texts: Curve extrusion without self intersection

texts: In the attached image is a cactus made from extruding a curve profile along another curve. Notice the self intersections at areas of sharp curvature. In animation this might not be a problem but for 3d printing, all self intersections must be removed so the resulting mesh is manifold. This is laborious for a single object and time prohibitive for hundreds of perceptually generated cacti.  Is there a way to auto remove self intersects in this particular case? I know no such tool exists but is there a good way of scripting this? If the mesh is broken into sub-meshes at all regions of intersection, the smaller manifold  submeshes should have their normals flipped if they belong to an intersection region and they should have a volume smaller than the target mesh.


texts: How to make a model latte art shaped like logo

texts: I need to make a latte art in shape of a already made 2D logo in greyscale. Dont want to paste a texture on coffee surface, need to be a 3D model. Tried to do that using weight-painting, but hand drawing is way to inprecise.


texts: Why is my armature causing parts of my object to separate?

texts:
I have a problem with my animation. I joined all the meshes to create one object (Lamp), added a vertex group for each and added Armature modifier, but as you can see it's falling apart.
The name of the bones and the vertex groups are the same so I don't know what is causing the issue. In the Armature modifier I also selected Bind to: Vertex Groups.


texts:
I tried to make this pattern using metaball particles inside volume.
But couldn't acheive this pattern.
DO you know how can I generate a mesh with this porous structure ?


texts:
There was already a similar question asked, but I want to render the scene backwards for a different reason: render speed.

I want to split the animation rendering between two PCs, so the first PC would start rendering at frame 0 and going up to 5000 and the second would start at the frame 5000 and going down to frame 0.

They would eventually meet at some point, let's say first PC would render 3000 frames and the second one 2000 frames = finished animation.

Is there a way in Blender Cycles to render a scene backwards instead of forward? I mean, you can go backwards on the timeline and everything works just fine so this should be possible, right?


texts: make vertices have the same number of weights

texts: In my scene the model only has three bones attached to it.  Most of the vertices have weights for these three bones, but a few of them only have weights for one or two of the bones. For some reasons, I'd like to let all of them have weights for "at least" three bones, and "no more than" three bones, because for now a few of the vertices only have weights from one or two bones.


texts: modifier subdivision surface not working

texts: my subsurface division is not working as in I try to use it but it just does not even show the resulting mesh before being applied I would appreciate any help.


texts: How do I change the viewable boundary within camera 0

texts: I can't seem to figure out how to enlarge the viewable area in Camera 0 in order to see how to position object I want rendered. Cntrl + B gives me  crosshairs to redraw but does not allow to redraw the viewable area larger.


texts:
Is there a way to mix procedural textures (like clouds, voronio, etc) for the Displace modifier?

I managed to work with nodes (like in cycles) to produce a mix using the Brush tab in Node editor and it does actually show a preview when selecting it in the Textures tab in Properties editor, but has no effect in the modifier.

Thanks


texts: I can see my model in solid view but I can't see then in rendered view and when I render the image

texts:
I just finished Blender Guru's donut tutorial in 2.82 and I wanted to recreate a scene from MIDWAY. I downloaded a model of the Akagi, and one of a Dauntless dive bomber. The Akagi rendered great. (pic below)
But when I tried to render the dauntless, it just became transparent. Maybe its the texture? I joined the dauntless' parts before I rendered. (pic below) BTW I am using cycles. Here are the files.
Akagi: https://sketchfab.com/3d-models/akagi-5fb1484e62a9417097dbd46f74095989
Dauntless: https://sketchfab.com/3d-models/douglas-sbd-3-685c95ec16a94c1b8d500615e5d3ec0f
And here is my .blend: https://drive.google.com/open?id=1tsxQ7Ur9suhdmytct4-fdjDyD3vC_Ode
EDIT: it shows up black in lookdev mode too.
Here is the material for the dauntless:

this is the transparent Dauntless in the rendered view

this is the rendered Akagi

Here is the material for the dauntless:

EDIT: it shows up black in lookdev mode too.

UPDATE: the reason the dauntless color is visible in solid view is because viewport display is set to navy blue. I changed it to neon green and this is the result, however I still don't know how to see the colors in rendered view mode.


texts: Why won't text Boolean correctly after the second Boolean operation?

texts:
I'm pulling my hair out over this bizarre issue that I'm having.  If I create any text and convert it to a mesh I can successfully Boolean it against a cube.  However, if I then attempt to do the same thing with a 2nd text mesh it does correctly Boolean the cube, however, it's always missing the back end of the engraved text.

Here's a simple case where I have a cube and the letters A and B which I converted to meshes from a Text object.  This is what it looks like before Booleaning:

It doesn't matter which one I do first, but which ever letter I choose it will correctly do a difference boolean.  In this case I did a Boolean with the A.  Now, however, if I attempt to Boolean the B it doesn't work quite right - you can see thru the back since it doesn't generate any polls.  This composite image shows the correct result of the A and the incorrect result of the B:

It ONLY does this with Text that I have converted to Meshes.  If I attempt to Boolean, say, a Sphere it works fine.  I don't think there's anything wrong with my text meshes because like I said whichever one I do first always works, so if I did the B first it would have been correct, and then the A would have been missing the back.

I've tried all sorts of things to try and resolve this, but nothing works.  I even double checked to be sure it wasn't generating flipped backfaces that were hidden.  Does anyone have any ideas what may be going on here?


texts:
I downloaded an already made model

while i was adjusting the model, and removing doubles a hole appeared on the mesh

when i tried to fill the hole i expected something like the right side of the picture, but got this

is there a way i can add a vertex like the right side of the picture?


texts: facing problem with irradiance volume, make every thing more darker

texts:
I try to render in eevee and using irradiance volume to catch more light but after baking light, everything look more darker.
without irradiance volume

with irradiance volume


texts: Is there a way to get back to renders that are in "Render Slots" without having to preform a render?

texts: Is there a way to get back to the Render Slot Dropdown Menu (That already has renders in it) "without" having to make another render? This would be during a single session of Blender.


texts: Make particles emit exponentially quickly

texts:
I am trying to make an animation where particles seem like they are multiplying, and the easiest way I could think of was to have the emitter emit particles at an increasing rate, rather than linearly which is what it does by default. I'm not sure this is possible, but if it is someone please tell me.

Another way I could think of to do this was to have the first generation of particles emit the second generation of particles, which would then emit the third generation, but I couldn't find a documentation of this that would work for me. I tried this How can particles be emitted from particles? but that didn't really work.


texts: how to setup the opacity in the stencil brush mode in blender 2.8

texts: I'm trying to make the projection painting of the face texture over the old one,but the new image texture is not transparent enough and I'm not able to see behind. How can I make it more transparent ? thanks...


texts: Get information whether a surface is visible from a point light source or not

texts:
I am working on an optimization problem where I want to find information about the amount of faces of a mesh visible from a set of randomly distributed points. Ideally, I would like to index the faces {1,2,...,N} and calculate a visibility index for each face stating whether each surface is visible from each individual point or not. It is also important that the evaluation is quite fast (less than a second). I am hoping to find a solution to this problem using Blender.

A simple example of the output I want:

In an early attempt, I have used the Suzanne mesh and a point light source in Blender Render. I UV-unwrapped the mesh using the Lightmap Pack and baked a lightmap. To get a distinct difference between visible and shadowed faces I did the following modifications of the the lamp:

Energy increased from 1 to 1000
Ray Shadow enabled
Light falloff disabled (no distance attenuation)

Left: Test scene with Suzanne mesh and point lamp. Right: Baked lightmap where visible faces are white, hidden faces are black.

However, this method does not give me the visibility of each face in a direct manner. Instead, I would have to postprocess the lightmap image to extract the information I want.

Any ideas how I can achieve what I am trying do?

Thanks in advance!


texts: Converting Nurbspath into Mesh breaks is breaking my Curve Modifier?

texts:
I have been watching a tutorial from BlenderGuru in 2012 on how to make an subway tunnel in blender. I need to duplicate my light source along a path.

I figured out how to duplicate and make the lights sources follow along the path -- I figured this out from another question (Duplicating light along path in blender 2.8).

I followed the answers and it says I need to convert my path into a mesh, but when I do this, it breaks the path and none of my other objects will follow it anymore.

I new to blender. Not sure if this is just a thing? Thanks anyway.


texts:
Is it possible to use Blender for creating an interactive Web App, so that you can change some values in HTML form and by clicking a button, apply them to the script /model?
I downloaded Blend4Web Addon and exporting a scene as HTML works but its static and cant interact with my form


texts: So I'm relatively new to blender, and I've been following a tutorial to get started. I'm at a part of the tutorial creating a mug, but I accidentally deleted one vertex on the lip on the mug: (which, oddly enough, can be seen in edit mode but there is no hole in object mode:) and didn't realise 'til later, so I can't simply undo back to before I deleted it. I have no clue how to put it back. help?


texts:
How can I install the magic uv addon?
I have the zip file and I have unzipped the file
What do I do next?
Do I have to copy the complete unzipped file or just uv_magic_uv folder in blender addon folder?  How do I activate it? I can't find the addon in the search also.

Addon download here

Can you please show me how to do this on a clear and detailed step by step answer?
Thanks


texts:
I'm going to be creating a large number of 2D rectangles with rounded (beveled) corners. I was all set to use Ctrl-Alt-B on the corner vertices of a plane when I found that the bevels created are not truly circular.

By placing a 2x2 plane and then beveling the corners with an offset value=1.0, the resulting mesh should overlay an added mesh circle of the same size. This is not the case. (See image below)

Can anyone suggest a solution or an alternate way to easily create rectangular planes of varying sizes with truly circular corners using specific radii?

Thanks.


texts: Alternate mode menus in viewport by context

texts:
Starting on v2.92 after 2.79. Almost zero familiarity with Blender, only occasional usage. Attempting to follow Blender EEVEE: Glass Tutorial(Refraction) tutorial.
@0:45, the author seemingly uses Ctrl-Tab to bring up a circular Pie Menu is showing Rendered, Wireframe, Solid and Material Preview options.
However when I try to do the same, my Pie Menu instead displays: Object Mode, Edit Mode, Sculpt Mode, Vertex Paint, Weight Paint and Texture Paint.
How do I make my menu match the author's menu under those workflow circumstances?


texts: I'm extremely new to Blender. Just learned the basics over the weekend. Texturing is easily one of the aspects I'm worst at. I need some help making a texture for the inside of an elevator. The metal in elevators always has that unique reflective vertical strips look. I have no idea how to replicate it in Blender.


texts: Made a mistake weight painting now i cant reset weight values of bones to the automatic ones

texts:
Im new in blender and i was tryign to rig arms for my 3d project but they would deform a lot. I tried a lot of things, one of them changing weight painting from the automatic one. But now i realized i made a mistake there and i want to reset the values to the original ones.
I searched in this page for a solution, i tried selecting the bones, typing spacebar, search weight from bones -> automatic but blender would lag and after that say that that it was not possible to do that.
i ve been a lot of days stressed trying to find a solution i would appreciate if someone could answer


texts: Mirror modifier rotates object strangely?

texts: Im trying to mirror my object to the X axis, as i marked with orange in the attached picture, but instead the mirror modifier is putting the mirrored object onto the top of the main one.  How can i change this?


texts: Link the text content of two text objects

texts:
Is it possible to link text objects in such a manner, that changing the text content on one object will automatically also change the text of another text object.

To clarify, I do not want to link any other properties of those two objects (like fonts for example), only the source text.


texts: How to Reassign Input Strip in Blender? (Linux)

texts: I want to recycle my already made transform strip but the program wouldn't let me. I can't find any clear help. Using 'Swap input strip'/'Reassign input strip'/... gives me errors.


texts: Why does blender keep rotating off center on objects

texts: I want to rotate around an object and keep the object in the center but it won't keep it in the center. The only thing that fixes it is to put preferences back to default but it just comes back later and for no reason. Annoying!


texts: So new to Blender but semi-versed in MAX so sorry if my wordings a little off. I have a weird shading issue, I have this smoothing issue visible in the screen capture, I've tried using the smooth function in the edit>shading menu, I've also tried flipping normal and neither change anything. My modifiers are, subdivision surface and mirror modifiers. Any tips would be greatly appreciated.


texts: How can I get the intersecting face from two overlapping faces?

texts:
I want to have the resulting faces (the orange part) of two faces. How can this be done?
In the end I want to script this but I want to know if there is an operator that could help with this.


texts: In the documentation the boolean modifier has some option that I don't have (top pic is documentation and botom is my Blender v2.90.1). I would actually like the option. Are they still there? Maybe through python?


texts: Would it be possible to write an addon that allows processing rendering over an Android smartphone in parallel with the desktop computer?

texts:
We are engineering students studying management and innovation.
We would like to use our smartphone’s processing power to reduce the rendering time of a Blender project, a short movie for example (and maybe later other software like Premiere Pro, code compiler, etc…).
Our idea is that a lot of people have a high-end smartphone, but a modest computer.

When rendering, we think that we could use an Android smartphone’s processing power to help reducing rendering time.
There would be an application running on the Android smartphone, and an addon in Blender that changes the way Blender manages frame rendering. Some frames to be processed would be sent to the smartphone’s CPU (or GPU ?). After processing, frames would be sent back to the computer and reassembled to the ones processed by the computer. So there would be a parallel rendering between the computer and the smartphone.

More generally, we would like to be able to render a Blender project using multiple devices and OSes.

Have you heard about similar projects, and do you think it would be feasible (even if it would be hard) ?

Thank you in advance


texts: How to make a metal emboss a reference image attach. Is there any addon to make that effect


texts: How to build a cylinder from 2 vertices?

texts:
By this question, I mean how to build a perfect cylinder (not a subdivided prism) from 2 distant vertices, with a specified radius ? I have been trying so hard to find an easy way to do it.
Thanks if you can help !


texts: Getting the state of a joystick button BGE

texts:
I've been trying to figure out a way to make a script that determines if a joystick button has been pressed, being held down or released. I managed to make it work with a keyboard button and then tried to convert my script to work with the joystick.

Here's the keyboard script (works by pressing H)

import bge

cont = bge.logic.getCurrentController()

keyboardsens = cont.sensors["Keyboard"]

bStatus0 = keyboardsens.getKeyStatus(bge.events.HKEY)

if bStatus0 == bge.logic.KX_INPUT_JUST_ACTIVATED:
    print("just pressed")

if bStatus0 == bge.logic.KX_INPUT_ACTIVE:
    print("is pressed")

if bStatus0 == bge.logic.KX_INPUT_JUST_RELEASED:
    print("just released")

And here's the console output:

Here's the joystick script (works by pressing button 0, or in my case the B button):

import bge

cont = bge.logic.getCurrentController()

joysticksens = cont.sensors["Joystick"]

bStatus0 = joysticksens.getButtonStatus(0)

if bStatus0 == bge.logic.KX_INPUT_JUST_ACTIVATED:
    print("just pressed")

if bStatus0 == bge.logic.KX_INPUT_ACTIVE:
    print("is pressed")

if bStatus0 == bge.logic.KX_INPUT_JUST_RELEASED:
    print("just released")

And here's this ones output:

See the problem I'm having here is that with the joystick, I don't get the initial "just pressed" or "just released" messages, just the in between "is pressed" message. How do I fix this?


texts: Change 3d viewport to othrogonal in python

texts:
I would like to change the 3d viewport to orthogonal from a python script. From the key mapping I found this command "view3d.view_persportho". I always find it tricky when I have to mess with the context (Which I think is nescesary). Anyway, I tried this:
for area in bpy.context.window.screen.areas:
        if area.type == 'VIEW_3D':
            for region in area.regions:
                if region.type == 'WINDOW':
                    override = bpy.context.copy()
                    override['area'] = area
                    override['region'] = region
                    override['scene'] = bpy.context.scene
                    bpy.ops.wm.setup_ui(override)
                    # Maybe I can set perspective here somehow?

class MYOP_setup_ui(bpy.types.Operator):
    bl_idname = "wm.setup_ui"
    bl_label = "Setup UI"
    def execute(self, context):
        context.space_data.show_region_ui = True # This opens the sidebar panels correctly
        # I know that I can't pass arguments to operators like in the next line.
        # bpy.ops.view3d.view_persportho('ORTHO') # 'PERSP', 'CAMERA'
        return {'FINISHED'}

I found these, which is pretty much what I want, but I can't get it to work. Maybe pre 2.8?
View3D operations problem
https://blenderartists.org/t/determine-whether-or-not-you-are-in-perspective-or-orthographic-view/617907


texts: How Can I change the Alpha parameter in this Material nodes

texts: I am doing animation using MakeHuman and blender in the Cycle Render mode. As mentioned this image, I try to fix materials for the skin of the person. I just need to know How can change the parameter value of alpha. Any help?


texts: I have this basic circle extruded and I want to know if, with the selected mesh, is there a way to make this mesh a smooth continuous curve, Not this jagged angle?


texts: Exporting a gltf file with compression and UVs applied results in an error

texts:
I'm trying to export a model (airplane) as a gltf (embedded) file. This error comes up when exporting with the compression option selected (which I need, as I need my file to be below a certain size).
Note: I am on Blender 2.91.2.

The error only appears when trying to export the object with compression and UVs applied. When exporting with compression (no UVs), or vice versa with UVs and no compression, the object can be successfully exported.


texts:
I'm new to blender so please bear in mind that I might be stupid with this. But I am making my first object in blender which is a cookie, and I am trying to bake the texture of it into an image, but it doesn't bake the whole texture, only two small parts of the objects colors. I have tried looking up a similar problem but I can't find anyone with the same. Also there is no preview of the object in the image before baking, so I can not see what is supposed to show a cookie, it's just black. I attached a photo of how it looks once it's baked. What I did was, as I've learned, to select the object in object mode, switch into edit mode and bake the texture into a new image. When I look at other people doing the exact same thing they do not have this problem. Please help!

You can download the blend file here if you want to look at it:
https://mega.nz/#!5iJnyLIS!vIOr2gj1Tjh6ikJEfuPeiKTM5YakuR5nZsKJbOKINNM

Regards,
Becca

After finished texture is applied:


texts:
Sometimes I get these weird white reflections, that don't look real at all. I have a white sunlamp in the scene. Is there something I can do to stop this?

EDIT:

10x smaller sunlamp, added glare (perfect ad for a washing up liquid).


texts: Smoke Render Not showing Smoke but the Flow Source(Particle System)

texts:
When I render the smoke simulation all I see is the particles not the smoke itself.

The Way I want it.

The Way I see it when I render.


texts:
Newby question / Blender 2.75a

Suppose I add some ivy to the cube of the default scene. A panel dedicated to the "ivygen" addon appears on the left. If I modify the material of the ivy, this pannel suddendly disappears, being replaced by a "New material" pannel.

How may I go back to the "IvyGen" pannel ?


texts: Texture baking: some part of my object is always black after baking

texts:
I'm a newbie in blender, currently I'm using blender 2.8 to make a character.
I followed this tutorial on youtube:
https://www.youtube.com/watch?v=JYBPXTful2g

The problem is that when I performed Bake as the tut, my character hair and helmet are always black. You can prefer the image. Before this, I separated the helmet and hair to other object and merged them with the body later so I suspect this may be the reason but I don't know how to fix it.

Could you help me with this?

Thanks.


texts:
I want to create animations of muscles on the human skeleton like this, especially from 17 seconds in.

How can I create stretchable objects/muscle with Blender? I've seen x-muscle system but I'm not sure if it's overkill since I basically just need a stretchable material. X-Muscle System creates a character's skin after adding muscles which isn't what I need.

Also does anyone recognise the software used for the linked video? I've seen that little white man character online somewhere but can't remember which software it was for.


texts:
I'm trying to render a donut but when I render it in both Blender Render and Cycles Render I only get a grey/black portion of my scene rendered. By the way, I already checked if some of my objects are visible for rendering.

Result of rendering in both Rendering modes:

My scene:


texts:
This is the cover of the mixtape "&&&&&" by musician Arca.
I've been fascinated by the aesthetic of it and want to try similar stuff, but i am quite the beginner when it comes to Blender, so I don't know how to create something like this in terms of the material (it looks almost wet, or just very shiny) and the light (I think it makes the image look quite realistic, almost like a photo).
Maybe you can help me... thx in advance!


texts: Object moves back into origin everytime i open the blender file

texts: When i open the blender file the object seems to move back to origin and scales back down.... I tried to apply location but it gives me an error. Any idea whats happening or what can i do to fix it ?


texts: Bevel segments on bevel modifier not working properly

texts:
i'm modeling a box with rigging in order to make it easier to get realistic effect but when i use the bevel modifier and increase the segments it doesn't curve the bevel edge it creates the bevel, but it keeps a straight angle and not a curved bevel.

This is the result i'm getting:

This are the bevel settings:

The intended result:

Thank you!!


texts:
I plug in I need to use (an MDB importer) does not work on the Mac version of Blender

So i need to run a Windows version on my Mac - ive tried Crossover and Winebottler but not been able to get a Windows version working

Has anybody managed to do this for whatever reason?


texts: Is it useful to paint the seams with smear tool?

texts:
I have some problems with seams on my model. When I export it to a game engine, some seams are visible, not bad, but I prefer to know if I can paint on "texture paint" to make them less visible?

Is the "smear" tool useful or do I have to restart my texturing work?


texts:
I'm trying to create a bowling animation and I want the ball to hit the pins.
I already added the Rigid Body physics to the objects but can't get the ball to move.

Obviously I could just add keyframes but

that seems to interfere with the Rigid Body physics
it doesn't look too realistic.

Is there a way to add some kind of motion to the ball?


texts:
I'm importing .wrl data from FEA simulation, setting attribute to Col for rendering in Cycles Blender and see vertex color. I wisk to use Blender to better visulations results and animations. Is there any possibility to smoothing interfacing between color? Thanks.

My color render using Blender.

My idea of render.


texts:
I am interested to know if you can "throw objects" with Blender. Like throwing a basketball against a wall (not necessarily showing a character but showing the flow of the ball, and the interaction with the wall and floor). Or throwing a dart in the bull's eye ...

I have no idea if these kind of things can be done in Blender and what know-how and skills are required to create that kind of animations. If you can advise some tutorials that would be helpful.


texts:
I've got a tube, created from a bezier curve, similar to this example. I'd like to be able to move an object along this curve, as if it were a spline, in Unity. From Unity, I need access to each point in world space, so that I can adjust the object that moves along it programmatically (Animation will not work).

Is there a nice way to turn the various points along that curve into objects that I can then get the position of inside Unity, or do I have to manually add objects?

Thanks in advance for any hlep!


texts: (SOLVED) Multiple meshes don't show up in final render, but show up in viewport with and without rendering on

texts:
[EDIT] I figured out the issue. My file management setup in the outliner was pretty terrible, there were random collections that messed with what the project rendered. I just moved all the meshes into a single collection and the render looks as it's supposed to.

I looked up in forums to find the issue but I didn't see any solutions that could help me, so I decided to post it here.

For some reason whenever I try rendering my image, almost all the objects disappear, and I don't know what could be causing it.

none of my objects are hidden
rendering is not restricted on any of the objects
in the final render the camera is for some reason panned in further than what shows in the workspace and only showing one washing machine mesh and one plane, no other object
the final render doesn't keep the mesh of the object, looks more like a cube in place of the washing machine
tried adding in a new untampered cube next to the mesh, the cube didn't appear in the final render
I have rendered other projects today and they look perfectly fine
I have moved and rotated the camera and rendered the image, the render has a changed position and rotation but stays panned in
I tried deleting and creating a new camera and still, nothing changed
I switched around materials to see if the materials were what caused the issue, no materials keep the final render from showing meshes

I did not change the camera position or rotation in any of these shots:

my .blend file here: https://filebin.net/nxtlkyqpb9dgulcb

I'm new to Blender still, so I am beyond confused. Please help!


texts:
The sculpting tool is not working at all – even on the default cube on a new project. I loaded factory settings, but it is still not working. It was working a while ago, but now it's not working anymore. I might have pressed some wrong shortcut or something? Any ideas?

System Information:

Operating system: macOS Catalina 10.15.1
Graphics card: Radeon pro Vega 48 8 GB
Blender Version


texts: How to separate the object to smaller units to give different materials to the different parts?

texts: I have been trying to create a closet in Blender 2.8 and giving materials to the frame, the doors and the handles, but whenever I try to assign a material for example to certain doors, the whole object got selected. My first idea was to use "Mark Seam" to use it as "boundary" of the different materials, but it didn't work, then I used key P to make separations in the object, but it - although separates the object by selection - still didn't work, it keeps using the whole obejct. Can anyone please help me? Thank you.


texts:
I just started using blender and I'm trying to make an animation.

It's got it's armatures linked to the body via armature deform but whenever I try to move them in pose mode I get and error saying "cannot select linked when sync selection is enabled".

When I don't and I actually manage to move the armatures, the body doesn't move with them even though they're linked and every video I watched says that's all I need to do. Can anyone explain how to solve my problems here please?


texts: How to fix an object in the view (e.g. corner of the monitor)

texts: I would like to have one object that is always visible in the corner of the monitor, exactly at the same spot and at fixed size, no matter what the camera is tracking and what the scene is showing. How can I do this? Could parenting the camera to the object work?


texts: How to combine two objects? Blending a face into an apple?

texts: I'm trying to add two objects together, one being a face and the other being an apple. I have it all lined up so I can put them together but I can't edit more than one object at once to do so. Is there any way I can edit these both at the same time or combine them into the same object?


texts: Diffuse material that doesn't throw shades in cycles engine

texts: I have an object, that has diffuse shader and looks great. Unfortunately it throws some shades on the objects behind it and it looks terrible. Is there any way to make the light to be fully reflected and passed through the object in the same time?


texts: how i make this damascus look like the reference photo?

texts: how i make this knife that i made look like the reference photo at the end? i followed a node setup from here Achieve Damascus steel style with Cycles very usefull and understandble i think, but i dont know how to get this thing look like the reference photo , link of the my model https://gamebanana.com/wips/49621 xD


texts:
Is there a way to mirror actions that were keyed for one side to be mirrored to the other side?

I tried to add another x-flipped action as the button (green 1) does for the current pose.
This button is only available in the pose editor.

Then I tried to copy and paste key-frame by frame (from green 2 to red 3) but it seems that we can't have two different views of the action editor. (When the selected action is changed in one action editor the other one copies the change and displays the same action)

How can an action be x-flipped mirrored into another action?


texts: Image Overlay out of Sync with Timeline after Rendering

texts: I am trying to overlay some images onto a video at certain times. When I watch the preview the images are showing up at the right time, but after rendering the images are appearing before they are supposed to. There is still a pause between images being shown, but they start to appear too early. It gets worse as the video goes on. Is there a way to sync up the images to the timeline? I'm trying to avoid offsetting the images in the timeline to account for the offset during rendering.


texts:
How do I mass-change the surface of multiple mmd materials to Principal BSDF, but keep the image textures which are located differently?

Explination: The file was an MMD file imported with an addon. The reason why most solutions don't work is because of the fact that ithe material is an mmd texture. To specify the issue, because of where and how the file was imported, the link of the image texture is shown in a different tab in the material properties named "MMD texture" rather than being located in the "Surface" tab. I want an addon that can change all mmd material surfaces to Principal BSDF, but also change the surface texture to the image texture of the original material. There are about six different objects which has more than 50 different mmd materials assigned to each object.

What I am doing right now is copying the image texture source, changing the surface from "MMDShaderDev" to "Principled BSDF", then change the base color to image texture and paste in the file source.

I am looking for a much faster way of doing this task

Here's what I currently do to change the material surface

I hope I cleared up some confusion


texts: How to simulate a real camera with blender

texts:
I have a camera with a fisheye lens. I need to simulate it on blender to get the same images

camera properties:
sensor size: 2/3".
image resolution: 1360*1024
fisheye focal: 1.8mm
H*V (FOV): 185*185 (with 2/3").
here is the link for the fisheye lens fisheyelens and the camera GC1380

My problems is how to fix the V field of view ? I have chose a fisheye equisolid and I set a focal length as 1.8 and the FOV =185 as H filed of view. But the horizontal field of view is determined by the W/H image resolution which different to 1 in  the real case. Any help?


texts: How to attenuate an area light so that it falls off more rapidly than Quadratically

texts:
I am using some area lights to illuminate the interior of a cabinet:

However I want to attenuate the lights so their area of influence is much smaller. Like this reference image:

I've tried playing around with the light falloff node but can't get it to do what I want.
Any help at all is greatly appreciated.
Edit 1:
Getting much closer by trying what Rich Sedman linked here. I changed the light attenuation to cubic by dividing the light falloff by the ray length. It's still not where I want it, but progress nonetheless.

Edit 2:
More progress:

Looking a lot better, but now I'm getting really bright fringing close to the light sources. I am immensely frustrated that it's so difficult to match VRayLight settings in Cycles. I feel like VRay's emission "algorithm" looks much more natural then cycles.


texts: Edge slide and snapping to vertex on a cilinder doesn't work with the custom transform orientation workaround

texts:
So I was trying to slide a vertex along an edge, as shown here

Is there anyway to snap to vertices while using Edge Slide with Clamp Off?

But my problem is that is not giving me the point of the intersection. Is there a virable I might be missing out like the edge I should constraint to, or what I want is something different?


texts: Baking overlapping meshes creates black lines in the lightmap

texts:
Lately i've been trying to bake the lights from my model but i keep getting some black lines in the lightmap where two overlapping meshes appear...
This is the model i am trying to bake:
I have included the final baked images of the three objects that have been baked (2 two and a floor). As shown, the black lines in my bake image appear where the meshes are overlapping.

Does any one of you know how to get rid of these black lines?
Help would be much appreciated :-)!


texts: When in weight paint, armature is outlined in red rather than selecting a bone?

texts: Why is it that, when I open a rig that has the limbs separate and the bones don't move the mesh yet, I select the armature and go to pose mode, then open the rig of the body in weight paint mode and try to select a bone, the whole armature is outlined in red rather than outlining a single bone in blue?


texts: Can i use a "Image texture" node as a "colorramp" node?

texts:
I kind of know how to change a models shading with a color ramp but most of the time I'm in a situation where I have to use a gradient that isn't in a gradient format like png or jpg. i have no way to recreate the gradient with the color ramp. is there a way to make a image texture get recognized as a gradient/color ramp in blender?
no idea if image links work.
i have a model from a game that uses gradients, something i want to do is to bake a texture with the gradient colors so i can use it in other games just in case they don't use gradients(this one game only supports gradients)

This is what the texture looks like.

This is what gradient i want to use, i can only have access to a png format, not something i can even use in photoshop.


texts: I am modelling a series of objects which have mostly curves in them. I heard of a method to efficiently do this, the NURBS method. Is it efficient for making curve heavy models like archs or are there better options?


texts:
I am UV mapping my model and I don't think there are any problems so far.

However, only when each object is selected it shows the texture.

I want to see textures on all objects, like hair, skin and clothing. But I can only see one at a time when I select it.

I'm using blender v2.79


texts: Texture size varying while repeating based on Mapping

texts:
I am new to blender and trying to use image textures. I am using Mapping to repeat the image texture on a surface. I need to apply the image texture to faces with different size. The face is actually a floor surface. The problem is that if I try to apply same material I end up different sized tiles. Is there anyway I can use one material and keep the size of tiles same across faces with different size ?
This is the material I am trying to use.

This is how the surfaces look.

Here the same material is used for 4 different faces. Each face has different sized tile.
Is there a better way to repeat the texture?
Note: I am using blender 2.9


texts:
I want to make a python script that allows me to change my workspace with a keypress, and I have a wacom tablet with buttons on it that I can map keys to it. I was thinking about mapping unused function keys to my tablet and having my python script listen for the key and change my workspace accordingly

(for example, the 3rd button on my tablet triggers f5 which a python script would listen for that and change my workspace to shaders)

Is there a specific command for changing the workspace in Python?

(Note: I am a noob at python, I use Lua more)


texts: Blender and Linux, Which Linux distrubution is best for Blender 2.81

texts: I just bought parts to build a computer for Blender, a Ryzen 7 3800m and RTX 2070 and 32 gb 3200 ram. I want the best OS for running Blender with that system. I understand Linux is the OS that allows blender to work the best. There are so many different Linux distributions though. Which one is best for Blender 2.81?


texts:
is there any tool in blender that is similar to the tack tool in Modo?

here is a video of the tool in action:

https://www.youtube.com/watch?v=9aeRkIkQl1c

it use snap to mesh surface + duplicate

Thank you!


texts:
I have been working on a complicated model for a long time and today it suddenly quit displaying faces in edit mode. It appears to be in wireframe, and toggling wireframe does not change that (unattached parts in my project toggle appropriately).  I looked at the object display settings and Textured is selected.  I tried selecting four vertices and creating a new face, but no face appears.  When I go to object mode, the faces appear normally.

This anomaly occurred out of the blue while I was working on the model.  I have not been importing or changing versions or otherwise manipulating the file.

A picture of my model in edit.  Note that the pants have faces; that is part of the larger model no longer showing faces.

My blend file:


texts:
I have some weird shadows on my objects. More specific it changes when the angle of view has changed. You can see in the first image the middle cushion is lightened and in the second image is darkened. In the middle view is the same as the others but the problem appears on the sides of the couch. I had checked already the normals (face orientation), double vertices, double faces, I don't have any modifier, smooth shading in the entire object is on, the material is simple as you can see in the fourth image, I have turned off the ambient occlusion, the size is close to normal size of a couch, I have only a point lamp (power 1000w size 1m). In the last image, you can see the appearance of the object in edit mode in render view.
I have windows 10 64 - blender 2.82
I can't get what it causes this issue.

[2

Thanks in advance


texts:
I've create a scene with a cloth pin to an empty but when I want to move the empty while the sim is running, the cloth doesn't follow in real time.
I've try to follow this tutorial but it seams to not work on the lastest version of blender.
Video of the problem : https://streamable.com/pqvqqo
[![enter image description here][2]][2]

Try to make Empty As Parent of a vertex :


texts: Make a line animation that is thicker at the start and thinner at the end?

texts:
At 00:40 to 00:42 of the following YouTube video, a line that is thicker at the start and thinner at the end is moving along a path, as if you move a fireball. This is a Blender tutorial channel, so this is probably made with Blender, but there is no tutorial for that part. https://www.youtube.com/watch?v=saxpjudV_88&t=40

How can I make it like a thinning line like the video above?
PS: This is the animation I made after learning from the accepted answer: https://imgur.com/f7zisxR


texts:
I have a set of meshes loaded to the scene.

When I execute following script I wrote, the modifiers collection of the obj always stays empty. Where is my error?

import bpy
for obj in bpy.data.objects:
    print(obj)
    bpy.context.scene.objects.active = obj
    print(bpy.context.scene.objects.active)
    bpy.ops.object.modifier_apply(modifier='DECIMATE')
    print(len(obj.modifiers))

Note that I check if the active object was set, and the first two prints always print exactly the same.
But the print(len(...)) always prints a 0 and in the UI the modifier does not show up.

All solutions for similar problems I found only suggest to set the active object which I did.


texts:
I'm working on a short Iron man fan film, and I need to do a nanotech effect, I tried using the unfold add-on but it kept crashing, probably because the model is a full iron man suit, is there another way I can do a nanotech-type effect

Thanks in advance.


texts: How to copy pose onto different legs of spider?

texts:
Following the animators survival kit I animated a single spider leg and I want to avoid having to animate every single leg again. I know can paste an inverted pose with crtl shift v  onto a bones symmetric counter part, but is there a way I can copy the pose onto bone of same side.
From bone 1 to bone 2


texts: scaling an object by a factor of exactly ten

texts:
how do i scale a thing to x 10?

There must be a way to get numeric options for scaling? and here i'm just typing a few things because it wont let me post such a short and precise question as i wrote initially. i hope this has enough words now. no it wasn't what more do i have to do? hello AI why aren't you better than this? I feel super annoyed that an AI prevents me from asking a very simple question can you please stay out of human ways of talking mr AI?

thank you times ten.


texts: Blender Video Quality dropping during render

texts:
I am trying to create a render from a simple scene animation I have created in blender.

This is my first time using blender so I do not know alot but I have set the video to mp4:

However everytime I render a video file, despite each frame displaying perfectly on the screen when rendereding, The video quality of the mp4 is perfect for the first second, then immediately drops:

Before (1st frame):

After (30 frames in)

I have tried rendering videos of different length, I have also tried changing render settings to AVI etc but have not been able to make any difference.

Can somebody please point me the right direction?


texts: I've set up my bones, but my weight panting is slow. Every stroke takes almost forever to show up. I don't know if it's my computer itself or something else. What could be going on?


texts:
In an older version of Blender, there was an option to export video via a Frameserver.

Where can I find this option in Blender 2.82? Or how can I activate it ?


texts: Can I change the suffix number of file name when rendering an image sequence?

texts:
For example, when I render 20-50 frame intervals in a blender, I want the name of the output file to be numbered 10-30.

current my method to achieve that is outputting 20-50 numbered sequences
(img_20.png, img_21.png ... img_50.png) for this and then taking them to a separate file renamer application for processing.
And rename them as img_01.png, img_02.png ... img_30.png.

However, if this can be achieved through Blender's GUI or CLI, the degree of freedom of batch rendering is likely to increase.

Is it possible?


texts:
So I'm doing the blender guru tutorial of the donut and in the part of the Szulp, I click on Ctrl to do the flat part of the donut and doesn't work, I changed the size of the bursh, the strong, etc.

Also the stroke

Here the example that I can't do:


texts: How can I make my particles emit from the emitter object moving by key animation, instead of the emitter's default position?

texts:
I'm on Blender 2.8, and am trying to make an animation of a ghost knight, with flames flowing from behind the visor and under the mail hem. To make it look nice, I used particles to animate the visor and hem flames, and using the flame physics kit for the arms wreathed in flame. Problem is, now that I've got the model animated, I noticed that the particles' emission spot doesn't move from the emitter's default location, even if the emitter itself does.
I know this question has been asked before, but of the two I found on the site, one had an answer which doesn't work in my instance, and the other wasn't answered. And before you ask, using hair particles isn't an option to my knowledge, as I can't animate that in a satisfactory manner.

Here's the character in it's default position, with emitters highlighted.

And here's the same character, with emitters still highlighted, mid animation. Note how the particle stream remains in the default position despite the emitters moving with the character's animation.

I've tried baking and re-baking the particles, to no avail.


texts: How to use an invisible emitter as mask for its particles? (Cycles)

texts:
Or in other words: How can I make those parts of my emitted objects/ groups, that are behind their emitter from the camera's point of view, disapear despite the emitter itself being transparent/ not being rendered?

And this preferrably without creating new objects from the particles to keep the particle system editable. Also there are many million particles in the project that I need a solution for and turning each particle into it's own object would be unpartical to say the least. I don't know if its possible to turn several particels into one single seperate object.

I hope anyone can help me as I don't know how to proceed. Any help is highly appreciated!

basic scene setup:

render result when emitter is being disabled for rendering or given transparent material:

desired result mocked up in photoshop:


texts: How to export a frame-by-frame animation?

texts:
I'm trying to create a 3D text loader for a Unity3d application. Using some scripting I've made a Blender file that would set the text property according to current frame.

Now I want to export it ( hopefully as an FBX file ) into Unity3D and then manually select the current frame of the animation.

My problem is that no matter what options I choose, the FBX exported only exports the current frame in the scene. Exporting the OBJ animation produces 100 different  OBJ files that takes around 16 MB of disk space (too fat to be a loader).

Is there a way to export a frame-by-frame animation from Blender?


texts: Bone IK Constraints - Bone Transformation Data

texts:
I create animations on Blender and export the keyframes using custom plugin to be used in others appliances.
In order to run the animation on other programs, the transformation data recorded on the keyframe are need (see Picture 1)

The point is, when I'm using Bone Constraint's Inverse Kinematics, the bones influenced by it doesn't have any data transform.
For example, in this model sample, I used basic IK constraints scheme to control the legs. When I position the root bone or the IK bone (Picture 2; the main one located in the hips) the bone transform data is recorded, but for the leg bones not. However the leg bones was been deformed (picture 3). Same occur for the arm bones.

Plus, when I pose the head bone (upper top bone), both data transformation for head and spine are added (picture 4 and 5). Note that there's no IK Bone Contrain added to this bone.

Without this information, these bones won't be animated when I export the keyframes
Is there any sub-routine to surpass this?
Thank you!


texts: Copy node tree from one material to another in cycles using python

texts: I have two cycles materials (say source and target). I want to copy the Shader Nodetree from the source material to the target material after clearing any currently present node tree(s) in the target material all in python.


texts: How can I get the angle of the edge , is there a method that return the angle of selected edge ?


texts:
Video of the problem
Everything is shown in video.
I put quality steps on pretty high value, but problem is still present.

I can upload Blender file if it's going help.

I have cloth hanging from top vertices and plane that moves from underneath the cloth, few units up and slightly makes curtain wrinkled at the bottom, as most of theatrical curtains/drapes are. It looks nice but because its supposed to be animatedm i have problem with bottom of curtain constantly twitching and bouncing.

Cloth has subdivison before and after the cloth modifier. Plane that "pushes" curtain from bottom has standard collision enabled.

So basically my problem is cloth that never really settles. It moves and wtiches a little bit but it's still enough to make it wierd and very unrealistic.


texts: How do you prepare a model for 3D printing?

texts:
Ive no idea how to prepare a model for 3D printing.
Is the model supposed to be prepared in a specific way? If I want to print a model with meshes that intersect other meshes, would blender be able to print that? or does it not have to have any intersecting geometry?


texts:
I have a great looking fire that shows up well in the viewport; however rendering results in just the smoke being rendered. I have absolutely no idea why.

Any help would be greatly appreciated. Thanks!

EDIT: Screenshots, sorry they are faded, I have already cached the sim. XD


texts: How to continuously increase a value with the mouse?

texts:
I have an issue when I want to increase / decrease values on controls like these:

Clicking the arrow will only increase/decrease a notch. I'd like to see the value change as long as I keep the click down.

How do I change this behaviour ?


texts:
With Skin Modifier, we can "weight" a vertex (in Edit Mode) so that the resulting Skin mesh is bigger or smaller - similar to Curve objects which has "Scale Feather" adjustable.

Manually, we can hit Tab, go to Edit Mode, select Vertices, then CtrlA and drag.

However, I would like to be able to do this using Python. Does anyone know anything about it?


texts:
Calculating the correct angle needed to bend a plane into a "cylinder shape".
I have a 5x5 diamond plane that when I bend it 396 degrees it becomes a "cylinder shape"

Another diamond grid 15x15 requires 372 degrees for it to close.

How can I calculate the angle (using a formula) I would need to bend other diamond planes into a "cylinder shape"


texts: I can't select multiple vertices and move them. (Blender 2.75)

texts:
I've had Blender 2.75 for a few days now and I've run into this problem. I'm trying to make my "character"lip sync however I can't select multiple vertices, I've tried b and c keys yet nothing but a few vertexes are being selected, which I didn't need like ones on the hair.
I imported this character from wow model viewer, I watched a tutorial on it and everything looked like it was going fine he could manipulate and move them just fine. Also the vertices aren't "linked" together if I move one it will create a hole and the other vertices around them will simply stay in their original state. You can see how this is a problem. I tried to make mouth movements using bones but that was very time consuming so I eventually gave up :/ Help meh D:


texts: Using an object as a clipping mask for another object

texts:
I want to use an object as a clipping mask for another object. So that the sound waves take on that wedge shape and can be animated as moving through the wedge shape, but of course you don't see the wedge, only the red sound waves.

I need this to be a node setup, probably with ID Masks, Object passes, etc. and not with a boolean modifier as those are unpredictable.

I've done a lot of research and gotten very close but still can't quite figure it out!


texts:
Is possible to keyframe a mask textures as a factor for two other textures in realtime? I have set up a blender internal materials node setup, basically two distinct materials mixed with a Mix RGB Node.

I then have a mask applied as the factor. When I move the coordinates manually in the mapping node for the mask, the mask moves nicely separating the  materials in realtime, however, when I keyframe the  values, it doesn't work at all. Is there a way to fix this?


texts: How to get the angle between three faces on a non regular non flat surface

texts: I've got a non flat and non regular surface with three selected faces. Is there a way to get the smallest angle between these with python?


texts:
I have a simple mesh that forms a belt around a BezierCircle with the help of an Array and a Curve modifier. I want to move the belt forward and animate it.

The common way to do this is to simply move the object, but when I do this, I get:

I also already tried Follow Path constraint and duplication frames; neither worked.


texts: How do I apply a skeleton rig to multiple objects?

texts: I have 15 total parts and I thought that the rig skeleton fits with the multiple objects. So I tried to look up information online. No luck. So this might be a nooby question and may be closed as too broad but, how do you apply a rig to multiple parts? Please be nice.


texts: Pack instances of object on surface of mesh

texts:
I'm trying to achieve something like this (https://www.instagram.com/p/B9E5hH-oKi8/) with blender.
Is there any way I can achieve something similar? Maybe by using a force field and a particle system?
I've been fiddling around with hair partlce systems but I couldn't figure out a way to not have instances overlapping, and the tests I've been doing with force fields seem not to nail it either. THe best thing I could achieve was particles sticking to the closest section of the target object, but not flowing evenly like in the shown video.
Thanks in advance :)


texts: Why do i always get solving errors with good tracking?

texts: So basically i am a beginner 3D modeler, i tried to 3d camera track a video but i keep getting solve errors, my tracking points are not dancing it is still as a rock, Please help me, i already tried to


texts: blender 2.79 - not all particles rendering correctly, blender bug? or something else?

texts:
I am making a star system, by using a star based off a plane (various custom coloring nodes), and then populating a particle system using that star, - but I am getting some weird rendering.

If it was an error with the nodes - I figure it would happen for all the stars. But it just seems to be happening for some, and is consistent. (I.e., I can render the same image over & over with the same error, and/or animate it - and it renders the exact same star 'wrong').

I am wondering if I have something with cycles renderer not set correctly, or something else?

Any insight as to why this is happening?

Here is an image example of what I am getting, thanks in advance]1


texts: Rigid Body Issues (Chain is passing through object and not following the mesh)

texts: I created a simulation setup where chains fall on the object and the object moves and physically the chain should move along but it is not happening so. The chain stays there and the object moves away.


texts: I cannot add strips in the Movie Clip Editor

texts:
Hi everyone,
when attempting to rotate my video to upright, I have noticed there is not Add tab to add needed strip, any advices or experiences?


texts: Can I control hair thickness with weight values?

texts: Can I adjust the thickness of my hair using alpha texture or weight values in Blender? This is a must for natural hairdressing.


texts: How do I move one bone together with each other

texts: I am making a reload animations and the clip is not moving with hand in the timeline. How do I fix this I have restarted many times. Here is a picture


texts: Refraction glass material strange black parts

texts:
I'm working on some diamond materials and just did one tutorial on glass effects. It seems to work on the sphere, but applying it to the diamonds I modeled makes that black parts.
I searched some similar questions and for sure it's not the case of environment darks. It is present no matter which place I choose. Is there a way to fix that??
This is the tutorial I was doing:
https://www.youtube.com/watch?v=n1qv0gowPwk
I included my nodes as well, because I've got no clue where the problem might be, is it the material itself, or rather some preview problems? Tried with light paths bounces settings, but it didn't solve anything.


texts: I've spent the last half hour modelling an object so that I could print out the UV map to scale and create a physical helmet to fit snugly over my head. However I'm trouble getting an unwrap without deformation. Help please?


texts: I am new in Blender and would like to make two neodymium magnets that simulate the forces and attraction, but I have no idea how to make it.


texts: How to render one side of a cube with different material than the other sides

texts:
Picking up 3D graphics since 2004, so I'm a bit lost now.

I'm trying to make a cube of metal look rough cut on 5 sides, and mirror smooth on one side.

I've managed to control the roughness with vectors for the bumb and so on, but I hit the wall trying to assign another property of the one side to be smooth.

I'm thinking it should just be to separate the face that are to be smooth from the rest.

When looking into this site's answers, it looks like I just have to select the face I want to separate with key "Y". It's separates all right, but I can't seem to assign a specific material to that separated side, it always includes the other sides vectored bump.

Why is a separated mesh face still "slaved" to the other faces when it comes to material assignment?


texts: AMD GPU Material in "material preview mode" and "rendered mode", is entirely gray as background. Only outline is displayed

texts:
I don't know why but now, when i go in material preview or rendered (in solid mode it works fine), my object is entirely gray, or invisible idk, because it has the same color of the background.
I've been working for days on this project without having this issue, it suddenly showed up.
I tried opening other old projects and suddenly they all do the same so i guess it is some blender program setting that applies for all the projects, but idk how it happened cuz i didn't change anything :/, anyone got any tips?


texts:
I have been editing a video in Blender on a Windows 10 machine for a while now, and I am finally ready to render, but when I try to render out as an avi raw movie file, I get the error Cannot open or start avi movie file error not resolved with correct file path.

I have seen that other people have fixed this problem by checking if their output file path is writable, closing the windows explorer, and deleting previous renders of the same project.

I have done all of these things and nothing seems to help.

If anyone has any idea of how to fix this problem, your help would be greatly appreciated.


texts: So I exported a Valkyrie Model from R6 onto Blender and I managed to texture it all except for the arms, as show in the picture the arms are black when they should be obviously skin color with tatoo's as you can see from the texture file. Is there a solution to this problem so that it textures correctly.


texts:
I have this Problem in Blender.
After Pressing the smooth button in object mode, it creates a black line, which i think is shadow, around my object.

Link to image: (If above image doesn't display)
http://imgur.com/kN4t2h5

Thanks


texts: How to assign multi colors on a screw modifier

texts:
With the screw modifier only the top or 1st material is assign. I want to assign multi colors to a screw modifier. How is it possible. Any suggestion. (I do not want to apply the modifier). Thanks

https://imgur.com/a/pfXqdqN


texts: What is the difference between color models (sRGB, Rec709, XYZ, ets) and which cases I need to prefer one of them?

texts:
I know filmic uses for wide color range. But what is a display device for?
Which cases I need to prefer one of display device settings?


texts: Uneven lighting on some faces after a normal map is applied

texts: Some faces of my mesh become weirdly lit after I apply a normal map. I have checked face normals, averaged normals, cleared custom split normals, tried deleting and recreating the affected faces, checked UVs, changed shading model, also tried normal maps from different materials - nothing works. The problem is consistent and shows up in LookDev view, rendered view in Blender and after export to UE4. In the example below I have just normal map applied in the shader and have deliberately cranked up normal strength to 2 in order to make the issue more visible. Blend file is attached (with embedded normal texture). Probably, has to do something with tangents, but for the life of me I can't figure out what. Will be most grateful for any help!


texts: I opened a blend file and the far right properties panel is completely gone.  The only way I an access it is to change either the top or bottom info bar to the properties but I want it to the generic way, where I have all three panels on my screen. There's no other option to add a side panel that I can find and I'm getting extremely frustrated because when I open a new file, all my windows are there, but this one file just won't open with the freaking side panel!


texts: Cutting a part into two objects using a plane

texts:
I'm still way down on Blender 2.72 learning curve. I've tried to get an answer just working with a basic cube and a plane and I'm not getting the expected result.

Object mode>select cube>shift select plane>modifier (boolean difference)> select cube (again)>apply
At this point, I would expect to see three objects: two pieces of the cube and the plane.  However the plane is apparently fused to a piece of the cube and the other object is the original cube.
Accepting this result and another bunch of commands and I might get to my result.  Do I really need to do this?  Have I overlooked a very simple answer?
BTW, I'm expecting the two pieces of the cube to be manifold.

I've spent a lot of time searching, but I can't seem to find the magic keywords or phrasing.


texts:
Hey so Im trying to experiment with two meshes. I have a cylinder and a prism stacked on top of each other. How would I organically and seamlessly connect the two.
Caution: Blender Newbie... Might not understand everything.
Cheers


texts: I'm not able to unwrap the top and the bottom of the model to put texture for some reason.


texts: Blender render object scale different from viewport

texts:
So I've been doing this animation in Blender, but when I hit render to check on the lighting, I found that one of the object changed. Here's the picture of the viewport:
And here's the render result (EEVEE):
As you can see, the road seems to change, I guess in scale because this happened to me before but in Cycles. I don't want to scale every object to match the road, is there any way I can fix this?
Oh and extra question, how do you make the city background (it's a plane) to blurry bokeh? I think it's not blurry enough. The camera aperture is already set at f 1.8 and the plane is really far from the camera, but so far it doesn't change anything.


texts: Finding the lists of connected indices associated with disjoint mesh elements

texts:
Is there a fast way (without looping over all edges/faces/verts) using ops.mesh or bmesh to get the lists of indices associated with mesh islands as shown below? These islands are part of one mesh but are disjoint from each other.

I know how to select the boundaries by running the operator Select boundary Loop or calling bpy.ops.mesh.region_to_loop() but can't find any API calls to return the vert/edge/face indices associated with the individual islands.


texts: I'm brand new to blender - how do I add a texture to a specifically shaped object

texts:
I just started learning Blender yesterday (via blender guru's doughnut), so I'm pretty new to this, though I have some experience using Maya in college. That was a few years ago so I'm pretty rusty in all regards. I decided to try making something on my own now and I thought that the blockbuster sign would be fun to design.

I have the shape all finished, now I just need to slap the decal on there that says "Blockbuster" - and this is where I'm running into trouble. I'm sure this is absurdly easy but I can't figure out how to get this image onto my model. I've been searching for a video to find out how to do this for like an hour with no luck. If anyone could point me in the right direction, that would be great!


texts:
I have a problem with my armature. if I symmetrize the other side of the armature is outside the model.

If I drag it inside the model and do weigth painting the side I draged is all wrong and deformed. what am I doing wrong?

Here's the beld file


texts: I've setup a plane with a particle emitter system. When I render the footage and the particles are glowing. Where do I find the settings for that?


texts:
I'd like to use Alt + Right mouse to zoom in the UV/Image Editor. Currently, it's set to Ctrl + Right Mouse

View2D has a hotkey for Zoom 2D View set to Ctrl + Right Mouse. I changed it to Alt + Right Mouse, then Save User Settings, and in the UV/Image Editor, zoom is still using Ctrl + Right Mouse.

userpref.blend is also writable.


texts: How to go to translate tool by python script?

texts:
I would like to know how to go into translate mode by python code.
What I want to do is not like moving object directly by using operator but I just want to do
The thing that happens after I pressed G key for translate tool in Edit Mode by Python code.
I’m not sure it can be simply done or not but if you know how, please tell me.
Thank you in advance


texts: Blender [2.91] Liquid simulation not filling container

texts:
I am trying to fill a container from bottom to top. I have a cylinder at the bottom that has -3m/s velocity on the z-axis (shooting towards the bottom of the container to get a sort of a splash effect). The animation takes about 400 Frames. My issue is that the container only seems to fill up to around 40%, and than it stops filling. I can still see the water moving and the animation lasts another 80 frames or so but the liquid does not rise anymore. Changing the velocity and the resolution does not change this.
How do I make it so that it fills the container? Now it just really fills 40% and than tha animation kind off "floats" at that level untill the final frame is reached. I cannot seem to find out how I make it just continue filling to frame 400.
Any help will be greatly appreacated.


texts: Right where the edges begin to bend they start to have an artifact, but only in a part of the whole edge... please see below


texts: How to remove visible seams between joining objects

texts:
I have a single object that i have separated into many objects due to sizing issues (level of detail/triangles bla bla) and since separating them there are now seams between each new object in blender.

here are some examples:

https://gyazo.com/10a8c9008a8419b6499ac17f865e06d9
https://gyazo.com/ed704c4f3d8463b0fb7c1d476940c507

How do I get rid of these. I know it's do-able, however I have not done it in, many a year.

Cheers


texts:
Hi,
I have a skeleton's strange distortion on my character's knee.
How I can apply "Negative Weight Paint" to limit this strange hole between my character's knee and calf ? Weight Paint is already set to the minimum.
Thanks a lot for your support guys


texts: Problem rendering animation with Eevee blender 2.8

texts:
I recently rendered an animation of a car driving on a road. I haven't had any problems before but with this animation it flickers, specially the car and the trees. I Rendered with Eevee.

If you guys know any solutions please help.

Take a look at the animation here:
Car Driving Animation Youtube


texts: How can I make animations look more natural?

texts: Most of the animations I make are not as "real" looking as other animations I see. My animations can be found here. I want my animation to look like these.


texts: Unwanted Folds in Mesh when using Cycles

texts: I'm currently modeling an X-wing for an animation, but when I try to use Cycles for rendering it creates these folds. What am I supposed to do to fix it?


texts:
I am designing a implant and i want the thickness of it to be 1 mm evenly. I use the solidify modifier for that.
But i noticed that when i am modelling it the thickness is not applied uniformly.  I have attached the photos. Can some one help ?

In flat surfce have 1 mm thickness.

When i change the angly the thickness decreased and then totally disappears in the last.


texts:
I learned animation by my self using adobe after effects. then i bought a template from videohive. But i encountered an issue which i need to rotate the character which the item i bought doesn't support because it's only 2d.
So i'm starting to learn blender. But i need to learn to use the tools to make it easier to animate.
The template i bought from videohive is select the character then apply the animation.
Then i've been searching for a tool for blender and i found the blender autorig pro. But i haven't bought it yet. Does the auto rig pro is similar to the after effects template?
Does the auto rig pro have a default animation? like walk cycle or jump animation that comes with auto rig pro? Something like it can be applied with the 3d model.


texts: Group is linked to an invisible point i can't delete

texts:
i'm having this problem for a couple of days and i have no idea how to solve it.

I have my meshed character (hot dog), i've created my rig and now i'd like to start my skinning.  When i try to group (CTRL-P), my character links to a remote point and i can't start skinning.

You can find the .blend file here:      http://dropcanvas.com/ief1p

Any idea would be welcome...  thanks for your help


texts: How do i snap a copied part of a mesh to the parent of the mesh, wiht a distance created by edge?

texts:
Basically I want to Ctrl+D some faces/parts of a mesh, then copy paste it next to the mesh I duplicated, create a small line (edge) between the meshes (of the same mesh?) and finally snap the duplicated mesh vertex to the created empty end of the line edge, so it looks like this:

Corresponding vertex --- Edge --- Corresponding vertex from the duplicated mesh

Basically i want to copy paste(shift+D) a part of a mesh, then move the mesh so bottom verticle snaps(and copied mesh moves, not only the verticle) to one point(unused verticle) a line(edge) i have created.

This is a better picture to explain what i exactly need.

Selected mesh bottom verticle to the empty/unused end of the edge(snapping to the edge verticle, whitout distorting the model(so no (alt+M) merge) circled in red in the picture below.

This is what i mean:

So after some mesh joining and scaling, end result would look something like this:


texts: View vertex color in edit mode instead of material color?

texts: I am using vertex color to create the colorID map for Substance Painter. I canot use materials for this, because I use materials to define Substance Painter's textures sets (there is no other way for the latter as far as I know). Is there any way I can view the vertex color in the viewport, when I am editing the model in the 'Edit mode' instead of the colors of the materials?


texts: How to model a Railway ballast bed/rocks?

texts:
I'm very new to Blender, and I've been trying to recreate a model similar to this:

So far i've tried my way with setting up particles based on some simple rocks I created and added as collection, but the rocks intersect and it basically look bad.
I've also tried with some rigid body simulation to fill up a shape, but this also doesn't really seem to do the trick.

Can someone help me?


texts:
I have some text parented to the camera to show how many lives the player has.  In the viewport, it looks like this:

But in the game, it looks like this:

How can I fix this?  Thank you.


texts: how can I fix this generated coordinated texture wrap?

texts:
I just want to use a simple brick texture as generated and wrapped a mesh object seamlessly, however it looks like below, I don't want to use UV map as I will be working with all different types of meshes, how can I fix this please? thanks

blend file is http://www.pasteall.org/blend/42548


texts: I have lamp model and point light inside of it. You can see lights on preview, but i can't see the lights on render. How to make them glow correctly?


texts:
I'm making a movie that has a scene that kind of imitates the speech scene in Star Wars 7. https://youtu.be/MPhHl2DpD4E?t=1m1s

Note how the storm troopers all perform similar motions but they are all slightly different? I realize that these storm troopers were probably 3D models, but in my scene, they will be a person in front of a green screen (thus alphamasked image sequences in a large array of planes). As I can't see a way for the random output from the object info node to plug into the image sequence offset, how can I randomly drive this parameter per each plane?


texts:
I am new to blender and a while ago I started having a problem with weight painting on a certain part of one of my models. Variations in the weights of vertices seemed to be having no effect; they would all act as if their weight was 100%. Soon it was happening throughout all areas of all of my models.

What is going on here and how can i fix it?


texts:
This is a quick question (I guess) : how can I efficiently uv unwrap long mesh like this beam :

I would avoid to waste most of the uv space like it does right now :

The obvious solution is to merge the mesh with other to make a "bigger" asset, but it doesn't really make sense with the scene.

What's the best practice here ? Should I add artificial seams to "cut" the geometry ? Would it create artifacts on the render ?

Thanks ! :)

Edit : I am making an asset for a game engine so :

I cannot have overlapping textures
I can use only square textures (power of 2 sizes)


texts: Does Blender 2.8 still have skeleton sketching?

texts: Watching an older tutorial where it's possible to make bones by checking "skeleton sketching". I can't find it in Blender 2.8


texts:
I am using Blender 2.78c and trying to make a tree. When I decide the size, shape, variation of my tree, I add the leaves. Everything looks fine, but when I add the leaf material, the leaves get detached from the branch and some leaves go through the branch.

Did I miss something or the Sapling addon is not polished?


texts: Trying to make a simple typography animation but when I go to the render tab, nothing shows up


texts: What have I done wrong? From blender to substance painter

texts:
I am pretty new to 3D. So I created this laptop model and brought it into Substance Painter. After baking, I see some ugly smudges on some parts of the model. What have I done wrong and how can I fix it please?

Thanks in advance!


texts: images with transparency return to black when bunched

texts: Each plane with grass has transparency on it so that if I just rendered one grass plane it would not be a problem but when i duplicate them then they return to black


texts: how to add a pixelated and unpixelated effect to object

texts:
i want to create a video of having an object that becomes pixelated and unpixelated.
Like this:


texts: How to model the wavy wrapper of a cupcake?

texts:
I'm sorry if the question in the title is incorrectly asked: I'm new to Blender and I'm practicing modeling.

I'm trying to make a cupcake, and I got stuck at the start - modeling the thing that cupcakes are in, in particular on how to model a wavy effect.

I don't know how to model that.

I hope I explained what I don't understand.


texts: Curve very sharp after converting from mesh

texts:
I have converted an edge loop to a curve. The edge loop itself was fairly low poly. I want the curve to look smooth so I tried to increase the resolution of it but it looks exactly the same.

Is there a way I can get the curve to be a smooth interpolation of the edge loop?

blende file


texts:
I've done a model in blender, and also did retopology and UV map of it.
For retopo, I added mirror, subsurf and shrinkwrap modifiers (in that order). Now, I've got 2 questions:

-Should I apply those modifiers before baking? When should modifiers be applied?

-What should i do first: baking or painting the model? Does the order matter?

Thank u


texts:
Hi Im just starting blender and Im trying to make a planet explode after being hit by a laser, basically Im trying to figure out how I can get the shockwave particles to only emit out sideways from the torus instead of in every direction, I also was trying something I saw on a two planets colliding tutorial where you get one object to collide and push into the other but I don't have another planet so I was trying to use a torus but I dont think it's working.
I'd appreciate any tips I dont really know what I'm doing,
Also I can post screenshots of stuff But I'm not sure what of.
cheers


texts: Why is Blender 2.8 slower than older versions?

texts:
I've been designing a car in blender, and getting a good image or animation takes hours. Then I heard 2.8 was out and that it cuts render times down significantly. So I installed it and I found that it was really slow, wireframe mode was buggy and the new engine, Eevee, was better but rendering was worse, nearly impossible.
Is the problem with 2.8 or maybe my computer.
I've got a Mac mini, 2.3GHz Intel Core i5 with 8GB 1333MHz DDR3 RAM
My mate who has a Apple laptop has worse specs but can smoothly run it.


texts: Importing an .obj file and nothing is showing

texts: A little bit of context, i've ripped some models from the game Yugioh duelist of the roses and was a able to open them in 3ds max to edit some of the stuff. after doing that I save the kind of deformed models as .obj and try to open them in blender but every time I try nothing shows up. its showing I have something in the outliner but no object appears! If anybody can point me in the right direction for how to fix this id greatly appreciate it!


texts: Adjusting rigid body properties for multiple object

texts: Using object tools you can make selected objects to become a rigid body active, passive or  calculate the mass. But if you need more how to adjust other properties for multiple objects like "enable deactivation"?


texts: Well I want to change colors of the blender models by button clicks in the web app I am making. Kind of like the html color picker. Any idea how to do it?


texts: How to customize the zoom border behavior?

texts:
I wrote up a simple script.
import bpy
class ZoomBorderPanel(bpy.types.Panel):
    bl_label = "My ZoomBorder"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'my panel'

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

        scene = context.scene

        row = layout.row()
        row.scale_y = 2.0
        row.operator("view3d.zoom_border")
def register():
    bpy.utils.register_class(ZoomBorderPanel)
def unregister():
    bpy.utils.unregister_class(ZoomBorderPanel)
if __name__ == "__main__":
    register()

And it works as it should.

I click with the left mouse button on the point1.
Without releasing the mouse button, move the cursor to the point2.
And then release the button.

Selection works fine.
But I want to do next for the selection:

Click with the left mouse button on the point1.
Click with the left mouse button on the point2.

If it is possible, advise me how to do this, please!


texts:
I'm a first time blender user trying to make an engagement ring from scratch.

While making the ring I did a boolean cut, along the inside of the ring, which I think added some hard edges into my ring.

In this picture you can see how the faces, around the sides, are triangulated.

How can I smooth these adjacent faces out so they don't have such noticeable edges between each other?

Things I have tried:

Subdivision surface

The edges are too noticeable for what I would like, so I need to fix the mesh more beforehand

Laplacian smooth modifier

I tried setting the following vertex group

Then doing a laplacian smooth in the Y axis on it.
There seems to be a little bit of improvement but I haven't been able get the harsh edges to go away

Eye balling it

This seemed to be a bit fruitful but it will take me forever to edit all of the vertices


texts: How can I hide part of a mesh in edit mode and let it hidden in object mode?

texts:
There is a way to hide a part of my mesh A in edit mode and let it (the part of mesh A) hidden in object mode while i'm working with another mesh B??

I'm doing low poly and the fingers are too close. I can't work and i would like to understand if it's possible to hide each finger of high poly, in order to create my low poly easily.


texts: How do I make a sphere with 5 flat sides?

texts: What it says in the title, I'm trying to make a sphere with 5 flat sides so I can place a cone on top each one in a star esque pattern but I have no idea how to do so. Ideally they'd want to be equal in radius. Thanks for reading.


texts: Rendering a semi transparent object on a transparent background

texts:
I have a problem rendering a sphere with a semi-transparent material on a transparent background.
When rendered in preview mode, the result is correct, the invisible parts of the sphere don't show up :

But when I calculate the final render, I only get a totally transparent image.
When the transparency box in the Render Properties is unchecked, it works fine : the problem only occurs when the background transparency is enabled.
For the material, I used a noise texture linked to an emission shader which I added to a transparent one :

Would you have any idea where it comes from ?


texts: Joining objects that have displacement modifiers

texts:
I have a problem with joining three objects together. On the model of a dinosaur I have a displacement map with a texture on it:

When I try to join the eye, teeth and the model together (Ctrl+J) it comes up like this:

......I think its because of the displacement modifier, it applies to the two other objects and creates this weird thing... Does anyone know what to do with this? Thanks a lot :)


texts:
I have a scene made up of rows of cubes stacked on top of each other.

I want to add an image texture to all the front faces of the cube stack (the image is not seamless it is a picture).

I joined all the cubes to 1 mesh then UV unwrapped them then painstakingly aligned each front face to each other then added the image texture. All good up to this point however when I unjoin the meshes the image texture is all messed up.

What I am trying to achieve is a simulation of a wall with picture on the front been smashed by a smashing ball and the individual cubes sent flying off with there part of the image texture on it.

My question is can this be achieved & what is the best method?

Thanks in advance


texts: I'm drawing splines in photoshop, exporting as AI, converting online to SVG and importing to blender to extrude and work on them. But they have no fill, so they won't extrude the way I usually extrude SVGs. I know I can fill them in inkscape and reexport, but I believe there is a way to extrude them directly in Blender. Am I right?


texts: Cropped shape and created new face, how to match old subdivision

texts:
I am new to blender and it is going well, however I have a question regarding deleting parts of objects and previous subdivide.
I am creating fence line, I created the first post and then to make things easier duplicated that. To add variation I chopped the top of the post away and added a new face to cap it off, then after re-shaping it I have added a texture.
Now the problem is that the division doesn't match and it throws off the texture. How can I get the new face to match the rest of the subdivide? I have tried clicking on the face and doing a new subdivide but that doesn't seem to work.

Thanks


texts: Imported Sculptris textures/bumpmap not fitting mesh properly (tiny patchwork effect)

texts:
this is a problem regarding importing from Sculptris.

The model imported fine; but sometimes (seemingly at random), when I apply the texture/bumpmap it originally came with, instead of fitting over the model properly, it stretches hundreds of tiny versions of these textures across the mesh in a random patchwork.

I want to ask is there a setting I can select that will force the textures to adhere to their correct position?

1- This happened a few times when applying a texture on its own (but not other times, when it automatically fit it properly)
2- After successfully applying the texture, I simply added a second texture, defined it as a "Normal" in the mapping section- and while the "Normal" does appear, it does so as a tiny patchwork.


texts: How to fix a texture to the object it is being mapped to?

texts:
I'm new to Blender 2.8 and have been playing around with UV mapping onto objects. After following this tutorial https://www.youtube.com/watch?v=snbEMKGOla0 I noticed that once I had added the environment texture node then reposition the sphere, the texture seems to warp as if it is still trying to map around a sphere at the global 0,0,0 coordinate. Below shows the texture before the movement and after

Before

After

I've also noticed that when rotating the sphere, the geometry of the sphere rotates because the 'poles' of the uv sphere move as shown below. Despite this, the texture still remains in its initial position. I am wondering if there is a way to fix the texture to the sphere when moving it, or is there a better way to achieve this in general?

Sphere pole rotates about the x axis, however the texture remains the same

Thanks for any help


texts:
I have a cube positioned at Z-axis = 0 like this

Now I scale the cube 3 times and then I get this

How to scale that the cube is enlarged 3 times along the Z axis and stays at Z = 0 ? Like this


texts:
I would like to obtain the pixel coordinates of an object's outline in the currently-rendered scene, using the bpy module.

I found this, which is related, but I'm still not sure how to do it.

Has anyone had experience with something similar?


texts:
With the hair particles. I tried to tweak the setting to have thick hairs. Im making brush. Rendering in cycles. In the rendering i have set to thick. I want to have the V shape. Growing from below and making a V shape. I do not want to use object such as cylinder etc. With the hair settings i want to get the result.

Not thick

Im looking for this type of hair setting


texts: I've got a *.ply file from a interoral scanner. The *.ply-export comes with a texture file but the vertices of the mesh itself remain monochrome. I now need the texture put on the model (and if anyhow possible transfer the color to the vertices, but one thing after another). I tried some ways described in the net, but so far nothing matches my problem fairly.


texts:
I have added a plane with a color-ramp as texture and added a particle system (grass) as seen below.

what I need to do is make the grass grow from the green area, not the blue area and not from faces or vertex

Is there a way to do that?

thanks.


texts: I've tried joining, using the arrows and none of it's working.  I only want the window in green open and the ones in yellow closed and I don't know what to do.


texts: Make Rigid Body sim to respect array modifier

texts:
I am trying to build a simulation, where Cubes will fall when arrayed floor is shrinking.

But nothing happens, when animation goes from top to bottom position. I am curious why?

Floor settings, gravity is turned on


texts: Image Sequence to Movie - How to Get Desired Frame Rate?

texts:
I rendered 250 frames to png for an animation.
I opened these images as Image Sequence in QuickTime (10.5), and set the frame rate to 25 per second. This should give me a movie of 10 seconds.
I got a 10 second movie, BUT all 250 images play within the first 4 seconds, and the remaining 6 seconds are just a still frame of my 250th image!
When I enter other frame rates, like 60 / second, I get a 4 second movie, but all the movement is in the first 40%, then only a still frame.
How can I create a movie from my 250 png images that actually plays at 25 fps?
I don't have to stick to QT, it just seemed the easiest option. Anything on macOS would be ok. I had the same problem in Compressor though.
EDIT in response to Allen Simpson's easy-to-follow reply (thank you!)
Unfortunately same result as described above.
Sequence of 250 images:

start-frame, end-frame, 25 fps:

Result: a 10s movie clip with all the movement in the first 4 seconds and a still frame for 6 seconds... Ouch! Can't get my head around this.
Any suggestions?


texts: How to set up a orbiting camera with zoom in the BGE?

texts:
How can I zoom in and out using the mouse wheel in the BGE? And press the middle button to go move around the character?

I want the camera to be parent to the character so that it will follow it.


texts: Achieving a photo-realistic scene with only built-in textures

texts:
I am modeling many different type scenes and in each scene I have to work hard to find the perfect textures for individual objects in the scene. Obviously this is important because good texturing and modeling are the fundamental building blocks for photo-realistic scenes, but this may be easier if I found a
good way to use only built-in textures to in my final render. In this tutorial, tutor4u creates a very realistic looking planet from only built-in Blender textures, so I know this is possible. Here is my render of the planet:

What are some of the best ways to achieve these kinds of scenes (complex or simple) with only built-in textures?


texts: UV unwrapping models with multiple subcomponents for software like Substance Painter

texts:
I am modeling some stuff for my Unity game, and I want to start texturing them. But I have problems with UV unwrapping from the beginning. I did of course some research, watched tutorials, but most of them were unwrapping a single object.
But let me describe my situation:
Collection:
- CorridorFrame
- CorridorColumn
- Corridor
- CorridorLights

Visualization:

(full model)

(without the corridor frame)
Columns are:

Arrayed
Mirrored

This model is a regular corridor, so I could do a lazy solution, Ctrl +  J & Smart Unwrap. But some of my models (for example doors), have a frame component, and inside, which can't be one object for the obvious reason (or, to clarify - it would be impossible to make a door close/open animation).
I had some chat on the Blender Discord, and one guy said that "each object has its own UV map".
But, I want to export the model to the FBX format and do some stuff with it in the Substance Painter software, and I am afraid that UV maps of each object will overlap each other.
Is anyone able to help me with this?


texts: world grid is visible in render (how to remove?)

texts:
I've been trying to find a solution for quite some while and I couldn't find one so I decided to make a post here.
I've been trying to learn motion tracking with blender and I got the track and I attach it to a image object. I then add a background image to the camera and the the image object was moving in front of the background image.
Everything was great until I pressed render and guess what? The world grid was IN my render.

Is there a way to have a camera background image and not have the grid on top?
I tried to but the background image in depth: front but then the image object was behind the background image.


texts: Downgrade to what version to cover most tutorials?

texts:
I'm following a tutorial[0] to create scratches. I'm using 2.92 while the tutorial is 2.8 and I'm stopped due to differentiating node settings already at the beginning e.g. voronoi. Since I have to follow a tutorial for every single click, what version is recommended to get me covered utmost?
[0] https://youtu.be/-KO_qkM93q8?t=12


texts:
So I have two photoscans that I want to create one single mesh out of.

Here's my usual method: I would use a shrinkwrap (sometimes even one made from the orignal models) to wrap around each model with the help of vertex groups. Then I may use remesh and sculpting to fix artifacts, then shrinkwrapping again to get an even nicer mesh (it sounds like I'm going backwards but it works because the remeshed mesh can be messy in spots). Lastly I would bake out the textures from each model and blend them each into eachother in photoshop.

Is there a better way of doing this?


texts: Incorrect transparent texture rendering in cycles

texts:
The transparent texture

Rendering result

Material setup

ImageTexture [Color] ------- TransparentBSDF --------|
                |                                    |---- MixShader-----SurfaceOutput
                |---------------DiffuseBSDF----------|      [Frac]
             [Alpha]-------------------------------------------|

It seems the dark edges come from nowhere...


texts:
I'm trying to get the rotation of bmeshs face. Unfortunately following function doesn't work:

import bpy
import bmesh

plane = bpy.ops.mesh.primitive_plane_add(rotation = (2,1,1))

bpy.ops.object.mode_set(mode='EDIT')

mesh_obj = bpy.context.edit_object
me = mesh_obj.data
bm = bmesh.from_edit_mesh(me)

for face in bm.faces:
    print(face.rotation)  # doesn't work

I'd like to get the vector (2,1,1) printed out, how can this work?


texts:
I am working on a scene with differents buildings, pierced with arch-shaped windows.
Given the number of windows, using the boolean modifier would allow me to do it quickly. But since once applied, it generates a bad topology, it becomes difficult to edit the mesh afterwards.

Is there a way to use the Boolean modifier while preserving the topology? if not, do you have any tips to quickly model these windows without using it?


texts: Blender 2.79: Issue with Texture Painting

texts:
The previous model I did had no issues with texture paint, it worked normally, but this time. . .not so much. I've looked through other solutions on here and various websites but I can't seem to fix it.

I've already:

Unwrapped and created an UV Map
Set up my nodes (crtl + T and Shift + crtl + click for textures) and
hooked up my UV map to the Image Texture node. Made sure everything
to the left of that node was set up appropriately. Followed a tutorial to
make sure this was right
Made sure the texture in Tools tab in Texture Paint is off.
Checked slots tab and made sure everything was set up fine.

I can still paint directly on UV Map and when I try to fill the 3D model itself, nothing happens. The oddest thing that just cropped up is that when I paint the UV Map, the preview area becomes completely white. Never had that happen before.

Blender file here.

Any help would be greatly appreciated as I've been trying to fix this for the past day with no luck. I'm also working with the top half, the human half, only.


texts: Importing into AutoCAD - Does not preserve scale

texts:
Working on a design going to a CNC router. The CNC router can use dxf so I export to dxf. However, when I import into AutoCAD to test, the scale is way off. The CNC shop confirmed this on their machine too.

How I can preserve the scale when exporting to AutoCAD?

Object in blender (60.4cm)

Same length in AutoCAD is (450.0021 unknown units):

I wish I could just stay within blender but unfortunately I have to interface with proprietary software running on CNC machines.