texts: Hello everyone i recently have been working on a rig , every time i append the rig into my CYCLES rendered project it is gray ( meaning the rig) the rig seems to not have any materials what so ever. I am a huge noob so if you can please explain in dept because i do not understand some things as i am new to this. Thank You.


texts: Image texture : how to only sculpt bright areas?

texts:
I am working on a painting fram based on image texture.
I want ot sculpt the bright areas to highlight them (corner leaves decoration) based on brightness How to sculpt bright areas?


texts:
In the scene the material and the modifier same. But why the result not same. Test tube liquid has light color and bowl has dark color

Any suggestion why the color look different.


texts: How to get rid of fireflies in my metallic materials / cycles (principled bsdf)

texts:
i've been working on this Project for a while now and i am struggling with fireflies all over my metallic materials, I can easily get rid of them inside Photoshop but i would like to render an animation of the scene so i need cycles to render free fireflies frames.

I've tried:
-Increasing my samples and no matter how high i go fireflies keep apearing, they even appear more one my frame has reached 4000 samples

-tweaking my material node

-deactivating my reflective caustics

-tweaking light (scene is iluminated by an hdri, a sun lamp and 2 point lamps)

I think it may have something to do with the roughness map or maybe lightpaths or max bounces since there are a lot of reflective materials inside the scene but im not an expert in either so i cant find a solution


texts: I've already assigned "Keymap => 3D View => Rotate View" to the right mouse button but that only seems to affect object view. Is there a way to disable or assign the context menu in edit mode and also rotate instead?


texts:
i would like to make a material that uses gouraud shading instead of phong :

That means that the shader is per vertex and not per pixel, i thought i could use the parametric input but it didn't lead to anything

Also i just discovered pynodes but idk how to code so idk if it can be used here.
I know that i could bake the material to the vertex colors but i want it to be in real time.


texts: pose.bones.matrix does not update after frame change via script

texts:
I write an exporter to retrieve the pose bone matrix for every frame.

The concept looks like this, the code is called from an exporter class via an operation button in the tool shelf:

for action in actions:
    for frame in range(action.frame_range[1]):
        bpy.context.scene.frame_set(frame)
        context.scene.update()

        for poseBone in armature.pose.bones:
            exportMatrix = poseBone.matrix

However, the exported poseBone.matrix values all have the same values from one frame.
I checked in the pyhton console if the values change when i manually change the current frame and they do.

What am I missing to update the pose bone matrix after a frame change?


texts: Hair Particle System Collection: why does Hair Length Affect?

texts: I am using a hair particle system to populate a terrain with trees and rocks in blender 2.81. I created the instance tree using the sapling tree generator so there is one object for the leaves and one for the trunk/branches. I created the rock instance by tweaking an icosphere. To populate the terrain with them is used particles systems.  I used hair rather than standard particles as the trees and rocks are to stay static. For the trees I used the type as collection (as I had a collection with both the leaves and trunk/branches). For the rocks, the type I used was object. I noticed the hair length setting affects the size of the particles. As both object and collection types have a scale and scale randomness input it seems to me, when using these types, the hair length should have no effect. What do I set the hair length to so only the scale input value affects the scale?


texts: Keep all Animations Nodes instances in one layer

texts: I'm making a simple animation with AN but for compositing reasons I need to keep all instances of an object in the layer 1 and the rest of my objects in layer 2.


texts: Material painting in Blender in 2019 (like Unity terrain)

texts:
Is it possible to do material painting in Blender as of the beginning of 2019?
The most common scenario for this is landscape painting where you want to paint some part of the mesh as grass, some as dirt, some as sand, etc. (like in Unity terrain)

Texture painting alone wouldn't work because:

It doesn't paint normals and other material properties
It paints plain colors. You can't for example adjust all grass scaling afterwards

The only method I found involves manually constructing shader graph with masks and painting on those masks:

Painting with predefined materials in 2.79?
How to paint a mesh using materials instead of textures
https://www.youtube.com/watch?v=oDn22T2Sbsg
https://www.youtube.com/watch?v=LlqtFW8AWjE

It seems to be such a common feature/scenario that I would expect it to be built-in. Is it implemented in Blender 2.80? If yes, how to do it?

In both cases (implemented or have to be done manually with masks), how do I export the final result (combined texture and normals) to use in game engines (specifically Unity)?


texts: How do I make the cubes up and down on the y axis following the curve and without rotating?

texts:
How do I make the cubes up and  down on the y axis following the curve and without rotating with the same space distribuition?

I used beziercurve and clamp to do this.


texts: Attribute Randomize node is missing 'add'

texts: i am following a tutorial and the node is missing the add option.


texts:
this is my scritp that spawns random objects and I want to add a counter to it:

def spawnObjects():

    scene.addObject(randomObject1, "empty1", 90)
    scene.addObject(randomObject2, "empty2", 90)

spawnObjects()

print ("Spawned Objects are:", randomObject1, randomObject2)

So the script adds the objects and prints:

Spawned Objects are:, NameObject1, NameObject2

etc.

So far so good. But how can I get python to print:

Spawned Objects 0001 are:, NameObject1, NameObject2

Spawned Objects 0002 are:, NameObject1, NameObject2

Spawned Objects 0003 are:, NameObject1, NameObject2

Spawned Objects 0004 are:, NameObject1, NameObject2

etc.

etc.

Till infinity?

I suppose one needs a counter using "while" loop but I'm still not able to accomplish it the way I described it here.
Thanks for any help!


texts: Cycles hard edges in retroreflective material within a face

texts:
I have a problem with a retroreflective material in Cycles. When i render my scene it seems that some faces get rendered differently. The scene contains only one lightsource in form of an emitting Icosphere.

The following picture shows the used node setup.

Can anybody tell  me the reason for the effect and maybe a solution? I want to achieve a smooth lighting without hard edges, as it would occur in a real world.


texts: Though I am in vertex select mode, I am unable to see the vertices as shown.


texts: How to switch to another camera in blender game engine

texts: This might have already been asked but how do I switch cameras in blender game engine? What I would like is to play a camera sequence perhaps a panning view around a map and then towards the end switch to a camera linked to my player modal for a third person setup.


texts: where should i mark a seam onto my mesh?

texts: Where i should mark a seam so my texture doesn't look discontinuous in a certain area.


texts:
Nowdays I have the old Radeon HD 6870, and it's not compatible with OpenCL, so the rendering is made by the CPU, that is a quite slow comparing with GPU rendering.

I'm thinking on a upgrade to R9 380 or a GTX 960 for rendering (and gaming, of course).

Some people say tha OpenCL is not stable in most CG softwares, especially Autodesk's.
Shoud I get R9 380 (cheaper, more powerful) or GTX 960?


texts: How to capture error messages generated by calling bpy.ops commands?

texts:
Say I allow the user to call an ops command on an object, for example, bpy.ops.object.transform_apply.
If you call that via Blender's own interface (Ctrl +  A > Location) on an object like a camera, Blender gives an error message (Object has no data to transform). If I give the user a custom operator that simply calls bpy.ops.object.transform_apply() on an incorrect object, no message is displayed.
I can check the object's type and make my own message (via self.report) or even disable the operator unless correct object types are selected, but I was just curious if it is possible to capture error messages generated by Blender and pass them on to the user?


texts: Intel denoiser is denosing every frame differently

texts:
I was creating an animation with PNG sequences and using Intel denoiser.
My problem is that looks that every frame is denoised in a different way, which means that when you play the animation texture on my character shaking or moving for the lighting probably (Tried to add some more lights but having the same effect).
I'm currently using 256 samples probably have to push it to 500 or 1000? (Pc specs doesn't allow me much samples crazy time takes to render)
Anyway somebody has any idea how could I resolve this problem?
Thanks a lot


texts:
i want to apply parent with autumatic weight but its error and said that Error bone heat Weighting  and i read over the internet and nothing works, anyone can suggest a solution?
note.. i tried single bone to make feet bone to head bone and its work but when i make the hand bone the error comes out


texts:
i don't know how, but i blocked some option that i really need sometime and it is driving me insane.

Please tell me how to fix this or what i have to do to prevent this in the future.


texts: Why is my scaling (Ctrl-A) causing me problems?

texts:
I'm working on a human character and I'm in the middle of modeling.

I have the entire body near complete but I noticed some of my points were off. Like the chest-shoulder region wasn't matching up. I tried to grab with G but  that ruined the placement of my character hips. So i tried to scale it, same issue.

I decided to move the points to where I needed them the attempted to adjust the hips. Now when I move or scale the hips, my previous points are not set off again. Can someone tell me what my issue is??

I have Mirror, Skin  and Subsurf modifiers added, in that order, but not yet applied.


texts: Attaching a rope (curve or mesh) to two other objects

texts:
I've already read two threads on this but the instructions given are not clear enough for me.

i would like to attach the ends of the highlighted mesh, so that animating this part isnt so tedious.


texts: toon material from blender internal rendered in cycles render engine?

texts: Is it possible the toon material and specular from the blender internal render engine to be rendered in the cycles render engine by using render layers?


texts: Mesh moving with Bone after having deselcted all in Weight Paint

texts:
I've just started my first real Blender project and i had to add some Bones to my Figure. Eventually after deselecting all vertices with Weight Paint, that Mesh is still moving with the Bone.

I really hope anyone of you can help me and I've already tried a lot, like selecting all vertices and making their weight to 0.

Greetings

W.Zayde


texts: Can I get a UV-irrelevant grid material on blender?

texts:
I've been modelling on blender for a long time, and I was never really particular about what my default material is. Now, I've tried probuilder (unity plugin) and the only thing that I really enjoy and miss elsewhere is its default material that displays a grid.

Is it possible to get such a material in blender? This material always displays in 1:1 and never stretches, essentially ignoring UV. If you scale or modify the mesh, the texture is always gonna show the grid as is.


texts: Can you use masks to mask out your Hdri background?

texts: I'm currently rendering a small animation which uses a HDRI as it's background and I was wondering if there is a way to mask out parts of the HDRI using an object layer in my project so I can export a (masked) transparant HDRI


texts: Reusing animation at specific locations and timelines

texts:
I made this from youtube and want to reuse it in music video. I am wondering how to stimulate as if lighting from skies, striking from controlled, yet randomized location and timing to music. I am slightly aware about KD trees acting like GPS, but never done this before. Maybe this can be used with sound spectrum as well?
Edit: No one has to watch the linked video. I am showing my results in the gif and the link is just a reference. My question is: how do I take this ani-node results and reuse it at specific time/location in another project?
I have no problem appending it another blend file, but no idea how to control it as if a timed lighting strikes throughout a scene.


texts: How to Unwrap UV's without based from vertices like this?

texts: I've found out some .py script that convert obj's to element. The result was still .obj but the UV's is auto generated, when i open the UV Editor.. its seems the UV is already optimized, the uv map is just like "a box". I wonder that, can blender do this also? i mean, unwraping without based from vertices? I know its seems really strange idea but its exist.


texts:
Let's say I have a grid of small cubes 20 x 20. I want to be able to make some amount of them 'grow' over one axis.
The closest I had to this was use displacement with a cloud texture matched to an empty object that moves across the screen, but because it affects vertices instead of faces it doesn't look like cuboids anymore. Is there a way around this?

(to further complicate things I'd like to be able to then assign different materials to sides so would be much better if starting point is cubes rather than plane)


texts:
Is there an elegant way to copy location/rotation date from one object at some frame to a different object at a different frame? Right now, my best idea is to play a lot with "Apply visual transform" and copy-pasting numbers

More precisely, my plan is as follows: First I render a rigid body animation of 250 frames, say, with a single object A.

Then I want to add an object B and make its location and rotation at frame 1 / frame 2 equal that at frame 251 / frame 252 of object A from the previous run (and afterwards, B follows physics). So B has the initial state of "future" A. Perhaps you can imagine that, if I later append the second movie clip to the first, object B looks like the continuation of object A and the second object A looks like s second object starting with a 250 frame delay.

Preferably, I'd like to repeat, i.e., make a third run with a third object C where C takes the data from future B and B again from future A (perhaps different values this time as B might have collided with A in the second run). And so on as I see fit.

I am aware that I could perhaps achieve the same by running an n times 250 simulation right away, with new objects "starting" every 250 frames. I would still like to explore the idea outlined above because it feels like I could influence the new objects better.


texts: Why does Set Origin to Geometry for Text not work?

texts:
I'm using 2.70a in Cycles and I added a text object, then tried Set Origin to Geometry, but the Origin moved AWAY from the geometry. In fact, it continued to do so each time I tried Set Origin to Geometry:

Is this a bug or a feature?


texts:
I'm trying to get something that looks like a cloth object pinned to the wall at the corners and centre using cloth sim.  I'm having a few issues (not getting enough wrinkles and creases, etc), but currently the biggest problem I have is that the top edge of the object remains almost perfectly straight, whereas a real cloth object pinned to a real wall would sag a bit.  I think getting the correct sagging behaviour would improve the other issues I'm having with lack of creases.

I'm starting with a plane object pinned in 3 places, with a simple cube behind it to serve as a wall to collide against.

My cloth sim is configured as such:

When I run it, the results aren't too bad, but as you can see the top edge of the banner is more or less perfectly straight, as if the fabric is being stretched between the pins, where in real life the cloth would sag a little between the pins if it wasn't being pulled taut.

I think if I could get the actual pin position to be slightly closer together than the vertex group pins then that may help produce better results.  I've tried messing with weights and having different starting angles for the flag when I run the sim, but the top edge always remains straight.
What can I do to improve the results from my sim?
EDIT: I've tried using the "rubber" preset instead of the "cotton" one, and whilst that does product sags, it also doesn't produce much in the way of wrinkles in the material.


texts: What does "Bone location is set in local space" mean?

texts:
I found this in the Relations panel of Bone Data properties:

I was looking for some documentaiton about what this means and how it is used in practice. But i found nothing substantial about this. maybe someone can shed some light on this ?

btw: i have seen the entry How does 'local with parent' space work?
But it does not answer this question (for me).


texts: trouble using keyframes to animate a float value (in animation nodes)

texts:
Am learning animation nodes.

Within animation nodes, I would like to use keyframes to animate the value of a float number, but the keyframes are not having any effect.

To try this I right click on the float value and first 'add to keying set' then 'add keyframe'

it seems to work because no errors are reported and the value changes color.

But when I play the animation the keyframe seems to have no effect.   Screenshot below shows the nodes and my attempt to enter the keyframe.  (the idea is the float number then is used to place an object at a location).

Any suggestions to make the keyframe actually work are most welcome.

thanks,
Matt


texts: I have to create a gear cutter that cuts a solid shaft into a gear.


texts:
hello guys does anyone know how to make a rig to make swing hinge like this? https://www.dropbox.com/s/bdj4bj9rcqxoy7e/window.mp4?dl=0
here i tried with damped track, i added two with 1.000 and 0.000 of head/tail influence, but still is not convincing the rig...


texts: The outliner tab/bar is pretty organized, but when you look at the NLA editor it doesn't reflect what you see in the outliner


texts:
Quite silly and probably will get a quick reply.

Started playing with Blender 2,78 a bit lately, mostly for fun. While I quite quickly hit how slow some things render with any CPU. (I have a Ryzen 5 1600x with 16GB of 3200MHz memory)

I could only find a R9 270x when building the PC which is sadly GCN 1.0 and can't render in cycles unlike all the other R9 cards that are GCN 2.0 and can render in cycles (but the price was great ...especially for the fall of 2017)

Now I found a used Quadro 2000 (1GB) for sale at just 20€.

How much would it even help rendering compared to my CPU?

Can I use such an old cheap GPU to work with the CPU for rendering? Anyone with a Quadro 2000 around ?


texts: Issue with particles in blender donut tutorial

texts:
I have been recently doing the blender donut tutorial and ran into a problem regarding the sprinkle particles. The particles (hair) keep appearing on the underside of the icing. As seen in the image below, most of the hair particles only come out from the bottom of the icing.
I tried to readjust the normals but I realised the normals were already correct. (Blue colour donut in image)
Someone suggested following through the weight painting part of the tutorial. However, the sprinkles still remain on the underside of the icing.
What is the actual problem and how do I solve this?

Particle settings below

Edit: @moonboots Thanks the hair particle problem has been solved. How do I prevent the submersion of the sprinkle particles?


texts: Particle Emitter - Emit Hair from Skin Modifier Faces

texts:
I'm modelling a Hibiscus flower, a reference can be seen below.

The issue is that I'm trying to use a particle emitter to emit the anthers from the filament (nontechnical terms: the yellow stuff in the top photo). I understand how to use collections for the emitter objects, but the objects are only being emitted straight up/down from the source mesh.

I believe the problem is originating from the modifiers and source mesh. As shown below, the source mesh is just a couple lines, which I then used the Skin and Subsurf modifiers to create the stalk.

So in short: is there any way to have the particle emitter be used after the modifiers (so that the particles can be emitted from the surface) without applying the modifiers?


texts: How to change the format of a "Measure" (color, size, etc...)?

texts:
I would like to know how to change the format of a measure.
This for the Measure tool of the left toolbar (NOT the MeasureIt Add-on).

Specifically, I would like to change :

The color and size of the text.
The background color of the text.
The line format (thickness, dotted, continue, etc)

I tried Edit --> Preferences--> Themes but I did't find yet the right one... if is it there... :/
thanks a lot,


texts: My model has a strange line on it and the mesh seems seperated

texts: I've started learning blender, and I'm trying to make a mug, but it has a line on the object mode view. It seems to be because part of the mesh is seperated, but I don't remember doing that. Help?


texts: Position of eyes and hair goes wrong after exporting

texts:
I'm making a model in Blender and try to export it as collada file. This step goes well, but there are problems with the hair, eyes and eyebrows locations. As you see in the picture above the hair, eyes and eyebrows are positioned lower than what they are positioned pre-export.

I've attached the eyes, eyebrows and hair to the head bone and they move well when animating the model. It only happens after I export it. I don't know whether it's wrong to attach them to the top bone.


texts: How do I use python to hook control points of a bezier curve to bones of an armature without inexplicably deforming the bezier curve?

texts:
I have the following code to construct a bezier curve, an armature, and then hook them together, unfortunately it does not accomplish my mission

import bpy

def create_armed_spline(scn, resolution):

    curve = bpy.data.curves.new("dingus", 'CURVE')
    spline = curve.splines.new('BEZIER')

    spline.bezier_points.add((resolution+1)*2)

    half_thick = 0.1
    for i in range(resolution+1):
        p1 = spline.bezier_points[i]
        x1 = i / (resolution)
        p1.co = [x1, half_thick, 0]
        p2 = spline.bezier_points[2 * resolution + 1 - i]
        p2.co = [x1, -half_thick, 0]

        if (i>0):
            x2 = (i - 1 / 3) / (resolution)
            p1.handle_left = [x2, half_thick, 0]
            p2.handle_right = [x2, -half_thick, 0]
        else:
            p1.handle_left = [x1, half_thick/3, 0]
            p2.handle_right = [x1, -half_thick/3, 0]
        if i<resolution:
            x3 = (i + 1 / 3) / resolution
            p1.handle_right = [x3, half_thick, 0]
            p2.handle_left = [x3, -half_thick, 0]
        else:
            p1.handle_right = [ x1, half_thick/3, 0]
            p2.handle_left = [ x1, -half_thick, 0 ]

    spline.use_cyclic_u=True

    co = bpy.data.objects.new("dingus", curve)

    #

    arm = bpy.data.armatures.new("dingus")
    ao = bpy.data.objects.new("dingus armature", arm)

    co.parent = ao

    scn.objects.link(ao)
    scn.objects.link(co)

    #

    if 'OBJECT'!=bpy.context.mode:
        bpy.ops.object.mode_set(mode='OBJECT')

    scn.objects.active = ao

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

    bone_size = 0.1

    for i in range(resolution+1):
        x1 = i/resolution

        add_bone_set(arm, "%d"%i, [x1, half_thick])

        if (i>0):
            x2 = (i - 1 / 3) / resolution
            #add_bone_set(arm, "lh%d"%i, [x2, half_thick])

        if (i<resolution):
            x3 = (i+1/3)/resolution
            #add_bone_set(arm, "rh%d"%i, [x3, half_thick])

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

    for i in range(2):
        hook_spline_to_armature(scn, co, ao, i, [0,1,0], "left %d"%i)
        hook_spline_to_armature(scn, co, ao, 2*resolution+1-i, [0, 1, 0], "right %d"%i)

    #

    return co, ao

def hook_spline_to_armature(scn, curve, ao, idx, parts, bone_name):
    mod = curve.modifiers.new("hook %d %r%r%r"%(idx,parts[0], parts[1], parts[2]), 'HOOK')
    mod.object = ao
    mod.subtarget = bone_name
    mod.falloff_type='NONE'

    scn.objects.active = curve
    bpy.ops.object.mode_set(mode='EDIT')
    for k in range(len(curve.data.splines[0].bezier_points)):
        bp = curve.data.splines[0].bezier_points[k]

        bp.select_control_point = (k==idx) and parts[1] != 0
        bp.select_left_handle = (k==idx) and parts[0] != 0
        bp.select_right_handle = (k==idx) and parts[2] != 0

    bpy.ops.object.hook_assign(modifier=mod.name)

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

def add_bone_set(arm, idx, co):
    bone_size = 0.1

    b0 = arm.edit_bones.new("center %s" % idx)
    b0.head = [co[0], 0, 0]
    b0.tail = [co[0], 0, bone_size]

    b1 = arm.edit_bones.new("right %s" % idx)
    b1.head = [co[0], -co[1], 0]
    b1.tail = [co[0], -co[1], bone_size]
    b1.parent = b0

    b2 = arm.edit_bones.new("left %s" % idx)
    b2.head = [co[0], co[1], 0]
    b2.tail = [co[0], co[1], bone_size]
    b2.parent = b0

    return b0, b1, b2

def maybe_purge(scn, name):
    obj = bpy.data.objects.get(name)
    if obj is None:
        return

    obj.name = "discard"
    try:
        scn.objects.unlink(obj)
    except:
        pass

def mission1(scn):

    if 'OBJECT'!=bpy.context.mode:
        bpy.ops.object.mode_set(mode='OBJECT')

    maybe_purge(scn, "dingus")
    maybe_purge(scn, "dingus armature")
    spline, arm = create_armed_spline(scn, 1)

#
mission1(bpy.context.scene)

What I do get is a deformed bezier curve which appears to have no mathematical relationship to the armature it is hooked to.

How do I fix my python code so it properly hooks the bezier control points to the bones of the armature?


texts:
In blender 2.79b you could jump forward 10 frames. Is there an equivalent in 2.8 that anyone is aware of? Not sure how to go about setting up a similar hotkey.

From 2.79b manual...
The Time Cursor can be moved in steps by pressing Left or Right, or in steps of 10 frames by pressing Shift-Up or Shift-Down.


texts: For example, I have a human head model, which is cut in half, because i want to mirror it. But the problem here is that some faces are over the Y axis and some do not touch the axis. When I then try to mirror this shows up, where let's say some points don't touch and other ones, where faces are over the axis just collide. Is there a possibility to align the "edge" faces to a certain axis, so the mirroring becomes perfect?


texts:
I need to move a vertex along an edge. I want to make a vector of 2 vertices and move the vertex along this vector using Python.

In this example, I show that I want to move the vertex with index 13 to the dot edge.


texts: fabric textures messed up in Cycles even though preview seems fine

texts: For some reason all my fabric textures come out messed up like this. I used textures from CC0textures.com and used the node wrangler add on to scale. I attached a picture of the final render. The wood floor, couch, pillows, and table are all messed up. The couch is also clipping the floor, even though I don't see that in lookdev mode. The left side seems perfectly fine, however. Does this have to do with the sun lamp that I used to light up the right? I lowered the max bounces on it from 1024 to 50. Do I need to scale the entire room up to fix the fabric problem? I also added a picture of my node setup for the glass.


texts: Joining facebuilder head to downloaded body

texts:
So I am a complete beginner to 3D modelling and animation. Just wanted to experiment some in my free time. Not looking for a career in this. I built a head model using facebuilder. and downloaded a character model from the internet, removed the head from the body, and have been trying to make one model out of the two, since rigify doesn't work for separate head and body. I have tried bool tool union with no result or very bad result, grabbing and merging vertices but even then its not one single model and rigify doesn't work as expected. Ctrl+j and then remesh removes all the textures and the model is unusable.
https://imgur.com/a/RsR4Glm In this image, you can see the head and body I am working with.
My aim is simple, build a head using facebuilder(or any addon you can suggest) and attach it to a generic body, so that I can then rig it  for a short animation. Sorry if this has been answered before, but I couldn't find any tutorial specific for joining facebuilder head to a body. Thanks in advance for any suggestion you can provide. If there's another addon like rigify which can work on separate head and body, please let me know.


texts: Different view from viewport than the render

texts:
I am a beginner in a blender and this is my first model. I have a problem because the final render is not the same as rendering the viewport. I do not know if this is a problem with the rendering settings or the model. I add screenshots and file.

And sorry for my english, im from Poland and still practicing.

View from viewport:

Render:

File:
https://drive.google.com/open?id=1b76DHKwo7jI0lJFjp9LYZqWLeJivarTh


texts:
As you can see on the picture it always create another file. I have no idea what this file is for. Also strange is that it is not called Blender File but Blend1 File.
Thanks for our help.


texts:
So, I'm new to sculpting, and I was following Grant Abbitt's tutorial here: https://youtu.be/lKY2FIy60nc?t=119
His resolution at 20 seems pretty smooth. But, when I try to use that same resolution, mine's completely polygonized. https://www.youtube.com/watch?v=3D-ETIN6U3A&feature=youtu.be&ab_channel=BehindTheScenes
Is there any reason for this??


texts:
I currently have two faces, overlapping at this point:

The option to split/subdivide the faces along this edge I made would be enough:

resulting faces should look like this:

Any help would be appreciated.


texts: How to: Exponential Fall Off for Volume Density?

texts:
I'm trying to create a photorealistic Earth Atmosphere. Several papers written on the topic of atmospheric scattering state that our atmosphere's density has an exponential fall off, with most of it in the 25% of the roughly 100km of its visible height.

How can I implement exponential fall off into the density of the volume scatter node? ColorRamp node doesn't seem to have exponential gradation. RGB Curves might not be precise enough. Is there a way to implement an exponential math function?

EDIT: This is the relationship between height (altitude from Earth's surface) and atmospheric density:

$$\text{density} = \exp\left(\frac{-h}{8000\text{m}}\right)$$

or

$$\text{density} = e^\frac{-h}{8000}$$

where $h$ is the altitude in meters

Is it possible to implement this math function?

EDIT2 :  I see a grid like pattern appear in my atmosphere, from the edges of the UV sphere mesh, no matter how much I subdivide (it fades near the poles). Also, if I make the sphere much bigger than Earth, I get really weird patterns in my volume. Here's a link to my blend file


texts:
Is it possible to render only a portion of your image while leaving what was previously rendered in the same render slot?

For example, if you rendered an entire image, then wanted to render a small portion of it again while keeping all of the original render except the small portion that would be different?


texts: Object properties for just a specific object with python?

texts:
So i have an object properties panel but the values set are identical across every object. So for example I have an int value on a cube set to 2 but then all objects are now set to 2. How could  that value be set to just that cube as selecting another object will use the same value? Code:

bl_info = {
    "name": "Test",
    "author": "",
    "version": (1, 0),
    "blender": (2, 75, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "",
    "warning": "",
    "wiki_url": "",
    "category": "New Addon",
    }

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector
from bl_operators.presets import AddPresetBase

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       AddonPreferences,
                       PropertyGroup,
                       )

def initprop():
    bpy.types.Scene.IntCheckpoint = bpy.props.IntProperty(
    name="Check Point",
    description="Checkpoints to prevent skipping certain paths",
    min=-1, max=99999,
    default=-1) #-1 disables a check!

def delprop():
    del bpy.types.Scene.IntCheckpoint

class ObjectPanel(bpy.types.Panel):
    bl_label = "Hello from Object context"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"

    def draw(self, context):
        scene = context.scene
        obj = context.object
        layout = self.layout
        layout.label("First row")
        row = layout.row(align=True)
        row.alignment = 'EXPAND'
        row = layout.row()
        row = layout.row()
        col = layout.column(align=True)
        scn = bpy.context.scene
        col.prop(scene, "IntCheckpoint") #This needs to be changeable for each object
        row = layout.row()

# Registration

def register():
    bpy.utils.register_module(__name__)
    initprop()

def unregister():
    bpy.utils.unregister_module(__name__)
    delprop()

if __name__ == "__main__":
    register()

The code should work in blender's text editor.


texts: How to edit shape keys with the armature deformation in needed position?

texts:
Maybe for all these years I've been missing something but, is it correct that in blender you just can't edit a shape key when the mesh is deformed by an armature? It's almost like a pleasure denial that whenever you wanna edit your shape key, your character model just snap back to rest pose, and then you're like: what was it that I'm fixing?

I hope someone can come and call me stupid and I've been missing something for all these years.


texts: How to switch the camera to orthographic view?

texts:
So the button that switches the current view from perspective/orthographic projection (Numpad 5 :) is not even there. And I want it to behave exactly the same as the main camera, so you can toggle the view with number 5 while looking through camera.
If you press number 5 while looking through camera view it cancels/jumps out of that camera view.
I could not find anything online, it might be very simple, but it's not when you don't know...


texts: Convert a STL mesh object outline to a path (to trace the outline of an STL)

texts:
I was trying to see if I could trace an outline of an STL file since it has a dense mesh and limited dissolve doesn't create a clean outline all the way around.  I was following this tutorial.
https://youtu.be/EWo7esqGy7g

Dense STL Mesh (limited dissolve doesn't create a clean outline all the way around)

Link to file:

Convert to grease pencil

Convert to path (But convert to path is greyed out)

I was trying to avoid converting the image to a png / jpg since I would loose accuracy since this will be 3D printed and adds extra steps.  Any workarounds?


texts: Applying FBX file data to 3D camera in blender

texts:
So I did a 3D track in Boujou 5 and exported the FBX file, converted it to another version of FBX file so Blender can read it and now I'm stuck here. Apply the camera data to a 3d camera in blender, I just don't know how to do it.

I have an image of the animated camera from the track, I've highlighted where exactly they are.


texts: Error "Reported texture size limit is lower than output size" How I can render large res images in Eevee?

texts:
I'm trying to render a large resolution image for a wall graphic using Eevee but I get the following error message - 'Reported texture size limit is lower than output size'
My res is 23780x7913. The client likes the look of the Eevee render so would like to avoid using cycles if possible.


texts: How do i recreate this Equirectangular option for the image texture

texts: How do i recreate this.  because every time i make a new image texture node and try to change that option,  the Equirectangular option does not come up.  btw i am also in the object setting, not world setting


texts: Imported FBX animation looks strange on action editor

texts:
I made a rig and a set of animations in a Blend file and then lost the file.
I do have a FBX file that I exported with the mesh, rig and animations.

I've managed to import it into a new Blend file, but I have the following problems:

Instead of displaying the bone names, it displays the X Y Z Location, Quaternion and Scale for each bone.
It made a keyframe for every single frame in the animation.

Is there a way I can fix this to get the file back to an editable state?


texts: Generate Curve from Motion Path of a Bone (to animate steering of a fork lift)

texts:
The bone in between the front wheels is following a Bezier curve (black) and the whole mesh of the forklift (all in one object) follows. I need the motion paths of the wheels (more precice of the wheel bones) as a curve!

Reason:

I want to make the wheel bones follow that curve and point in the direction of movement (for correct steering) and further make them rotate along this curve with a driver.
I want to unparent the wheel bones from the root and move them independently on their paths but in sync with the rest of the moving mesh.

Stuff thats not working:

I already tried to make the rear wheels steer by IK constraints and a driver bone which reads information of the bezier curve in front of the forklift but that does not do the job for me, since the radii of the Bezier curves I want the bone between the front wheels to follow are to narrow/ cover a too large range of radii.
I just can not bing this script to run. Perhaps somebody can explain how I do this step by step?
Btracer addon - I could'nt figure out how to follow the path of a bone which is parentet to another bone which is following another path (wheel bone)
The Motion Trails Addon isn't maintained anymore - not working on 2.8

Please help, I'm crying. The data is there in front of my eyes but blender does not allow me to use it


texts: Blender python process killed after rendering

texts:
I want to render about 2000 scenes. It goes well with the following script, until about rendering the 200th scene, then I get "killed" in the terminal and the process is dead.
I'm suspect there is some kind of bug in my code, maybe I'm not free memory correctly?
Any ideas how to fix it?

import bpy
import os
import pickle
import math
import random

def deg_to_rad(deg):
    return deg / 180 * math.pi

scenarios = pickle.load(open("./scenarios0.p", 'rb'))

NUM_MAGES = 2000
context = bpy.context

d = './model_collection/'
my_dirs  = [os.path.join(d, o) for o in os.listdir(d) if os.path.isdir(os.path.join(d,o))]
num_models = len(my_dirs)

for i in range(NUM_MAGES):
    old_objs = set(context.scene.objects)
    my_c = scenarios[i]
    for j in range(len(my_cars)):
        rand_idx = random.randint(0, num_models-1)
        file_loc = os.path.join(my_dirs[rand_idx],'model.obj')
        print(file_loc)
        cur_objs = set(context.scene.objects)
        bpy.ops.import_scene.obj(filepath=file_loc)

        imported_obj = set(context.scene.objects) - cur_objs

        for obj in imported_obj:
            obj.scale = (5.3, 5.3, 5.3)
            obj.rotation_euler = (deg_to_rad(90), 0, deg_to_rad(my_c[j][1])) #Roll, Pitch, Yaw
            obj.location.x = my_cars[j][0][0]
            obj.location.y = my_cars[j][0][1]

    scene = bpy.context.scene
    scene.render.filepath = './renders/' + str(i) + '.png'
    bpy.ops.render.render("EXEC_DEFAULT", write_still=True)

    to_delete_objs = set(context.scene.objects) - old_objs
    for obj in to_delete_objs :
        bpy.data.objects.remove(obj)


texts:
Hello wonderful people!

A problem solving mind needed here...
I have expired the use of mine...

AIM:

To create a text animation sequence (for character dialogue) with a style that types into place letter by letter and then opacity fades, then repeats several times with different text objects - using animation nodes.

PROPOSED METHOD:

To have several text objects in a list, which will cycle through in an animation sequence as follows:
Text object one will appear letter by letter as if being typed into place, then it will hold for a second and fade out.
Then text object one will move out of place and in its place text object two will be placed, then it will animate in the same way - type into designated area, then hold for a second then fade, then for the remaining text objects.

THE STORY SO FAR...

I created 3 text objects, put them in a list and have a repeated time of 70 frames, during which the text is trimmed to give typing effect.
I created some math and logic to give us a signal when the repeat cycle is complete, so that when 70 frames is up, a 1 is given which could then trigger the next text object in the list, but I am not sure how to change the index of the text object list to the next in the sequence...

Please see the screenshot of the nodes setup and the blender 2.8 .blend file is also attached.

blend file:

SOLUTION (Omar Ahmad):

Create a new loop with an iterator of type ‘integer list’ named integer. Add two parameters of type ‘integer’ named sum and padding.  In loop node’s N menu, in Advanced Node settings, Add a generator of type ‘integer list’.  In the loop node’s N menu add a ‘reassign parameter’ node for the sum parameter socket.
Create a text list with text objects populated…
Create expression node with numpy statement.  In the expression Nodes N menu, under Advanced Node settings, insert the module numpy, by comma separating to add it to the current module, so that it reads math,numpy.  Add an input of type ‘integer list’ named sums and an input of type ‘integer’ named frame.
Add a get list element which receives the text list, and has an index as the result of the expression node, which makes its calculation based on the frame in ‘time info’ and the integer list of the invoke subprogram node for the recursive sum loop.

current frame minus the numpy expression.
math result in to trim text end, to give the amout of text trimming.
then the text selected list goes in to the text input of the trim node.

The integer list of the recursive sum loop is received from the text length node, which outputs a list of integers, which are the character lengths of each text item in the text list.

The sum integer gives a delay before the text animates.
The padding integer gives a delay between each item list animation.


texts: rotating linked torri with arrow mapping

texts:
I am trying to map an image of an arrow around a torus and then rotate the torus to animate it, around both its major axis and its minor axis.
I have had responses to this issue back in 2018, but now I need it to work and I do not have the means or ability to figure out why shift-r does not do anything in the blender I have. I believe blender can do what I need, but it has yet to be proven to me, as no one has yet done the animated torri with the arrow images at full bleed. If it can be done and the blender file provided to me, especially if I can animate expanding torri and the whole linked torri spinning in space as well as rotating around both axis (all four - two major and two minor), I am willing to pay money for that blender file.  I do not have the time to get up to speed with blender this time around. I appreciate the work, skill and talent, required and involved, based on my experience with Autocad mostly back in 1991 as well as the early 2000's.
I have tried using armatures in the torus and rotating the armatures both around the minor axis and the major axis of the the torus but this kinks the surface of the torus.
The single arrow, on a grid 24x24, extends to the full extent of the torus' surface, which is divided into 24x24 faces to facilitate mapping - whether in Blender or not, but in 2D animation.
Ultimately two torri are linked, each with its own arrow image, one positive and the other negative.
The positive arrow on one torrus maps into the negative hole arrow in the other torrus.
Here is a link to the entire completed animation done in 2D: https://www.sites.google.com/site/hesusjoychrist/home/hesus-joy-christ/the-spirit-of-one-animated
I would like to be able to duplicate this 2D animation in 3D Blender.
I need to be able to animate the segments of the torri so that they can expand and contract. This I will have to figure out myself I suppose.  So I think I need armatures that can influence both and each torri to fatten and thin as they rotate.
Here are some more images to illustrate the mapping: Male positive Arrow image mapping Female negative Arrow image mapping.

Here is a 2D map of the arrows, but I am using 12x12 rather than 10x10, and the arrows are full bleed in that they both extend each to the limit of the torrus mappings.


texts: What has shut off rendering and display of the world background?

texts:
Yesterday I was playing with world settings while testing lighting, and now I can't get it to display again as the world background in the 3d view. I've gone over every setting I can think of - the viewport display setting have world background checked, all the ray visibility checkboxes are ticked for the world settings, the nodes for the world are all set the way they were before, and 'Use Nodes' is checked. I even tried rebuilding the world's nodes, and the new world doesn't display either. That makes me suspicious the issue is one of those many checkboxes somewhere being ticked or unticked, but after hunting for a while, I can't find anything.

It shows up in the Preview box - it's subtle, because it is a starry sky, but it's there. I'm stuck. What have I missed? I'm just putting an image of every relevant setting I can think of here.


texts:
I'm trying many configurations to upload a video on Twitter.
Twitter displays the following error message:

"Your media file is not compatible."

Which is the right format and encoding to upload Blender videos in twitter?


texts: I am trying to recreate Wheatly from Portal, and I have tried to make his pixelated eyes by have a pixel grid with rectangular holes over the light source. However, as you can see by the picture, the curves within some of the pixels destroys the pixelated attempt. Is there a clear way for pixelating circuluar patterns like this? If, so, which method would you recommend? Thanks!


texts: When I add a glare in compositing it doesn't show on the actual render. Is there something I'm missing? I've tried using different paths to put the glare through but that just turns the while screen white. Help?


texts: Blender keeps on saying "Not responding"

texts:
So, I am trying to make something.

Whenever I try to press something, blender freezes and says "not responding". Like every two seconds. I cannot use blender if this keeps on happening.

I feel it's because of the file size since it may be too big?
I'm not sure what's the problem but it's just really annoying if it constantly appears like that.

Tried to restart my computer, log off, tried to reduce the file size but idk how really. Nothing works. I tried for hours...

When I first started, it rarely happens. Now, it happens VERY often.
What should I do? Please help!

Info:

File size: 14.8 Mib

RAM 8.00 GB (7.87 GB useable)

System Type: 64 bit operating system, x64 based processor

Windows 10

OS: Microsoft Windows 10 home

System Manufacturer/Model: LENOVO 80XA

System type: x64-based PC

Processor: Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz, 2701 Mhz, 2 Core(s), 4 Logical Processor(s)

BaseBoard Manufacturer: LENOVO

Lenovo Flex 5

What happened:

-I tried to press the tabs such as "Shading" and more, the freezing happens.

-I also found out when you press the folders on the right side, the freezing happens

-When I selected a "large" thing, like in the UV editing, I tried to resize the but it freezes.
(I did try to select one vertices (I think that is what it is called) and it worked without any problem. Now the problem appeared again. IDK it happens so randomly...)

-Even when I exited out of Blender and get back in, I press the file and the freezing happens. Then it goes in.


texts: I have attached 2 images. First one showing a side view of the entire ocean scene and the second one with the Camera view. The Cam view does not display the entire scene, only approx. half. How do I adjust the cam view focal length to incorporate the entire scene through its lens ? If that indeed is the cause of the problem.


texts: How to get rid of geometry protruding inside while sculpting?

texts:
This is the problem I'm stumbling upon a lot recently. You start sculpting on perfectly flat surface, then you make some creases, maybe deeper creases, or maybe you are building geometry with inflate brush inside a hole like eye socket, but eventually this happens - you have a crease in your geometry that is so deep that no amount of smoothing or scraping is going to get rid of.

Actually when you look at it in edit mode it looks like a bubble of geometry that is stuck under the "skin" of your model. The only way to repair this place is to switch to edit mode and then just remove offending geometry vertex by vertex, then close the hole with some polygons or even one big n-gon and then you can sculpt in this area again.

My question is - is it possible to flatten or smooth (repair) such area quickly, with sculpting tools, without going out of sculpt mode?

Please take a look at these images:

The view from inside of the head, offending geometry looks like an air bubble:


texts:
I've been struggling a little with Cycles and my GeForce GTX 750 graphic card. Most of the time it works well, but when I try to work with scenes that have custom shaders (like a skin shader with multiple textures, including for displacement), I get an error, both on the viewport and at rendering:

  Cancel | CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)

Or something like that. Here's a screenshot so you can check it out:

I'm using a PC and Windows 7, with 8Gb of RAM. I can't render this scene with GPU, but using CPU, it renders ok.

My question is: What is causing this issue? I have the latest drivers installed for my graphic card, so I have no idea what this is.


texts: Cannot achieve the same result as the tutorial, mine had some shading issues

texts:
i am following some tutorial and i followed every step in the tut, but mine mesh came with a lot of shading problems. The edge are not smooth at all.
Can someone help me out ? I set the smooth shading already and bevel modifier as well. Even tweaking the settings cannot fix it.


texts: How can I make text just an outline and not filled?

texts: I've got a text mesh but i'm trying to make it so that it's not filled but instead is just an outline of text is there anyway to do this? This is the effect i'm trying to achieve:


texts:
I am trying to code a custom modal operator which captures key inputs. But the event queue seems to be so fast that when I hit a key it is reported multiple times. For example when I type the word "hello" it might end up in something like "hheelllloo". The modal method looks like the following

def modal(self, context, event):
    if event.type in string.ascii_uppercase:
        return self.add_char(context, event.type.lower())

    else:
        return {'PASS_THROUGH'}

What could I do to fix the problem?


texts: Why does my ambient occlusion texture bake turn black when it's finished?

texts: I'm trying to bake Ambient Oclusion texture but i'm ending up with wierd results. While it's baking it looks good but when it finished it turns to almost black. Do you have any idea why it happens, any way to fix it?


texts: For example i have 2 models. One low poly and second high poly. Low poly has hard edges. High poly after subdivision mod will have smooth edges at same position where lowpoly has hard edges. After baking "high on low" in Substance painter can normal map (from high poly) smooth those hard edges on lowpoly ? Or u need to smooth those hard edges on low poly manually with bevel, smooth shading etc. Can normal map do fake smoothing ? Or normal map can only add fake bump ?


texts: Render using a fixed color palette for pixel art

texts:
I'm looking for a way to have only a set of predetermined colors in my render, to generate pixel-art with those colors only.
The closest I got to the desired effect was by using constant color ramps in materials (like in a simple toon shader node setup), but the colors are not exactly the ones picked once rendered. Using a constant color ramp during compositing failed too since it maps colors by value, and not to the closest color available in the ramp.
Any idea?


texts: How to start with nothing on texture, then paint texture on?

texts: On my texture painting mode, when I assign the texture to paint, it just fills the object with the texture. How can I start with blank and paint the texture on?


texts: Can I somehow make my axe look "sharper" in cycles nodes?


texts:
I have a very long render and I was wondering if there is any way to make it only render at night so I can still use my computer during the day.

Edit: this is a single frame render, it will probably take upwards of 30 hours because it will be at 12k, 4096 samples, and has many polygons.


texts:
I'm working on models that are much smaller than the default cube, which seems to lead to a number of issues (auto-merge kicking in too liberally, color ramp coverage being squished towards the center, etc)
I would think that I could fix this by changing the unit scale, so that the smaller models I'm working on would be treated the same as objects around the default cube size (because they would actually be that size in the file).
The problem is, .OBJ files don't seem to have the same export options as .FBX and .STL files - there's no "apply unit" (FBX) or "scene unit" (STL) option, only a generic scaling option, which I would prefer to keep as whichever number I need it to be to convert between Blender's scale and a game engine's scale.
Am I misunderstanding how I should approach this, or is there some sort of workaround for applying the scene's unit scale for .OBJ exports?


texts:
I do not have much experience with blender. I have a fbx model that i got from unity asset store, this has UV mapping already and a texture. I have tried to get the texture showing on the model but cant seem to be able to do it, i opened the UV Image editor and open the image there but it does not appear on the model.

The second part is once the texture is actually mapped onto the model, how can i change the camera angle and export as transparent png file, i will use this to make an icon.
I am using blender version 2.7.6

The files i am using are below
https://drive.google.com/open?id=0B8DB8JYjVWbTb081LVQ1dmtjck0

The image renders like below


texts: 2D 'POST_VIEW' drawing with gpu.types.GPUShader(vertex_shader, fragment_shader)

texts:
I can use gpu.shader.from_builtin("2D_UNIFORM_COLOR") to draw a square to a view (the nodeview), and give it a single color, but I want to use a custom shader. Does anyone have an example of POST_VIEW drawing in 2D using vertex_shader and fragment_shader with gpu.types.GPUShader:

vertex_shader = """
    in vec2 pos;

    void main()
    {
        gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
    }
"""

fragment_shader = """
    void main()
    {
        gl_FragColor = vec4(1.0, 0.8, 0.8, 1.0);
    }
"""
x = 0
y = 0
w = 150
h = 60
background_coords =  [(x, y), (x + w, y), (w + x, y - h), (x, y - h)]
background_indices = [(0, 1, 2), (0, 2, 3)]

shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
# shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'TRIS', {"pos": background_coords}, indices=background_indices)

shader.bind()
batch.draw(shader)

..which is just about the most basic shader I can come up with.

things i learnt:

to get the basic vertex shader working I needed to remove the call to shader.bind() .
if your shader gives a message

shader.uniform_float("whatever", ....) not found

it appears to be talking about the constant not being used in the shader, so comment out any shader.uniform_*s that you aren't using.


texts:
I am modeling a Bus for a cartoon project. I am looking for a model some thing like that:

In my model, I want to get rid of the area showing in White color.

Making it glass will not help me as it will take too much additional light effects and extra rendering efforts.

When I tried to delete the White faces it end up with very bad result:

Please suggest some solution, Thanks in advance.


texts: Decided to try some digital sculpting tools and learn some UV mapping with some success. However, now my render result shows up some weird artefacts. These things appear in viewport previews as well. Anybody know how to get rid of these and what is their origin? As you can see in the closeup image, there is some kind of pattern that is showing up from beneath the texture map. This pattern shows up in a Cycles render as well. The image is meant to look like a clean, crisp basic render without any patterns showing up on the 3d model.


texts: ShrinkWrap mesh with hole around another mesh with hole

texts:
I want to morph a mesh into another, using shrinkwrap modifier. See below in the scripture; my goal is to morph the half cricle into the triangle:

So I added a shrink wrap modifier to the half circle mesh and choosed the triangle as the target.

It's not quite perfect with basic settings of the modifier. So I tried to tweak it by scaling the half circle in edit mode:

But it's even worst...

I've tried to move vertex one by one, but I gave up as it's very difficult; I've also tried to play with all the settings of the modifier, but I can't get the result I want.

So I'm asking for help to discover how I can perform that morphing. Thanks a lot for your answers!


texts: Viewport performance issues with top spec machine

texts:
I am desperate for help.
I have a really good machine (Ryzen 3970x, Asus prime pro TRX-40 motherboard, 128gb G-Skill trident memory running at 3600, MSI gaming trio OC X 3090 on windows 10, optix with both CPU and GPU selected, GPU only on render output with light paths unchanged) running the latest Blender release 2.92 but preview is painfully slow - even in solid/wireframe view and even though the actual scene takes only seconds to render out.... like my machine can render an entire scene at 128samples quicker than it takes for a change to be affected in the solid mode viewport of that same scene (32samples)!!!!?????
While blender is working in viewport task manager says it’s only ever using 12gb of ram (of 128). The best it’s used is 35gb of 128gb
The CPU usage is quite high while baking but not in general playback or viewport work.
The GPU says it’s only being utilized between 1% and 12% at its heaviest???? And sometimes in viewport it’s not being utilized at all. (I have the latest nvidia studio drivers installed and the latest asus bios).
I’ve had no joy trying to bake and view any kind of fluid simulations and watch them in the viewport and while some my models are admittedly quite heavy (4m+ faces for some of the landscape) with lots of micro displacement, I’m sure my machine can do better in the viewport than it is.

I spend 2minutes or more waiting for simple changes to materials (normal bump or displacement). My mouse lags, blender is inactive between these changes.
The minute I add a shrink wrap or constraint that effects the lower poly models the computer again slows down to an unusable pace.

Once I’ve applied a particle setting to any object (even simple faces) in a heavy modeling scene blender all but stops working.

I can’t watch fluid, smoke or particle! sims in a scene without it slowing to a very low FPS(like one or two frames per second instead or 24) even in solid or wireframe view.

Baring in mind this is before I’ve added any kind of geometry nodes or scatter objects (like trees or rocks) to the scene - which means if I try add anything like that to a scene that has particles or scatter or heavy matrials settings the machine is all but useless.
What could be the reason for this and is there a workaround or better workflow for models that (for instance) need a high very terrain? Like how do I work in physics, actions, characters with movement or cameras that track subjects a viewport when it is barely giving 1fps?
Would it be beneficial to scale the size of my models and scenes down in the scene properties panel (1 : 0.01 or something?) so I can continue working in real scale?
Would it help to remesh my heavy terrains once displaced?
IS THERE SOME MAGIC SETTING WHERE MY MACHINE STARTS USING A REASONABLE AMOUNT GPU, RAM AND CPU??????
Any help here would be very much appreciated!


texts: how to combine 2 or more textures in Cycles? 2.7xxx

texts:
how to combine 2 or more textures to achieve this type of image in cycles

similar to splashing texture that as far as I remember is a texturing technique


texts: I selected a single face in the object (car wheel, see picture) to be given a particular material (rubber, red color). However, when I press "assign" in the material tab, the whole object (wheel) is painted in the material. How can I limit this to the face?


texts: Blender VSE_can I make movie strip gradually slow down or gradually speed up?

texts:
I'm wondering if Blender VSE can gradually slow down/speed up a movie strip.
At VSE I add> movie strip. Now I want to have the strip
gradually slow down, or gradually speed up.

I am not referring to gradual speed up/slow down of animation here.
That I know how to do.

Thanks for any ideas.


texts: Is there a blender add-on or feature that allows for imports and exports of .cmo files?

texts: I need to import a model, which is in a .cmo file type, and for the past day I have looked everywhere on the internet and could not find a method. So I went back to my trusty blender to try, but there were no importers that allowed for a .cmo file.


texts:
How can I make a multi-line text box using the popup_menu function in my add-on?

The idea is that I could use it as a function that I could call anywhere and put any text in it.


texts: I have a bookshelf with 66 books in it. I want to texture most of the books differently so that it is more photorealistic. I cannot seem to find book sleeve textures very easily and texture painting seems impossible. What can I do?


texts:
I use cgskies HDRI.
It comes  with .jpg and .hdr.

.hdr has better lighting quality than .jpg but I my GPU does not support .hdr rendering.

I used math multiply node for strength of world map in .jpg HDRI but it doesn't have the same effect as real .hdr has.

How can I modify .jpg HDRI so that resembles the real .hdr ?


texts: Lights have no effect when placed inside a building Blender 2.82?

texts:
I need for a personal project a scene with a church, so I found a free church interior

The problem is that, after opening the model in Blender, if I try to put any lights inside of church, the lights have no effect. No matter which type of light I choose, there is no light in render, whether I choose Cycles or EEVEE.

Would some of the more advanced users from you download the scene and see where is the problem?

If, for example, I go outside of church and put a cube, the lights have effect on cube, but on exterior or interior of the church there is no effect.

My specs are:

Windows 10
Hpz820 PC - 2 xeon  total 12 cores
96 gb ram
Blender 2.82


texts: What are these blue lines and how do I get rid of them?

texts: Was messing with the grease pencil yesterday and this popped up. I have no clue on how remove them.


texts: Why doesn't Blender find my graphics card on MacBook Pro 2017

texts:
I don't understand why Blender cannot find my graphics cards? Could abyone help?

My config:


texts: Can blender game engine hide vertices that are not visible to the camera?

texts: Is it possible for the Blender Game Engine to hide any vertices/faces currently not visible to the camera in order to optimize game performance? This would be for parts of meshes specifically.


texts: Apply armature's object rotation to animation data

texts:
I'm trying to rotate a walking animation. It's stored as motion capture data in a BVH file (download an example here), and then loaded into Blender as a moving armature. What I would like is to be able to (manually) edit the animation. My approach so far was:

Load the BVH.
Move the armature object (so in Object mode) such that at frame #1 it's at the origin.
Rotate the object around the origin (so still in Object mode), such that the walking animation is aligned with the X-axis.
Press [Ctrl]+[A] to apply the location + rotation.

This last step doesn't do what I want. Rather than modifying the animation data, it modifies the armature itself. When I go to edit mode, I see that the edit bones have been changed (see before/after image).

Since I have multiple BVH files with multiple motions, this is a problem. Since the motion data itself isn't changed, it's impossible to use the aligned animations as actions, and I cannot link those edited actions to a single armature.

My question to you: how do I apply my alignment (rotations & translations) to the animation data (i.e. the root bone translation/rotation), while keeping the armature itself unchanged?

Sybren

PS: I've also asked this question at BlenderArtists. I'll make sure that if there is a solution posted here, I'll update my post there, and vice versa.


texts:
I am trying to access transform tools dialog boxes without having to move the mouse around. Eg. Bevel tool.
Desired behavior. Select edge - click bevel - view dialog box for measurement input.
Current behavior: Select edge - click bevel - move mouse around to have dialog box appear.

It appears the software is set up to do transformations through mouse movement which takes some time to get exact dimensions and I am looking to input exact dimensions for most transformations.

Thank you in advance.


texts: Exporting Animation with Mesh using Follow Path Constraint

texts:
new to blender, was following a video tutorial which did not show me how to export the mesh/animations, and have run into some trouble. Project is a free designed Roller Coaster, created with 5 Objects.

One cube turned into tracks using an array modifier,
One cube turned into 3 Rail Car objects,
One Nurbs Path, used to create the "track"

The issue:

Currently, when exported to FBX with animation keyframes, I can import to other software, however the animation does not come through. Furthermore, when reimporting into blender the entire mesh is gone.

Now, the object and animation work fine within blender, but something is going wrong during the export process. Would greatly love any hints/assistance, but unfortunately this is all the detail I can provide until asked other questions :)

Please just ask if you require more information. Thanks for your time.


texts:
I'm trying to weight paint my character. I have applied automatic weights and am touching up areas. In the Context section on the right side windows (not the 'N' window but the one to the right), there's an option for mirrored weight painting along the x-axis. Unfortunately when I toggle this, it paints both the left and right side for the selected bone. How can I paint weights for one bone so that it corresponds with the same bone opposite the x-axis?

TLDR: weight paint x-axis mirror paints correctly but connects it to original bone rather than corresponding opposite one.


texts: When I link a blend file, why is the object showing up at 1/10th the scale?

texts:
I have two blend files. Both files use distance in meters. The first file is a character of 2.267 meters tall. The second file is a single handed axe of height 56 centimeters. When I link the axe object to the character file the axe shows up, but is only 5.6 centimeters in height.

Any idea what might be causing this?

Axe blend file: http://cybermagesllc.com/models/Axe.blend


texts: Image Editor - Sample with ctrl and shift key changing colors

texts:
Hot to reset this to normal view? And what is that used for? I’m using right mouse + shift and ctrl
Thanks


texts: numeric input does not adapt to scene unit setup?

texts:
choosing cm in scene > units > length does not have any effect when beveling an edge: pressing 1 results in 100 cm just like pressing 1 with meters results in 1m. the correct behavior should be to take the input at face value. 1 should be 1. When working with small objects and you need a 0.5cm bevel you currently need to put in .005

...or am I doing it wrong?

setting different unit Scale like 0.01 or 100 does not change the numeric interpretation either btw

blender-2.80-155c62b070a9-win64


texts:
I am having a few problems in BGE in relation to animations.

I have a parent and a parented object. When I move the parent in the game, the child objects move fine, but as soon as they have to play an animation, they go to their original parenting place, and play the animation there.
I have a helicopter animation. When the helicopter needs to go faster, it rotates on the y-axis. However, in the game, when I rotate the helicopter, as soon as I play the animation, the helicopter snaps back into the angle it was animated. When I change the action actuator to 'add', when the animation plays, the helicopter flips upside down.

I must apologize, but I do not know how to attach a blend file. If necessary, you can tell me.


texts: FreeBSD installs blender without cycles; but I assume cycles is just an addon.  Does anybody know the way to get it on there?  Thanks.


texts: Render shadow on transparent background with Blender Render

texts:
I need to render a model on a transparent background. The models have a light source so they should be casting a shadow on a surface (the XY plane). The purpose for this is to overlay the rendered images (out of blender) on an image of the actual surface, so I want to generate the render including a semi-transparent shadow.

I don´t have any problem rendering the models on transparent background, but I can not make a shadow appear. I tried adding a surface below the model so the shadow can fall on it, but now there's the problem of keeping the surface from rendering.

How can I render the shadow on a transparent background?


texts: How do I turn the little emission sphere into a realistic flaring sun. (This piece is animated with all the planets rotating and revolving)


texts: How to automate high resolution renders in bulk

texts:
I have to render a large number of images at 8k resolution.
but blender takes a very long time to render a single image.
If I split an image into different parts then it renders one image with in minutes.
  But the problem is I have to render these images in bulk. Is there a quick and efficient way to handle this problem?


texts: Can I join two armatures so that the bones keep their animations?

texts: So, I was playing around with armatures, and at some point I had two armatures, which were both animated. Is there a way to join the bones together, so that they keep their animations?


texts:
I've seen several posts on this topic, but I fear they are old and forgotten, so I decided to post a new one.

I've been working around the armature being exported as the exterior-most bone in FBX files by importing to Maya, deleting the armature, and adding a root there before importing into UE4/Mixamo.

My question is whether anybody knows a way to avoid using Maya as a middle-man, because it just complicates the process for me.


texts: Graph Editor Cycles Modifier Gap Problem

texts:
I want to make an analog watch. I set the keyframes for first 5 seconds and I want to repeat it with cycle modifier. So the math says us if we on frame 1440, we finished one minute (24 fps). But there is a gap in my graph and the second leg hit the 12 before frame 1440. When I close up to graph nodes I realize a gap in graph. You can see the gap I mention in second screenshot.
The last node that I set. Rotated 30 degree at the frame 120

node that generated by cycles modifier. the frame 143 should be frame 144

If I cannot fix that gap, Master Zacharius will be too mad at me.


texts:
I'm going through Roland Hess' Blender Foundations book and I am having issues with the array modifier (using offset object).

I am trying to make feet for a table, my issue is that rotating the offset object (an empty named "empty" in the file) does nothing.

All I can see is the single object with the array copied right in the same position.

The blend is here, help is greatly appreciated!!


texts: object.hide_render Crashes Blender Before Starting to Bake

texts:
I am working on an addon which bakes onto multiple meshes. Everything worked fine until I wanted to implement Ambient Occlusion baking.

To do this I need to hide all objects that have nothing to do with the bake from rendering.

Here is a pseudo code of what I am doing in the execute function:

for obj in bpy.data.objects:
    obj.hide_render = True
    obj.hide_viewport = False
bpy.data.objects['high'].hide_render = False
bpy.data.objects['high'].hide_viewport = False

for obj in bpy.data.collections[context.scene.lowpoly_bake_obj].all_objects:
    bpy.data.objects['low'].hide_render = False

    # some setup work...

    bpy.data.objects['high'].select_set(True)
    bpy.context.view_layer.objects.active = bpy.data.objects['low']

    # baking from active to selected...

    bpy.data.objects['low'].hide_render = True

Since I have introduced those hide_render and hide_viewport parts, Blender randomly crashes. But even after hours of debugging I just can't find the issue.

Here is the full source code if you want to try it out: https://github.com/flolu/blender-batch-baking/tree/0dc4bcfd17d57df49514fa6ed712e99015776c80

(especially this function here: https://github.com/flolu/blender-batch-baking/blob/0dc4bcfd17d57df49514fa6ed712e99015776c80/bake.py#L16)

Update

As suggested by Robert Gützkow, I've now tried to build Blender from source to get a stack trace when it crashes:

Maybe this helps to find out what the actual problem is?

Update 2

Here is an example file, which reliably crashes when you click the "Bake" button:

The addon can be installed from here: https://github.com/flolu/blender-batch-baking/tree/0dc4bcfd17d57df49514fa6ed712e99015776c80


texts: Is there a way to display the geometry of the Subd. surf. modifier together with the original geometry?

texts:
Is there a way to display the geometry of the Subdivision surface modifier together with the original geometry in solid view in edit mode? Lets assume that the image below is a screenshot from that view. It is pretty usefull when modeling with the subdivision surface modifier, so that you can always see how the geometry flow is going. Is something like that possible to achieve (I couldn't make the grid floor in the image, but assume it is there.)?

Something like that is possible in 3DS Max.

In 3DS Max -


texts:
I can't get any blender commands to work in the windows command line. I have added to the PATH and changed the directory to where Blender is on my laptop but I just keep getting this error:
'blender' is not recognized as an internal or external command,
operable program or batch file.
I don't know what else to try, does anyone else know how to fix this?


texts:
I'm working on a voxel game where some meshes use the same repeating uvs. I'm trying to select faces with similar uvs so that I can easily change the tile used for them (e.g. different leaf colors).

I've seen the "Select Similar" menu, but nothing there seems to work for finding faces with the same uvs.

Thanks!


texts: Blender Portable and python script from command line

texts:
I downloaded the portable version of blender from here and "installed" it in the downloads folder. Next I want to use my .blend file and python script (works fine with the standard 2.78 blender installation) with this portable version...did not work. It solely loads the .blend file, but no script is executed. I use this lines for execution:

cd "...\BlenderPortable\"
BlenderPortable ...\xyq.blend --python ...\myscript.py

So I first navigate to the blenderPortable directory and then run it like I did with the standard version.
Anybody encountered the same problem and has some helping ideas?


texts: How to close a pipe with a perfect hemisphere?

texts:
I have a sort of pipe shape which I want to close with a perfectly proportional hemisphere. Problem is the pipe does not have a perfectly round cross-section. It is a little squashed, but still I need to close it with a nice proportional ideal hemisphere. Is it possible?

I tried to pull the middle vertex out with proportional editing, using smooth or inverse square falloff but the result is bad. I also tried to fit a hemisphere, and attach it to the end of the pipe, but the pipe is not a perfect circle.


texts:
I added blue color to my world background and then add texture 'clouds'.
I set up options so it looks quite good.

But I'm animating flying jet and these clouds are static. When I move camera & jet clouds are always the same.
How I can easy fix it?


texts: How to render without evaluating keyframes?

texts:
I've got some keyframes set up and don't quite like the way things look. I'm playing with some values to see if I can't make it look nicer.

When I render to see the affect of my changes, everything pops back to the keyframed (or interpolated) values. Is there a way to render the current state of the scene, regardless of any keyframes?


texts: How can I make the camera taller in the Blender Game engine?

texts: I was making a first person game in Blender and I wanted my character to be taller, at the moment the character is just a camera set to character physics. I cannot scale each individual factor [x, y, z] on their own and making it bigger on all factors makes it impossible to control, is there anyway to fix this and make my camera taller?


texts: I want to create a blender-like environment with a camera orbiting a video of a spherical object

texts:
The project I am working on involves simulations of spherical caps moving around on the surface of a sphere.

This is some actual data but I am simulating them in Blender.

The problem with having these "videos" of these caps is that they are hard to view for people without blender. I do not want to restrict their view to a single angle or distort the sphere to a projection.

Is there some way to export the blender file directly into a 3d environment that can be run and viewed without blender? This method would also have to be able to play/pause the 3d "video".

The only idea I have at the moment is to export it into Unity and create it there but the transition is not fluid and this method has to be as automated as possible.

Thanks in advance for your help and please let me know if I should provide any details.


texts: Is there a way to get Statistic info in Blender? Or heads up display? Like when I select a group of vertices, I need a way to know how many vertices are selected and How many polygons "or triangles my scene has.


texts:
The BlenderKit Asset Bar turns all black, how can I fix or debug the issue?
After enabling BlenderKit, I started searching. The Asset Bar showed up and actually displayed models. But when I then moved the mouse (into 3D viewport / towards the bar), it turns all black. The green bar at the bottom of models (assumingly a "downloaded" indicator) is visible and so is the pop-up with the models' details (except that the image in the pop-up is all black, too).
Blender: 2.90.1 (portable), Windows 10 (64-bit)


texts:
I'm trying to construct a script to step through the active scene and:

1) find all the movie strips that the audio doesn't match the corresponding movie length

2) then add > effect strip > speed control to the movie strips that the, corresponding audio strip's frame length doesn't match.

3) not sure if this is possible, but would be nice to make the speed strip the same length of the audio strip. I think it would need to space out all the strips to give the script room to increase the movie strips length without bumping into the next strip along.

This is what I have so far, not sure why it doesn't work.

import bpy

for a in bpy.context.scene.sequence_editor.sequences:
    if a.type != 'SOUND':
        a.effect_strip_add(type='SPEED')


texts: Can you make custom seams "between" faces?

texts:
The only way I know of how to make seams are along edges and vertices. But is there a way to create "custom" seams between faces without adding geometry to create ID color maps for texturing purposes? Hopefully the question makes sense.
For example, left is the default geometry, right is where I would like to add a seam for a utility belt.

I'm aware I could probably just add an edge loop there without much consequence, but there are other examples where that isn't an optimal solution so I'm exploring my options here.


texts: How to create an animation dependent on other objects

texts:
I'm new to Blender and Unreal Engine, but I'm playing around with both. I want to have a character and a climbing animation. It should basically be an animation of the character climbing up a tree (for example: with a rope around the feet). What I'm wondering is, how do I create this animation, if it is dependent on in-game objects, like the tree. Trees vary in the angles they grow up, in the diameter, and more like that.
Any inputs here? Feels even hard for me to search for the right thing I want to accomplish ^^
Thanks in advance & Kind regards!


texts: Eevee : Texture does not work as Glass Material

texts:
I have a cube and a textured plane behind a glass material.
The cube does show up but not the texture.

Any clues of what it could be ?


texts: Copy mirrored UV coords doesn't work in Blender 2.82

texts: Nothing happens after performing the command. The model I was working on is perfectly symmetrical, I know this because I just applied mirror modifier on it. I also did this many times in Blender 2.79 so I know what I'm doing. It also has nothing to do with mesh complexity, boost precision value has no effect, even on something simple as Suzanne. Did this feature somehow changed in 2.82 in some way that needs extra step to do its work? Or is UV function in 2.82 simply not complete, I say this because I also have problem with exporting UV layout which I asked here before?


texts: Is there a document describing the Cycles BRDF implementation in detail?

texts:
Where can I find a document describing the way Cycles BRDFs are implemented?
I am looking for details on the Specular D, G, F and diffuse.


texts: Is it possible to temporarily disable UI from updating?

texts: I think we have all been there: we add too many objects or subdivide something too many times and suddenly Blender slows down to a crawl. At the moment my system is so unresponsive that it takes minutes to cancel what I did to slow it down. This problem leads me to ask if there is a way to temporarily disable Blender from trying to update things in the UI/Viewport, so that I can tweak the settings and make it responsive again?


texts: Geometry behind glass material appears slanted in render

texts: When I render an image, there are bevels somewhere on it that shouldn't be there. How to fix it?


texts: (Internal) Render Won't Save as Transparent Image

texts: So I have quite a simple question, but basically I have a picture of a model and want to save it as transparent. So I went up to the Render Layers panel, Layers, and deselected "sky" and rendered it out. It showed that checkered grey background with the object still there, so things were going good! I saved it, but for some reason there is a black background and it isn't a transparent image. Any help? Thanks!


texts: Motion tracking always gives me error messages and acts unpredictably

texts:
I have done my research and know that a reason for this might be that I don't have eight good trackers. However, I do have at least eight trackers in every frame of the shot, and I still get the same message everytime (some data failed to reconstruct, see console for more details). Also, where can I find the console? I looked at the python console and the info in the scripting work space, but I couldn't find anything.
I also have no idea (besides eyeballing it in the tracker preview window) whether my trackers are good or not, since the solve error changes everytime I click on solve. I have keyframe unchecked, it still changes everytime I do something. For a short periodt of time it seemed to be working just fine, I could change the weights of the trackers and managed to drop the solve error to about 1.9, but suddenly I began getting random numbers again, over 100 etc, even though I didn't change anything but adjust the weight of another tracker. Sometimes solve error equals "nan". What does THAT mean? Some trackers are highlighted in yellow, some in red when I hit A to select all (I have info turned on). First I thought it was because those trackers are the ones that failed and kept refining them, but then I realised that if I select any red tracker, unselect it and select all again it turns yellow, and others turn red. I'm so confused. Checking the tripod box doesn't make it better either. Does anyone know what I can do to get a half decent track out of this?

Also, does anyone know where I can upload the .blend file? I tried a few but the file size is about 64201KB and that's too large for most sites. I can only provide screenshots for now.

More screenshots of settings

Link to the footage I'm using:
https://vimeo.com/419597015
(password is "tracking issue")


texts: few hotkeys not working and doing something else

texts: So as the title said there are few hotkeys which are not working in blender, I am using version 2.83 in windows. Whenever I press hotkeys such as Ctrl+1 or 2 or 3 etc., in order to apply subsurf modifier on the selected object I just go in front view or view rotates up or in side view respectively. Also in sculpt mode when I use hotkeys including number to switch brushes my view only changes respectively, is there a fix for the same.


texts:
Is it possible to get that typical chrome-like angled look using the Shader Editor? I see a lot of tutorials making chrome on all types of surfaces but not on a knob geometry like the one in the following image:

Q: Is there any way to get that chrome-like surface appearance procedurally or should I just use a texture to fake it?


texts:
I'm trying to get familiar with Blender's inset tool and having trouble to produce an even outset on a U shaped mesh. What I would like to achieve (using 3ds Max):

What happens when I use Outset in Blender:

For some reason the faces are stretched horizontally at the top of the U shape. Is there a way to avoid this?


texts: When I add a model with seperatly parts from an other program it loads into a single mesh instead of separate ones, how do I fix that


texts: How to remove an Dissolved Edges without removing the Vertices?

texts: Шs it possible to adjust the removal of Dissolve Edges in the following way?


texts:
I have a 3D model made out of different shapes. Most of them appear on the render. Except for one ring. I tried pressing ctrl-H, and setting render mode to "Cycles" but it didn't work. I'm working with a Mac and Blender 2.9, by the way.

The 3D object in Blender

The render of the 3D model
Anyone knows how to fix this?


texts: Weird mesh geometry on adding skin modifier.

texts: Merged all the vertices of a cube to get a single vertex and then extruded the vertices to create a structure. But after adding the skin modifier the mesh geometry is weird. The structure created with the vertices is on the left side and the one with skin modifier is on the right


texts: How do I put a 2d texture onto another 2d surface without it warping?

texts: I recently made a fly like texture for the wing of a pixie I am making but it distorts when I put it on. I made the texture in AE and downloaded it as a .mp4. How can I stop this distortion?


texts: Simple Panel script is not appearing on 3d view

texts:
I followed a tutorial on youtube showing how to make a simple panel on blender, i copied it one to one but the panel is no nowhere to be seen. The script runs fine without errors and I have no idea of what is wrong.
I'm using blender 2.90 following this tutorial:
import bpy

class TestPanel(bpy.types.Panel):
    bl_label = "Test Panel"
    bl_idname = "PT_TestPanel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'My 1st Addon'

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

        row = layout.row()
        row.label(text = "Sample Text")

def register():
    bpy.utils.register_class(TestPanel)

def unregister():
    bpy.utils.unregister_class(TestPanel)

if __name__ == "__main_":
    register()


texts: When I use the "Boolean" modifier it doesn´t make new faces

texts:
I am new to Blender and I´ve decided to watch Blender Guru´s video on how to make an anvil. I´ve come to the second part where he uses a boolean modifier and
that´s where my problem appeared. When I use the boolean modifier to curve a cylinder shape into the anvil it also deletes the faces which in the video it does not. I think I followed every step so I can´t really tell where I´ve made the mistake but I can´t find a solution.

Here´s a link to the video: https://www.youtube.com/watch?v=WxMwa0njGSM

And a screenshot:

Thanks for help.


texts: I imported 3D models that was ripped from game file(model-resource), but it has black things around eyes and mouth

texts:
why is this happening?
Model file is from The Model's Resource, Nintendo model archive

*Edited after seeing comments(thanks!)
I saw your comment and reply, and watched some videos about bsdf, still I got a problem as you can see my pictures below. I somehow erased the shadows, but the eyes became too tranparent and also are looking weird.
I only changed the eyes, not the mouth at all. so the question is on eyes, at this point.

with opaque mode

with alpha blend mode

when bitmap connected to alpha is muted(opaque)

when bitmap connected to alpha is muted(opaque)

in render mode with opaque mode
**Solved, Thank you so much! :D


texts: why does world background appear very dark when rendered?

texts:
I was getting a perfectly blue and white cloudy colourful background but somehow it seems all darkened, I must've change some settings unintentionally, but I can't figure our how to put it back normal. can you please help me?
here is a screen shot from my render

dark background

normal background which I want it back :)

blender file
I'm using cycles with pro skies add-on


texts: How do I fix this strange effect that happens when I start animating items that are set to cloth in physics?

texts: When I animate my mesh I'm building, the cloth parts start to look all funny.  I was wondering if this is normal or if there is a way to fix it?


texts: How do I extrude edges easily like in Max?

texts:
In 3ds Max, there is a function which allows you to shift+drag an edge on an editable poly. This would create a new quad, with one edge being the edge you started with, and the opposite edge being the one your cursor holds. This function is pretty essential for me, and I have yet to find a similar function in Blender.
The function can be used in combination with scale, rotate, or move, and can be used with any number of polys selected.


texts: My UV layout is distorted compared to the geometry of my object

texts:
After unwrapping my UV layout is not projected to the UV plane. How can I rotate it to fit the image ?

I have now attached the blend file – Jan Scherders


texts:
How can I make a more realistic book cover shader?

Link to texture: https://i.imgur.com/seypzQq.png


texts: How to write a text on a building picture

texts:
I would like to write a text/logo on one face of this building :

So I created some basic text (+ extrusion/bevel/...), but the problem is that I've no idea how I could reliably move this text (+shadows if possible) on a wall of this building (if possible I'd like to keep a good quality on the picture photo, so the picture should have the exact same shape at the end of the process). One simple solution would be to rotate approximately the text and then use gimp's perspective tool to move it on a face of the building, but I'm afraid to have only approximate perspective, and this may be visible on the final picture.
Someone proposed me to create planes first to reconstruct the shape of the building, and then add the text on the planes when it's done. But even after spending 10mn of trial/errors to find the good shape/position of the wall, focal length... I can't find a working set of parameters (one problem is that the shape of my initial picture is also changed due to the perspective):

What is the proper solution to that problem? Is there some automatic tools that can help me in that process?


texts:
I recently made a Knife. I got stuck. Whenever I try to rotate that knife along Y axis through transformation panel, it get rotated along X axis. Same when doing along X axis,it rotate along z axis. But Z-axis rotation is fine. I ensured XYZ
euler. Tried Global to Local. Need Helpp..


texts:
I made an animation of my Character walking with a gun and exported it as a FBX file. After viewing the exported file in a 3D viewer, i saw that the animation for my player walking was playing and my gun that was supposed to sway with the player, wouldn't play. In Blender they both worked perfectly, syncing up to make the animation, but upon exporting, something went wrong and the gun won't move.
Here it is in Blender: https://gyazo.com/182760c52933b82c2a1dadbac8d4beaa
Here is is when exported as FBX: https://gyazo.com/b18021d25a086712f540d74b5ed04965
As you can see, the gun isnt moving. I didn't select certain aspects to export, i just exported the whole thing. My thought was that it only registers my character's animation and disregards the other one for the gun after exporting it. They are two separate objects, the gun i copied and pasted from another one of my blender files into my character file, then i begun the animation process. Any ideas?


texts:
So, I was trying the particle system in Blender 2.8 for the first time and made a simple changing color depending on the age of the particle.

After many many tweaks, the color still doesn't change.

I would like to know if the Particle Info node isn't working properly or am I just making a mistake.

I'll leave a screenshot of the nodes I'm using and the (wrong) output I'm having.

Thanks in regard!


texts:
I am doing a Minecraft animation, and I am going to use cell fracture for an explosion. I had a character throw some TNT, I created the cell fracture on an alternate mesh, and I swapped the whole and cell fractured as it explodes. I animated the Rigid Body Physics before the explosion, and I turned it off after. I did the margin thing, but it doesn't move at all. It's active, and it won't respond to keyframes (normal). I set it to a location on frame 33 and to another on frame 34. When I go back to frame 33, it's still at location the frame 34 location. Essentially, it only responds during the whole thing to the most recent location keyframe. I did set the physics to all the pieces. Please help.

Before (both object and fractured are there)

After (May look like something's happening, but it just stops). Before that, it looks like that TNT is just chilling there and not responding to keyframes.


texts:
I'm trying to write a script to append an Object or a Collection from a blend file to a new file. Can someone please point what I'm doing wrong?

import bpy

filepath  = "/home/lucas/Desktop/Auto_Eye/02_versions/auto_eye_v03.blend"
directory = "\\Object\\"
filename  = "auto_eye_v03"

bpy.ops.wm.append(filepath=filepath, directory=directory, filename=filename)

This code gives me this error:

Error: '\Object\auto_eye_v03': not a library
Traceback (most recent call last):
  File "/Text", line 7, in <module>
  File "/home/lucas/Programs/blender-2.80/2.80/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: '\Object\auto_eye_v03': not a library

Error: Python script failed, check the message in the system console

And the other method that I've found here on Blender Stack Exchange.

import bpy
scn = bpy.context.scene
filepath = "/home/lucas/Desktop/Auto_Eye/02_versions/auto_eye_v03.blend"

#append object from .blend file
with bpy.data.libraries.load(filepath) as (data_from, data_to):
    data_to.objects = data_from.objects

#link object to current scene
for obj in data_to.objects:
    if obj is not None:
        scn.objects.link(obj)

And this code is given me this error.

Traceback (most recent call last):
  File "/Text.001", line 6, in <module>
OSError: load: /home/lucas/Desktop/Auto_Eye/02_versions/auto_eye_v03.blend failed to open blend file

Error: Python script failed, check the message in the system console

I run this two commands on the Blender Console.

>>> bpy.data.libraries
<bpy_collection[0], BlendDataLibraries>

>>> bpy.data.objects
<bpy_collection[5], BlendDataObjects>

So I didn't have anything on the libraries of the file, but I can't find a way do add then to the libraries.

In the "bpy.data.objects" it lists the objects that I have on the scene, so I need to learn how to append the objects from there.


texts: I am writing a simple exporter in python. I want to export the meshes as triangle meshes, with modifiers applied. Therefore, I want to access the evaluated version of the final render dependency graph. However, I only see one way to get a depsgraph, which is bpy.context.evaluated_depsgraph_get(), that returns the viewport depsgraph. How can I access/create the render depsgraph?


texts: How do you make a armature and connect it to a mesh?

texts: I am making a spider and can’t find any YouTube videos on armatures. How do you connect an armature to the spider so I can animate it?