texts:
I haven't come across an issue quite like this. I spent a bunch of time googling around to see why I was having this bone weight error, and I found the following solutions, which I tried and didn't work.

Making Manifold - This model is manifold and also doesn't have any intersecting faces.
Correct normals - All of the normals are correct
duplicate Vertices - Removed duplicate vertices
Fix Scale and rotation - Done

I thought it might also be the armature, but I tried armature I've used on other models and even tried this one on other models.

No matter what I do, I just get these spikes and I can't figure out what's going on.

Thanks for your help!

Blender File Here:
https://drive.google.com/drive/folders/1SvZbrZb7fVsiZeaty9Y8w9GBrc69I_TR?usp=sharing


texts: what is the name of the blender feature in which a 2d artwork/image is used as a guide to create a 3D model of the artwork

texts: I have been watching some blender tutorial videos, in which it is like a 2D art is traced in other to build the 3D model of it. like this video https://www.youtube.com/watch?v=aAO4C_8y0w8&t=1301s. What is this feature called in blender ?


texts: Accidentaly didnt set output for animation

texts:
I accidentaly left default settings for my animation and hit render. After it rendered out I couldnt find the output image sequence. It said that they are outputed in /tmp/ but there is no images/videos in /tmp/ folder
I cant add it to video edditor because I dont know where the image strip is....


texts: Can I export animations from separate objects into one take, without using a rig?

texts:
So I had this problem for a while and worked around it, but I need this to work now in Blender.
Below you can see a simple animation I made in Maya. The two objects are animated separately and move at the same time.

Below here you can see the same animation in Blender.

Now if I export these two animations to an fbx (In maya using the "game exporter" and in blender using the normal fbx export), the maya export will have both animations on a single take and blender will have them on their own respective takes plus sharing each others takes too, making it 4 animations instead of 2.

Is there a way I can export these animations, as separate objects with separate animations, onto one take like the maya game exporter?


texts: LoopTools: Circle Modifier just mangles my mesh

texts:
I have a very straightfoward area that I need to turn a mesh into a Circle using LoopTools.
Here is the area on the mesh and the before and after:

No matter how I configure those axis-locks and checkboxes, the result is just another variety of wrong. Notes:

I've visited a number of other threads on BSE but have yet to find what I'd call a solution to this problem.
I have restarted Blender, just because that's been a factor in the past
The mesh itself is very basic. It's just a cube that I extracted into the floor of a building. I'm just going around doing external modeling on it.
Cannot stress enough the basic nature of this build. I'm a noob and I'm doing a bunch of straightforward loop-cutting.

Thanks in advance for your help.


texts: Using Blender with cell fracture and trying to add collision via Python

texts:
Using Blender with cell fracture I have created a code that should select the objects created by cell fracture and give them the collision attribute and it does but only one out of a 1000. So it doesn't really work but then I am a newbie to Blender and Python so what I want it to do is select one object give it collision and move on to the next object created by cell fracture and give it collision and do this until it is done.

By the way I am using Blender version 2.69

This is the code that I have so far written and I do not know why it is does not increment to the next part.

    import bpy
    from bpy import ops
    for i in bpy.data.objects:
          if i.name.startswith("Sphere"):
    # Select object:
          bpy.ops.object.select_pattern(pattern=i.name)
    # Add modifier:
          bpy.ops.object.modifier_add(type='COLLISION')
    print("finally! this code saved you from clicking your mouse 1400 times!!!")


texts:
Can I change the motion path only by editing the line in the motion path?
I want to change the path by editing the line created by the motion path

Instead of following the white line I want my bone to follow the red one


texts: Can you make a button have more than one purpose?

texts: So, I have a blender game file with multiple levels, each in a separate scene.  I want to have on "Next Level" scene with a button to go to the next level.  Can I make the button always go to the the next level or do I have to make separate "Next Level" scenes?


texts: How do I disable cursor tool in 2.79. I think I might have the wrong name but this is the only name I know of for the tool. I can't click on my model or move it, the only thing that moves is a circle whenever I click. can someone help me out with this?


texts:
Whenever I unwrap this plane, it seems to be unwrapped horizontally flipped.
It's a simple plane that is 'subdivided' because it's for a 3D pixel art experiment. Is there anyway to 'flip' the UV? (I know I can just flip the texture in photoshop, but there is something inherently wrong with backwards textures.)
Here's a screen capture to show what I mean.


texts: Unable to fully flatten a face in Blender

texts:
I'm quite new to Blender and been practicing modifying meshes. I keep running into the same issue with trying to flatten ugly uneven faces. These faces are usually a product of a loop or bisect cut. Example:
I tried all of the following, which I gathered from other similar posts:

Transform to normals SXX0 (experimented with different combinations X/Y/Z)
Loop Tools -> Flatten
Mesh -> Cleanup -> Make Planar Faces
Face -> Solidify Faces
Face -> Beautify Faces
Object -> Shade Flat

Nothing above worked for me to make this face flat. As far as I can tell the vertices are lined up to X-axis. The only thing that was producing the flat face is performing a boolean difference with a rectangle. Which did create a nice flat face, but it created another undesirable effect - the perpendicular faces were reshaped and made uneven.
Original shape, still showing the "ripples" on the large face:
After applying boolean, "ripples" on the large face are gone but the perpendicular faces are now messed up:
This is another issue I'm looking to resolve since this is another problem I run into from time to time when I want to make a boolean cut.
I appreciate any advice to resolve either of the above.


texts: How to Model Smooth Models for Games with Low Poly

texts:
I want to model for games.I'm using Unreal Engine for developing a game.And I have a few questions about modelling smooth looking models with low poly:

How many triangles supposed to be in a basic decorative model for a game which has a large map. Imagine You are modelling a mug and its just a decorative on the table and ı want to be my games graphics look nice I tried to model a cup and it took 2k-5k triangles is this too much? Subdivision Surface Modifier makes poly count very high.But without it models looks angular what am I supposed to do?

I wanted to make poly count lower and  I  tried to bake normals with a very low poly and high poly meshes.Low poly and high poly meshes was really different looking.High poly mesh was modified with Subdivision Surface Modifier twice but low poly was unmodified so when I tried to use this normal map on my low poly mesh it was looking weird(look photos for what ı mean)

Unreal Engine has an LOD system and when I try to make different LODs for my model with decimate modifier what I suppose to do about normal maps?Do I have to bake normal maps for every one of them.And its not just normal maps what about uv's and textures.

EDİT:After Retopolgize

Edit :My expectations


texts: Is there a was to instance multiple objects to specific faces of a parent object?

texts:
I have a box with two different labels on it. The labels are centered on the front and top faces of the box.
I want to make 100 versions of the box all that are scaled differently on x,y, and z plains, but I don't want the label's size or relative position (center of the face it is on) to change. I don't want to have to duplicate and hand place the labels every time I make a new version.
I have looked at instancing and that sounds awesome, but I don't know if you can have multiple different instances on the same object at different locations.
How can I create instances that follow the same general placement rules for each box?


texts: Blender 2.82 keeps crashing every time I go into edt mode

texts: I am having a problem as Blender 2.82 keeps crashing every time I click on my project and go into edit mode.  I checked on google and it advised me to check my graphics card and my memory.  I checked the memory and it was running at half capacity when blender was running.  I restarted my computer to make sure my hardware on my computer was working and it had no issues.  I even lowered to the poly level and it still crashed.  Does blender have a bug, or is there something I am missing?  Please help.  My laptop is a Accer aspire E5-573 and has a Intel graphics 5500 card.  I know it is not the best setup for blender but I had it at a poly level and never had any issues.


texts:
I'm having this weird glitch in the animation when it's rendered by Eevee.
Here's the render:
https://www.youtube.com/watch?v=UQp_8KcGCjo
Notice how the animation of the model glitches and rotates randomly at certain frames.
I've picked frame 3 to better visualize the issue.
Here's an Eevee render of frame 3:

And a Cycles render of the same frame (issue is not presenting):

I've tried to set the sampling number to a higher value without success.
After many renders and tweaks, I believe it's related to the motion blur, however, I can't figure what's causing it. Tried to add more steps to motion blur but the issue remains.
Any idea of how I can solve this?
Thanks


texts:
I've been trying to make a cube explode without gravity in a solid form.  Just fragments, no fire or smoke.  I've watched every video I could find but I just can't get it to work...quick explode is great, but it seems to just throw paper thin pieces, not big chunks.  Anyway, if someone could post a step-by-step procedure that would be awesome.  Sorry if I'm missing the obvious.

blender file

Thanks


texts:
I am having a problem where the left legs armature is controlling the deformation of both legs at the same time. I thought this was originally a mirroring issue but the arms work perfectly fine. The right legs armature does nothing. I told the program to armature deform with automatic weights. I am a beginner to blender so if you could use screen shots with your answer that would be great.

thanks in advance


texts: I move my bone but when I go to a different frame it goes back to the origin

texts:
I move my upper arm bone and the model follows it but when I change frames it reverts to what it was originally. Yes, I do have auto key on. It doesn't matter what keyframe I have it on, it goes back to the origin if I move it.

Picture 1: At the moment the bone is at the origin position.

Picture 2: I then move the bone to another position to see what it looks like.

Picture 3: I go to Frame one to see if the problem is still happening and yes it has gone back to the origin position.

Picture 4: I then go back to the frame I changed it on and it has gone back to the origin position.

Picture 5: The frame I was changing was the only one I had.


texts: Why is the "source to destination mapping" controls is missing?

texts:
I am following an online tutorial on constraints transformation. The following is what I see in the tutorial
m
This is what I see on my laptop

The interface is different and I couldn't continue with the tutorial.
Help!


texts: Laying (linked) pentagonal tiles - trouble snapping

texts:
I am pretty new to Blender, having previously used Form•Z Free (which is pretty good for modelling when it doesn't crash).

I am looking to tile a 'floor' in Blender 2.8, using a pentagonal tile (this is a Kershner (1968) type 6 pentagon, derived lengths and angles given by the excellent java applet at https://www.jaapsch.net/tilings/applet.htm)

Trying to rotate and align the tiles (which are linked instances, and need to be, for subsequent transforms) is proving really difficult.  I managed to get the 3D cursor to a vertex, and I can change just 1 vertex to be the origin, but if I then change the origin - every tile moves according to the new origin values.

There must be an intuitive way of getting the tiles to snap together correctly - (I am struggling with both move and rotate)

The file - to play with as you like!

Just in case you are unsure about how they tile...


texts: How do I create PBR game assets in Blender?

texts: I’m wondering what kind of workflow is a good one to start learning how to create pbr game assets. I will be using other software like substance painter down the line. Any ideas?


texts:
I am animating a plane which has to wrap around a cylinder. How can I approch this animation? The idea is the plane to be tape, which you put one end first then wrap the other around a cylinder.

I tried doing a shape key, however I cannot manage to make it good. I am thinking of doing armature, however I will do the vertex painting and bones.


texts:
How I can create UV map with pentagons in center and hexagons around? But without gap between hexagons and pentagons.

Thanks, now, how can I make all the hexagons have all the pages be equal?


texts:
So I created a forest scene using hair particles system for trees and bushes. These particles stay stationary and only the camera and my character moves in the animation. So to better the render time, i read that i can turn off physics. But when i try to do that, my particles just disappear. That kind of makes sense and if there is no physics/gravity, they will just float, but disappear?

Physics off:
Physics on:


texts: The shirt entered human object. How to correct the problem


texts: I am using the latest 2.8 release. When no object is selected and I right click to add an item such as a mesh the menu doesn't appear.


texts: My material node is missing in the viewer. No  matter how much I mouse around, I can't find it or add shaders to it. If I delete it, and add another material, it's still missing.


texts:
When exporting an FBX format with the texture it Ignores "Scale Values" in "Mapping Node"
For example :
Scale of the vector, in Point = 4
When exporting fbx format, the texture size does not change


texts: How to import an object across scenes (sort-of)

texts:
I have already made the Cyodrake's Gaze for my animation, but I really don't want to have to do it all over again for scenes 6, 7, 31... and so forth.

Is there any way to copy/paste an object into scenes?

Thanks, Nefer007


texts: Animating windshield wipers along curved glass

texts: So I have a couple wipers on the front of my car that I'm trying to have animated. I have an armature moving both the arm of the wiper and the blade itself. I'm using a surface deform modifier to stick the wiper to the windshield. I'm having a problem where the wiper blade doesn't line up with the arm correctly.


texts: How can a smoke domain be hidden from render?

texts:
In the 3D-View everything looks as
 expected:

But when rendered the smoke domain covers the whole scene. I tried to place camera inside and outside of the smoke domain but this doesn't work either.

The box is caused by my fault in the smoke domain material:

Then the question should be how to reproduce the 3d-view in the rendered image.


texts: How do I texture a Seperated Mesh as its own texture?

texts: I selected part of an existing object, duplicated it, and pressed P to separate this new mesh, by selection. But now I am not able to texture this new object separately -- whichever of the two gets textured, the other one changes to that same texture. Obviously, these are not SEPARATE objects. What do I need to do to ACTUALLY separate this new object, so it can be also TEXTURED separately?


texts: How to draw perfect sharp falloff line for alpha?

texts:
I want draw alphas manually at 2D software. I need sarp falloff for my lines i will draw. How can I achieve this?

I tried do my stuff in photoshop using Layer Styles, Inner Glow with Presize setting ( presize setting is necessarily for our blur because soft option break your drawn stuff ).
Inner Glow works fine only now it creates artifacts - transverse stripes, below in the pictures I showed everything


texts: Game Engine - A workaround for sorting faces...?

texts:
I know that there's  "Alpha sort" option to sort faces in the suppossedly correct way. But it doesn't work well sometimes. Now is that sometime.

I have some faces from an object that I need then to be rendered in front of other objects... and they appear behind. Faces to be in front are from a different object that the one (well, two) that are behind.

I know that OpenGL sort well faces... that are not translucent. Mines are all PNGs with alpha, Z-Transparency at 0.

Is there any workaround to achieve that?

This is in 3D View:

BGE (before EDIT1):

BGE (text solved with Alpha Clip but problems with ADD blend):

In fact, there are 5 layers that have to be in order: OSD, a plane with ADD blend type (hidden in screenshots), a plane with the red character (video), a rigged puppet (green jacket) and the background. Well... the dinosaur too :D.

EDIT1: I found that Alpha Clip is good for my needs, because those letters have 1bit alpha depth. But what about 8bits alpha depth images?

EDIT2: The plane with ADD blend is not rendering well. The problem now is with this object :/.


texts: Group materials together and make transparent?

texts:
I have an object with multiple materials assigned to its various faces and want to adjust the global opacity of said object. So far I can only adjust the materials individually.
Can anyone help figure this out?
Cheers, Dan


texts: How can i cover a space between a path i drew?

texts: Hi, im a trully beginner in blender. I made this logo and now i need to fill that empty space between the path i used to draw the logo. Fill it or cover the top and bottom with some kind of "surface" but i have no idea how. Any suggestions ?


texts:
I relatively new to Blender, and try out things. As you can see on the image below, my Unwrapping disastrous.

How can I fix it, and what caused this problem?

Thanks for any help!


texts:
I'm new to blender it's really amazing. I'm animating some mechanical engineering parts.

I want to create a small 2 finger gripper with a transform constraint so that when i move 1 object the other one follows.

Everything works fine if both objects do not have a parent, but if they have a parent it gets messed up. I want to add them to a parent because afterwards they need to follow the parent rot, trans, scale...

I've provided a small example gif to check.

Can anyone point me in the right direction how to achieve this ?

https://imgur.com/a/ONk6tPr

Cheers,

Max


texts: Array modifier apply. Keep objects and origin point

texts:
Is there any way to apply array modifier but with making each object separated and with right origin straight away?
Here is the problem. Each my object (flower) contains different parts (petals, stem etc) which are not connected. So if I apply modifier and then do 'Separate by Loose Parts' it divides not my flowers but each part of it. And also I loose origin point. So I need to join together all parts of the flower and set origin point as well for each. And I have about 30 flowers so it's not very effective at all...
So I hope anyone can tell me better and faster way.
Thanks!


texts: How can I increase the space between letters in a text object?

texts:
If I just make a space with the space key it will add too much space not equal like the other letters spaces between each other. But without a space the Y and the T seems like they are glued together.

And if I make one space with the space key then the space is not equal to the other spaces between the letters:

And it's only with the last Y letter.
I tried to move the text a bit with the arrow keys like in the solution but then in the render windows CTRL + F12 the text is now too big :


texts: Speed up Fluid Simulation for Fluidless Frames

texts:
In my fluid simulation all inflows are disabled until around frame 620. There is absolutely no fluid in the scene up until this point.

I would have thought that the fluid simulator would quickly process these frames and skip them since it would be trivial to determine that there is no fluid to simulate.

However, during baking these frames are taking as long to process as a frame full of fluid would. It seems like it is going to take blender an hour to "bake" 600 frames with zero fluid.

Is there any way to make blender skip the processing of these frames and only start the actual simulation at around frame 600?


texts: How can I fix the wierd shape glitch of the curve modifier?

texts:
So I was trying to make a robot with wirings and pipes.

But it turned out it resulted in the formation of this horrifying worm-like thingy.
Note: I used the TubeTool addon to add pipes between faces.
Is there any way to fix this ?


texts: Weird see through geometry in orthographic view

texts:
I'm importing an object into blender and for some reason it looks fine when in perspective view but as soon as I switch to orthographic view some of the faces disappear/are rendered weird. I thought it might be a normal issue but recalculating them didn't yield anything.

Here is the object in perspective and here is the object in orhto


texts: Animation looks fine when rendered as frames but pale when rendered as video :c

texts:
I've made a little animation and rendered it, everything's fine.
But when I try to render it as a video instead of as frames, the resulting video looks very pale in color compared to the original frame :

Here are my render container / codec settings :

I am using the 'perceptually lossless' quality and it don't seems to be a problem with the quality.

I also use the default color space and I use the VSE to render the animation.

PS : I'm french, so my english may not be the best ^^'


texts: Shadow Catcher + Free Style External Contour

texts:
I want to have External Contour outlined from my scene, except for the ground, which is a shadow catcher.

How can I achieve this?
Here is the problem:

Because of the ground, the bottom contour of the cubes are not draw. How can I fix this?


texts: How can I insert a transparent rectangle but with the edges mark?

texts: I want to do exactly what is shown in the image. Some know the way to do it?


texts: My view port option is missing from material panel

texts:
The above is what I saw in a tutorial video and below are my panel options.

The reason I am asking this is in the video he was viewing textures in 3D viewport object mode but when I do it I don't see textures applied in the viewport at all.

Edited: I have blender version 2.79b


texts: gamma cross flashes secondary strip for 1-2 frames before fading

texts:
my videos have an intro clip that fades into my content strip. to fade, i use a gamma cross effect strip. overall the result is acceptable, but the first 1-5 frames of my gamma cross flash the content strip in near-full visibility before returning to the appropriate level of fade. then the strips fade as intended. any ideas why this might be happening?

i'm not sure what the policy is for this and i'm not intending to advertise here, but https://youtu.be/s43BSKDfq14?t=4s from :04 to :07 is an example of what i'm talking about. thanks in advance for any help.


texts:
I'm trying to bevel the edges of the head on this screw.

It seems to work for the most part, but the edges that have been joined together from separate shapes don't seem to work.

I've tried removing any extra faces inside, hiting the "remove doubles" button and joining the two shapes by the corners / edges so it's one solid shape.

Any ideas how I can fix this so I get a smooth, even bevel on the corners around the screw head like this?


texts:
I have resized a model to centimeters and exported it as stl file. It is a file that I want to do 3d print.
However, when I open the file in Cura is shows that the file is in mm. I dont want to have to resize it  again in Cura


texts: Make Mist pass skip semitransparent objects

texts:
I am having problems with the Mist pass. I have search other questions but didn't find the answer.

As you can see, I got an ocean (left) and a "river" (right). Don`t mind about the river disappearing towards the right, I need that way but doesn´t affect my problem (but I wanted to keep the settings as I have in the big project).

When trying to get the Mist pass, both objects are semitransparent, as you can see here:

Also the Z pass gets crazy:

I think is because they both have glass and transparent material, and also volume absorption.

The sun is 0.8 in size and 5 Max bounces.

So, the question is: How can I get the Mist pass "skip" the transparency settings of both objects?

Thanks in advance!


texts: How do I get Particle Boids to fight each other?

texts:
In the Boid Brain there is a option called 'Fight' so how do I set up a scene where two groups of Boids fight each other? Or am I misunderstanding something here?

If you have a link for a tutorial that would be good.


texts: Change the Description of a value of a node

texts:
Is it possible to change the Description of a value of a node in Blender python. I am coding an addon, and want to set description for a value of a node.
But by default, it shows:

  "Input value used for unconnected socket"

Thanks in advance!


texts:
When I toggle the panel checkbox created by the following code the memory usage count in the info bar starts to climb at an alarming rate. Any idea why this is happening?

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the View3D UI panel"""
    bl_label = "Mesh Stats"
    bl_idname = "MESHSTATS_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.prop(context.scene, "my_prop")

def register():
    bpy.types.Scene.my_prop = bpy.props.BoolProperty(name="Prop name", description="Some tooltip", default=True)
    bpy.utils.register_class(HelloWorldPanel)

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

if __name__ == "__main__":
    register()


texts: Rigging, can not rotate the bones. Rigify Pitchipoy

texts:
After I generate the bones using Rigify pitchipoy none of the rotation commands work.

Rig before generating
Controls like the highlighted one wont rotate
The IK controls of the hands and feet do seem to work, but I cant move the wrist to match the rest of it.

I tried to show you everything you need to see in the pictures I'm not sure what else you might need to see. Please let me know. Thank you for your time :D!

EDIT!!!
I found a new bit of weird. I turned on "Auto IK" which fixed some of the issues but the arms are still funky


texts: In the image i have 5 rock at one side and a single red mark rock. I have done uv mapping to the red mark rock. I want the texture of the red mark rock on all rest of the 5 rocks. I have applied the material to the 5 rocks but the texture not applied. Im in cycle render now. How to get the texture on rest of the rocks


texts:
How can I add a shortcut for the 'Only Render' checkbox in the Display section of the Properties pane?
I use the function a lot to get a better view on things and would save time if there was a shortcut for it.


texts: Is there a blender script or way to configure Blender to do this (Retopo)

texts:
Is there a Blender script out there that lets you basically 'draw' in a 'net' of edges using strokes that you can then fill in using the spider script or something?
Could I possibly just change some settings to have this ability?
I've been doing a lot of retopo work and think just being able to draw in edges with mouse or tablet strokes would be such an efficient and simple way to do it- I've tried Retopoflow and 3D Coat for retopo and both feel needlessly complicated to me.


texts: I want to make an object spin very fast and slow it back down to a stop at where it started to spin.  As if I have a photo in a video and make the photo spin.  So I want to make a video with a spinning object in it.


texts:
I've switched to Blender 2.8 a day ago and things are very confusing for me.

Here's what I did: I created a model and applied mirror modifier and then applied it. Then when I started editing vertices in edit mode, the vertices were being edited symmetrically.
How do I turn off this symmetric editing behavior?


texts: selected objects in blender 2.83 question

texts: so i downloaded blender 2.83 and after installing it i noticed something a little weird, i also downloaded BforArtists 2 and the exact same thing was present,when you select an object a double outline appears, i know in blender 2.82 this doesn't happen, i asked the same question on the BforArtists forum and the answer i got was that i need to upgrade my hardware in order to get the single outline back, which i find strange, my hardware isn't powerful enough so blender adds an extra outline and upgrading my hardware will bring it back down to a single outline, can anyone confirm that this is or isn't the case before i uninstall blender, the screenshot should show you what i'm talking about and why this makes 2.83 unusable.


texts: How do I control the Outflow and Inflow amount in Mantaflow?

texts: I know I can change timescale, but then if I have inflow and outflow in one domain I cannot do something like making like a the sink clotting or something, and decrease outflow to not be able to match the inflow.


texts: is the a way for me to attach a bone to a bezier circle using Clamp To (or something similar) and have it Track To a Target bone using Track To. The goal is to make the Target bone also control where on the bezier circle the tracked bone lies (following as close as it can to the Target).


texts: I want both sides of the wing to be identical. I didn't turn on symmetry before I painted it. Is there a way fix it?


texts:
I would like the end of the pipe to form an approximate 270deg arc, as sketched, rather that the parabola as it is now:

I have no idea, which deform to use.

It is going to be dust-vacuuming pipe, the dust source a bit below the centre of the blue arc. As of the final shape, it is not precisely determined as far as it works well. In any case, the object should be bounded with two parallel planes from the top and from the bottom, as it is now, and the blue sketch lies on the bottom plane.

The pipe's profile should change, from top to bottom, somewhat like that:

Model source:


texts: Automatically dissolving edges in quad faces that share same normals

texts:
Good morning,

I'm trying to getting from this

to this

Is there an automatic way to limited dissolve all only square adjacent surfaces of a mesh into few only squares surfaces (or rectangular surfaces).

Situation:
The fact is I had a text object, then limited dissolved for having n-gon only surfaces, then applied remesh for have square only surfaces. Now I have too many useless square surfaces that I think can be collapsed in few ones.

What I need
The point is, I want a meshed extruded text to have as few as possible quadrangular surfaces, without altering its perimeters (only collapse same angle quadrangular adjacent surfaces int as few as possible bigger quadrangular surfaces).

Already tried
I've already tried the remesh modifier, but it only messes up the border of my text mesh.

Hope I make myself clear in my explanation.

Thank everyone for any answers


texts: How do i texture a long cylinder without so much stretch?

texts:
I have a long cylinder that i am texturing. The texture becomes really stretched because of the long length of the mesh. Is there some way or setting to fix this or is it all about resizing the UV image/tile the texture/finding a higher resolution texture etc.

Edit: Maybe some tricks or tips for the process of texturing theese kinds of things is also much welcome!

Thanks, much appreciated!


texts:
I am using an armature with the following setup:

-A bone chain that is attached to a Curve with SplineIK constraint

-A free-floating bone that a curve point is attached to with the Hook Modifier.

My console is getting spammed with Dependency Cycle Detected errors. It says the curve is dependent on the Armature through the hook modifier, and the armature depends on the curve through the spline IK.

At the object level, it does look like a dependency cycle. But none of the bones in the splineIK chain are effected by the hook bone, so on the bone level there doesn't seem to be any dependency cycle.

However, I do seem to get behavior where if I move my Hook bone around, the splineIK chain moves with it. But when I reset the hook bone with alt+G, the splineIK chain does not update until I start another transform. This is a typical symptom of a dependency cycle.

What can I do about this? Do I have to have my hook bone be a separate armature?


texts: When it's in the normal position with the arms down, the arms are normal and muscular.  But when I make it into a t-pose, my arms get skinnier but everything else stays the same.


texts:
This fret board has the seam in the right position, but the uv is stretching.
The upper part should be the same as the part that is not stretching, and this is happening with other parts of my mesh as well. I even move the vertices in the same position (uv vertices) as the lower part and was not stretching.
Any idea how to solve the problem?

Overall the uv is really deformed, the right and left have a bit of stretch as well


texts: If you have a material with shader nodes that are at 0 factor in a mix, does cycles still have to spend time processing them?


texts: Object Info returns 0. Random materials for different objects

texts:
According to the blender documentation:

  The Object Info node gives information about the object instance. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. For example a Noise texture can give random colors or a Color ramp can give a range of colors to be randomly picked from.

https://docs.blender.org/manual/de/dev/render/cycles/nodes/types/input/object_info.html

But how do you actually achieve the effect mentioned in the description? When I try randomize the texture for multiple objects the value of the location, object index or random output of the object info always returns 0.


texts: Simple, easy to understand way to soften edges?

texts:
I come from Maya, I'm used to just selecting the edges or faces you want to be soft or sharp and clicking a button that says "harden edge" or "soften edge." Is there a way to do this in Blender? I can't find a reliable way of doing it online. I don't want to have to add modifiers, or only selecting faces instead of edges, or select "auto smooth" or anything like that. I just want it nice and simple: select the edges you want to look soft and soften them, in 2 clicks or less, no ifs or buts. I refuse to watch any YouTube tutorial that's longer than 30 seconds on this.

Edit: "Mark sharp" doesn't work for me, it just turns the edges cyan in edit mode and nothing else. And I don't want anyone to tell me I have to use "split edge" without explaining what that means, I don't wanna add vertices to my mesh and that shouldn't have to happen. I'm terribly confused.

Edit: Ultimately what I want is control, I want to be able to smooth and sharpen any edge I want, with no ifs or buts. The only way to do that is if Blender let's you sharpen and smooth any edge you select, but as far as I'm able to figure out on the internet and from a friend who uses Blender so far is that that's not possible. Now I want to understand why it isn't possible.


texts: Random line artifacts on mesh when moved too far from global 0, 0, 0

texts:
I'm attempting to render a mesh in 2.8. However, random lines appear on its surface when positioned too far from the global 0, 0, 0 coordinates. I've cut out a small portion of mesh with one such line as an example, and provided a .blend file with the bare minimum, in order to narrow down the possible causes:

That darker line going horizontally across the mesh is one of several such lines riddling my mesh. Moving the mesh up about as far as 0, 0, 150 is fine, but beyond that, the lines appear more pronounced, and there seem to be more of them that appear. Since distance from 0, 0, 0 seems to be the primary factor, I thought I'd try changing the scene's unit scale from 1 to 0.1 or 0.01, but this made no difference.

I've also included my material node setup below:

I've noticed the lines only appear when using Principled BSDF. I thought I'd try using Diffuse BSDF in its place, but it also had the same issue. What was odd was when I replaced it with Emission, the lines disappeared. Same thing happened when attaching ColorRamp directly to Material Output. No lines.

So from what I'm getting with all of this, the problem lies with distance from 0, 0, 0. Since changing unit scale makes no difference, I suspect the problem is further narrowed down to the ratio, or relationship between coordinates, rather than absolute values. And somehow, the nodes, possibly the diffuse feature, may have an influence. But above all, what this tells me is that I have absolutely no idea how to actually fix the problem.

Anybody have an idea what I should do?


texts:
Blender 2.8.3 and 2.9.1 both not working on macOS 11.1 has anyone similar problem?
Was working fine in macOS 10.5. After installing I can't select menu's properly and does not react to selected function.


texts: Blender crashes/refuses to run on my two machines

texts:
Computer 1:
My CPU,
specs of my card. Graphics-card-Radeon-hd-5450-1-Gb/
Memory: 4 Gigs, DDR3.
OS: Windows 7.
[I am not that knowledgeable with computers, so please inform me if I am leaving out any important information.]
Computer 2:
I should note that it is currently on Windows 8.1.
In both of them I tried running blender but it crashes.
Any help is appreciated.
Thank you.


texts: Is it possible to import a Maya file into blender?

texts: I have Maya files from Maya 2012 (or 2013) and I was wondering if there was a way to import the Maya file into blender?


texts: How can I add a checkbox in the tools UI?

texts:
So I want to add a checkbox to the UV/Image Editor tools UI

This is currently my code, You can see where I have commented "#Checkbox Here" and later on in the UpdateOperator I want to check whether the box is ticked or not.

import bpy

class UpdatePanel(bpy.types.Panel):
    bl_category = "EasyFX"
    bl_label = "Update"
    bl_idname = "Update"
    bl_space_type = 'IMAGE_EDITOR'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align = True)
        row.operator('object.update_operator', text = "Update")

class FilterPanel(bpy.types.Panel):
    bl_category = "EasyFX"
    bl_label = "Filter"
    bl_idname = "Filter"
    bl_space_type = 'IMAGE_EDITOR'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align=True)

        #Checkbox Here

class UpdateOperator(bpy.types.Operator):
    '''Update'''
    bl_idname = "object.update_operator"
    bl_label = "Update Nodes Operator"

    def execute(self, context):

        #if checkbox == True:
        #    bpy.data.scenes['Scene'].use_nodes = True

        pass
        return {'FINISHED'}

def register():
    bpy.utils.register_class(UpdatePanel)
    bpy.utils.register_class(UpdateOperator)
    bpy.utils.register_class(FilterPanel)
def unregister():
    bpy.utils.unregister_class(FilterPanel)
if __name__ == '__main__':
    register()


texts: How to rearrange poses in Pose Libraries?

texts: In Blender Pose Library i want to rearrange poses. I would have created poses for lip synk say "a" "e" "i" etc. And later i have a new pose "aaa" a relative of "a" so would like to add it just after "a". How to do that ?


texts: How to create the curved effect on top of a sconce

texts:
I'm learning Blender by recreating rooms in my house, but I'm stuck on this sconce. It seems fairly straightforward - a modified glass half-cylinder with an emission in the middle. However I can't figure out the bendy part on top.

I know that edges can't be 'bent', and I've tried various methods of modifying. Cut loops also get applied to the entire length, or circumference, which prevents me from subdividing just those sections for a smoothing effect.

My only other thought was to build it with more than one object, but I wanted to check first and see if there was a better way.

Sconce that I'm trying to create:

What I've got so far:


texts: Problem with leaves in import of tree fbx

texts:
I'm using Blender for a masters research project and am new enough to it. It's a great tool! I've imported an fbx model of a tree (using Cycles Render) but the leaves aren't rendering properly - they appear as rectangles rather than leaf shapes. The leaf textures all seem to be there. There's some problem with the alpha channel possibly, but I can't figure it out. Importing the fbx into unreal works fine (it renders correctly).

Any help figuring this out would be greatly appreciated! I've tried everything I know to fix it without success. The fbx can be downloaded from here https://developer.nvidia.com/orca/speedtree. I've tried a couple of trees. It's mainly the Red Maple Young high poly one I've been trying to get working.

Here's a screenshot of my rendered image

Maria


texts: Can Physics be used in conjunction with Geometry Nodes (Blender 2.92+)? I have a attribute sampled plane using a scaled Cube as the point instance. I would like to apply a gravity (Rigid Body World/Collision) effect, but, nothing happens.


texts:
I am running a cloth simulation on a human avatar. I want to hide the human mesh that is underneath the cloth and not the entire human mesh. Is it possible to do something like this using the modifiers available?

Ideal scenario would be to hide/delete the human mesh points under the cloth. But if this is achievable just in the final render, that will also serve the purpose.

How to use a mesh to reveal an object
This link seems relevant but here, the cube is made invisible.Also, I'm not looking for an animation, but more like a static change.


texts:
I modified an existing model by removing unwanted vertices, then selecting surrounding vertices and creating faces one triangle at a time (By pressing 'F').

On UV unwrapping the mesh, the faces which were added by me seem to stretch from the very bottom left of the map, shown below.

How do I create a face so it appears on the UV map as expected?


texts:
I've been trying for days to create a script for my addon that does the following things:

Open an existing file A.
Link an existing B file using a Link link.
Create an Override Library on this file.

The problem is that when you open the A file the context disappears and does not allow the command to run

bpy.ops.object.make_override_library

The error message is that the context is incorrect.


texts: Displayed dimensions of the edges are different than in object mode

texts:
Just a beginner question here about dimensions. As an exercise I wanted to create a house and started with a block. The block was supposed to be 20m long, 3m high and 6m deep. I entered these values in object mode:

Then I wanted to continue changing the shape in edit mode to progress with the house design but I saw that the displayed dimensions of the edges were completely different than in object mode:

...however, if I switch to "global" in the side menu under "transform" the dimensions become correct again...:

Can anybody tell me what's going on here? Why are the values different?
Thanks in advance for helping me out.


texts: Where are the other AO settings in blender internal?

texts: Where can I find the extended AO settings just like in the viewport one?


texts: Can this even be modeled? 3D modeling of flexible spheres in contact with one another

texts:
I've never used any modeling software before and just wanted to know if
what I'm envisioning can be even be modeled.  I wasn't sure where to post this question, so if this is the wrong place, please let me know.  I would be grateful for any advice you may have.  What I'd like to do is:

3D modeling of flexible (soft body?) spheres in contact with one another. The spheres are just a surface with no internal points.
There's an initial sphere (say layer 0) whose surface is covered as much as possible by non-overlapping spheres of the same size in layer 1.  Because you can't fit an integral number of equal-sized spheres around an inner sphere of the same size, some amount of a few of the layer 1 spheres will be trying to occupy the same location.  Because of this, these spheres won't be spheres but will be kind of hemispherical shapes meeting in the middle in a flat interface.
Any of the outer surfaces of the layer 1 spheres and hemispheres that are not already covered by other spheres, will also be covered by non-overlapping spheres (layer 2). Some of the layer 2 spheres will overlap if there's not a surface area that can fit an integral number of them.   Ideally, the appearance of the sphere layers (0, 1, 2, etc.) is a sequential process, but I don't think that's critical for the model.  In other words, they could all be there initially.
The overlapping hemispherical entities are  trying to achieve their natural spherical shape and thus will exert pressure on each other.  This is where the flexibility part comes in.  As the overlapping hemispheres push against each other, they will change shape and push into neighboring spheres.  All the spheres/hemispheres are trying to maintain a spherical shape, so if a sphere is bulged into, it will offer a small resistance to this.

Is it possible to make a 3d simulation of what happens when you start this running to see how the pressure waves and forces move through the spheres?

Thank you to both of you for your help.  Both your answers were very informative and
will help guide my work on my hobby!

Roger


texts: How do i animate a curve(String) for a bow with a soft-body physics type

texts:
I'm new to blender so i would love some help with how i can animate this bow string correctly. Currently i have gotten the string to pull back, but the endpoints seem to pull off the tips of the bow. I've been trying to fix this for ages longer than i think it should be taking. So if someone wants to help me fix this or completely correct what i have done that would be greatly appreciated.

Also here's a visual representation:


texts: Emission shader that glows on the center of the object and is dark on the edges

texts:
I was wondering how to make an emitting material that glows on the inside and has the edges darkened.

So far I've only achieved an inverted version of what I want by mixing Emission shader and Fresnel.


texts: Creating a Custom Properties Tab in Blender 2.80

texts:
I have a suite of several addons that I grouped together in a custom tab in Blender 2.7x, assigning the bl_category to the name of my custom suit:

class Panel1(bpy.types.Panel):  # Blender 2.7x
    bl_label = "Panel 1"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "MyToolSuite"

In Blender 2.80, I would like to group the tools together in a new properties tab.  How can I create a custom properties tab?

The following works to put my panel inside an already-existing tab, but does not work to create a new tab to hold all my panels:

class Panel1(bpy.types.Panel):
    bl_label = "Panel 1"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    # bl_context = "object"     # this puts my panel in the Object tab
    bl_context = "MyToolSuite"  # this does nothing?

What else needs to be done to create a new tab in Blender 2.80?

Thanks!


texts:
I recently tried to make some simple animations of some 3d objects by using Location and Location/Rotation keyframes. In the end I noticed that the movements are not very smooth, so I started skimming through the frames to see which keyframe must be adjusted. So I thought it would be really nice to see the path of the object as e.g. a 3d curve. I found the curve editor but this is a little bit hard to read as each variable of the keyframes is plotted separately.

Is it possible to view the trace of some defined point (or even if it is just the origin) of an animated object such that you see  the whole path it travels throughout the animation?


texts:
I have built a model using a mannequin and some text labels. When I render the scene with Cycles, I'm not getting a sharp focus on the objects in the scene.  I'm trying to produce a 312x502px .png image of my scene.

I've played with the depth of field focus setting using both focusing on an object in the scene and using the distance setting, but neither caused any improvement. My aperture setting is radius with a size of 0.0, and I'm using an orthographic camera. At the moment, saving my rendered scene to a .png image produces an image of very poor focus.

I seem to get better image sharpness before rendering just using material viewport shading!

The depth of field of the objects I'm trying to get a sharp focus on are about 1 Blender grid square in depth where the grid floor scale is set at 16 lines, scale 1.1  and subdivisions 10. - pretty much the standard setting.

I can't believe that it's not possible to get a nice sharp image of a rendered scene; can someone give me some pointers as to where/what I should concentrate on to solve my fuzzy focus problem?


texts: Blender 2.9: Can't select objects by clicking on them. Also can't pan with middle mouse and shift

texts:
Lumping these 2 together since they happened at the same time, and guessing it might be the same fix. But basically, I can't pan around my scene with the middle mouse and shift anymore, can't pan with the hand in the top right of the viewport, and I also cant select object by simply clicking on them, only by drawing a box over them, tweak select doesn't work either.
The camera moves and pans just fine but the normal view won't. Other scenes work just fine it's only this one that's being funky.


texts: Creating Inky-looking characters in Blender

texts:
I'm involved in a project to do with ink animation and experimentation. I found this incredible piece of animation:

Chinese Ink Style Animation

I originally thought this was some sort of After Effects compositing (is it even possible in AE?!), but found out that this particular animation was created in 3DS Max with Krakatoa and FumeFX. I'm just wonder if a similar effect is doable with Blender's smoke simulator.

There are various YouTube videos that have pretty decent results of ink renders from Blender, but I can't seem to find anything of a similar sort of movement animation. Just blobs floating around!
The closest thing I found was this animation of a

Rigged Character Using Blender Smoke Sim

but again I can't seem to replicate this. The smoke just doesn't seem to follow my character's animation.
Any help with this would be greatly appreciated.
Thanks.


texts:
I'm trying to rename my metaball. If I hit f2 and rename it, the body part disappears in the viewport. If I switch to rendered mode I can see it, but not select it.
Is this a bug? How do I get around it?
Also, if I rename the metaball back to Mball, The body reappears, but in the form of the entire Mball family. Then when I move it, the Mball family disappears. Sort of frustrating.
The docs mention confusing behavior, but I'm in the same scene.
Note:
I only want to create a new family because I couldn't hide parts of it.
I'm writing a python script to render it multiple times, and each time I want the metaball to grow more blobs.
So if there's an easy (ish) way to 'hide' parts of the metaball from a script, I'd sidestep the issue.
I'm using Blender 2.83


texts: animation is skewed and messed up when exported as fbx

texts:
Recently, I have been having an issue with exporting from an animated character I have made in blender into an fbx format. I have been spending the last day or so looking through every solution for some kind of fix, but none of it has worked. I have tried every export setting as well as applying scale and transform to everything together as well as individually, which aside from not fixing it, actually seemed to change nothing in the export.
This is how the animation appears in blender.

and this is how it appears when exported as an fbx. This screenshot is in blender, but same result so matter what program is used.
I've included the .blend file, but help with what could be going wrong is greatly appreciated. Thank you so much.
https://pasteall.org/media/0/8/0804932ef691f3c25348e17b30947bdf.blend


texts: Unwrapping Blender Model results in a deformed uv map

texts:
I'm new to blender so its possible I've made a mistake, but when i tried to unwrap my model, all that appears is lines and polygons. I've tried removing doubles and manually selecting each face to make sure I hadn't selected any extra faces, but my results were the same.

Any reason why this is happening?

(The reason I was unwrapping the model was to create a texture out of the materials i had used to colour my model, and then export the texture.)


texts: What exactly does edge loop selection do?

texts:
AltRMB — What exactly does it do? After subdivisions or loop cuts, AltRMB does not seem to select some loops.

What should one do to define a loop? How can I use select edge loops efficiently?


texts: Blender equivalent of divider in Sketchup

texts:
Can we divide objects as you can see the reference video. Is there any addon available similar to the reference video
https://www.youtube.com/watch?v=XmJUPXC9gAA


texts: I want to texture parts I have modeled in CorelCAD

texts:
I have created models of a part that I created in Corel CAD. I have been trying to add texture to the parts but I can't get it to look the way I want it too. The parts are made of wood. Since the part is made of different pieces of wood. I am trying to get the wood grain pattern on the part to go in the right direction. when I unwrap the UVs only a couple of areas look the way I want them too. I have been trying to create faces on my models to separate the areas where the wood grain is going in a different direction but I haven't been successful. I am importing my models as STL files and trying to edit the mesh but nothing seems to work. Can anyone help me?

I included a picture of my part and its mesh
Also my attempt to add a white oak texture.


texts:
Note: both Blender SE and google are currently useless for this somewhat simple subject, so bump this question up for others like me.

I would like to extend a blender class (BMesh.types.BMEdge) into a custom class, "PEdge", so that I can add some extra parameters. I want to replace all the BMEdges in my BMesh with my new PEdges as well. How can this be achieved in blender python?


texts: I'm trying to unwrap a cube so each side is exactly 192px x 192px. I can see how to change the position using the UV vertex boxes but can't figure out how to resize. Is there any easy way to do this?


texts:
I'm trying to add a sky to my scene but it won't appear in the render. I've tried:

Adding a sky using the sky and atmosphere options when creating a sun lamp
Adding a sky by going to the world panel and using paper sky / blend sky

All I get is this default background:


texts:
Earlier today I was working on a project. To make it easier to focus on one part I made the rest of the project invisible. I then updated to the latest version and came back to find this:

As you can see in the menu everything is still there, but aside from the assets for the bathroom, the part of the project I was working on when I saved and exited the program, they are all greyed out and, despite what the menu displayed none of them are visible, I cannot make them visible, when I try to move them to other collections by hitting M the program tells me that no item is selected. And before anyone asks, I have tried the local view hotkey. Does anyone have any Idea what it might be?


texts: Poly / Bezier curve from a list of coordinates

texts:
I'm trying to create curves from a list of points, I have the xyz coordinates in text files.
I could make it manually via the python console for a single curve, but I have to do it many times and I don't know how to correctly implement a loop.

How can I do that?


texts:
I've put the MiraTools directory in the addons - nothing I can do will make it show in the addons ion user prefs. The *.py files are there, including init.py, but nogo. I can see all the other addons in that directory enabled & otherwise, vut not Mira_tools. Anyong got any ideas? I'm using Blender 2.78.

ok I am using the User Prefs, I've added addons before & they work. This one remains invisible.
I'm aware there are other addons in the pack. I have found the issue. I uninstalled V2.78, reinstalled it - still nogo. Then went to V2.79, still nogo. BUT on another machine using either 2.78 or 2.79, it works great. The issue is 32/64 bit OS (Windows) Mira works fine on my 32 bit machine. I have come across this before - there is still some bug between 32/64 bit directory listings (I'm sure it's an OS thing) where some files become invisible in that they won't "parse" but you can still see the listing in a dir. I've now seen this about 4 times, it screws me up once every two years, and it's still there. So - I appreciate your help, problem solved and - don't get caught!


texts: Problems with rigging a modeled character in 2.92

texts:
I've modeled a cyborg/droid looking character and got my meta rig set up fine but when I generate my rig several pieces of my fingers and side plating on the forearms and two toes are separated and don't follow when I pose. the legs are modeled in the same fashion and there's no problem with either of those.
I researched a little about weight painting and when I tried doing that the areas Im describing lit up red and took I guess but still no change. I get the concept but don't know what to do from there as I'm not a Blender guru some any explaining in laymen's terms would be greatly appreciated.


texts: Making particles grow while sticking to an object

texts:
I've already got the grow part down, where the particles will grow independently (using a particle texture). I need these particles to stick to my object while it moves.
Using the "No" option for physics on particles will make them stick to the object, but only the Newtonion, Boids, and Fluid options will allow the particles to grow separately over time. But with any of those 3 options selected, the particles are then separated from the object, making them sit still and disconnect from the object as it moves. I need the particles to act like bubbles on the surface of the object. Haven't found a good solution so far.


texts: how to move origin point to center of object

texts:
I'm wanting to move the origin (widget) to the center of this object. The object (mesh and bones) was appended from a previous animation, and it looks the same in my animation.
  I have tried shift ctrl. alt C > origin to center of mass. Also I noticed that when I shift S cursor to selected, the cursor goes to the widget (origin).
  I have a feeling this happened because I moved the object with it's root bone rather than the x,y,z arrows. The Root bone is sticking out out the center of the objects back
  My animation seems to be working fine with the origin being offset as it is. Just out of curiosity, when I render the animation could the origin being offset like this, hurt anything?


texts: Why does my final render image have white particles all over the lighting area?

texts: How can I get rid of those little white dots? I am using Blender 2.70a.


texts: At some point, sunlight began to behave in an entirely wrong way, what is happening? (Cycles)

texts:
Heading
Using Blender 2.9. I had been rendering a bunch of rooms for the past month and everything was going fine. Then, for some reason, indirect sun lighting simply refuses to work properly.
This is a render I did a while ago of one of the rooms

THIS is the lighting I get now, I have changed absolutely nothing in my settings.

There's a sun pointing directly to that windows with the max intensity blender allows me to set on it, just for testing, and as you can see almost nothing is being bounced inside. If I remove the glass and the curtain, the direct sunlight spot will pass through, then I'll have pure white squares on the floor while the rest of the room will look as dark as that. I'm also using an HDRI background for lighting, and removing the sunlight and changing the background intensity makes no difference.
Something broke indirect lighting entirely in my project and I have no idea what it was. I've tried everything from unclamping lights, changing exposure, checking all my render settings and everything looks normal, so what could be happening here?


texts: Object in the wrong position when rendered

texts:
I have a "rendering" problem: the face of one of my characters appears in a wrong place (the empty's one) as I render the image (clicking f12). When I just switch to the rendered mode in the 3D view everything works perfectly.

I attach a screenshot of the rendered image.

Hope someone can help me!


texts:
First, the GIF above is a 60-frame sequence with a 1080x1920 size that uses a freestyle to render the outline.

This scene is a lot of polygon counts using the full shot model because the characters fly away from the camera closer to the sky.

After all, my PC output only 60 frames at the end of four days and three nights full-time rendering.

I knew that the freestyle was sensitive to the polygon count, but I wanted to be able to do this,

so I looked up LOD and tried the test.

Prepared three levels of models.

I set the render toggle to turn off and on depending on the distance between the camera and the object using the driver.

However, the particle is reflected only by the change of the original object whether it can not be operated as an individual object or not.

Can particles emitted from an emitter have their own LOD?

Or, if there is another good way to create a scene like the top GIF, let me know please.

I will look forward to your teachings.

Thanks for reading...


texts:
After unwrapping a texture in blender cycles in the image editor, is it possible to animate like scale, rotation and etc. of the unwrapped texture?
I want to be able to animate the unwrapped area.


texts: Time Lapse Video-week to week transition animation

texts:
somewhat new to Blender. Always have kept my eye on it, know enough to get in to trouble. Anyways, I am in the process of creating a time lapse video of a construction site. For the past 8 weeks I have been going to site and flying the site with a drone. Coming back and processing the data in another software, creating a 3D mesh and exporting it as a OBJ file then importing into Blender. I am quite impressed so far with the results.
Looking for input on how you all would approach animating the transition from one week to the next. Keep in mind I am a newbie. Familiar with making videos in a basic microstation or autocad, but it was really time for me to up my game.
I really don't want to render the video fully each week and process it in the video sequencer. Would like to progress past that point in my life ;) looking to grow as a modeler. Initially I was thinking of using  transformation with skin-wrap with shape keys. Any thoughts? Little concerned about going that route with the materials mappings. Is there a way to use two separate meshes with shape keys and keep their material mapping?
The site is a lift station for sewage, one of the holes is about 60 feet wide and will be going into the ground 50 feet other side will be going down 25 feet. Two story building on top.


texts:
How do I convert 2D text into a mesh when alt c doesn't work in 2.8
I don't understand why this happens maybe they moved the feature elsewhere because in 2.79 in worked fine for me...


texts: How to limit movement of a IK-chain (armature) to one plane?

texts:
I build a Zig-Zag-mechanic from a bone chain and enabled Inverse Kinematics for
the first bone and the whole chain.
When contracted it should look like this: VVVVVVV
Currently it is a straight line of bones like this: ---------------
Now the fun part ;)

How can I force the bones to always build this ZigZag-Pattern if the IK-enabled bone is moved directly towards the opposite of the chain?
How can I force the bone chain into one plane of movement?
How can I force the bone chain to build a half circle if the IK-enabled
bone is not directly moved towards the end of the chain?
The movement of the IK-enabled bone always is in the same plane as the rest
of the bones.
I tried "Limit rotation" but this does not work for me (which either could
mean, that I did something wrong or "Limit rotation" is the wrong tool.

How can I acchieve what I want to do?


texts: UV Mapping - How to reach always the same scale of the texture

texts:
I have an issue with the UV mapping for a longer time, but now it's time for me to fix that.
I will present the issue on an example.
I have 2 squares - one's edges are 4 meter, the other 2 meter. I expect, that when I unwrap them, that the size of the mapping is respektive to the size of the face: the 4m square would have a twice big UV map as the 2m one. But it is not like that. It doesn't matter what size the square has, the UV Map shrinks or enlarges the UV Map so that it fits into 1 "texture unit". When I then apply the texture in unity, the texture will not have the same scale. And that's not good.
What I need is, that every face is mapped so, that 1 square meter of the face is mapped to 1 "texture unit" in the UV map.
Is that possible?
I searched for it in the internet, but found just nothing.
Is there maybe somebody, who could write this functionality as a script / add-on to blender?
Thank you,
Huxi


texts: I'm trying to add textures to a character that got by making him in the sims 4 and using ninja ripper pull the meshes and textures onto blender but the problem I'm having is when I go to unwrap the meshes they don't fit onto the textures properly for example the pants are not put together properly and the legs are spread so they I can't get it even on the texture and I tried adding seams but I guess I added them in the wrong place so that failed what should I do?


texts: Changing object origin to arbitrary point without origin_set()?

texts:
Is there a way to change the origin of an object to an arbitrary point (via scripting) without using the operator origin_set()?  I.e., isn't there a method or property on the object to do this?

I know I can do it like this:

bpy.context.scene.cursor_location = pt
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

but this can get tedious, e.g., if I have other objects selected.


texts:
I have a (big) blender file that contains many empties, and as a result is very slow to work with.

Is there any way to have a python script that deletes objects of type "EMPTY", but only if it's not the parent of any other object?

I found a similar script <here>, but it works with a different  selection criteria..


texts: Two Questions: How do I move faster in Blender & My Object Keeps Moving Away

texts:
So I'm trying to set a camera point in a picture render and I'm doing Ctrl+F so I can move to the right spot I want to and it's too slow.

Another thing is sometimes one of my parts get moved away when I do that. It really ticks me off. Any help?


texts: Why aren't bpy.props defined on the WindowManager saved on permanently?

texts:
I can create a checkbox with bpy.props.BoolProperty. I can set a default for it. True or False. Let's say we start with False. And my user wants the value to be True. Permanently. The problem is, when i restart Blender, then the bool is reset to the default value. And this also when i save the user preferences or the startup.blend

Is there a way to save the current state of the BoolProperty so that the user doesn't have to adjust it all the time?

Examplecode:

import bpy

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Checkbox"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        wm = context.window_manager # Our bool is in the windows_manager
        layout.prop(wm, "checkbox_bool") # Our checkbox

def register():
    bpy.utils.register_class(LayoutDemoPanel)
    #Our bool
    bpy.types.WindowManager.checkbox_bool = bpy.props.BoolProperty(
    name="A checkbox", description="Do this or that", default = False)

def unregister():
    del bpy.types.WindowManager.checkbox_bool # Unregister our flag when unregister.
    bpy.utils.unregister_class(LayoutDemoPanel)

if __name__ == "__main__":
    register()


texts:
So in this video, he talks about making property some sort of "Field" for the new blender api
https://youtu.be/Mjy-zGG3Wk4?t=108

but what is that field? I dont find reference on any web page. seems like no one used that in the history of python?


texts: Where is "Film" setting to allow rendering transparent background?

texts: I have been working with blender 2.79 and trying to render a two dimensional video with a transparent background. When I look up examples they all seem to use a tool called "film". I can't find this anywhere can someone help me. Am I missing a setting?


texts:
is there a way to edit a specific part of the object in sculpt mode? (rotate, scale)

I have sculpted my mouth too small and would like to scale it up. So my method right now would be to go to edit mode and select the part I want to scale with c and then scale it. However the C select is not symmetrical and also not smooth but just hard.

Is there a better way to adjust parts of a sculpt? For example putting a mask on the are in sculpt mode and then scaling it up somehow?


texts: How can unused tracks be removed from the NLA?

texts: With autokeying enabled I accidentally moved a few objects, unfortunately they now appear in the NLA editor. I removed the actions saved and reload but I can't get rid of the entries.


texts: Render slow, console log "Using fallback" and after start render process

texts:
When I want render an image to animation, I prefer to render by CLI. It's more quiet. But my last render appear with this message
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback
Using fallback

Why?


texts: How do I extrude all faces a random amount through a python script?

texts:
I want to create a blocky random terrain by extruding all faces of a plane a random amount.
I had the idea you were supposed to iterate through all faces, select one, extrude at random, deselect, select next etc.etc.
I made a script but it does not seem to be working. It will only extrude once on the face i have manually preselected. If I select none, nothing happens.

here is my script:

import bpy, bmesh, random

objList = list(bpy.data.objects)

mesh = None

for obj in objList:
    if obj.name == 'Plane':
    mesh = obj

if mesh != None:

    for face in mesh.data.polygons:

         randExt = random.uniform(0.001,0.06)

        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.select_mode(type="FACE")

        #select does not seem to be working.
        face.select = True

        bpy.ops.mesh.extrude_region_move(
        MESH_OT_extrude_region={"mirror":True},
        TRANSFORM_OT_translate={"value":(randExt,0,0),
        "mirror":False,
        "proportional":'DISABLED',
        "proportional_edit_falloff":'SMOOTH',
        "proportional_size":1,
        "snap":False,
        "snap_target":'CLOSEST',
        "snap_point":(0, 0, 0),
        "snap_align":False,
        "snap_normal":(0, 0, 0),
        "release_confirm":False})

        bpy.ops.mesh.select_all(action = 'DESELECT')

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


texts:
I'm making a Brick Wall texture, from the Rob Tutyel course. The main problem with this wall is the Sandstone border. It's just bulging way too much.

I hope you can see that hard transition with the Sandstone.

Here is the hard line, it's really weird and un-realistic.
I've learned why this problem occurs. I'm using a mask maps to tell Blender where and where not do the Brick Wall displacement. For the part where it isn't supposed to do displacement, it just over does it. I'm not sure if there is some sort of "null" node. But it would sure as hell be useful right now.

Here is Sandstone mask map. I had to take a snippet of it, because the file size is way to large.
I am aware that the plaster is using the Brick Wall displacement. I was trying to solve one of them, because they are both basically the same thing.
Here is my project
Here is a screenshot of nodes related to the mask map.


texts:
When I try to bake this texture, I am getting stripes on the image.
The object is just a plane with one side extruded then scaled on the z axis.

Link to the .blend file:


texts:
I've got a Problem, because I'm trying to create this (Rigging an umbrella-like object) -but I just can't figur out how to parent the bone to the empty.

Can someone help me with this?


texts: Some Data Failed to Reconstruct, Motion Tracking

texts:
I added tracks and stuff, but then when I tried to solve motion track, there was a error that said:

  Some Data Failed to Reconstruct

and it also said to look into the console for details, which I did. This is what the console said:

By my understanding, my video is 372 frames long, and Blender is cutting the footage at 318 for some reason. Here is the image of the scene:

Why? Here are links to my .blend file and also my video. Also the next morning I did a camera solve, but then most of the frames went red.


texts:
So in my script I have it where in the F6 menu you can pull a slider or input `a value manually. However what would it take to add a button on both sides that would divide by 2 and multiply by 2 using the value that was input.

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

    box = layout.box()
    # DRAW YOUR PROPERTIES IN A BOX
    box.prop( self, 'ssharpangle', text = "SsharpAngle" )
    box.prop( self, 'angle', text = "SmoothingAngle" )
    box.prop( self, 'bevelwidth', text = "BevelWidth")
    box.prop( self, 'applyall', text = "ApplyAll")

For this example I mean on both sides of the bevel width.


texts: I am trying to figure out how to work with render layers. Now I have two render layers connected to the output via Alpha Over node. But when I render the composite output layer is not the combined output of the two separate render layers. What is my stupidity?


texts: How to access shapekey driver via Python?

texts:
I can access the shapekeys of an object like:

bpy.data.objects['mesh'].data.shape_keys.key_blocks

And I can get the "shapekeys package" of the object with:

bpy.data.objects['mesh'].data.shape_keys.name

I can access the drivers from that "shapekeys package":

bpy.data.shape_keys['Key.002'].animation_data.drivers.items()

I need to check scripted expressions and variables from drivers. The access could be this way:

bpy.data.shape_keys[bpy.data.objects['mesh'].data.shape_keys.name].animation_data.drivers.items()

Would be this the best way (more short) to access this info?


texts: How can I combine these overlapping render layers?

texts:
I had this scene:

Then I broke it into these two render layers:

Normally I use an alpha over node to combine render layers, but the transparency and overlapping doesn't allow that in this case. Here are the results of "alpha over" with "one over two" and "two over one".

Is there a better way to combine these render layers to get the original back? Or have I broken a rule for what can actually live on separate layers?


texts: how can i remove the current UV image texture off a mesh?

texts: I am currently using the blender render engine and i have a mesh with an UV image texture, but i don't want it anymore. How can i remove it?


texts:
Scale not centred on selection or origin. I have an image showing this. Am I just not aware of a feature that is for some reason active or is this an issue? In the image the bottom half is showing the actual objects origin which is centred. And the top portion is showing how it is scaling. the object is symmetrical in all direction. Apart from seeing the offset of the scaled selection the actual scale indicator, thin black line with across on the end, is consistent with the selection. I just don't know why that scale centre point is where it is.

I just created a movie but I can't seem to upload it. It's only 11mb. Link here. Sorry.

Movie demonstrating the issue more clearly 1

Movie demonstrating the issue more clearly 2. Extra info and interesting outcome - read comments for more.


texts: How can I move an object along a path without it falling through?

texts:
I'm trying to make R2D2 move along a path on a curve, but I'm having trouble making sure he conforms to the physics and shape of the path.  As you can see in the screenshot, it's hard to make him adjust to the shape of the path without sinking into it or floating over it due to the height of the curve and the difficulty in matching it to the path's shape exactly.

EDIT:

This is what happens when I parent R2D2 to the empty in the .blend provided.


texts:
So I recently downloaded a bunch of models from Animal Crossing New Horizons and I came across these textures that I've honestly no clue what to do with. The file name is "Crv" which I'm going to guess is short for "Curve" but I'm honestly not sure.

If anyone knows how to set these up in the Node Editor, please let me know.


texts: Curve Modifier for making a pattern doesnt work

texts:
As you can see from the images, both origins are at the center, I applied the scale/rotation, scaled the circle or the pattern but it still doesnt work for some reason. Any help would be appreciated. Also other deformation axes doesnt work either.

For some reason Blend-Exchange is stuck, and I cant get it to work. So unfortunately I cant provide the .blend file.


texts: Merging isn't working, when I merge two points it stretches to the middle, how do I stop this?

texts:
this is what happens as I try and do this, I don't know it is the character or if its something else, I really don't want to start the it again and would really like some help thanks
Thank You To everyone that answer I had made the hand on the mirrored side to it was trying to connect to the over side :)


texts:
How it's meant to look^

I downloaded this wonderful procedural shader setup by Elbriga, which has worked fine in Blender 2.8 – but when I got the new 2.81 version the material preview is broken for some reason. I can't figure out what's wrong.

How it looks^

Download Link: https://www.cyn-prod.com/projects/wood.php


texts: Fastest way to turn a ring of unconnected vertices into an edgeloop?

texts:
Let's say I have these two rings and they even match in vertexcount.

Is there a tool I have overlooked that will bridge them properly into a nice and clean faceloop?

Turning each ring into an edgeloop is good enough, too.


texts: Image Sequence -> Timeline relation. How could I make an image sequence start at frame 20?

texts:
I'm working in EVEE right now and I am trying to make an image sequence start in the middle of the timeline. Is there a fairly simple way to do this?
Thanks in advance


texts: How do I simulate a rotating, wobbling and falling spinning top...?

texts:
looking to physically simulate a spinning top in Blender. I'm a moderately experienced Blender user, but not very familiar with its physics systems.

At the moment I have the (rigidbody) top spinning using the 'animate' property in the rigid body options, switching it on and off as I rotate the object 300 degrees in Z over 10 frames (similar to this method). Subsequently, the top spins, slows, stops - without wobbling or falling over, which is the behaviour I'm seeking.

Ideally, this should be physically simulated - I've found a few tutorials on replicating this behaviour through keyframed / curved animations and that's not what I'm looking for. I'm hoping to get something like this: https://www.youtube.com/watch?v=x3UEPaJXb6c Any ideas?

---EDIT---

So - my latest version of this project is available here. I've changed some of the settings for the Rigidbody World in the Scene Pane (physics steps to 1000, extended the length of time the physics is modelled for to cover the whole of my animation) and converted the rigidbody for the top to use Mesh for the Shape.

I've resized my top to be approx .36m in diameter, .246m in height.

If the top is placed directly on top of the surface of the 'floor', on 'play' it leaps a few meters into the air before landing, spinning, on the floor.

When the spin stops, the top still stands perfectly upright.

My top still doesn't wobble.

I've inspected some examples of this kinda of project with tops which spin and wobble without needing an initial angle, so it should be possible to achieve the goal of this project. I just can't seem to get it working.

Really would appreciate any help on this!


texts: display a grease pencil object ontop of a 3d model(despite location)

texts:
I want the entirety of the grease pencil object to be displayed in front of the model

Is this possible to do without needing to move the grease pencil object?


texts: Can a python script open a blank image, draw with opengl commands and then save file to disc?

texts: I want to use object vertex position data to draw 2D images using python


texts:
I am working on a skateboarding game and I need to detect when an object is moving backwards so the character can change stance and the controls will swap.
For example after doing a 180, or when coming down after going up a ramp (and not doing a 180).
Ideally this would be a boolean, with an adjustable tolerance. I have been through every object I can think of and I can't figure out how to do this and it's had me banging my head against the wall for weeks. I'm guessing there is an old frame and new frame value to operate on to tell whether the player is moving in the negative y direction. Fairly new to blender and python, terrible at math. Any help is greatly appreciated.


texts: Previewing an animation, without building BVH

texts:
I am working on a scene in Cycles where neon lights are flashing. The materials are animated: using a mixshader to switch between a Emmission and Transparent node.

I want to preview the animation in 50% size and 32 samples, before rendering in HD, but this takes ages because every frame is building a BVH. I noticed in viewport rendering it doesn't need to build BVH per frame and only build it once. Is it possible to render this sequence like the viewport does (without building BVH per frame)?


texts: How to import NGONS from Lightwave to Blender?

texts: I don't want meshes to be triangulated. Is there a way to keep Ngons when importing objects from Lightwave into Blender


texts: Must I use Blender 2.8's Shader Editor to Assign Any and All Image Textures?

texts:
It seems the answer to the above should be no. Yet after months of use, I still do not know if it is possible to assign image textures (which will afterwards show up in the viewport, and, ideally, also render) without first connecting an image texture node in the Shader Editor. I am accustomed to Blender 2.79, which would allow image texture assignments without using nodes. I know that 2.8 has a new material system that is not backwards compatible with 2.79 files, but I am still curious to know if it is possible to assign image textures in 2.8 without first configuring nodes in the Shader Editor.

Part of my confusion stems from being largely ignorant of node use cases and procedures. I am still learning, but until such time as this is more familiar, I will want to know how image texture assignments can be made in 2.8 without working with nodes. If this is not possible, I will want to know this.

I am especially confused by the option to choose whether to "use nodes" when creating a material. I have found that I can create a cube and assign both a "node using" material color as well as a "non-node using" material color, and one or the other color will display on the same cube depending on whether I've toggled node use on or off. How can more than one material color be assigned to the same object? Why can I have more than one? And why can I even choose NOT to use nodes in the first place if assigning image textures in that case is not possible? Even if possible, the process doesn't seem to be straightforward. The proof is that I could assign image textures in 2.79 without nodes and not fail to successfully do so. In 2.8, I cannot.

If it isn't possible to simply assign image textures to objects anymore without working with nodes, then I expect this will represent a hurdle to many who once were able to do this. If it is still possible to assign image textures the old-fashioned way (even while this is, granted, a very limited approach), then how can I do it?


texts:
I've been working on a mesh in edit mode, and have done several hundred actions. After realizing I was clearly going in the wrong direction, I hit Ctrl+Z a bunch of times, but it only took me back 20-30 steps.

If I leave edit mode and press undo, it undoes ALL the hard work I've been working on for the past hour and a half.

I know I probably can't save this mesh, but how can I get more undo actions when in edit mode?


texts: How can I give a wet effect to my character mouth and eyelids

texts:
I'm making a maned wolf and I'm trying to make a material for the eye lids and gum with this wet effect:

but the effect I'm getting looks too rubbery

I'd like to know what I could do to replicate that wet effect

EDIT: I'm using eevee, and I want to know something that could work for both cycles and eevee

I also tried to use clearcoat, normals with noise texture, but it still looks bad


texts: How to get a straight edge on subdivided object

texts:
Hi is possible to get straight edges on a plane that has been subdivided without doubling up on the edges?

I understand how creases work etc.


texts: Run blender Still rendering from command line with external Python script

texts:
first of all, thanks for the help you have provided me indirectly through this forum.

I am trying to generate still pictures using blender. I have the python script and the model which are both functioning well but i would like to take the script out of the blender file to be able to generate it with an external macro.

I can currently generate the picture by running the python script from the GUI. I am also able to generate the picture from the command line if I call the script saved within the blender file (Internal_Script.py is inside the blender file).:
"C:\Program Files\Blender Foundation\Blender\blender.exe" --background model.blend --python Internal_Script.py  -f 1

however, if I take the content of this script and copy it in a file alongside the blend file, it doesn't work any more (External_Script.py is a separate file now).
"C:\Program Files\Blender Foundation\Blender\blender.exe" --background model.blend --python External_Script.py  -f 1

the python script is definitely being read as i get an error if I misspell the filename.

Error: Cannot render, no camera

This is quite strange as there is definitely a camera and the script works just fine if it's saved in the blender file.

Would you have any idea about what's going on?


texts: Why does the zoom sometimes stop at a point?

texts:
I often find that I can zoom in to a point, but then cannot zoom any more, even when there is a lot of room to zoom to the meshes on the scene.

This is particularly annoying in the following scenario:

I often land up left clicking on the scene and the 3D cursor shifts there. I use Shift+C to shift the 3D cursor back to the origin. However, this also centers the view on the cursor and shifts the view to show all objects, and sometimes this zooms things way out – at this point, if I try to zoom in, I can zoom in to a point (using the pinch/zoom on trackpad), but then it stops zooming in.

How do I zoom in after that? Is there anything else I am doing wrong in this case?


texts: How can I automatically render a preview when the scene has changed?

texts: I have a split screen with my render on the right on very low sample rate so the render will happen quite quickly.  On the left, I have my 3d camera perspective for my modeling and object manipulation.  What I would like is to have the right side update the render when my objects on the left are changed automatically.  Is there a setting for this?  I already have the Update Automatically checked under the view menu however it doesn't seem to affect anything.  Thanks for your help.


texts:
I'm having a weird issue with these faces.  In the first example, I used the boolean modifier to cut a hole, and as you can see the faces around the knob have this warped/sunken look:

In this second example, I extruded a face and the same result happened:

Does anyone know what's going on here?


texts:
I am trying to do my first OSL shader script. No matter what I do, even when using all the examples, when I add a node for my shader none of the parameters show up as node inputs/outputs as I have read they should.

What am I doing wrong, why don't they show up? (Blender 2.8)

shader noise(
    float Time = 1.0,
    point Point = P,
    output float Cell = 0.0,
    output color Perlin = 0.8,
    output color UPerlin = 0.8,
    output color Simplex = 0.8,
    output color USimplex = 0.8)
{


texts:
I want to use an AO node as a mask for a different texture, as in I want the AO node to be a factor for 100% opacity in the white areas and lower in the dark until full black equals zero.

Im not talking about using a stencil or anything to do with texture painting as I want this to be procedural.

How would you set up a mask using nodes?

https://preview.redd.it/h8czrfosnw141.png?width=1362&format=png&auto=webp&s=73506d0f8cabd3f4b27a7bcd8b08795a5531a9fb

Ive been trying to use the Mix RGB as a mask the only issue is it washes the colors out.

So lets say I have this brick texture  and I want to control its opacity based on an image texture or a AO node so I made an AO node with a color ramp to include a white and black area. I want pure black to be zero opacity pure white to be 100% opacity. So the face should be all brick and the dark parts of the neck should have nothing under it right?

I mix the two using the AO as a foreground and fac, and the background is  the brick. It works sort of but the colors are washed out and I would like the AO to be nothing but an alpha mask but the black values still stay. Ive used every blend type with similar results and ive used both color and aplha from the AO color ram as my mix node fac.

The best example I can give is doing this in Substance painter is pretty simple I have my AO map

And then I have just a red fill layer under it and the AO black areas are used for opacity. I basically just want this kind of masking with a Blender node set up


texts: Remove the lighting artifact from the triangles

texts:
I’m trying to make a 3d model like this, but there is a lighting artifact caused by the triangles:

Is there any way to remove this lighting artifact?


texts: Slow Viewport Rendering: Bad Settings or Underequipped CPU?

texts:
Question

Dear all,

I'm trying to make a simulation in which Suzanne moves in a straight line  through a piece of rubber cloth. Getting the settings of the cloth modifier right is quite hard due to the long rendering times in the viewport. It takes 3 minutes to (preview)render just 30 frames. I am trying to figure out whether these long rendering times are caused by (A) an underequipped CPU, or (B) by the polycount/settings of the cloth/cloth modifier.

Concerning option A (the CPU): my laptop has a i5-8250U, with 4 cores and a clockspeed of 1,60 GHz. This CPU has a benchmark of 7,679 (on https://www.cpubenchmark.net/), whereas the CPU of a recommended laptop for animation (e.g. the MSI GS65 Stealth THIN-050, acoording to https://www.cgdirector.com/best-laptop-for-animation/) has a benchmark of 12,446. No doubt a big difference, but I'm trying to animate a very basic scene, so shouldn't a CPU with half the power of a topnotch model suffice?

Concerning option B (the cloth settings/polycount): the 'cloth' consists of 576 squares. I have added a subsurf modifier with view/render set to 2. In the physics tab, under the 'cloth'-section, I have set the quality to 7 (in the screenshot below I put it to 20 to make it look better, but that increased the rendering time to 4 minutes). Under the 'cloth collision'-section, the quality is set to 2.

Question: Is it normal that with these settings and this CPU, it takes 3 minutes to render 30 frames in the viewport? If it is, I will postpone my project until I can afford a computer with a better CPU. If it is not, then what am I missing?

Screenshot

What I've Learned So Far

For others who are fairly new to physics simulations: the main thing I learned is that there is an important distinction between viewport rendering/preview rendering, and final rendering. When people talk about 'rendering' they usually refer to final rendering, not to preview rendering (i.e. the basic preview render while working in the viewport). As it turns out, preview rendering depends more on the CPU, while final rendering makes more use of the GPU. The hardware side is very accessibly explained in this article:

https://www.cgdirector.com/best-computer-3d-modeling-rendering/

Yet the distinction is also important when trying to reduce the preview render time in the viewport. For instance, I tried to reduce it with the tips from this post:

https://www.blenderguru.com/articles/13-ways-to-reduce-render-times

but that did not significantly reduce my preview rendering times; although I'm sure these tips are important when it comes to final rendering (a stage which I have yet to reach).

Knowing this distinction does not immediately solve my problem, but it is at least a first step.


texts: how to show all layers with hotkey (emulate numpad enabled)

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How can I show all layers with a hotkey? ~ key does not work. (correkt key according to blender wiki) https://en.wikibooks.org/wiki/Blender_3D:_HotKeys/3D_View/Object_Mode
 - Because (I have sensei format and a swedish keyboard).
I want to quickly be able to view a background image only, hiding all objects, in use when sculpting to see my ref image for one second. - this is possible with show all layers hotkey, and so how can i find or change the hotkey for show all layers in the user pref? Thanks.


texts: Environment(world) texture engulfing meshes in Camera view

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Left panel shows how i want the cam view to be and the right panel shows the cam view.I am new to blender.The environment hdr seem to engulf meshes in camera view.
I guess it is something to do with the world settings.Please help.


texts: How can I view and edit modifier properties in the viewport in Blender 2.8?

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I've just recently started playing around with Blender 2.8 after years of modelling in different software packages. I've memorized the most used keyboard shortcuts and customized most of the stuff, so that I could work in a fullscreen mode in Blender all the time, but when I apply a modifier I always have to exit the full-screen mode and divert my attention to the properties panel on the right side of the screen which is really irritating and kinda takes me out of the super fast modelling flow.

So the question is, is it possible to view and edit your modifier properties in the viewport? I know that to apply modifiers you use  object.modifier_add command and I've hotkeyed it, but I really want to have the ability to edit applied modifiers without switching from the full-screen mode. Is it possible to make the modifier properties appear in the viewport without heavy coding? Maybe there's just a code line like object.modifier_add that will allow me to do it?


texts: How to make a text object show dimensions of an object?

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I'm working on a way to make a semi-automatic system for visualisizng dimensions

One last thing I need is to make the text boxes automatically contain the wireframe cube's X, Y and Z dimensions (not scale) with units and 2 decimal point precision like this:

2.56 cm
7.2 mm
10 m


texts: Sculpt mode, Symmetry, and the 'H' hotkey

texts: I'm sculpting a human model using symmetry, so I only had to sculpt one side. When I got to the legs I was having trouble sculpting the muscles on the inner leg I zoomed out, hit H, and hid half the model for convenience. Once I had finished sculpting I hit AltH to bring back the missing half, but none of the work I had done transferred onto the other side. Is there any way I can fix this?


texts: How do I fix this issue with my model's texture

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I've recently created a humanoid model to use for animating in the cycles engine, and in the texture view and material view, it looks fine. However in the rendered view, I get strange black spots on my model, i've attached the blend file, if anyone could help me to fix this issue, I would be extremely grateful.

I've also added the image texture I want to use.


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I am trying to make a simple coffee (I'm a beginner but not using any tutorials, I like to explore things on my own), here's what I've got:

What I want to do now is erase the part of the torus mesh that is inside the cup, I tried joining the cylinder and torus but that didn't help much (Why would it help anyways). How can I delete that unwanted part? B-Selecting/Deleting vertices isn't very efficient and easy to work with.


texts: Why don't I see an object in UV Editing?

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Default:

UV-Editing:

Files: here и here.


texts: How to Export this to fbx Unreal Engine 4

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Hello guys, i'm very new in blender so can you help me please, i have no idea how to export this to unreal, because I still can't understand how the nodes system works,and what exactly this mesh is.

I created a skull, and want it to move in my game with smoke behind it, so i add a quick smoke and its absolutely works in Blender, but I don't know how to put it in FBX and should I create smoke in Unreal?

Is there a better and easier way ? In the end I want this skull  to move so it will make smoke behind.

Please if you can't give me an answer, a simple advise can be good too :)