texts: UV Faces Proportionally Incorrect After Unwrap

texts:
This is more of an annoyance than anything else but it's bugging me.  I have a simple object that when unwrapped, has a disproportional UV map.  I've tried everything that I can think of such as:
Merging duplicate vertices - none
Triangulation mesh
Limited resolve
Chopping up the corner areas into individual faces
Removed and replaced the back face
Recalculating normals
A bunch of other stuff that I can't remember
What am I missing?
The object has narrower faces at the bevels but the UV has every face at a consistent width:
<img src="https://i.stack.imgur.com/QLHL0.png" alt="
" />


texts: Where is the Blender ID add-on preference pane?

texts:
For some reason I seem to have lost all my Blender Sync preferences. I reinstalled the add-on which was missing, but the preferences pane is asking me to log in:

I cannot find out how to log in, I restarted after installing, and looked in all the preference panes but didn't find it.

How does one log in with their Blender ID to use Blender Sync?


texts: Using python, how do you get the last image node downstream of the principled node's diffuse input socket?

texts:
Using python, how do you get the last image node downstream of the principled node's diffuse input socket.

For example if there's an unknown number of other nodes between the texture image node and the principled's diffuse input.

Cheers


texts: Why do the controls for materials look different?

texts:
The first image, the material properties shows in one way.

On the second image, the material properties, is displayed in a different way

Why is it different?

could you tell me why this happens to me? thank you, regards


texts: Viewport display is missing in material properties

texts:
Sometimes when I join objects I lose the capability of change the color using the viewport display.
This is the example when it works on the right way:

But suddenly after joining objects I lose other properties like "Viewport display, settings..." like this:

How can I return from the second image to the first image?
Why is this happening?
My bad solution is to right click on the material object and choose "Unlink" but I have to do this in all the objects with the same material.


texts: Scaling from 3D Cursor works in object mode but not in edit mode

texts:
I'm trying to scale down my model using the 3D Cursor pivot point, so I wrote this script
import bpy
bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR'
bpy.ops.transform.resize(value=(.5, .5, .5))

Running it in object mode gives me the expected results (left), but running on edit mode gives me the results on the right. Any ideas why that's happening?


texts: The light doesnt going through glass and create a solid shadow and here the link for the file

texts:
For some reason the glass meterial create a solid shadow, im not sure wheter its shadow setting problem or another problem which I havent figure it out. Appreciate it if someone can point out my problem or fix it for me.
https://drive.google.com/drive/folders/1YDbZDqcZ_boSj89d9NTSseYGmbZaGydH?usp=sharing


texts:
I'm trying to make sparks that fade out over time, and I'm pulling my hair out trying to get the nodes to work properly. It seems like the mix shader node is doing the exact opposite of what it's supposed to. This is my node setup:

Everything connected to the emission strength input is meant to control the spark's edge softness. I found it counterproductive to try to make a spark the edges of which you can see, so I set the brightness of the volume emission node to fade as it reaches the edges of the spark.

The mix shader node tree is where the problems are. Whenever I try to drag the factor slider on the mix shader node, nothing happens. I set the emission strength to be quite small, so that if it began to fade to transparent at all, I'd know. However, when I drag the slider, absolutely nothing happens until it hits 1. When it hits 1, the spark immediately goes from bright to invisible with no transition. I can get arbitrarily close to 1 (0.9999) and there's still no change. It only does anything when it hits 1.

This is exactly how the particle looks with a mix shader factor that's any less than 1:

This is what happens the second it hits 1:


texts: How can I merge the last elements of an Array that fits a curve?

texts:
I'm trying to make a base for a hard surface model I'm working on using mostly modifiers, and I was hoping I could create a closed "conic" shape out of a simple plane by using an Array modifier and a Deform Curve modifier. But I can't get the first and last elements to merge properly. The best I can do is modify the scale of both curve and mesh until I cant get them close enough, but then I end up with another element overlapping the first one, causing artifacts on rendering, such as:

Is there any way to get the last merge with one of the other Fit Types of the array, or some other fix?


texts: Is it Possible to create a Online blender-made game without python?

texts: The reason I asked is That I do not really know python, So Do I have to use python? Or am I more likely to Try to create it without python?


texts:
We are making our thesis film on maya for the rigging options, and prefer blender for the render, amongst other things because we want multilighting with ramp shaders. Our problem is that we want to animate parts of the background witout having to reassign shaders for each file.

So we came up with a solution. Import the animation in alembic from maya into blender, save the file, open a new file and then link the objects from the previous file, then add overrides and create materials.
The idea would be to swap alembic files in the original file; and in the new file, have an updated version with the shader overrides.

The problem is that when we try that, the file does update, but the new shaders are gone.

I found this video that looks a bit like what we'd want, but it's for visibility, not materials. https://theduckcow.com/2018/blender-overrides/

Thanks in advance !

EDIT: here's a simplified version of what we achieved in blender, and that would be less easily achievable in maya.


texts:
I'd like to use vertex colors in order to apply different shaders on a single object, instead of going through the whole process and drawing a 'black and white' texture (for 1000+ objects).

Obviously, the only limitation is that the mask shape depends on the topology of the object, so I'd like to know if there is a simple way to shift the edge in- or outwards (green shape in the picture).

Q: Is there any mechanism to dilate the shape?


texts: The legs on the mesh I'm trying to animate are twisted, no matter what pole angle I select.Here is the file : http://www.filedropper.com/potato


texts: How can I make scratches in paint so that they reveal the metal underneath?

texts:
I have a metal water bottle coated in green paint.
I am using an overlay to add scratches. I have colour and normal maps.
However, this just adds white scratches.

I want to make the scratches reveal shiny metal underneath, as if the scratch removed the paint.
Is there some way I can use these maps to indicate metalness?
Or can I use it to mix between a metal and paint texture?
Thank you.


texts:
FBX to Blender export messed up bones (even though I enabled Import user options, automatic bone orientation, ignore leaf bones, import enums as strings, force connect children doesn't help much). The former mentioned settings did help a bit, but the rig is still unusable and it is asymmetrical.
Any ideas on how i could fix that?


texts: Gradient along object hair particles (like grass)?

texts:
I've spent way too many hours on this and I don't know how else to make this work. Perhaps a dozen hours went into getting the coordinates right on a group of grass, only for it to break completely when made into a particle (I thought this would not be an issue since it is generated from the "object" as you can see below). As for the original mesh, there is a special location that I have put my grass (under the ground) because I don't want to use a (useless) tilted object (seems to be the only way to get the particles to stay upright or they end up being on the side). Here's what I'm trying to do:

Here's what I get, though:

Any help is greatly appreciated. Btw, I'm trying to do this (with the translucent-like effect):


texts:
Can't find information on it, since don't know what it is actually.
This is what I have in Rendered Viewport Shading:

And this is what Render shows me as an result:

So, what are these vertical lines?
Seems like something wrong with UV, but why then Viewport shows everything ok?
I mean, I'm pretty noob in blender, so I don't have any idea.


texts:
In my scene there are some objects that are somehow connected to each other. E.g. if I transpose one object called 'Body' it also moves the object 'Border'.

The movement of 'Border' is not linear to 'Body'.
I removed all groups, constraints, parenting etc. of all objects. So I can not see any relationship between the objects. Any ideas?


texts: How can I export a mesh to UE4 with empty transforms?

texts:
I'm using Blender to import static meshes into UE4. What I would like to be able to do is to 'annotate' my model with various locations - like here is where a character can sit, here is a button to press - that kind of thing. I can parent an 'empty' to my main mesh in Blender (which is just a transform without mesh data) but that doesn't come through the FBX import. What I want to know is how other people solve this kind of issue? Is there a file format that will import this kind of data?
Thanks!


texts: Identifying and correctly mapping various texture maps onto a model (Blender Cycles Render)

texts:
I am just starting to get my feet wet in the world of Blender, and I am having trouble accurately deciphering and applying the types of files within my first model.

I have searched the web and a couple videos and websites have helped immensely, but not enough were I can accurately map my available files to the model correctly.

The map files given to me are not defined clearly enough for when and where to apply them onto my model (if at all).

While I understand that every file will not be used simultaneously, a good amount of them should be. However, I can be completely wrong and actually have to ignore even more files than I think.

Of the map files listed within the image, I believe the following files should be combined for the model:

Diffuse (known as 'color' in the image)
Normal (more than one normal map such as normal, detail, and smooth is causing further confusion)
Thickness (perhaps this translates to height?)
Specular (known as 'spec' in the image)
SSS Strength (subsurface scattering?)

How can I combine each of these maps to produce a great result with great details as well as correctly map eyebrows and eyelashes? Even then, I am still unsure of what many of the files are, and whether I should ignore them or not. Files such as 'trans' eyebrows/lashes, the normal maps for specific parts of the head (left cheek, right cheek, nose etc.), the black mask files with white blurs, 'shadow mask', 'shift mask', and the entirety of the 'wrinkles' folder.

Here is what I currently have. As seen by the node editor, it utilizes the diffuse, normal, and specular maps. I am hoping that other maps can be combined to further detail the model.

Though I am also having issues with the hair and clothing textures, I believe the issues are different enough to be their own questions.

Finally, here are links that were useful to me during my search in mapping this model:

Download link of the model if you want to toy around with it (import it as .obj or .smd. Obj is preferred, as smd causes more problems)
Identifying Different Texture Maps
SFM to Blender Part 1 import/texturing
Hooking Up Various Map Types in Blender
Another Instance of Various Map Types in Blender
Original author model page


texts: Is there a way to temporarily parent a vertex group to a bone?

texts: How can you temporarily parent certain vertex groups to bones? Something like the "Child of" constraint but with vertex groups instead.


texts: Is it posible to hook the tilt of a curve's point?

texts:
You can hook the points of a Curve as well as the bezier points. Unfortunately, the tilt of the point is not parented with the hook.

I would like to rotate the hook and have the same behavior that using Ctrl T in Edit Mode.

Is there a way to do it? Or even a workaround?


texts: Mesh becomes pink in weight paint mode every time middle mouse button is clicked to rotate/pan view

texts:
As the title, I have been experiencing pink mesh in weight paint mode every time I try to rotate/pan the view using the middle mouse button.

What I did:
1. Select mesh object and go to weight paint mode
2. Select a bone - weights of the bone shows correctly
3. Try to rotate/pan the view - weight becomes pink as if it hasn't been parented
4. Reselect the same bone - weight shows correctly again

Refer gif:

From the gif, you can see that the hand and the clothing are two separate objects parented to a single armature. However, the problem only appears on the clothing and not the hand. For the hand I can rotate/pan the view without problem.

Any insights on the cause are greatly appreciated!


texts:
I am trying to find the coordinates of Object1 in the local coordinates of Object2.  Neither Object1 nor Object2 are the object that the python code is attached to.

I can find the location of the 3D cursor relative to my active object using:
co_find = context_act.matrix_world.inverted() * context.sce.objects['Cube001']

But I do not know how to find the location of Object1 in the local coordinate system of Object2.

Does anyone know how to do this?


texts: Problem with two displace (bottom of the sea and continents)

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I need mountains on land, but how? I already have one displace (bottom of the sea). Some advice, please?

Sorry for maybe stupid question. I am beginner and Czech, this is deadly combination.


texts: Blender 2.8 3D viewer export with texture

texts:
When I export .fbx files and view them in the Windows 10 3d Viewer, they dont have the textures on them. How can I preview my .fbx files with textures in the Windows 10 3d Viewer?

My .fbx files work in unity as usual, because I import them without textures and add the textures in unity.
With 2.79 I would my object as .fbx and the UV map as an image and in the Windows 10 3d Viewer my object had the texture on it. There was some function like apply texture.
When exporting from 2.8 (with the same steps) the 3D viewer does not show any texture on my models.


texts:
ive tried to make a black and white 2d mesh (the 2d mesh does have a curve however) i have used nodes to make a black, shiny mesh texture with glowing white pupils, however for some reason on my eye mesh the white pupils do not show,

on a plane mesh which is a 2d sphere, i get what im looking for when it comes to nodes, however if i try to bend this mesh in any way the pupils shrinks and disappears to the corner and cant be brought back.

this is the same mesh that i have moved with the sculpt tool

this is the mesh that i have made, this is the one that i need help with as the pupils do not show

the material says the pupils are there and yet there not, i know its something to do with the shape of my mesh probably however i need this exact shape for the rest of my character, so if you could help with this it would be most helpful, also this mesh does not have mirror modifier

it does work, it works well honestly, however though you mesh works fine, and mine works with it too
however when i try to move t it shrinks, though i might be because of the orb controlling the pupils needs to stay close to the mesh, my mesh curves a lot

this means the orb shrinks and disappears is there some way to control how far the pupil controller can be from the eye

besides from that the pupil works i just need to know if this new problem is easily solvable


texts: Subsurface Modifier on a cube versus just adding a sphere itself

texts:
Lately I've been noticing that when people need to use a spherical object, instead of going Shift A -> Mesh -> Sphere, they advise adding a cube and then applying a Subsurface Modifier to it, without any real explanation as to why. This is an especially prominent technique when the object needs to be low-poly, like for a particle system or something.

So my question is, why do people do this? What advantages does this offer over using a sphere itself? Wouldn't it be more useful to just add a spere? Even if it needs to be low-poly, just adjust the resolution, right?


texts: Antialiasing textures in cycles (Blender 2.77 and higher)

texts:
I would like to get an answer to a frustrating question.

https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/Cycles

In this link is "Anti-Aliasing is now enabled for baking. (c359343)"

This the great news, and unfortunately in my case it is not working. I try to bake normal maps. I need to bake in full resolution (4k, 8k), and it is not possible to bake 4k and manually changing texture size to e.g 1024 to get in this way manually 4x AA. Currently, I must go to bake in Xnormal (Because I must use cage...Blender internal cannot by used). Xnormal uses AA in bake. The difference in quality is very high.

My question is: It is possible to bake in Cycles normalmaps with AA or if not, whether in the near future it is planned?

Sorry for my very bad english and best regards! Blender is the best! :)

Today I checked this again . It seems that Blender bakes almost everything except normal maps with AA . In Ambient Oclussion bake based on the settings in the samples overlap. In the case of the Normal Map settings do not the influence. So please someone versed in the subject matter of the transfer this information of the creators of the blender / notification a bug , etc. There may be a slight correction in the code allows you to add AA ? I see many people need this function.


texts: Is speed control effect for a time range or just one specific strip?

texts: I'm using v2.79,when I add speed control to one single video strip,and it would affect audio strip within the time range of the video strip I select,so how can I avoid that?


texts: Splitting Object into two different objects using a script

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I am splitting an object into two. I am able to do it using the GUI. I go to edit mode, select the vertices I want, then press P and select partition by selection. Can anyone help me with the equivalent in script of pressing P and making the partition by selection. (Not able to find the command in the info window during the operation)

Thanks!


texts: Render appearing black and white cycles, how to fix?

texts:
My render is appearing black and white in blender. Here is the render:

It should appear in these colors:
Note: This is Material Mode, not the actual render.

Here is the file: .blend File

Thanks! :)


texts:
I'm making a studio monitor and i'm having trouble with the face selection, vertex. I'm pretty new to blender and 3d, so i think this must be a pretty common error.

Here is the mesh, i want to select the faces were are triangles so i can make them quads

But this happens every time i try to select the face, it select the hole section.

And this is how it looks out of edit mode, full of black lines

This i what happens when i try selecting the vertex of the triangle and using subdivide


texts: My renders are coming out extremely blurry and weird looking, im still pretty new to blender and im not sure how to fix this issue, and whenever I put the samples to higher numbers like 5000 the render says it will take 160 hours to complete.


texts: How can I go back to the original interface layout?

texts: I don't know what the hell I did I just want to get back to modelling


texts: How can I change the angle of an edge loop?

texts: How can I change the angle of an object like at 19:44 of https://youtu.be/mu9J0D6ebVw?t=1167 when he adds wingtips?


texts: Why is a face appearing in Object mode but not Edit mode?

texts:
I have a face appearing in object mode which is not present in edit mode. Does anyone know why or what to do to remove it?

The screenshots show the problem clearly:

Edit mode showing no face:

Object mode showing a face:

Thanks,
Andrew


texts:
Here is my bisect plane command, which does infact produce new verticies along the bisected plane (Blender 2.90):
print('Nverts0',len(bm.verts), len([v for v in bm.verts if v.is_valid]))
bmesh.ops.bisect_plane(bm, geom=bm.edges, dist=0.0001, plane_co=point, use_snap_center=False, clear_outer=True, clear_inner=False)
print('Nverts1',len(bm.verts), len([v for v in bm.verts if v.is_valid]))

However, niether the clear_outer nor clear_inner option has an effect on the geometry or on how many vertices are there are (the printouts). And the v.is_valid flags aren't set false either. Why aren't clear_outer and clear_inner working?


texts:
I installed sverchok and went to edit preference sverchok where I hit Install with PIP.
And then "scipy upgraded successfully. Please restart Blender to see effect" was displayed.
I restarted blender but nothing has changed.What should I do?
Thank you in advance.

System Console
Defaulting to user installation because normal site-packages is not writeable
Requirement already up-to-date: scipy in c:\users\owner\appdata\roaming\python\python37\site-packages (1.5.2)
Requirement already satisfied, skipping upgrade: numpy>=1.14.5 in c:\program files\blender foundation\blender 2.83\2.83\python\lib\site-packages (from scipy) (1.17.0)
Info: scipy upgraded successfully. Please restart Blender to see effect.


texts: Error overriding default property for MESH_OT_primitive_torus_add?

texts:
Following this Stack Exchange page:
How to set the default vertex count to added geometry?
I was able to effectively override the default property for the circle, cylinder and UV sphere.
When I followed the exact principle, imported the MESH_OT for torus primitive and try to override its defaults, blender fails at importing its MESH_OT module.
Code:
from bpy.types import (
    MESH_OT_primitive_torus_add
    )

According to Blender, this can not be imported, I fail to understand why!
If anyone has experience with this and has successfully done so, please lend a hand.
Here is a screenshot of the error message:


texts:
I got a Jacket without material-volume (zero thickness) in relaxed position(sleeve-opening at trouser-waistband).

I use Physic's Cloth-Modifier with preset Cotton. Self-collision is activated.

I think i understand what Structural(stiffness) and Bending(stiffness) means.

But i actually have a jiggling shirt without stiffness.

Now the questions:

Does the material needs a volume?
What is the relation to the values (does the object's size modifys the animation)?
Structural and Bending are set to above 2000, why bake the animation an scrunched implusion?
EDIT: add question 3 screenshot


texts: Script only running on Active Object, not whole Selection?

texts:
I am trying to make a script to Clear Custom Split Normals on all the objects I have selected. I have copied code from other scripts that run a command on all selected objects. However, this only seems to work on the Active Object, not the rest of the selection. Anyone know why?

import bpy

selected_objects = bpy.context.selected_objects

for selected_object in selected_objects:
    bpy.ops.mesh.customdata_custom_splitnormals_clear()

Is this a problem with my script, or with bpy.ops.mesh.customdata_custom_splitnormals_clear()? I am trying to make this a script because selecting everything an Alt clicking the button for it does not work on all objects either.


texts: How do you make a torus 'telescope' open?

texts:
So I have a torus, and I need it to "telescope" open -- kind of like Pacman's death animation, but with a torus instead of a sphere.

I'm very new to 3D modeling/animating so I really have no clue how to tackle this problem.  Any advice to help me get pointed in the right direction would be most appreciated :)


texts: Why are this characther's hands not mirrored while I model it?

texts: I'm trying to learn how to model a little boy and I got stuck. Infact I'm not able to understand how to align the hands. I've tried both,in edit mode and in the object mode,but the left hand is always not parallel with the right. How can i fix this little problem ? I attached a picture to show you.


texts: Adding texture layer over stroke object (Grease Pencil)

texts:
I add texture layer and I can clip texture to match underlying stroke object by clicking mask layer icon in the layer properties section.
There is an example in this video.
I can do this in Blender 2.80 and 2.82 but can't make it work in 2.83 (and 2.90).
Images before and after masking are below.
Is this feature removed in 2.83 or am I missing something?
Before:

After:


texts: How do I know the parent of my selected object?

texts:
I downloaded a car model and selected the steering wheel. I want to rename it now. Unfortunately, it is attached to some parent objects so I cannot find it in the hierarchy (see at screenshot). Is there a method how I find it without checking every object manually ?

Kind regards


texts: Objects exported from Blender contain extraneous wing-like flat faces that don't display in Blender layout and modeling views

texts:
I have used Blender layout and modeling tools to create, shape and size a number of meshes with fairly-simple shapes. Most of them when outputted to FBX, OBJ and X3D files appear in viewers as they do in Blender. A small number of my objects when output and viewed in an FBX or OBJ viewer display with "wings" that do not appear when these same objects are viewed in Blender.

The first image here shows what each of two cube meshes look like in Blender with Viewport Shading and X-Ray settings in place:

The second object, not shown here, appears the same when it is selected. Neither object has superfluous vertices.

When the two objects are output to FBX and viewed in the 3D Viewer built into Windows 10, one of the objects (the same one shown in Blender in the photo above) displays with "wings" which form triangular faces connecting vertices which do not have connecting edges in Blender. The other object displays in the 3D Viewer as I would expect, without added faces.

Here is another view of the misshapen object, offering a clearer glance at the plane-like angles that get affixed to the 3D object.

I have made numerous attempts to fix the problem, such as by doing workarounds. I have tried deleting all of the faces and then putting them back in. I have tried replacing the faces by highlighting just two or three edges at a time and adding back the faces triangle-by-triangle, and then dissolving the face segments into a single face per side once all the pieces were in position. Nothing I have tried has worked.

I have used no modifiers in creating or adjusting the shapes. I used nothing for the materials but solid colors chosen in the Base Color and Viewport Settings boxes. A perplexing aspect of this problem is that I don't know of any steps that I performed differently in creating the objects that displayed as intended as against how I created the objects which display with undesired add-ons.

Seeking information, I exported the two shapes separately from Blender to OBJ files, and then looked at the code in a text viewer. Although the two objects are the same except for measurements, the number of code lines is different for the two objects, with one seemingly having more twists or angles than the other.


texts: Weird glitch after switching to the viewport *Rendered*

texts: Suddenly after working on blender I had to with to the shading tap and the lighting on the scene started to glitch.


texts: Fluid inflow looks like a "shower" - How do I make the inflow more "cohesive"?

texts:
I'm working on a fluid simulation in blender 2.78a. (screenshot of issue below)

Inside of my fluid domain, I have a couple obstacles, an inflow and an outflow. The issue I'm having is that the fluid from the inflow seems to be spraying all over the place. I want the fluid to come in a more "cohesive" fashion, so that it goes into the "cup" more or less. (still have to tweak the inflow velocity).

With the current inflow velocities (y 1, z 1), the some of the fluids enter the cup while the rest misses or splashes off when I have my baking resolution at 67 (or whatever the default is). At that resolution, the fluid inflow was acceptable and relatively "cohesive".

When I increased the baking resolution (to 300), the "showering affect" became to appear.

How do I remove the "showering effect" (as shown in the image below) to make the inflow more cohesive?

Thanks!


texts: How to set a custom 4x4 projection matrix in Blender

texts:
I have seen some questions to this topic but all of them are not satisfactory for my problem.
Is it possible to set a custom 4x4 projection matrix in Python to use for rendering in Blender? I'm not interested to manipulate single parameters (lens, shift, clipping...), I rather would like to set the whole matrix at once. Is it possible in Python or do I have to go deeper?

I would be so thankful for any informations or hints.

greetings


texts:
So the problem i have is that when baking a procedural material, i get an inconsistent output for the image.
This the procedural material

This is the baked material:

Any ideas on how to resolve the issues would be much appreciated.


texts: Corrupted? Plane with White material rendering Black in Solid view

texts:
I have a collection of planes with different designs and changing their material isn't reflected in solid view in both blender internal and cycles render view. The materials I'm trying to use have been working fine for other objects.

All the planes have once been set to a pure shadeless black texture, and have had a Solidify modifier applied to them. The rendering isn't fixed after removing the modifiers. Flipping the normals doesn't have any effect.

The vertices of the planes act weird. If I add an edge, one of the triangles will be colored according to current material. If I then dissolve the new edge, it will also delete the points, even though they should be connected to the other points.

Dragging a point so the plane is self-intersecting will cause the material to display properly.

Also, the plane is rotated along the Z axis. If I Scale the plane (in object) by 1 (or anything), it will automatically align itself along the X axis (the way it previously was).

I tried to rebuild the points of the plane, and I'm not able to align/snap points to the vertices of the plane in edit or object mode. Also, I can't split the plane using the Knife tool

Currently, the only solution I have is to trace the planes.

Blender source file containing some of the planes.


texts: How can I anti aliase the measureit lines for the render result

texts: Ive set up this render template for some profiles and each gets a measureit dimension to render out with the result to save time putting it in afterwards, but I realized it is a bit jagged, how can i fix this with nodes so i can get a clean image out without re editing it ?


texts: Blender wireframe fresnell transparency fading

texts:
Coby Rendal helped me out on the wireframe / backfacing culling issue and theory.
Though one last step for my base is left.
I want to have the back of the sphere slighly bleeding into the visible part. Like a fresnel effect on the transparency. With backfacing I assume a black and white map is given to the shader. Hence, fading it out is maybe not the easiest part.
But maybe someone has a cool idea on how to do smth. like this?
I photoshoped it together so that it is more clear what the end should look like. (just not so hard, and dynamically with a map straight out of blender)


texts: Cycle render not rendering mist from Blender Render

texts:
I have been working in Blender render and when I have added the light and mist I then  went over to Cycle render but it did not render the light nor the mist.

Blender Render Settings

Cycle Render Settings


texts: How to stop mesh to crop into other mesh

texts: Hello, I want my chain to "lay" on the bottle, if I put it too close it cuts through, but if I move it then it looks like it is not lying on the bottle. How can I make it like it is laying on, I use bezier curve to move it. Thanks!


texts: How to separate the selection of a duplicate mesh?

texts:
I just duplicated a part of a mesh but as I select one of them, both are being selected. I learned about the 'P' hotkey, however, it's not working in my case. I'm using the latest version of Blender.
I used the 'P' button for the selection menu but it's not working.
Please tell me another way to do it

Project link:http://www.mediafire.com/file/mcqsc88v7rb911j/FirstProject.blend/file


texts: How to stop the emission of particles for an amount of frames, and then continue?

texts: In my animation wondering if there's any way for me to stop the emission of particles for an amount of frames then continue. If there isn't anyway could someone please give me a suggestion that will give the same effect because all I've thought of so far is replacing the emitter


texts: How do I bake multiple texture maps into 1 UV, In Blender Cycles?

texts:
Using:
Blender V2.79
Cycles Render Engine

After creating a complex interior scene consisting of 3 different texture types, each having 3 associated maps (Diffuse, Gloss, Normal) I noticed the texture and baking options will not successfully combine to create a texture for the exported mesh once I bring it into Unity 3D. The mesh is a single object with the different textures assigned to specified faces.

I've played around with a default cube mesh for testing purposes, using the same 3 textures split among the 6 sides, but have only been able to successfully pull over the color info by baking a diffuse map to my UV and saving the image. When using the other baking options, Blender does not successfully create a map for either my Glossy textures, nor my normal map. Even using the "Combined" baking option, I am provided a flat dull diffuse image for my mesh, no gloss or normal info is saved.

My Node process for textures is displayed here

Here is the result of baking my textures as a Normal

The result of adding other textures made from Blender's baking, results in flat gloss at best.

What can I do differently in Blender, to have my assigned UV Diffuse, Normal, and Gloss maps all appear in a single object in Unity?


texts: Beginner resources for character modelling in Blender 2.8

texts:
I'm a beginner in Blender 2.8.
I have been following random tutorials on YouTube and even rendered my own project, but they've all been objects, while I started Blender with the aim of modelling characters. And now I feel like I've just been going all over the place and doing whatever looked cool without actually working towards my goal.
Where should I start character modelling with Blender 2.8? It'd be really helpful if someone could point me in the right direction and guide me towards useful resources.
Thanks!


texts: Render Blender's Internal Halo Material with GPU?

texts: Is it possible to render the Blender Internal's halo material with an Nvidia GPU instead of the CPU?


texts: Mathematically Ideal Non-Transitive 3D Printed Pine Cone(s) is the idea for the new year gift, problem: abysmal maths and python knowledge. There are a lot of 'that script can do (a lot of complex maths things) and by this you can do (a lot of another strange words)', but it doesn't look too helpful. Create it manually petal by petal isn't so efficient way i assume. Please, step-by-step instructions of the process (if it include math - please explain how it works) if possible, thanks.


texts:
I created this gear (from the Blender additional meshes add-on), and I would like to fill the gap to make the inside like the inside of a cylinder:

I tried selecting the edges and typing F but that filled the top and bottom faces:

I added a cylinder inside the gear and tried F again but no success here either:

Not sure how to do this...

Blend:


texts: Copy the key frames of an Action then append them to the other one by scriptting

texts:
I'm trying to make a different actions for the character.
Some actions have the same key frames of others, then I have to copy and then paste to the current action, that takes me much of time.
So, I want to make a python script to copy all of the key frames from a special action, and then append them at the end of current selected action.
This is what I have done
import bpy

def main(context):
    actionWillBePasted = bpy.data.actions["first_action"]
    ob = bpy.context.object
    targetActionName = (ob.animation_data.action.name if ob.animation_data is not None and ob.animation_data.action is not None else "")
    if targetActionName != "":
        targetAction = bpy.data.actions[targetActionName]
        if actionWillBePasted is not None and targetAction is not None:
            #TODO 1 Copy all of actionWillBePasted action's key frames
            #TODO 2 Append the copied iframes to the targetAction

class AppendTheFirstAction(bpy.types.Operator):
    """Append first action key frames to the current selected"""
    bl_idname = "object.append_first_action"
    bl_label = "Add the first action to the current one"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.append_first_action()

Please help me to complete TODO 1 and TODO 2 purpose.
Thanks,


texts: Materials for object underneath another object appearing when zooming out

texts: I have several objects, and when I zoom out the materials for the objects underneath the others start to pop out. Here's a side by side comparison of what the scene looks like zoomed out vs zoomed in. It appears the same way in renders too. I'm trying to make a quite large scene and idk if I'm just doing something wrong and I've tried creating meshes over it to cover like a blanket and the same thing happens.


texts: “Cannot execute boolean operation” when subtracting several spheres and cylinders from cube

texts:
This is a follow-on question as suggested by a commenter. What I'd like to do is to create a geometry with the following properties:

A cube with several spherical indentations carved out on top. 16 indentations are half-spheres. The 17th indentation has the shape of four half-cylinders that form a ring (with slightly rounded corners corresponding to the radius of the cylinders).

My plan of attack is as follows:

create and scale the cube
create 16 spheres clustered around the center of the cube's top face
create 4 cylinders, scale and rotate them to form the basic ring
create 4 more spheres at the corners to complete the ring
add 16 DIFFERENCE boolean modifiers to the cube with the 16 spheres from step 2 as targets; hide each sphere after adding the corresponding modifier
add 4 DIFFERENCE boolean modifiers to the cube with the 4 cylinders from step 3 as targets; hide each cylinder after adding the corresponding modifier
add 4 DIFFERENCE boolean modifiers to the cube with the 4 spheres from step 4 as targets; hide each sphere after adding the corresponding modifier

Steps 1 + 2 work as expected:

Steps 3 + 4 also work as expected:

And so does step 5:

And even step 6 for the 1st cylinder:

However when I try to subtract the 2nd cylinder the visual result is unexpected and the error message appears:

What is going on here and how can I obtain the desired geometry?

Could the problem be caused by the fact that the two cylinders I wish to subtract from the cube are themselves overlapping? (The Blender documentation mentions "concurrent Boolean operations for the same modified mesh, which in most cases is impossible to execute depending on the chosen target" but does not elaborate further.)

UPDATE Here's the (still expected) result when joining the 4 cylinders and last 4 spheres before subtracting the from the cube (see @Polosson's comment):


texts: Sculpting grab tool causing pointy mesh?

texts:
I'm trying to learn some sculpting techniques in Blender and at first I thought that I'm doing something wrong (and probably still am) concerning the grab sculpting brush, because I just couldn't get it to pull in the natural ways. So I watched some online tutorials and without them mentioning any change than what I was doing I saw that my brush was indeed acting strange.

For example this is one of the videos I followed.
The sculpting starts at around 4:00 minutes in. When he uses the grab tool you can see that the mesh is pulled in the direction he drags and deforms quite nicely, also even the middle parts of the mesh are pulled.

However when I follow his exact same steps (I even made sure of the view settings) grab brush pulls it diagonally in the direction I am pulling, but also pulls it towards the viewer (screen). It is also very pointy.

Note: I used the grab tool here just to illustrate my problem and didn't try to emulate the tutorial again.

Right ortho view of sculpt (same one as tutorial):

Front view of sculpt:

As you can see it does not pull the middle part (X mirroring is active), also it seems to pull more on corners than edges, which makes it very pointy. I tried playing around with most of the brush settings, but couldn't find anything that seemed to be improving it.


texts:
I'm making an armchair and I already did the body. When I UV unwrapped it and textured it, this was the result:

Here you can see the arm of the armchair. The top of the arm and the visible side have been UV unwrapped separately (this was intentional), the selected edges mark where the UV-unwrapped mesh was separated. The problem is, which you can see in the picture, that this separation has been stretched far too much towards the side. This is caused by the subsurf, since there's no problem with the model when subsurf is turned off, as seen in the picture:

One solution which will possibly reduce this effect is making more faces on the side close to the separation, like this (shown in red):

Even this will only be reduce the stretching instead of completely solve it. I haven't tried this yet because of the time I would have to spend re-moddeling, re-unwrapping and re-texturing, which you probably know consumes a lot of time.
If you'd like, you can download the model here, I would also appreciate other tips on how I can make the armchair even better.

So can the stretching be fixed in some other way, rather than re-moddeling?

Thanks for reading!


texts: How to get blender to write the correct diffuse color (Kd) in exported .mtl files?

texts:
I'm using the default Diffuse BSDF for every material with custom color, but none of those colors are exported to the .mtl file (they all appear to be the default color rgb(0.8, 0.8, 0.8)).

However with the Principled BSDF shader I can export color values to the .mtl file but everything is darker (like rgb(0.9, 0.7, 0.5) becomes rgb(0.7, 0.5, 0.3)).

(related question, but not solved: https://blenderartists.org/t/rgb-values-wrong-when-exporting-as-obj/1179228/6)


texts: Is there anyway to reduce an image size without getting noise?

texts:
i was triying to reduce an image size right in compositor, using a scale node, but when i render it the image get a lot of noise. i tried reducing to the same size in other software and it works without noises.
Is there any proccess i have to do in compositor, or any rendering setting? i already have tried soften filter and denoise, but i lose a lot of information

Resized in compositor

Resized in other software

Here is the BlendFile


texts: Is there an mdl add on for blender v2.79

texts: I've tried various searches on the net and attempted to install the add-ons but none work with v2.79 . Has anyone found an .mdl addon that does work ? . Thanks


texts: for some reasons I get this error while registering, what is the problem?


texts: XP-Pen Graphic Tablet is not working on blender

texts:
I have a graphic tablet which i always love to use to draw 2d drawings. it works perfectly on drawing programs. But when I use it on Blender the cursor jumps to the top left of the screen and it goes crazy,

Weird, since my tablet works just fine in another program.
I'm using XP-Pen graphic tablet. Sorry if it's hard to fix because it is not as famous as other tablets.
But do you happen to know how to fix it? Maybe it's problem with the driver or Blender setting.

I've tried to tweak these settings, but to no avail...


texts: Emulated Numpad Mapping - Numpad Period?

texts:
By trial and error I have found that in Blender v2.7 on a laptop with emulated numpad set, \ represents Numpad / (forward slash).

Which key represents Numpad . (period)?


texts: Objects are missing and hidden objects appear when rendering(Blender 2.81a)

texts:
⬆ like that

there are some answer under other similar question said need to select all objects in object mode and click [M] to [Clear all restrict render], but when i click [M] , the mouse just change into the select circle, I don't know how to clear all restrict render.
hope someone can help me with the problem.
thank you guys.


texts: help understanding purpose of downloaded textures

texts:
I downloaded a sonic model from sketchfab and added all the textures, then checked the other things that came with it, many where images that seemed to have something to do with the textures, but I'm not really sure what they're exactly supposed to do

Here's the link for the model: https://sketchfab.com/3d-models/sonic-hd-full-rigged-65cc641a3adf42468641cc208a858187


texts: Black areas appear when using Glossy and Normal Map, Cycles

texts:
When I add a normal map to glossy, glass or any reflective material there are appearing black zones and spots on it, like the light is not reflected there. And it doesn't matter of normal maps, and shadow. Please help.
Blend file: http://pasteall.org/blend/index.php?id=49002


texts:
I am trying to create a cloud like this

(taken from Is there an easy way to make volumetric clouds for Cycles?)

The closest I am able to get is

I have taken these steps:

Switch to Blender Render
Turn on cloud generator addon (file --> user preferences --> add-ons --> search{cloud})
scale default cube on x-axis by 2 (sx2enter)
go to create tab on left
scroll down to cloud generator and expand
change type to "cumulous" [sic]
click generate cloud
switch to cycles render
expand cloud bounds on outliner
delete "CloudMesh" and "DefinitioinObj" [sic]
remove unnamed material from CloudBounds
click on CloudMaterial
go to node editor (shiftF3)
tick "use nodes"
delete diffuse node
add nodes as in

(taken from Is there an easy way to make volumetric clouds for Cycles? as well)

add sun lamp (strength 3, ~7 units away from CloudPoints)
add hemi lamp (also ~7 units away from CloudPoints)
change Light Path --> Volume --> 5 bounces max (from 0)
change number of samples to 100
render (F12)

How can I make my cloud more white and fluffy? (the color in volume scatter is already white - changed from 0.8 to 1.0 alpha)

File Rendered at 25% of 1920 x 1080 with 100 samples:


texts: The displacement in the Blender render is much different than in the software itself. How do I fix this?

texts:
So when in camera view in the software, what I created looks completely fine (don't ask, there's a story behind this xD)

However, when I render it, the result is this:

How do I fix my render?  Thank you!


texts: Water ripples / waves on the surface of an object

texts:
I would like to create a character made of water.
To do this, I am trying to do it with a simple sphere first.
I tried to apply modifiers to the sphere to get it to move and undulate like water ripples. This tutorial is good for creating waves, but it uses the "generate" geometry setting of the Ocean modifier, therefore making the shape flat.
When I use the Displace option of the Ocean modifier on a sphere or cube, it moves up and down and bends slightly but doesn't create the effect I am looking for.

I also looked at this tutorial, which helped me understand the Wave modifier better, but produces results that are not exactly what I'm looking for (cf blend file). The ripples appear on top and bottom but not evenly around the shape, and don't have the sharpness and strength that I'm looking for.

I haven't tried to combine real water simulation, force fields or particles.
Ideally, I would love to be able to save this texture and apply it to the character and/or of the scene.

This is a good example of what I am trying to achieve (unknown artist):

Blend:


texts:
I'm trying to do something similar to this is Blender:

Animation here: https://www.instagram.com/p/BqQKtNmHsCw/

I can get the shape and animation to look quite similar based on the linked answer, but how do I actually add the text uv texture to my object?


texts: Why doesn't my model show up in a separate 3D view?

texts: I haven't done anything too weird to this model. I set the unit of measurement for the scene to mm and that's about it. It's about 100mm wide. In the default window I can still see the model. But when I open another view to get a second perspective it's empty. Sorry for the vague question but I don't know how to describe what's happening here other than  "it's not there".


texts: Wacky, weird colors when entering sculpt mode (blender v2.83)

texts:
Every time I enter sculpt mode, the mesh (which should be grey) is a whole bunch of different colors. I tried changing the metacap, but the stupid colors remain. Any advice would be nice.
Picture bellow:


texts:
I have 3 animated cubes, two of which, Cube 1 and Cube 2, start stacked on top of each other and off to the negative X of the other one, Cube 3. Cube 1 moves forward along the X axis. Cube 2 moves along the X axis under Cube 1 (transform constraint) while rotating around its Z axis. Cube 3 moves from Y=0 to Y=2 for every full (360°) rotation of Cube 2, then it jumps back to Y=0 as Cube 2 begins another rotation.

I would like to change this behavior so that, within one 360° rotation of Cube 2, Cube 3 would move from Y=0 to Y=2 and then smoothly back to Y=0, behaving like a pendulum.

See the animation in my .blend file; I hope that helps you understand me.


texts: What is the difference between Sobol and Correlated Multi-Jitter sampling patterns?

texts:
In Cycles we have two options for sampling patterns. The default is Sobol, there is also Correlated Multi-Jitter.
The manual  has this to say about sampling patterns:

Pattern
Random sampling pattern used by the integrator.
Sobol
Uses a Sobol pattern to decide the random sampling pattern used
by the integrator. See Sobol sequence on Wikipedia for more
information.
Correlated Multi-Jitter
Uses a Correlated Multi-Jitter
pattern to decide the random sampling pattern used by the integrator.
See this Pixar paper for more information.

After reading these links in the manual,  it is not any clearer if one sampling pattern is better to use, or more efficient than the other for certain scenes, shader types, sample counts, or lighting setups, or any other factors.
What exactly is the difference between the sampling patterns available when rendering a scene in cycles? More specifically, why would one change it from the default Sobol to Correlated Multi-Jitter?


texts: Entire blender is greyed out/highlighted.. or something

texts:
I haven't been in blender for over a month now and when I started it up fo the first time in a while, the whole thing is like white/grey:

I get the feeling that it might be because my computer needs an update, but I can't update it because other applications don't work with the update.

So far I tried:

Updating my graphics card (didn't work)
Uninstall and Reinstalling blender (didn't work)
Going through the blender settings to see if something was ticked on or off

I feel like it's an NVIDIA problem or maybe something outside the application that needs to be turned on/off (I had this problem before but I can't remember what I did to fix it)

Any ideas? :)


texts: Bumping / displacement with low-poly rock

texts:
Good afternoon.
I made a low poly rock and try to apply a texture with a bump effect, but the result looks not very realistic.
What could be the problem?

------------------------- update --------------------------------------------
I changed Datail to 5.0 and scale to 26.0 and added MixRGB.
Results:
1 - fac = 0.5
2 - fac = 0.86
3 - fac = 0.95


texts:
I am animating my model using bendy bones. When I upload the model to Sketchfab, the bbones work like normal armatures. They loose their bendiness.

I noticed that bendy bones appear to be made up internally of normal armatures, so I was wondering if there was some way to explode out these 'internal armatures' once I am done animating, just so I can upload my model to Sketchfab.

Or maybe there is some other way to bake the animation?

Any help would be appreciated.


texts: Is there a way to move vertices to a new stroke layer?

texts: I'm in 2D animation mode.  In edit mode, is there a way to move vertices to a new stroke layer?


texts: Can action strip converted back to keyframes?

texts: In the NLA editor when you convert an action to a new strip then the keyframes disappear, is it possible to "get them" back?


texts: How to export object as multiple meshes?

texts: I made a character with a skeleton that needs to be exported as an .FBX to Unreal Engine 4. There are multiple objects in the hierarchy that make up the full object. I need these objects to export in one file, but as seperate objects so I can texture each on individually. I could texture the objects in blender, but the materials are already premade and cannot be exported from UE4. How could I export them as one file, but able to edit each individual object in the engine?


texts: Shadows not rendering properly in cycles

texts:
In the scene I'm rendering (Cycles Blender 2.83) I'm having weird issues with shadows not fully showing up in the render. This also happens in EEVEE by the way. In the image I have circled some examples of the shadows being clipped weirdly. What is causing this and how can I fix this?

Edit: it appears the issue has something to do with the smoke. When I disable the smoke in the render, the shadows that were being clipped show up fully.

Edit 2: I fixed the issue by increasing the max total and transmission light bounces from 12 to 24.


texts: Export fluid simulation for usage in three.js

texts:
Is there any possibility to export a fluid simulation as an animation and import it in three.js?

As I read in some threads it seems to be impossible to export a fluid simulation to a gltf, so I started to copy my simulation multiple times and apply the fluid modifier for all objects in different frames to get an independent new mesh for each frame. After that I used the outlier to hide the individual mesh in the corresponding frame and keyframe that using (i) after clicking to the eye button.

Thats works well if I play the animation using the blender timeline play button. But there is no animation exported to the gltf .. is something wrong with my idea, or do anyone know an other possibility run my fluid blender simulation in three.js? I am grateful for all ideas!


texts:
I rendered a shadow pass for my scene but unfortunately it is coming out a little odd compared to what I was hoping for. It looks posterized. Is there a way to fix this? I was looking for more of a smooth gradient of shadows.

Blend file:


texts:
In the simplified example below I have a straight bezier curve with a bezier circle specified as its bevel object to give a cylinder. I've added a taper object to vary the cylinder's width along its length.

I would really like the taper to vary independently across the horizontal and vertical axes, like this:

This doesn't seem to be possible since there's only one Taper object option, and no way to lock it to an axis as there is with the Simple Deform modifier. What would be the best way to do this? I suspect I would have to convert the object to a mesh and then scale by hand with proportional editing, but I'd really like to continue using curves because it'll be easier to get things accurate. Might this be possible, or are there other ways this could be done?


texts: How can I tell if my mesh is detailed enough for boolean operations?

texts:
I had a quick go at making an anvil with some boolean ops.  I started with the basic cube.  Things went OK until I added subdiv mod and bevel and it all went horribly wrong.  The bevel didn't seem to do anything and the subdiv made a disastrous lumpy mess wherever it was in the mod stack.

I figured I should have subvided the cube to start with so I tried it all again and the then subdiv worked as expected, my question is: how can I judge what level of mesh detail I need for a particular series of operations?

In this case I subdivided the cube maybe 2 or 3 times, and it worked, (though by this time the subdiv was hardly necessary) but if one has to spend an extended time working on a thing before finding one's mesh is too coarse, I mean it's not very good is it?

What's the best thing to do? Subdivide like crazy and hope decimate can fix it all up at the end?

Thanks.


texts: How to add a group into a node tree with Python

texts:
How do I add an already created node group into a node tree?

I have found that this works:

group = node_tree.nodes.new("ShaderNodeGroup")
group.node_tree = other_group.node_tree

But it creates a copy of other_group instead of just referencing it. So how would I go about just straight adding it to the node tree?


texts:
I hard cut a video into two segments and deleted the middle. Then I put in a fade to black and rendered out the video. Playing back the rendered file is fine up until the fade to black. After which it doubles the speed of the remainder of the video and has a bunch of black frames appended to the end.

I have not added any speed modifiers and have even tried re-doing the edit with both soft and hard cuts. Scrubbing through the video in the editor does not have this same problem. Everything works fine in the preview just not in the output.


texts:
iam really new to python, so I dont even know where to start solving my problem...
I am trying to fit a plane trough a selection of vertices,
as a first step I would like to "merge" or average the position of a selection of vertices into a point or set of XYZ coordinates.
then I would like to extract (somehow) the first and last vert of my selection,
and use the 2 points with the earlier created averaged third point, to create a plane from 3 points... if this is possible using blender and python.
what would be a good way to solve this?


texts: How can I activate an actuator if A is false and B is true?

texts:
I have two Random sensors on an object. One is triggering the spawning of an object, and the second I would like to use to spawn a second object from the same spawner. The issue is sometimes the spawn times coincide so the objects end up colliding with each other and ending up on top of each other. I would like to detect if random sensor B is true, and if so, see if random sensor A is false. If it is then proceed to spawning the object.

Can this be done using logic bricks? And if not, can Python be used?


texts:
I have my model selected, and I click "Sculpting" in the upper menu.
However, "Sculpting" is not possible, only "Object", "Edit" and "Pose".
What do I have to do to go to Sculpting Mode?
Thank you!


texts: Strange UV Unwrapping Problems (n-gons?)

texts:
I have this sort of drum/cylinder with spoke-like things supporting it from an inner cylinder. The part I'm having trouble with is the inner cylinder, from which the spokes protrude. I've separated the UVs for the spokes from the inner cylinder, but when I UV unwrap the cylinder UVs look horrid. I won't bore you with details, because the attached blend will probably make more sense anyway, but here's the problem, as shown when the UV and mesh selections are in sync:

I've already checked for and removed some non-manifold geometry but as this obviously isn't an organic shape it wouldn't be likely anyway. Some of the segments of this cylinder are semi-OK and can fairly easily be fixed by manipulating the UVs, but my question is "why?". Also, I'd prefer to stick to traditional UV mapping with seams et al. rather than "Smart" UV Mapping (I've tried it and the rest of my mesh doesn't unwrap as well then). Thanks in advance!


texts: Possible to make the bones visible when the mouse is hovering over a rigged model?

texts:
I was thinking something like in sfm (source filmmaker), cause the bones are often in my way, but when you hover over the model that has bones and is rigged, the bones automatically becomes xray, but when you take your mouse away, the bones are no longer visible. I was just watching this video, and i saw that the bones were only visible when his mouse was over it, take a look: https://youtu.be/FtBdRE5lRRU?t=178

Scouts (the model he is posing) bones are only visible when he actually has his hands over the model, i would love if there was something like this possible in blender.


texts: Why, after disconnecting hair particles, I cannot apply simple transform operations in Particle Edit mode - Scale, Move, Rotate?


texts: I loaded v2.79 because I can't load the latest version because of my old Mac operating system, El capitan, and my old machine won't load upgrades beyond that, so in the famous donut tutorial he uses proportional editing to distort the torus. My controls do not work the same at all. At 7:30 in part 2 of the Blender Beginner Tutorial Blender Guru says scroll up or down with the scroll wheel/button and when I do it does not do what it does in his version.


texts: Is there a way to enable the Child Of constraint without offset?

texts:
Oftentimes I encounter a situation where I need to disable the Child of Constraint, adjust position of the 'parent' without moving its 'child' and then enable the constraint back in such way that the child stays in the place it was before its parent was moved. I cannot 'set origin' in the middle of the animation because if I do so everything that was animated prior to that will be spoiled. I just need to temporary disable the constraint so I could adjust position of the parent.

Example:
 I'm animating a weapon reload. Left hand is constrained with the Child Of constraint to the magazine of the weapon from the beginning of the animation. That way the left arm follows the magazine which in turn is a child of the weapon. Now, in the middle of the action(animation) I need to drop the magazine, move it to the left hand outside from the view of the camera and insert it with the left hand back to the weapon so it would look like player reloads the weapon. The problem is that I cannot grab the magazine with the left hand. With the constraint enabled the hand moves along with the magazine (as expected). If I disable the constraint to move the magazine to the left hand and enable it back the hand moves away from it.

I think there should be a way to calculate the offset with Python and adjust position of the hand from script?


texts: How to get realtime reflections from motion tracked video?

texts:
I wanted to know if there is a way to get realtime reflections from a video, like if I have a motion tracked shot of a balloon festival; Naturally this will have a lot of moving colors so it isn't as simple as having a static HDRI.

Say I have a glossy reflective ball centered on my motion tracked shot set to a video of many people releasing colorful balloons, will it reflect the video or do I need some sort of dynamic HDRI? Is that even possible?

Or do I have to project the video onto a plane and have the sphere reflect that?

Is there any way to do these types of reflections? Thanks


texts: How can I change my node group interface to more easily edit the Group Input/Output nodes?

texts:
I was watching a tutorial and the Node Editor interface is totally different than mine at factory settings, when inside of a node group.

My default interface when entering a node group is that the background is translucent green and there is a Group Input/Output node that must be managed in the Interface roll out of the Properties Shelf (N). The tutor doesn't account for this discrepancy, but carries on as if his setup is just how Blender works/looks by default.

How do I get my interface to look like this, where everything is easily managed right in the Node Editor? Is this an add-on? If so, which one?


texts: My text gets really big when I am trying to extrude it

texts:
I have tried to look at tutorials but none of them have worked.
I am trying to extrude this text

but every time I extrude the text even a little bit this happens and there is no end on ether side (i have it extruded to .01m)


texts: Dynamic Paint; invisible object is acting as brush anyhow

texts:
I model a concrete structure in which water is rising and falling and would like to create wet walls using dynamic paint (Blender 2.81). Rising and falling water are modelled by two (or more) meshes whose visibility is animated (e.g. one on - the other off, under "Object properties - Visibility"). The "water" objects are defined simultaneously as brush, the concrete parts as canvas. The problem is, that all brush objects act as brush when baking, even the non-visible ones.
Is there any trick to convince Blender that only visible objects should act as a brush while invisible ones shouldn't?

EDIT: There is a workaround by replacing disappearing of an object by sudden movement out of sight and vice-versa while the object stays visible all the time.


texts: Blender 2.8 closest_point_on_mesh returns incorrect face index

texts:
I have a mesh imported from MakeHuman with armature, subdivision and two mask modifiers. I need to find nearest vertex to some location.

If I use brute force cycle to iterate vertices and find vertex with min distance, it works fine, but is very slow and unusable.

Then I tried to use Object.closest_point_on_mesh, but the problem is, although it returns correct hit location, it seems to be that face index is incorrect -- that face is far away from hit point.

vec = (0.1614, 0.0243, 0.1870)

(hit, loc, norm, face_index) = dest_object.closest_point_on_mesh(vec)

if hit:
    print('vector', vec)
    print('hit location', loc)
    print('face index', face_index)
    print('face vertex 0', dest_object.data.vertices[dest_object.data.polygons[face_index].vertices[0]].co)
    print('face center', dest_object.data.polygons[face_index].center)

nearest_poly = None
nearest_d = 0

for p in dest_object.data.polygons:
    if nearest_poly == None or nearest_d > dist_squared_v(vec, p.center):
        nearest_poly = p
        nearest_d = dist_squared_v(vec, p.center)

print('brute force face index', nearest_poly.index)
print('brute force face center', nearest_poly.center)

The output is:

vector (0.1614, 0.0243, 0.187)
hit location <Vector (0.1614, 0.0243, 0.1870)>
face index 12141
face vertex 0 <Vector (0.1684, -0.1665, 0.0024)>
face center <Vector (0.1670, -0.1649, 0.0013)>
brute force face index 12165
brute force face center <Vector (0.1609, 0.0237, 0.1852)>

As you can see from the output, hit location is correctly equal to my vector, but face center and face vertices are off. Brute force solution works fine, as expected.

I tried to delete SubSurf modifier, but nothing changed.

Is this a Blender bug or am I doing something wrong? Also, is there alternatives to closest_point_on_mesh?

Edit: here is visualisation of original location (vec, non-selected cube) and location of the center of the face found by closest_point_on_mesh (selected cube).

Cubes were created using this code:

bpy.ops.mesh.primitive_cube_add(size=0.01, location=dest_object.matrix_world @ loc)
bpy.ops.mesh.primitive_cube_add(size=0.01, location=dest_object.matrix_world @ dest_object.data.polygons[face_index].center)


texts: Does the blender Eevee rendering engine really have indirect lighting?

texts: I heard that it does, and there is also a panel in the render settings that says "Indirect Lighting" but I never see any indirect lighting while I'm using Eevee, that's for sure.


texts: What kinds of animations can be exported to SceneKit?

texts: Blender offers many ways to animate a scene, but some of these do not seem to get exported to the COLLADA (.dae) format that can be consumed by Apple SceneKit. Which approaches to animation can be exported?


texts: Red & white dotted line on outside of view

texts: Idk what I pressed but I can't get this red & white dotted line to disappear. It's preventing me from using my shift/ctrl movements with mouse scroller while having circular/rectangular selection active. Anywho know how to deactivate it?


texts: I need to create a consistent model for a Physics Simulation Program.(Comsol) Is there any Way to snap these selected Vertices straight onto the Surface? Creating a water-tight closed System? I tried Shrinkwrap and Automerge but both didnt give me good results. Thanks in advance.


texts: Text Game Properties in Blender (Python)

texts:
In my version of Blender (2.71), i can add "Text Game Properties" to text. But if i have two objects that are text, both individual properties are called the same thing "Text". I want to refer to both of them individually in a script in python, but i don't know how to do it. Please help.

@sambler
This is the code i used, but it still won't work. Please help.

    from bge import logic

    def reload():
cont = bge.logic.getCurrentController()
own = cont.owner
txtVal = own['Text']
sce = bge.logic.getCurrentScene()
sce.objects['Refill']['Text'] = sce.objects['Refill']['Text']-(80-own['Text'])


texts: After export FBX setup for Unity, armature rotation on z axe changed from 0 to 0,00005, do anyone have idea why it is happen and how to fixt it?

texts:
[![After I export my model to FBX set up up for unity, rotation value on Z has changed to 0,00005. I do not know fi it cause any troubles, but I like it to fix it to value 0. Do anyone have idea what could be the problem?
]1]1


texts: 2.9x How do I calibrate my colors for shaders and UV maps?

texts:
I don't know how to set up a scene to test my colors. I would like to know a procedure to set up the scene for this test. I tried using different methods but my character was still too dark even when everything else seemed correct.
How should I set up my scene to calibrate my colors and UV shaders properly?
Blender v2.79 has a histogram to verify an image but does it exist in 2.9x versions of Blender?  [ EDIT ] Answer: @susu The histogram and waveform monitor are available in the image editor i.stack.imgur.com/dRf9u.jpg.


texts: How to find if a point is inside a CURVE

texts:
This question is a kind of follow up to this question How to find if a point is inside a mesh?, just in a different context. That is how to basically apply the same thing for curve objects such as tree sapling or ivy curve (from sapling addon and ivygen addon.

I wouldn't prefer converting curve objects to meshes because of large number of them and doing so could quite burden the system memory and rendering time. Besides, converting takes time if you have to performs point-checking quite often.


texts: Limiting the roll on a rigid body cylinder joint chain

texts:
I am trying to setup a rig that is based on rigid body shapes driving bones that then drive a mesh. The current setup is a chain of cylinders attached to each other with rigid body constraints (point type.) A chain of bones is child of an IKed to the cylinders, and a mesh strip is controlled by the bones. (See attached file.)

Currently is working well, except that the cylinders can roll over and twist the bones too much. I would like to limit the amount they can roll. This seems to be the local Z. I have tried the Limit Rotation constraint. This succeeds in having them stop rolling at a certain point, but then they fall over and begin rotating in other directions.

How can I stop their roll without this new poor behavior? The file is attached showing my setup. Is there a better way to do this?


texts:
Is it possible to determine the pose/rotation of a bone depending on the parent bones (with Python), in the best case in euler angles.

For example, I have a model of a human and the arm is rotated in such a way that the body forms a T-shape. Then the hand is rotated that the palm points in the same direction as the face.

Now I would like to determine which rotation I would have to perform only on the hand to obtain the same direction without moving the arm.


texts:
I'm trying to get an image or movie inside some text to achieve something like this :

HOWEVER I'm aiming for the the text to be on a transparent background so i can re-purpose the text for any project.

I've found a tutorial on BlenderDiplom's channel that shows you how to add animated fire in the 3D view and then use the compositor to have it become the text- this is achieved in Cycles. The link to the video is here:

https://www.youtube.com/watch?v=5xQ4ppukCHE

But my problem with this method is that 1. The black background is present when rendered out and 2. I prefer working within Blender Render engine.

Now I know i can add an colour key node in the compositor to get rid of the black background but it also removes the any black in the image that's 'inside' the text.

I'm sure there's a super simple solution but I can't seem to crack it.

Any help will be much appreciated!

So i'm following Edgel's answer and tried to unwrap the text with the Smart UV Unwrap and Project from View and entered render view and the text remains white instead of showing the image inside the text:

And here is the text in the 3D view in edit mode:


texts:
I am creating a lens flare for my scene using the node editor.

I finished setting up all the nodes and had a final render which looks ok. However, when I tried to group it (CtrlG), all the nodes being grouped turned red.

It's my first time trying to group nodes so I'm not sure if it's normal that all the nodes turned red. Moreover all the nodes that is under the group doesn't work when being rendered! the nodes no longer work after I grouped them. How could I fix this?

Here's my blend file.


texts: What are the files in the /tmp folder and can I delete them?

texts:
I know that by definition "tmp" means "temporary" and that therefore, these files might not be necessary for blender to function.

I can see that some of them look like automatically saved copies of my projects because of their naming.

However, certain files such as the one with a little "forbidden" sign seem to hold some kind of importance so I thought I'd ask...


texts: Why I can't export a model with double-sided materials in gltf format?

texts:
When I export that by in Gltf format and open it, just the front side appears on both sides. Can you help me please?

In Blender

In 3D Viewer


texts: Is there a way to clear the "info" editor?

texts:
Say there was a mistake in a script, it didn't compile. In an info area that's bigger then just a small strip, there will be one or more red error messages.

How to get rid of them with a keypress?


texts:
I am new to blender and I am trying to create an intro video for my site.

I have rendered the animation and want to compile the images for the animation so that I can use it in my video editor (Davinci Resolve 15).

I used the video sequencer to compile them into an AVI format but Resolve is not recognizing the file.

In a tutorial that I have watched, that helped me so far, the guy opened the formats drop-down in the output area and it had several other formats that are not a part of the release that I have (2.79b) including H.264, MPEG, and Ogg Theora.

He was using v 2.71. How do I get those other formats to work in Blender? Thanks in advance!


texts: Moving all keyframes in a scene at once?

texts: I'm creating an animation and in order to work on it right now I need to finish the scene from the half way through point then add the beginning part on later. However before I even start I want to make sure that I can move all the keyframes at once so I dont have to go through a dozen plus and edit them all individually to fit my scene. If this is possible and anyone knows about how to do it, it would be very helpful.


texts: How to correct an object's arbitrary rotation?

texts:
One of many 3d modeling "Holy Grails": You get a model from somebody but you are OCD and want to re-align the entire object such that part of such that an edge loop coincides with a plane that is normal to a cardinal axis. Here is an example:

This is a reimagined enemy called "Chuckya" from Super Mario 64. He has handles that Mario can grab, but they are too high. I want to "reset" the rotation of this object so the selected loop is normal to the XZ-plane (that is, it is rotated such that it is bisected by an axis parallel to the Y-axis). Then I can apply that rotation and rotate it by precise values.
How can this be done without rotating it by eye, which is not nearly as precise as I want? Assume that the current rotation of the object is not known.


texts: Is it possible to store our own 3D models in Blender?

texts:
In Blender we have built-in 3D models (such as Cube, Cone, Suzanne, etc.). These models are placed into the scene by a simple mouse click on a button or a menu item.

Is it possible to use our very own 3D model that can be called when clicking on a specific button in Blender?


texts: getting objects to properly face towards normals

texts:
I wrote this little addon: https://gist.github.com/SuddenDevelopment/16df6602a2ecab06f56dc8a2c7e4c9e0
and at first I thought it was doing great, but have found a bunch of scenarios where the area lights face the wrong direction.
I try to get the normals for a face, move rotate the light to match that face and then face it towards the normal, but it works for roughly half of the faces when it come to facing the proper direction. If I play with which axis are in the rotation by quartnerion I get different ones that are correct, I also tried .inverted()
I dont even know if I'm going the right direction. help appreciated.


texts: Blender .dae and .stl files not importing with textures and particles in the right place

texts: I am trying to import .dae and .stl files into Blender but they are not importing with textures or particles in the right places. I have included screenshots of the actual model and how the .stl and .dae files import, respectively. I am looking to import the tree model into Gazebo to run simulations. I would appreciate any help I can get!


texts:
I want to use Blender as a sort of reference for making isometric pixel art. My game tiles are 64 x 32:

I'd like to create an object in blender using this same view. I know I can move the camera manually with the mouse, but is there a way to position it so that it matches the view of the game world above? That is, so that each tile in the grid is twice as "wide" as it is "high"?

I will be using this view for everything I make, so it would be good if there is a way to quickly set it up like this instead of having to do it by eye.


texts: Workflow for animation idle, walk cycling , jump?

texts:
Hi I would like to know if I should create differents animation in the same scene or in differents files ? my target is export my 3d character to unity , and create animation in blender , as walking, jump, death, attack, stand area, etc .

I started with Idle animation in 48 frames. the clip end at 47 and loop to keyframe 1. ... but then I do not know If I should create another different animation from keyframe 48 or simply go to reset all the transformation or scene?


texts: Lookdev mode is showing objects as only black and white

texts:
as the title says not sure why its happening.
I'm very new so sorry i can't add much more info.
Any help would be appreciated.

image of whats happening.


texts:
I am doing this tutorial and try to learn how Rigid Bodies work. I have selected the center parts of the brick wall and made them active.

Somewhat later I want to reselect the active parts but how to do that ? How can you reselect the parts that you have made active ?


texts:
I'm doing a lighthouse in Blender and am trying to create a railing.
Here's what I'm starting with:

It's on the "walking deck" I wanna build it. I tried one solution with subdividing edges and so on so it got to something like this (to start with).

The issue is, alot of work for doing the same thing over and over again, and also if you look at the bottom of the poles, the subdivision modifier does not make it look good anymore.

So looking for tips on how someone would do this a more correct way?

UPDATE
After trying the array around empty, this is what I ended up with:

As you can see it's mostly good, but the issue now is the clipping, like the rail clips in to the next pipe, and the pipe clips through the walking deck, don't even know if it's an issue? but the Subsurface doesn't look as it should because of it. Any tips?

UPDATE 2
Manage to fix it with the merge function to the other pipe.
But how do I merge the pipes with the deck to avoid clipping?


texts: How do I duplicate bones 90° and copy rotation?

texts:
I have a set of bones with an Inverse Kinematic constraint. I need to be able to duplicate this set up so that I have four sets in total, each rotated 90° about the center.

I'm not sure if this is the problem, but when I do this, the bones don't rotate on their local y-axes.

This means that when I try to use a Copy Rotation constraint, Local to Local, it doesn't work properly, because each individual bone hasn't been rotated 90° when the whole set did.

Here is the file in case it helps:


texts:
Can someone teach me how to set up a object that simple moves foward and baunces in reflection whenever it hit a wall. much like a bilhar ball or the green shells from Mario Kart.
I tried using softbody physics with elasticity but it is too buggy especially in fast moving objects, I need precise mirror reflected baunces.

Maybe with a script that captures the normal of the wall and the angle of the object. It's much like a specular vector in the pic, but instead of the light I need to make this with the object's tragetory.
 Unfortunately I don't know programming. Help?


texts:
I want to add some knolls onto a ground surface by using textures. Currently it looks terrible and I don't know how to integrate it properly.

What is the best procedure to do this? At the moment the stones do not look integrated into the knoll, there is a sharp border around it and it does not look natural.

I would like to use the bump map of the stone texture and then to texture paint over this bump with the sand texture stamp. How can I realize this in blender?

Additionally I want to work in Cycles. Does it make sense to create the textures in Blender Internal mode at first and then add the created texture to a material in Cycles mode?

I suggest this method because the handling of texturing is much easier in Blender Internal than in Cycles.

The current picture is like this:


texts: Branch starting not from bark using hair particle system

texts:
I am new at blender and I ran into a problem creating a tree using particle system hairs. I tried following a tutorial which shows how to make branches separetly (I creatied them from images in another layer, made them into a group) and use them when making a tree's branches. I have done it. Problem is that my branches don't start from the bark, their middle is on the bark, their start is on the other side of the bark. I don't know how to explain, so this is how it looks like:

And this is how I would like it to be (I photoshoped it):

So can you please tell me what to do to achieve what I want or maybe how to make a tree in another way? The reason why I have chose this kind of making of a tree is because I will you it in a game and I need it to have as few faces as possible.


texts: Can I remove link conncetion of Materials and Meshes, without opening .blend file in Blender?

texts:
We are making a game - project (demo one) - the issue appear, when I made some changes on ones of the Linked object to the main scene. I did SaveUs, close the scene and the new save us won't start at all.
Blender crashes on open without any warning messages. I've try check the Toggle System Console, but crash as a blink of an eye. I found blender.crash.txt in temp folder but was empty.

What I did:
1. Restart the comp

1_2. Try to run the file with different name

1_2. Try to run both Backup files. ..

Remove all additional add-ons (load factory settings)
Try to run the last file from the prompt
Deleted all temp files - connected to blender
CC clean the registry for any issues
Restarted again - but still doesn't work
Copy the main scene of the project I did(contained all stuff in), to external drive and
try to run from another computer powerful then mine: but same result, doesn't work at all
Start reading articles and similar bugs(errors) around the net - I couldn't found similar issue
Optimize and update driver of my Nvidia GTX 750 Ti - still no results
Install the previous version of 2.72b and try run the file there - without success
Uninstall blender at all and Installed again, no results

[Just to mention that for those several years of Working and Using Blender as primary 3D Software in my workflow, I haven't recognized or experienced such a glitches, bugs etc. Just Blender works perfect for me so far!]

Then, I re-open the Main Scene, which still working, I run the Toggle System Console, and this appear

Missing meshes, missing textures etc. Well Is there any option suggestion how to fix this BUG? And to continuing the project?
Why I'm calling it Bug because I've done some experiments to simulate same mistake, for registering the problem, but is very difficult for find where exactly is the problem, someone should explain me a bit more about the LINKs and connections into the CODE, how they communicate to each other. For example I've did this test.

Is there any way to fix this links, or to change them somehow... without opening .blend file in Blender. For example additional Python software or application where this code relation could be fixed into the file which crash on open?.

In this preview after I linked an object (the complex one), I opened it from the linked library short button, then click Linked data, then Make Single User then go back into the container file. Save and quit. (Please look at the preview above).

After that,
I opened another default scene after I linked the same object into it and try to push the short button of Linked Library, and this message appear:

We will appreciate any kind of suggestions and accurate technical support!
Thank you


texts: Why does blender not compress file by default?

texts: When working with large blendfiles, then compressing maybe handy in terms of drive space. After clicking the 'Save as' or 'Save copy' option, I see an option of checking 'Compress'. Why is this not checked by default?


texts: I added a mesh and made into a ceiling, in Blender. I applied some color to it, but when I render, the mesh is just black; the other objects are fine and have color. How do I fix this? I tried deleting it and inserting it again or copy-pasting the other objects but it still turns black.


texts:
I have downloaded a blender file (2.9) and it seems that something is set so that the keyframes of animations I create are automatically converted to actions in the nla or I am doing something wrong? What could be the problem?
I have to constantly go into the nla and manually convert the actions to keyframes, I do not need actions, how can I disable this?


texts:
When pressing Home, the expected behaviour everywhere in Blender is Show all. That applies to viewport, node tree, image editor and more.
In previous Blender versions, pressing Home on the timeline, this showed all the frame range, from start to end. Now with Blender 2.8x+, this shows the timeline for all set keyframes for the selected object. Which may be useful for some people, but I would like to have the old behaviour back.
Is there any other key to zoom the timeline to all the frame range, or is there any menu entry?


texts: Weird subsurf edge and circle optimization

texts:
this is my first own 3D model after following DigitalTutors "Introduction to Modeling in Blender".

I'm trying to create a Mauser 98K.

Problem one: Optimizing round hole

I have tried my best to create a round hole, by using I (insert face), Ctrl+R (Loop Cut) and the Knife tool. I know I have a few nGons but I'm unsure how to optimize it, do you have any tips or tricks?

Problem two: Subsurf weird edge

When I use subsurf I get this weird edge, if I move the green highlighted vertices up next to the vertices on the left, there is no weird edge. The green highlighted vertices and the vertices to the left are aligned on the X axis.

How can I remove this weird subsurf edge?


texts: How to use Freestyle with openGl render?

texts:
Hello guys right now I want to use freestyle, but with the OpenGl render.

I'm not sure if this is possible. when I render using the openGl render image freestyle will not work, but when the Render Image (using internal or cyles it works). The reason of doing this is because the viewport could be used in order to save time, in this case I just need to render a simple logo.


texts: How to rotate a mesh around another one?

texts:
I have a certain combat airplane model and i need to create all the animations to be able to use it in a game. I've got this:

I need to rotate the elevator mesh (The one not selected) around the selected mesh. I've tried using the rotate tool but it always ends up moving the elevator mesh (rotating and translating around the center point/3d cursor) and that is not i want. I want the front of the mesh to go up and the back to go down, taking the little mesh as a pivot, so the mesh moves like an actual elevator would.

How should i go about this?


texts: How To Copy or View Existing Vertex Parents

texts:
I have a problem with Vertex Parent.
Is there a way to either:

Copy/Mirror a vertex parent of an object and paste it to another object,
View a vertex parent of an object to see which three vertices it's parented to.

The reason is I need to mirror an object that has a vertex parent, but I'm ashamed to say that I forgot which three vertices I parented it to and currently I'm unable to produce the same result.


texts:
Is it possible to make new shape keys using varying amounts of other shape keys.

For example let's say I have two shape keys one for the upper lip and one for the lower lip. Can I create a third shape key using a bit of both previously created shape keys to move both lips at once to spare time?


texts:
I got an armature, with bones connected, so everything set up just fine. I want to get a bone's children through the .pose.

Like:

v = objects["armature"]
a = v.pose.bones[0] #got the root bone

Then I want to go through the children recursively. Only problem is that a is a PoseBone and has only .child property.

Only way I found to get all the children is like a.bone.children then get all of their .name and find them in v. That is "fine"...

My question to the more experienced bpy fans is that if there is a better way to get this set of bones?


texts: Material libraries in Blender 2.8 for Eevee

texts:
Helo everyone! Is there any way to make or create a material library in the last version of blender (2.8)?
I just figurate out how to append the materials into a new file but would b super cool if I  could collect all of them in a typical library, as key shot can have.
If you have found a tutorial or a way go ahead and send it to me!
Thank you very much in advance!
Nerea.


texts:
I'm creating a font ad-hoc and modifying It as I need time to time..

Any way to reload the font file linked to the *.blend file so all text objects are immediately refreshed?

Now I need to reload the font file for every text object at every modification...

Is there maybe a way to apply the font to a material via nodes? (or something like [maybe a script?])


texts: Accessing the object mode preview mesh, or reproducing it?

texts:
When in object mode with wireframe display, Blender only draws edges between non-coplanar faces, or edges which only belong to one face. For example this image shows switching between object and edit mode:

Using the python API, is there a way to access the object mode preview mesh, or some other way to tell if an edge would be rendered in object mode? i.e., without having build a list of faces for each edge and then check whether every pair of faces is coplanar?

I don't want to display all edges in object mode, so option "Draw all edges" is of no use. In fact that is the exact opposite of what I want. I want to export only the edges which are shown in object mode, using a python script.


texts: Texture is "inverted" when object has a face in front of another face

texts:
It's kind of hard to explain what's going on. I sketched a flower in Photoshop, saved it as an image, and imported it as a plane. From some directions, its transparent depth is inverted.

I knifed a couple extra points on it so I could "cup" it like an actual flower.

When you view it where you can see all the faces, it looks just like I wanted:

The problem is when you view the flower at an angle where a face overlaps another face between the camera, the rear face shows in front:

The blue petal should be fully in front of the red petal, but when you look from a lower angle, the red petal seems to show in front of the blue one? I didn't do anything fancy - just Image as Plane > Knife some points > move them around.


texts:
I am having an inconsistency between outcomes using the node Geometry>Random per Island
It is the same node setup behaving differently between 2.83 and 2.9
2.83: I will get the colors assigned to the color ramp distributed within the meshes that have that material. The limitation is the “island” meaning that closed meshes will have one color assigned.
2.9: Every different face of my mesh will get a different color from the color ramp. This is not what I need since I am trying to assign random colors to multiple assets, but each asset in itself can not have a different color per face…it looks really funky
Have you experimented this?


texts:
I'm trying to make a short 5 minute toon shaded starship scene with Blender Cycles. The ship(s) in the scene also have a toon outline created by two line sets, one thinner one set to only render on creases and edge marks and one thicker one set to only render on object contours.
It looks good and like the way I want it to be, but when I render an animation (camera flyby) I notice that on some frames certain lines break. You can see that here:
https://youtu.be/czazInaUevc

That looks pretty ugly. Is there any way this can be avoided or at least greatly minimized?
Here's the scene's .blend file:
https://drive.google.com/file/d/1ceVqcvQTiVrjOe-18zJdUkYJpaEqc1QP/view?usp=sharing


texts: How to get transform values that would be set from inserting visual key-frame for pose bones?

texts:
I have some bones with any number of constraints.
I want to get the visual transform matrix of that bones that takes also into account when for example a stretch to constraint modifies that bone.

So basically the output of setting keyframes with Visual LocRotScale setting.

This would be really helpfull for exporting bone data.


texts: How to create outline tile texture for odd shape

texts: Hi everyone, would anyone know how I can create a tile texture that outlines an odd shape. I know how to use the Brick Node to make a normal mosaic tile like texture. But I need a row of tiles that surrounds an odd shape (not just a star) creating an outline. Hope the image I have attached is clear. Thank you.


texts:
I have written a simple operator to save the current blender file, but when the operator reaches the save function I get an error. I used the bpy.ops.save_as_mainfile() function for saving a scene, but I don't know if it's the right one to choose.

The console outputs this error:

TypeError: 'BPyOpsSubMod' object is not callable
location: /opt/blender/2.70/scripts/modules/bpy/ops.py:188

Does that mean I cannot call functions from bpy.ops?

My script is the the following:

import bpy
class SaveOperator(bpy.types.Operator):
    bl_idname = "object.save_op"
    bl_label = "Save scene"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):

        # build file name stuff
        # ...

        bpy.ops.save_as_mainfile('~/' + new_file_name)

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.save_op()


texts: What units of intensity do Blender's lights use?

texts:
The "Sun" type has "Strength", but the other types have "Power". What are the units for these lights? Lumens? Lux? Candelas? They all default to 100, so maybe it's a percentage... of something? Does Strength use a different unit from Power?
I see there are already other questions asking about how they work specifically in Cycles, but in my use case I am making a scene in Blender and I want to export it to a game engine. I would like to know what units Blender uses for its lights so that I can perform a conversion where necessary, and verify the conversion is correct.
I also see another question with an answer stating that it's in Watts, but they said that this is not the case from experimentation. I would like to know the true units, and how it is converted when exporting, and also I would like to know how to convert Blender's light units to lumens, lux, and/or candelas so that I can convert and verify.
EDIT: I am exporting to GLTF using Blender 2.83 beta. GLTF's light behavior is well documented: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual#light-shared-properties


texts: How to effect scale based on frame number Animation Nodes

texts:
Okay, so I am creating a countdown using animation nodes, where the text rotates along the Y-axis. The goal is each time the text is rotated 90 degrees I want the object to flip along the X-axis (scale x * -1). I have set it up to where the numbers countdown every 25 frames and are also rotated to a 90 degree angle every 50 seconds starting at frame 25.
Here is what I have:

Here is the goal:

Here is my current animation nodes setup: