were in a location that detracted from the feel I wanted, and because they were surrounded by rectangular artifacts. They looked like mistakes. I eliminated them by moving the bowl closer to the edge of the slab so that the primary reflection was off the edge and thus none of the secondary reflections appeared.

When I switched the shader for the glass bowl from Glass BSDF (Beckman) to Principled BSDF (roughness:0, transmission: 1.0, base color: e7c8b0), it appears that incident angles are calculated differently so the primary reflection is no longer off the edge of the slab and the undesirable secondary reflections have reappeared. The fact that the primary reflection is in a different location is not necessarily a problem in Principled BSDF. I do not know which shader is more accurately modeling angles.

The Glass BSDF looks slightly muddier and browner than I expected based on the color I assigned the glass. The Principled BSDF looks closer to what I expected, and the reflections look cleaner and closer to the colors in the IBL image.

I would be happy to upload the non-cropped images and the blend file, but I am new to Blender and don't have reputation to add that many links to a question. If full images and blend file would be helpful, please suggest a location/path for me to upload them.

Update

The rectangular artifacts around the reflections turned out to be coming from the Denoiser. I really like the Denoiser otherwise.


texts: Forcing Subdivide to create non-zig-zag edges

texts: Is there a way that when something is subdivided, it can be constrained from making the zig-zag flower petal pointed edges?


texts: How can I make this striped pattern with wave texture in Blender?


texts:
I was just thinking if it was possible to make a person walk if I make the walk cycle and then just make it interact with the terrain using rigid bodies or something of that sort. The basic idea is to not animate the movement of the object, let physics do the work.

If the above mentioned is not possible please suggest a way to animate a walk more easily.


texts: Automatically Scale and Export All Files in Directory?

texts:
Is there a way to go through every .blend file in a directory and do the following with each:

Open the file.
Move the cursor to 0,0,0
Enter edit mode (there is only 1 object in each file)
Select all vertices
Apply a scale by a constant across all 3 axis
Exit edit mode
Save the file
Export to .fbx

If someone can point me to the recursing/opening/saving and exporting portions of this I can likely get the rest - just not sure how to go about it because I've only made very small hacks to the spacebar hotkey plugin (like adding arc intersection calculators/snap-tos) and am not really familiar with Blender scripting beyond inserting the occasional menu item into a preexisting plugin.

Hoping for something quick and dirty.


texts: Symmetrize Along Custom Transform Orientation

texts: Can one symmetrize (eg. -X to +X after making a selection in Edit mode and pressing W - pressing Symmetrize) along a custom transform orientation? I have selected my orientation Custom, but when I symmetrize it is done according to global transform orientation.


texts: How to assign a random color to objects and make them parent to specific objects using Python?

texts:
I have two objects lists in the scene:

Lipid_names = ['DGDG','DGTS','MGDG','PE','PI','SQDG','PG']
Lipid_regions = ['Lipid_DGDG','Lipid_DGTS','Lipid_MGDG','Lipid_PE','Lipid_PI','Lipid_SQDG','Lipid_PG']

The objects in the list Lipid_names should be set as child to objects in the list Lipid_regions.

So, DGDG should be set as child of Lipid_DGDG,
    DGTS should be set as child of Lipid_DGTS, and so on.

AND I also want to change the color of these objects:

Now, when I run the code, it does not make parent-relation to all objects but only first one. The code seems okay to me as I am not an expert programmer.

For reference, I uploaded the .blend file with all data inside it.
https://www.dropbox.com/s/n52kay7jx1u13hc/Lipid_packing.blend?dl=0

import bpy
import random
from random import uniform
scene = bpy.context.scene

for selected_obj in scene.objects:
    selected_obj.select = False

Lipid_names = ['DGDG','DGTS','MGDG','PE','PI','SQDG','PG']
Lipid_regions = ['Lipid_DGDG','Lipid_DGTS','Lipid_MGDG','Lipid_PE','Lipid_PI','Lipid_SQDG','Lipid_PG']

# All regions over the lipids will be spread
regions = [i for i in scene.objects if i.name.startswith('Lipid_')]

# All lipids
lipids = [i for i in scene.objects if i.name in Lipid_names]
lpds = [print(i.name) for i in scene.objects if i.name in Lipid_names]

for Lipid in lipids:
    val = lambda: random.random()
    # set Location of the object to origin
    Lipid.location[0] = 0
    Lipid.location[1] = 0
    Lipid.location[2] = 0
    # set the rotation of object
    Lipid.rotation_euler[0] = 1.5708
    Lipid.rotation_euler[1] = -1.5708
    Lipid.rotation_euler[2] = 0.7853
    # set material
    Lipid.active_material.diffuse_color = (0, val(), 0)
    Lipid.active_material.use_transparency = False
    Lipid.parent = None

#print (lis[0].name)
for iter in range(len(lipids)):
    print(iter)
    for lipid in lipids:
        index = 0
        if regions[index].name == 'Lipid_' + lipid.name:
            lipid.parent = bpy.data.objects[regions[index].name]
        index += 1


texts: Can Blender Internal Render passes be put back together again?

texts:
I'm stuck with a simple task. I need to tweak some render passes of the image, and then put them back to the combined composited image. For Cycles I use this scheme from the manual:

It works as intended.

But I cannot figure out a way to do the same trick in the Blender Render. So, I can tick some passes to be rendered separately, and I can exclude those passes from the combined pass. Like this:

What I cannot do, is mixing them back to get the final image.

Does anybody know how this could be achieved in the blender internal render engine?


texts: Procedural Character Generation (Blender & Unity)

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I started 3D modelling a few weeks ago, and I'm having a blast! I have a 3d Model with shape keys setup and I'm working on creating hair objects (I have 5 right now). After I create some more hairstyles, I'm going to want to rig the model up, create animations and create various pants, shoes, shirts, hats, etc.

Do I have to create bones that attach to each of the swappables I'm adding? Is there any way to put all of the hairstyles into a group and attach that to the base character? Better yet - a way to create shape keys that apply to everything in the 'hair' group? I would do the same with the shirts, pants, etc - but I'm looking for best Blender to Unity practices.

My goal is for everything to be attached to the character and move with it when I start animating. After it looks good, to import it to Unity and create scripts to dynamically create characters on the click of a button. Are there tutorials that you recommend for something like this?


texts: FBX model from makehuman has broken rig on import

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I've exported the default makehuman body as an .fbx set to metres as the units, and imported it into Blender with Import Normals, Import Animation, Import User Properties, Import Enums as Strings, Ignore Leaf Bones and Automatic Bone Orientation all selected. However, the model and rig import like this:

I'm using Blender 2.76

Any advice would be much appreciated!


texts:
I just started using Blender, and I can create and edit simple geometrical 3D objects. However, I tried unsuccesfully to create a simple coordinate axis, something like that:
   --|--|--|--|--|--
     -2 -1 0  1  2

(the horizontal line is supposed to be continous)
but funnily enough, can't figure out how to make it.
I tried with the 2D draw option, drawing a long horizontal line and small spaced vertical lines, but the vertical lines are spaced irregularly, I also tried creating grids, but I can't get rid off the "external" frame of the grid.
Any ideas ?


texts: How do I made little extrusions/details without booleans or edge looping off areas that cannot be edge looped?

texts: How do I add extrusions without booleans or edge looping, like a circle extrusion,  I have been asking this question for a while.the circles in this picture are in the base shape's circular extrusions which could be hard to make with boolean and impossible to make with edge loops.


texts: Well I'm quite a newbie in Blender and I'm currently using the Cg cookie baker animation. All of the rigs work, except the facial shape keys won't work with the bones. In the graph editor the drivers show "invalid target channel" although everything is already set up and it still shows even when I click "update dependencies"


texts: How to stop bones from distorting parts of mesh

texts:
Sorry if this a stupid, often asked question, but I've consulted numerous tutorials and guides and forum posts and such and such on this particular problem and they've at best only partly worked, so I guess it's either something more specific to what I'm trying to do or something's going over my head.

I have this model I've downloaded, and I've rigged it with a pre-made armature so I can mod it into a PC game, as such:

I've followed this tutorial thoroughly multiple times, along with some extra help from the creator of the video on the side, and I've gotten the rig to work, but my issue is that the model distorts when I move the bones; for example, when I try to move the arm:

I've tried weight painting but that, at best, has only worked a little. Today I've been messing around with unassigning and removing vertex groups, but that has either done nothing or caused parts of the model to disappear. Anyone know how I could keep its face from being distorted when I move its limbs? Again, sorry if I made any amateur mistakes, I'm a newbie to this stuff :P

Here's my blender file if anyone wants to take a look: https://ufile.io/01ii4


texts: my workstation was upgraded with a better GPU, but now Blender just crashes if I create a new material, even on the startup scene. Is there some setting to edit after changing the GPU?


texts: I'm experimenting with some procedural ways to create dunes, but I'm experiencing some issues with the color ramp. I want the top to be (close to) pefeclty sharp, but right now it is sort of beveled. Is this a limitation/issue with the color ramp and is there any way I can get rid of it?


texts: Why Isn't Mirror Tool Working Correctly?

texts:
I am trying to follow this video, https://www.youtube.com/watch?v=QbSmoZCrP8I and make the tower the way he does. At about the 5:30 minute point he turns the circle and deletes 3/4 of it. When I try to mirror it like he does some of the edges are missing and don't make a complete circle. I tried it with a plane instead of a circle and I can make it work. Why would the mirror function leave out some edges?

Here is a image of what is happening. The left side is what I am trying to mirror.

Yes, I know he uses the Mirror modifier on both axes, X and Y. I left Y out of this image to show how it's not mirroring even one axes correctly. Here is a screen shot with both X and Y axes.

LeoNas, thank you, that worked. We can call this one solved.


texts: I got a crack on background after rendering

texts:
After rendering my animation, these cracks appear on my background images.

enter image description here

These are my settings. I'm using denoise.
please help me
here is my blender file
https://blend-exchange.com/b/qbZ4yANq
The crack appears randomly.
when I render the file at first, it does appears at 17th frame.
But at the second time, the crack does not appears at all.


texts: Creating a Soft Body Surface that Responds to Different Masses of a Rigid Body Object

texts:
Dear Blender Community,

There's quite a few posts discussing the interaction of rigid body objects with cloth and soft body objects, but I haven't yet found one that provides a satisfactory answer to the following question:

how do you set up a cloth (or a soft body object) that responds differentially to the different rigid body parameters of an impinging object?

Here's what I'm trying to do. I'm trying to set up a scene where an object drops onto a cloth in such a way that the mass of the object makes a difference in how deeply the object sinks into the cloth. A quick, excellent tutorial in Cinema4D was enough to achieve this effect relatively well.

My simulation in Cinema4D begins like this:

and ends like this:

the only difference between the left and right being the masses of the balls.

I've yet to find a technique that does this nearly as well in Blender, but I would infinitely prefer to use Blender over Cinema4D.

I'd be much obliged to any good samaritan out there that would tell me how to obtain a similar effect with good old Blender.

My thanks in advance.

Edit: Here's a GIF of the full simulation:


texts:
How to get Blender executable's file path in a Python script?

__file__ gives me my addon's path, but I cannot be sure Blender is in the same folder tree, I guess.


texts: I have a very slow school computer and the school year is wrapping up soon. I'm using the video editing part of blender, putting in my own music and videotaping for an English project. I rendered it with the default settings (because I don't know how to change them, started yesterday) and there's no sound. I went to go see what was wrong and opened my project back up, but the ability to edit the video or audio was completely blank. I just want my complete video rendered in .MP4 so my teacher can see it;; I'd like to save it so he can hear the audio as well, but when  I render it it saves as a .png and doesn't have sound.


texts: Problem at Selecting Points after Extruding

texts:
I am very new to Blender and googled my Problem now over 2 hours, but didnt found anything. That's my Problem:

I extruded my Mesh and want to Merge to Points. When i am about to select my two Points, the Program selects all Points along the extruding Path.

How can i change this setting and just select only the two Points?


texts:
I've imported an alembic camera into my scene and for whatever reason if the translation coordinates are super high (for example, x = 100000, y = 25000, z = 75000) I end up getting a render thats jittery and doesn't track properly. I've had this issue before and was able to scale down the whole scene but I was wondering if there's an easier way.
edit:
I was able to scale down the whole scene with an empty, it seemed to have fixed the issue but wondering if there's a better way.


texts: What is this weird thing when i'm trying to merge the head with the body on a sculpt and how do i fix it?

texts:
i'm new to blender and sculpting in general and well as you can see i don't know how to merge the head mesh with the body mesh

but i found a way to do it with the boolean modifier but when i use it this happens

i don't know how to fix this or if i'm doing it wrong or is there another way to do it. ALL answers all welcome ! (Feedback,and tips too)


texts: Complex organic-like object from two splines (imported)

texts:
I'd like to create complex organic-like (or UFO-like) object from two splines like this:

I'm going to make splines in Illustrator (which is far more convenient for me than creating them in Blender) and then import them into Blender.

The question is:
Is there any tool to create closed surface from the given info? I'm newb to Blender and I suspect I've seen something similar somewhere on the Internet. Could you provide the name and if possible tutorial?

PS. Do not pay attention to curves in the example, I've made them as my mouse went.


texts: Align view to axis during modal operator?

texts:
How can I align the view (e.g. Numpad7 for Top view) in a modal operator such as knife?

When I try pressing the numpad keys during a knife operation, nothing happens. This can be quite annoying when you want to move the view around to see other parts of the mesh, but having to start all over again if you want to be aligned to a view.

The View, Select and Mesh menus are hidden as well.

Is this possible?


texts:
Is there a way to Lock properties from applying object transformations ?

I am using lattice and accidently applying object transformations is causing unwanted results. Please see the Animated GIF of "problem caused by applying object transformations to lattice"


texts:
I was wondering if I can make IK bones rotate gradually. I have a dragon with quite a few IK target bones to allow for a wonderful flow with his tail. As you can see when I rotate the hip all the bones move with it like it should. Can I have it do a gradual rotation with those bones as if gravity is helping keep it down. I have tried copy rotations on them but it doesn't do it. [!
[]1


texts: How can I duplicate a linked vertice from edges?

texts: Can someone tell me how to do this? Im a learning to modeling, and i think this can help me sometimes.


texts: Achieve blur-like glow effect in an specific object

texts: I would like to learn how to make a kind of glow that looks good in well-illuminated environments, something like this. Any suggestions?


texts: Problem with fluid simulation, cannot get fluid to move up a thin pipe

texts:
Hi all

So I created a little pipe system which I require water to flow through. It's meant to start by the water getting sucked up through the thin pipe currently located in the water and then flow through the rest of the system. I have tried to create a fluid-inflow object within the bottom end of this pipe (currently covered by water) and set its z inflow velocity up, unfortunately, this is not working. Water starts appearing in random areas outside of the pipe. I think it could be due to the domain being really large compared to the small inflow object, but not sure how to solve the problem. You can also view my blender file at

Any help would be greatly appreciated!


texts: Controlling polygons by index value, from list of vertices (sverchok addon) part 2

texts:
Edit: there were issues with the original csv file linked below, I've uploaded another csv file of a slightly modified dataset. I've also updated the info regarding the fields in the csv file accordingly.
This question is a continuation of this post: Controlling polygons by index value, from list of vertices (sverchok addon)
I am trying to display polygons of several continents in blender using the sverchok addon. These polygons are stored as a list of vertices (csv file), where each row contains the following information:

fid = index of all the vertices in the list
CONTINENT = name of continent
vertex_part_index = index of the vertices unique to each polygon
index_continent = index of continents (1 through 5 for Africa through South America)
x = x-coordinate of vertex (longitude, in decimal degrees)
y = y-coordinate of vertex (latitude, in decimal degrees)

Using these vertices, I would like to show each each polygon (in other words, create separate ngons with the list of vertices, based on the vertex_part value). Here are two ways to do so, when dealing with only two polygons (from the post linked above):

The first image above shows a node setup that works on a 1 to 1 basis, where 1 node tree can display 1 polygon (i.e. one node setup for Africa mainland, one node setup for Madagascar). The second image above shows a node setup that works on a 1 to 2 basis, where 1 node tree can display 2 polygons, but not more than 2.
My question is, how can I display all of these polygons at once? Without having to copy the first node setup for each polygon.
Here is a link to the (corrected) csv file: https://drive.google.com/file/d/1KLtZVi-uywQU9-l8INUDZbByLWPtH1KT/view?usp=sharing
Appreciate all the help. Thanks,
P.S. I also apologize that the geometry of these continents is not completely correct. For instance, Russia is lumped into the rest of Europe rather than being split into Asia as well. Please ignore the various errors in the geometry.


texts: Sapling tree addon does not allow changing settings just after generated

texts: I am using blender 2.90.1 and I tried to make a tree by using the sapling tree addon. I can successfully did it in 2.8 version. After I click shift A, select curve, select sapling tree and a tree generated. I then tried to change the setting by clicking the menu at bottom left. Although the menu appear but the setting was not allowed to change. Would someone please help. Thank you.


texts:
I know that this question is a bit old or maybe overdone, but I'm running the latest edition of Blender and when I use the Cycles engine I get really fuzzy results and I can't find a simple, non-compromising solution to the quality.  I don't know exactly what I'm doing wrong here, but I'm sure others share my frustration.

Leaving everything in default settings, I started a new project and switched to the Cycles render.  I duplicated the cube and set colors for two Diffuse BSDF shaders, then went ahead and made walls and a floor all sharing the same diffuse shader.  I made two windows to emit blue light.  The screenshot has gaps between the walls because of the setup:

I'm aware that it's considered very incomplete and many have come to terms with some amount of noise, but is this normal?  Furthermore, with default settings or not, I can't change the amount of noise produced.  Supposedly, using "progressively refine" in the rendering tab should make it refine itself indefinitely, however Cycles only counts to 10 refines and then stops, creating a render which is a pixel-perfect match of the ordinary rendering method when it's completed.

I understand that there are tricks that can be used to reduce noise, but at the cost of extra processing time and usually small quality conflicts, like blurring.  My question essentially boils down to is this Cycles' current limit?


texts: How can I hide hidden topology with a hologram shader?

texts:
I have a hologram shader that is mapped out like this in Eevee 2.9:

I've tried toggling Backface culling and other options. However, I still have a good of unseen topology being rendered through my hologram material:

How can I minimize this in the material?


texts: I'm looking to recreate something like this , but if possible, using just the nodes editor and a mesh. I'm primarily having trouble with finding the right combination of nodes to create that edgeless, or feathered look to the mesh. The rest should be simple enough to do, mixing it in with transparent and emission shaders. I think I have that part of the node setup ready to go, but I need to have the rest of the node setup to be sure. That's where I'm hoping someone here might come in.


texts: How do I limit gloss/reflection to only intense sources such as a light source?

texts:
Using cycles,

I'm making big cartoon eyes lenses, I want them to have the light shine off them but little else.

Problem: Everything is reflected off the lens making the color of the iris and pupil look washed out in a bright setting or have it set more transparent but the shine gets too faded.

I thought maybe a toon shader for the eye shine connected with a transparent but I'm relatively new to cycles nodes so I can't figure this one out yet.


texts: How Can I make a Fluid Simulation liquid become gooey or viscous?

texts:
I would like to change the properties of a fluid sim so that the liquid behaves gooey viscous. Which parameters would I have to change to get a slow, gooey viscous fluid. Much like hot sugar candy (e.g. https://www.youtube.com/watch?v=tEqvwnlMRvA).

I looked at some of the tutorials describing how to do honey, but they still look like water.

Also maybe there is an addon that does excatly that. I also would like to displace the mesh that results of this simulation by twisting it. Any help would be much appreciated. Thank you.


texts:
I want to copy a 3.5 minute sequece from a movie of about 2 hours, because I want to subtitle it and use it for a lecture of my own. I used the knife tool to cut away everything before and after this sequece. However , I am not able to copy it (Ctrl C) and paste it on anther track. There are no handles on the little sequence and the timeline stays the same: I do not manage to have my little strip starting at position zero. It is a free video, no copyright problems.
It is only the second time thet I work with the video editor, I am relatively new to Blender and use version 2.79.
Thanks to anybody who can help,
Jos


texts: Is there a way to change the edge from 'Auto Smooth' mode to a complete curve?

texts:
My purpose

I made the following modeling to make parts for the robot’s tilt arm.

What I tried

I first used the Surface subdivision modifier to express softness and curves. However, using this modifier with the Bevel modifier does not produce the results I want. In more detail, after applying the Surface sudivision modifier, it is difficult to express the slope and sharpness of the edges, using Bevel Weight and Crease. Thus I found out that, for the slope and sharpness of the complexly constructed edges, there was a function called Auto Smooth, partly by looking for an easy way to apply softness.

With ‘Auto Smooth’ function, it was easy to apply soft effect while maintaining sharpness of each edges. And using the Weighted Normal modifier, it formed a more realistic surface (I still don't understand the Weight normal).

Point

Most of them have been resolved, but unlike Surface Subdivision, Auto Smooth does not soften to the outlines.

The outline is not smooth and still angular.

To get a clear answer

I know that Auto Smooth function does not actually make the surface
smooth, it only makes light rendering smooth. However, if I render
later, if the outline fails to come out smoothly, I can't make a
realistic rendering.
Also, I think it difficult to maintain the model in the future to
divide Surface from the beginning of the modeling.

Q. Excluding the above concerns, is there a way to smooth the outline?


texts: How do I copy object data with deformation animations with AN?

texts:
I created this setup for instancing and copying deformed mesh with its armature animation but all I see is the non deformed mesh of cyclinder.
Is it possible to instance and copy meshes while keeping their armature deformed animations in this kind of setup?
You can download the blender file from here
https://quickfileshare.org/2hMH/copy_dformed_30092020_2107_08.zip


texts: Cannot left click+Drag and select multiple objects

texts: im using blender 2.8 since my udemy course is using it.The problem that im having is i can't left click and drag to select multiple objects and i am using the selection box tool too but if i use the "Select Lasso" and "select Circle" they work just fine at selecting multiple objects. If i press the "B" key to  select objects, that doesnt work either and i have tried defferent versions of 2.8 and i still have the same problem.


texts:
Every time I try to render my scene, I get this error:

CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()

I've tried messing around with my NVIDIA Control Panel (I have an NVIDIA GeForce 750M) and adding a TdrDelay in regedit after browsing through similar questions on the Blender StackExchange, but the problem persists.

I would try to allocate more video memory to Cycles if that's the problem, but I don't know how. (I do know I definitely have at least 1GB.)

I don't want to resort to rendering with only the CPU, or it would kill the purpose of having the NVIDIA card in the first place.

How do I fix this?


texts: Blender won't start, while I used it before on this machine

texts:
I updated my laptop. It is an old one, but I used blender before on this machine.

I liked it a lot.

Now I want to reinstall it (did a full hd format) and this happens

Please help.

Also,

I want to use blender to make svg for usage in html.
How can it be done?

(design a logo)

thank you for reading,

J.L.

downloaded latest version of blender 1 hour ago


texts:
Is there a way in Blender to achieve some CAD commands like extend lines to the intersection (or nearest) point, or trim/extend to plane?

Like this:
http://www.qcad.org/doc/qcad/2.2/reference/en/chapter28.html


texts: How to invert the colors properly in Blender?

texts: When I invert the colors in Blender, I don't get the same result at all as Photoshop. The middle-grey background should not change, but it gets brighter in Blender while it stay the same value in Photoshop.


texts: How to resolve ugly artifacts bending joints after posing?

texts:
Just learning here... I created a model in Makehuman and imported it into Blender. When I pose the model I get really ugly creases where the mesh appears to overlap:

How do I clean this up or avoid it? I'm not worried about animating or anything I just want it to look smooth.


texts: How do I reconcile the view in object mode and the on in the particle editing mode?

texts:
I want to make my blender show me the view when I see in object mode in Particle Edit mode. Or else I'll have to convert between them alternatively.

Why is the view different in these two modes and how do I make them correspond?


texts:
I read that normally, Normals should be facing outward; that is, the normals pointing out of the object. I have a character modeled and when I use Ctrl + N  to reclaculate normals, all normals points inward. I would've thought pressing Ctrl + N would make all the normals point outward.

If I use Shift + Ctrl + N  or check the Inside tickbox, then it points outwards. Isn't that the reverse of what should be happening?

And how do I decide if normals should be outside/inside anyway? What things should I consider?

EDIT

The blend file


texts: Imported fbx files look exploded in 2.82 but not 2.8

texts:
I was working on this scene in 2.8 but it kept crashing so I got 2.82 but when I opened the file, all the fbx objects looked exploded. Can you please help. 2.8 keeps crashing to the point where it unusable after some time

The above are the exact same scene

So, I just hit render in 2.82 and it render fine. I still don't know why the mesh is displaying wrong


texts: How to make a physically accurate airplane takeoff

texts:
I have a model of a plane, and a runway, I want to make the plane realistically take off, even after many trys, it looks nothing like a real takeoff, I have tried to make realistic acceleration but the part where the plane rotates to lift of the ground it looks unrealistic? How could I make a plane realistically do its?

What I have so far after many attempts, the acceleration is green and the lift off is blue


texts: Where are the Fluid Time Start and End in Blender 2.9

texts: I'm doing a tutorial by tutor4u Water Balancing Text Animation. This is an old tutorial using version 2.78. I am using version 2.9. At the 22:58 minute mark he changes the setting for the Start and End time to 0 and 2. The length of the animation is 200 frames.  He explains setting this timing to 2 equals 2 seconds and will be repeated over the 200 frames which is equal to 8 seconds in slow motion. I cannot find this equivalent setting in 2.9? If I set the Frame end to 48 in the cache section, I only get animation for 48 frames.  So I don't get this repeat animation. What do I use in 2.90 to get the same effect?


texts: Freestyle: control the Thickness of stroked curve using Radius?

texts:
(My english isn't very good, do not hesitate to edit my question)

I'm currently searching the best way to draw some 2D filled shape using Blender.

For example:

This image is a render from Freestyle, the variable stroke width is automatically generated which isn't what I want.

For the moment, I've found some interesting methods. One of them consists to play with a Bezier Curve in 3D mode that is extruded a little bit (with Tilt at 90°) then I can use ALT+S for change the radius of my extrusion. I really like that way of working and it give me that kind of result which is good:

The Problem is that I can't easily fill the shapes...
Lets see with this example:

If I want to fill that shape, I need to:

Duplicate my Bezier curve
Change the Z position of the duplicated curve to put it behind the original shape.
Change its mode to 2D so as fill it.
And finally, change its material to the color I want.

That's a bit annoying to do and when there is a lot of elements on my stage, it becomes a mess, even using Groups.

It would be easier to use Freestyle for that, but how could I control manually the thickness of the stroke like I do with those bezier curve when I'm changing the Radius ? Does a similar way exists (like weight for example) ?

I searched for a modifier of Freestyle Lineset but no luck. I've saw that it is possible to use Python, do you think it is possible to use that mode ? I tried a few, but the data input don't seems aware of a parameter like the Radius of the vertex...


texts: Edit same property of all selected objects at once?

texts: How can I edit the same property on all selected objects at once? For example, if I select 5 mesh objects and I want to lock rotation x or I have selected 20 curves and want to edit 'Preview U resolution' of all of them at once or change the bevel depth of all of them to 2. And if they have same modifier can we edit modifier's properties at once?


texts: Inserting extra vertices / triangles to give the model more geometry

texts:
I have a lo poly model.

I would like to give it a bit more geometry here and there.

This is a screenshot of what I would like to achieve:

The left side shows the "original" object.
On the right side one can see how some extra vertices were inserted.

This was done in a different software.

How could this be done in Blender?

Thank you very much!

I'm using Blender 2.81.