texts:
As an exercise in Tabletop Simulator modding and learning Blender, I'm trying to recreate the game Kingdom Builder. This game uses different tiles to construct a board for each game session. An example is at this link: https://sodaklady.files.wordpress.com/2012/01/p1010414.jpg
Based on the shape of the board, I thought it would make sense to make it out of a number of hexagons. I created a cylinder mesh with 6 sides and triangle fan fill type, and then used the Array modifier several times, applying the appropriate offsets, to create the right tile shape. Everything looks good up to this point.

Next, I want to UV unwrap it so I can paint different textures for each of the different tiles. My goal is to have the UV map match the board shape to make it easier to create different image textures. I selected all the edges around the outline of the top of the tile, used "Mark Seam" and then did UV --> Unwrap but the map looks very distorted, as shown below.

The top and bottom sides aren't even separated, even though I thought I would have detatched them via the Mark Seam command. I've tried watching some tutorials on UV unwrapping, but haven't found one that seems to cover this kind of case. I have the suspicion it's something to do with the Array modifier as I've seen arrayed meshes behave oddly when playing with other functions (e.g., using a Boolean modifier set to Difference with an arrayed mesh as the reference point does not produce the results I'd expect).
Can anyone tell me what I'm doing wrong or point me toward a good tutorial on the subject?
Full disclosure, I'm a total Blender newbie. I've done some BlenderGuru YouTube tutorials that walk you through a number of the basic concepts while modeling a doughnut and coffee cup, but that's about it.


texts: Is it possible to change operator's bl_label on the fly?

texts:
I'd like to update the label of an operator when it's called. But this :

def execute(self,context):
    self.bl_label = "good night"

... apparently doesn't work if the bl_label property has already been defined. Am I wrong ?


texts: How to unlink two objects in the same group?

texts: The cube I was messing with somehow "coupled" to the bottle and now i can't select them individually. What happened? Doing Alt+P and Clear Parent doens't do anything.


texts: Principled BSDF shader missing in node editor (2.79a)

texts:
everytime i open my saved project the Principled BSDF shader disappear from the list in node editor.

But in new tab it appear in node editor. i don`t know what to do (is that a bug)


texts:
Instead of editing the alpha for each material, it would be quicker for me in this case to be able to fade out the entire render layer in the node compositor.

The "SetAlpha" node seems perfect for this, but it adds black to the alpha channel that I don't want. The background needs to remain transparent, and not be black.

Here is my simple setup (without the SetAlpha node). How can I fade the "bearing" render layer to zero opacity, leaving only the "freestyle" layer on screen?

Also, I should note that I can't just switch the inputs on the Alpha Over node and use the "factor" to fade out the "bearing" layer, because the "freestyle" layer needs to remain over the top of the "bearing" layer.


texts: Non-color data (and other) option missing

texts:
In Image Texture node I don't have any other options but sRGB and Linear.
How do I enable the Non-Color Data option in the dropdown menu?
I followed the tutorial (https://www.youtube.com/watch?v=W1px5mPdN4s) and the guy has it, whilst I don't. Switching to cycles did not help. I use Eevee btw.
Thank you, cheers


texts: I have disabled all lights, why can I see the textures? There is some ambient light going on, how can I disable all of it?


texts: camera track - was good, but breaks after editing an object

texts:
First, I'm a newb to tracking.

That said, I tracked my scene with a .3 solve rate.
I dropped in a cube and rendered out a short animation... looked great.

I readjusted the position of my cube... nothing more... and now my track is broken.

All tracking points were locked, I did not resolve the scene... just suddenly my object is wobbling all over in the render.

Going back to my LOCKED tracking points, they are no longer staying put.

Anyone else seen this?  Has happened on 2 machines, same reproduction steps.
This last one was first time I tried locking the tracking points.

Memory issue?

Thanks...

Blend file

Original footage (40mb


texts:
I have this issue from the 2.83 update. I tried a couple of things but nothing seems to fix it. Here is a short video of how it looks. Video

Also if I move my mouse over the XYZ on the top right the faces become see-through even though the option is disabled. The see-through disappears when I move the camera around. You can see this at the very end of the video, although my mouse doesn't seem to pass the XYZ. It worked 100% of the time when I hovered over XYZ when I retested it.


texts: Scale of Curve to effect Location of "Set of objects"

texts:
I'm trying to create a rig in Blender and i'm fairly new to the program, I am wanting to scale a Bezeir circle that will in turn shrink the distance of a set of objects in a circular motion.
I really can't wrap my head around it, any help would be greatly appreciated


texts: Select vertices by their indices (by vertex id)

texts:
I want to select vertices by their indices (by vertex id)
Like a python script,so that i can write the vertex id into it, and run the script,and it would automatically select those vertices

there is already an answer (python script) ,but it only works with one vertex
when i tried with more than 2 vertices,it does not work :
How Could I Select a vertex by its ID?


texts: Why is "create snapshot (ghosts)" disabled? (baked sound F-Curves in Graph Editor)

texts:
In VSE I have inserted a sound clip and added two custom properties.
This is purely so I can bake different frequencies as F-Cruves which greatly helps with aligning video with music.

I want those two F-Curves to be always visible in the Graph Editor. There seems to be an option that should do exactly that. In Graph Editor on the bottom bar (with menu) at the very end there is a button with a ghost icon (a second one in that row, first one is to show channels from not visible objects) that has a tooltip saying:

  Create snapshot (Ghosts) of selected F-Curves as background aid for active
  Graph Editor bpy.ops.graph.ghost_curves_create()

However this button is disabled and there is no indication why.
I have my sound clip selected, with two custom properties keyed and F-Curves for those selected.

How do I make snapshot of those baked sound F-Curves?

P.S. If it makes any difference I have Blender v2.77


texts:
I have a PC with an old intel GMA 945 that only supports openGL 2.0 and DirectX 9 and I want to install the latest version of blender. Everytime I try to run Blender 2.79 it gives me an openGL warning and crashes. I have updated my GPU driver to the absolute LATEST I can find,(Which is still about 5 years old). It is not my main PC but I want to use it alot more. Here are the specs:

4gb DDR2
Intel Core2 Duo 2.33ghz
120gb HDD
Intel GMA 945 128mb
Windows 7 Home


texts: screen is black when rendering in cycles

texts:
I have no clue what I'm doing wrong.

I have a light, and everything, but it renders black.

When I render it from the bottom toolbar it renders fine, when I click Render Image, or render it from the view of the camera, its black.

I would attach the blend file, but I don't know how to. I already tried putting in more lights, and messing with the layers, but it just wont work!

Does anyone mind telling me what I did wrong?


texts: I have an empty object driving a cylinder (X) Rotation by empty (Y) Location. Is there any way to maintain Cylinder (X) Rotation on positive values even if I move the empty (Y) Location to negative values?


texts: Create a mesh from image with transparency (Redux)

texts:
I'm following @zeffii answer from Create a mesh from image with transparency but have the following error.

"KeyError: 'bpy_prop_collection[key]: key "Ao8jf.png" not found'"

The answer was posted in 2015. I'm using 2.79 so I wonder if the script is out-dated?

I am not sure what to try next. Googling this error has not helped.

Thanks for your time.


texts:
I am graphic designer special in awards making 2D & 3D trophies. im my company we are using 3d mex for modeling and keyshot for rendering.

I want to switch to Blender, I have all modeling concepts just I want to rendering something like above picture as sample, material applying to some parts, coloring, texturing and label applying.


texts: How do I check for floating vertices non connected edges?

texts:
I'm doing a very basic tutorial and trying to recreate a model which has basic geometry, figuring out the best way to use edge flow and to tie up any NGONs.
The model seemed to be behaving very odd as I was trying to make cuts to an NGON. I've only just realised I had vertices and the odd edge overlapping in the NGON from previous attempts at doing this.

I know it was just sloppy work, but is there a way of quickly checking your model for any floating vertices and/or edges?


texts:
I want to make a circle edges loop using loop tool ads on. This is my edges

And when I apply the loop tool circle this is what happened

here's my blend file


texts: I can easily find and edit all image assets in the image editor, but I was wondering how can it be done with sound assets.


texts: Problem with Rendering Candle Flame with RGBA transparency

texts:
I have a problem and I can not find an answer in internet. So  basically I have a candle with animated candle flame (made with texture nodes and I added a point light source) and I want to render only the flame animation, because other things are static, and then combine the static image with the animated. So I need candle flame to be with a RGBA information. However, when I render it, it gives very weird result.
So this is how it looks in my viewport:

And this is how it looks while rendering:

And it is the same in Cycles or Eevee. Could someone please tell how to fix that, if it is even possible?


texts: How to properly get a smoke/fire effect in Blender 2.8?

texts: So there is a well known tutorial on Youtube by the BlenderGuru that I watched because I want to try and get into blender and CGI. I know that the tutorial is for modeling a donut, but an issue Im having is that I am unable to render a smoke and fire effect. Following his tutorial and taking the exact same steps to using the Quick Smoke function. I repeated the steps multiply times to see if maybe I missed something, but still nothing. I then went and looked on the Blender Manual to see if maybe I am not using the right effect. So i then tried doing it manually in the Physics Properties tab and yet the only effect i am able to create is balls that flow and fall. Am I missing textures or assets that i have to download separately to have other effects to work?


texts: I thought making some light from television, it´s working but i don´t know, maybe has a better way.


texts:
How can I connect a set of disconnected vertices with a line through all of them?
I tried
V but it shows the error of "cannot rip multiple disconnected vertices"
F just creates a face but I would like to have a line
"connect vertice path" gives "invalid selection order"
"connect vertice" doesn't show any change

What can I do? Appreciate all your help.
Thanks guys


texts: My laptop has 64GB ram,import a 2.24GB fbx file takes forever and takes 13GB ram.Is there a way that I can speed up the import process ?


texts: Use FSpy data to automatically create a plane from perspective angles and sample size

texts:
Is there an automated way to create a plane from a set of perspective angles and a sample size (for example, the length of one brick)?
This is data coming from FSpy (https://fspy.io), and I do not want to guess at making a reference plane (or object).
This is added functionality which I believe is redundant for what is already coming in from FSpy. The dimensions and axis should define not only camera, but an object, much like a cube is placed in the center of a new Blender scene.
I am interested in programming solutions, and not necessarily interactive solutions.


texts:
All frames were rendered out at 1920x1080 and for 60FPS but it looks like it's 720p at a much lower frame rate. I don't know what's causing this, but I wanna fix it while I'm re-rendering the frames (There were missing entities due to a goof I made.)

It's 15120 frames if that helps at all, and the frames themselves look clear as day.

Rendered it out as an image sequence and frame step is one. I'll get my file uploaded for y'all.

https://drive.google.com/file/d/1sjnCSbtqH9cx-cG1-aXa43tp9c7jkbok/view?usp=sharing

File is up. Lemme know what's up ASAP, please and thank you all so much.


texts:
I’m still fairly new to Blender, but I have a simple model with some shaders that I want to bake onto it, but I’m finding difficulty baking it properly. For one, it seems to be baking the current lighting onto it, is there a way to set it to not bake the lighting settings?
Also, upon importing it into my game, it has a weird yellow shade to it. I was able to make it look slightly less weird by putting the texture in the emission section, but it still looks quite off. Also, the windows have no transparency. I’m not sure if there’s a way to fix this?

This is the house in cycles, the door looks a little dark, and I’m not 100% sure how to add emission to it as it’s a diffuse shader. Here is what it looks like in eevee, which is more what I’m going for

And here’s what it ends up looking like…

It's not highlighted because of the selection or anything. At first I thought it might’ve been receiving too much light, as my light is orange in the game, but even if I take the light away completely it looks like this.
Thanks in advance, sorry if this topic is all over the place haha


texts:
I've made a humanoid mesh, but it breaks around the chest and neck area when I subdivide as shown in the pics.

Mesh after subdividing

So i cleaned up the mesh the best i could but its still not working out. What am I missing?


texts: How can I switch connected Falloff nodes on a keyframe?

texts:
I have an an animation setup that uses a Falloff node to animate my scene into view and at a set frame I want another Falloff node to handle the fade out of the object but right now I have to manually connect the node at my desired frame.

FADEIN:

The Offset Matrix node is set to End and the object fades into view.

FADEOUT

The Offset Matrix node is set to Start because I want the object to exist and then Falloff by reducing its scale. I can keyframe the Offset Matrix node's options but I have to manually connect the FADEOUT Falloff node and continue from that frame. I'm sure there is a better way to do this but I've been unable to solve it.

Is it possible to switch connected Falloff nodes on a keyframe?


texts: how can I move 2 objects always symmetrical? I want to move a right and left wheel of an object symmetrical outward/inward. Icould do it by putting the exact y values on each but I was wondering if there is a faster way to do it.


texts: Change color of edge Length Marking in Blender 2.83

texts: I messed around with the preferences and changed various visual parameters in the 3D view port.  Unfortunately I changed the color for the edge lengths and now I can't figure out which preference setting that was and I have made it difficult to see the value on the screen.  I'm not interested in doing a factory reset as I have other options enabled and changed settings.  You can see in the attached picture the edge length is purple and very difficult to read.


texts:
I'm trying to model a rope used for a guillotine - after a bit of research I've attempted to model it using a series of rigid bodies connected together by empties acting as POINT rigin body constraints.
It has generally works when in motion - but when I attempted to 'grip' the rope to stop the 'blade' falling - the point constraints seem to 'stretch' and it allows the blade to fall due to the now lengthened rope.

Is there a way of preventing the rope/constraints from stretching?
Is there a way to 'flesh out' the rope tomake it solid rather than a line of spheres?
Is there a better way to have achieved this?

Thanks in anticipation!
SF


texts: How to track a moving object by handler?

texts:
The cone can track the moving ball in view mode, but in rendering mode,it did not rotate and track anyway.
bpy.ops.mesh.primitive_cone_add(radius1=0.4,radius2=1,depth=6,location=(0,0,0),rotation=(3.14/2,0,0))
mycone = bpy.context.object
mycone.name='mycone'
bpy.ops.mesh.primitive_uv_sphere_add(radius=2,location=(0,0,4))
#bpy.ops.mesh.primitive_monkey_add(location=(0,0,0))
mymonkey = bpy.context.object
mymonkey.name='mymonk'

degp = bpy.context.evaluated_depsgraph_get()
def my_handler(scene,degp):
    #scene = bpy.context.scene
    i_frame = scene.frame_current
    #print(i_frame)
    if not (0 <= i_frame < totalmoves):
        return
    newwing78=scene.objects.get('mymonk')
    newwing78_eval = newwing78.evaluated_get(degp)
    me = newwing78_eval.data
    mat_world = newwing78.matrix_world
    p2n=newwing78_eval.location
    pos_world = mat_world @ p2n
    mycone=scene.objects.get("mycone")
    mycone_eval = mycone.evaluated_get(degp)
    cmw = mycone_eval.matrix_world

    direction = cmw.translation - mat_world @ pos_world
    M = direction.to_track_quat('Z', 'Y').to_matrix().to_4x4()
    M.translation = cmw.translation

    mycone.matrix_world = M
    #print(mat_world @ pos_world,direction[0],M,M.normalized(),M.to_3x3().normalized(),M[0][0])
    #is below useful?
    #mycone.rotation_euler=(M[0][0],M[1][1],M[2][2])
    degp.update()
    bpy.context.view_layer.update()

bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(my_handler)


texts: How do I select Edit Mode after I imported an SVG into Blender 2.79b?

texts: After I imported the SVG file, it automatically entered Object Mode. When I select the Object Mode drop-down, there are no options other than Object Mode. I am specifically trying to correct the faces/spaces reversal problem, but can't get out of Object Mode to Edit Mode. Tab doesn't switch between the modes.


texts: Why Are White Lines Bleeding Between Textured Faces?

texts:
I have an array of planes that I textured with an image file I made. When I look at the array in Texture mode or Render mode, I can see white lines bleeding through between the planes:

(Texture mode)

(Render mode)

I don't know how well the problem shows in these images.

I have done some research and found out that it is sometimes caused by bleeding of the alpha channel when the UV mapping is on the edge of an image where the transparency color in the image file is white instead of black. I tried fixing my image files in Krita (where I made them) and I think I turned off the alpha or at least changed it from white to black, which reduced the problem somewhat, but not completely. (I'm just learning how to use Krita)

I also moved the edges of the UV mapping away from the edges of the image file, which helped a little more. But again, not completely.

I also read that this can be caused by MIP-mapping, which I know very little about. I tried changing a few settings in the Materials and Textures windows, and one of them helped reduce the bleeding in render mode, but they're still quite visible at certain angles or (more significantly) when moving the camera.


texts: Why does scaling my UVs have any visible effect in the 3D View?

texts: I'm trying to scale my UVs along the x-axis, however scaling the UVs does not seem to have any visible effect on the meshes in the 3D view. Is there something I need to do to see this change?


texts: capturing a frame simulation of cloth, particle as initial state

texts:
I want to be able to simulate a cloth or fluid for a while and then capture a frame and set it as an initial state/frame to a future simulation.   Example use cases:

winding a cloth thread on a spool, to render the UN-spooling of the thread
priming a water fountain, to render frames starting with a steady state of the fountain.

While I could include the first N frames to simulate to the desired initial rendering state in the file, or set up a negative timeline that eventually gets to the desired state by frame #1, I would like to clean up all the setup baggage to reduce file size or disk cache clutter, but to allow for many changes in the simulation from the captured state.
3ds Max gives a simple property-based panel "Capture States" to accomplish this snap and cleanup productively:

Is there a similar, convenient technique in blender?
I have tried "apply modifier", but it resets the simulation if I first SaveAs a renamed file (it doesn't copy all of the cache to the new copy).   And if I go behind blender and copy all cache files to the SaveAs cache, the Apply doesn't clean up the many cache file.  I'm also left with re-applying the (cloth/fluid) modifier and recreating all of the parameters to continue the simulation.
If I try "Mesh Cache Modifier" or Import mdd, I seem to have scaling problems,

and the exp/imp creates for every frame so I'd have to delete most frames and shift the last to frame #1.  Inconvienent.  If I import with start=end=FrameOfInterest, I get a weird decrease only in frame_0000 Shape Key as I progress along the timeline:

I get nothing better from the Mesh Cache modifier
It seems that in blender I could hunt with blender-external tools to find and clean up, but might then have to redo the initial state simulation if I want to change some parameters (like add a wind force) on the rendering part of the simulation.  So "tricking blender" techniques could backfire.


texts: Saved 2.77 blender file opens up different

texts: So recently (a few days ago) I've created a simple rendering using just a few wine glasses in Cycles Render.  I was happy with the results and saved my blender file.  Of course, it had the '.blend' extension.  When I loaded it up later my camera view looked all funky. I switched out of camera view and then back and then everything was fine.  Am I doing something wrong or is this an expected reaction to my blender file?  I saved it with the camera view pointing to the scene and it is a Cycles Render for v2.77.  It doesn't crash.  It simply looks weird when it comes up so I switch views and then come back and everything is good.  The inner gray area you see is the size of the camera view (Pressing 0).  By the way, it was in Camera View when saved.


texts: My displacement map is only working on one axis

texts:
I am trying to set up a street corner scene using a curb I found on Sketch fab. The model only has a single colour PNG for the texture so I made my own displacement map buy taking that PNG and desaturating it and changing the contrast.
The problem is when I apply the displacement map it only seems to change the mesh on the X-axis and the Y axis just ends up as sort of bands of raised geometry.
I have put a subsurface modifier on the mesh but it still has the same problem. The texture is a short panel that gets repeated again and again this might have something to do with the problem but I am not sure.
Here is a link to the sketch fab model https://sketchfab.com/3d-models/sidewalk-c4d846ab2beb40e09582ef5d93746e6a
I am including images of what the problem looks like, my node setup and my self made displacement map (lowered quality for uploading here).
Any help with this. would be greatly appreciated.
Thanks !


texts: Blender Python Property change event - Execute function?

texts:
i am wondering if it is possible, to execute a function if the user changes a custom property of an object?

For example, i create a custom property "MyInt" for every selectable object in the scene. This property defines the rotation of the object from the center point. If the user now changes the property i want the object to spin around the center. For that reason i would like to know if it is possible to react to a "property-change" event and move the object accordingly to the property value?

My code:

import bpy
from bpy.props import *

bpy.types.Object.MyInt = FloatProperty(
    name="Rotation in °",
    min = -180.0, max= 180.0,
    default = 0)

class Panel(bpy.types.Panel):
    bl_label = "Object Rotation"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "render"

    def draw(self,context):
        layout = self.layout
        col = layout.column()
        col.prop(context.active_object, "MyInt")
        return

def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)
if __name__ == '__main__':
    register()


texts: How to tweak the radius scale of Sapling tree Gen add-on in blender v2.79?

texts:
I'm following a Youtube tutorial on how to create a tree. The person in the tutorial is using Blender v2.75 while I'm using v2.79. He decreased the tree's radius scale to make it look more realistic, but I cannot find the same thing in my toolbar. I played with the custom shape settings but none of them seems to be right. Googled and found nothing helpful for this. Does anyone know where to find it in v2.79? Thank you!

Here's a link to the Youtube tutorial if that's helpful: https://youtu.be/gF6qkByl-_M?t=1037


texts: I have unwraped and textured my objects and i wanted to join them without messing the UV?

texts: I want to join all objects to one uv without messing up unwrap


texts:
Morph targets: A sphere shape turning into a cylindrical unwrapped sphere shape

This tutorial shows how to transform a plane into a sphere. However, it mentions UV unwrapping the plane. how am I supposed to do this?


texts:
After transferring weights from one object to another vertices might get multiple groups with very low weights. In weight painting view there is a tool 'Clean' that allows to remove all the groups with low weights.

To automate the process I am trying a script like

for obj in bpy.context.visible_objects:
    if obj.name[-2:] == '-l':
        obj.vertex_group_clean(group_select_mode='ALL', limit=0.005, keep_single=True)

In this snippet I go through visible objects, and if their name ends with "-l" I
want to run vertex_group_clean method, but the script fails with AttributeError: 'Object' object has no attribute 'vertex_group_clean'

What do I do wrong?


texts: Background is not moving with respect to camera position

texts:
I have a simple animation where the camera is moving to the planet's location.

The issue that I'm having is that the background is not moving with respect to the camera's location. What is the proper way to achieve this?

 The camera is moving to toward the spinning planet, but the background is not moving in respect to the camera's change of position.

 The node setup of the world's environment to create stars.

 The movement of the camera in this scene.


texts: when I render an Animation it shows up completely Blank

texts: I am using Blender 2.80. I finished a blender scene and hit ctrl f12 to render. the result is completely black and it spits out all 100 frames in a couple of seconds.i have looked at a lot of troubleshooting pages and none of them have helped fix the situation. i have a spotlight at the camera, world brightness settings are over 1, i know the camera is not obstructed. it also appears that any other blender file I have that has previously rendered before wont do so now. any help would be great, thanks!


texts: Bones and weighted mesh parts disappear in object and pose mode

texts:
The bones in my project disappear when in pose and object mode, along with part of the mesh weighted to their respective bones. They aren't marked as hidden, and I couldn't find them in any other layers.

The bones affected by this are on the pinky finger of the right hand in the blend file below:

.blend file for anyone who wants to see the issue: https://www.dropbox.com/s/ihh6vx4y0nd6836/m950a_anims.blend?dl=0


texts:
How can I hide the colored plus signs on my texture?
I have these colored plus signs appearing on my texture/model.
I haven't figured out a way to hide them.

The blend file:


texts: No texture on mesh after import from mesh lab

texts:
After importing my cleaned up mesh from mesh Lab I have a solid color on it.
Does anyone know why this happened?
Thanks


texts: DIfferent materials for individual smoke flows in same domain

texts: Ok so I have 3 smoke flows in a domain and I'm trying to get one of them to emit light, was considering using the colour attiribute to switch a mix shader but it seems like a horrible workaround, any suggestions would be really helpful


texts:
I have a simple explicit formula F(x,y,z) = (f1(x,y,z),f2(x,y,z),f3(x,y,z)) and a mesh.

As an illustrating example (not the actual one) F(x,y,z) = (x+0.1*y*y,y-0.1*x*z,z+0.1*z*x), and say that the mesh is the usual monkey head.

I would like to modify the mesh by changing the position of each vertex but not the structure of the mesh. I want to do it one go: I am not creating an animation. There already are plenty of tools/modifiers that do that. However, I want the change of position to be precisely given by applying F to the position (x,y,z) of each vertex of the standard monkey head.

Is there a tool or an addon for that?


texts: Parenting Objects to armature changes position

texts:
So, i made this Palkia model which is made of several objects (for example the wings arms..) that i parented to the main body. Now i started rigging it for animation, but i only want the main body rigged and the other objects to follow it when posing in pose mode. Just like when you move it in object mode.
In order to achieve this i parented the objects to the armeture, but somehow this changes their position or rotation. I've included pics to make it easier to understand (to show i did it with the shoulder piece). Does someone know what i did wrong.
[1]: https://i.stack.imgur.com/4M7Z4.jpg                    Before Parenting
[2]: https://i.stack.imgur.com/YE28Z.jpg                    After Parenting


texts:
I have finish my model and when Press Shift+Z to render my image is cutoff from bottom. I tried camera clipping start and end value of 1000

Original Image

Render view

When Press F12 render view its good

Applied scale shrink my model

Any suggestion or help why image is cutting off from below only in render view


texts: Render Viewport shows textures, final render does not (Cycles)

texts:
first time posting and fairly new to Blender.

I've been working on a project for a couple of days, and so far everything has been working out pretty well. Today I was working on creating UV maps and had made some textures using Substance Painter. I got them working using the Shader editor (Node Editor) and everything looks good using rendered shading in the viewport, but when I go to Render > Render Image the output does not seem to have any of my texture data.

Render in viewport on left, render result on right.

Any suggestions would be great! Thank you.


texts: Does Blender support linear colorspace for vertex colors?

texts: It looks like the vertex colors in Blender are stored using sRGB colorspace. The game engine I'm using (Apple SceneKit) uses linear colorspace. As I export the vertex painted model either using the FBX or Collada exporter, the colors seem to be exported in sRGB colorspace and due to this appear "washed out" in the engine. If I convert the color to linear colorspace using x^2.23 the color appears to be correct. Now my question is that is there any way I could get this conversion done in Blender? I wouldn't want to do the color conversion in the game engine.


texts: Pie Menu Box Overlapping Python Question

texts:
I've been trying to clean up a pie menu I created. As you can see from the screenshot, my menus overlap. I'm not entirely sure what options are available to me, I've created this looking at other people's code. Ideally I would love to be able to control the width of them as well. Any help would be greatly appreciated. Thanks! :D

Here is some of my code...

class EditorSwitcherMenu(bpy.types.Menu):
    bl_idname = "editor_switcher_pie_menu"
    bl_label = "Ian's Tools"

    def draw(self, context):

        layout = self.layout
        pie = layout.menu_pie()

        box = pie.box().column()

        box.operator("ian.recalc", text="Recalc Normals", icon='TIME')
        box.operator("ian.flip", text="Flip Normals", icon='TIME')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')
        box.operator("ian.ngon", text="ngon convert", icon='GO_LEFT')
        box.operator("ian.tri", text="tri convert", icon='ACTION')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')
        box.operator("ian.cpiv", text="Set Pivot Curve", icon='POSE_HLT')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')
        box.operator("ian.cpipe", text="Curve Wire 1", icon='IPO')
        box.operator("ian.cpipe2", text="Curve Wire 2", icon='IPO')
        box.operator("ian.cpipe3", text="Curve Wire 3", icon='IPO')
        box.operator("ian.cpipe4", text="Curve Wire 4", icon='IPO')
        box.operator("ian.cpipe4", text="Curve Wire 5", icon='IPO')

        box = pie.box().column()

        box.operator("mesh.primitive_cube_add", text="", icon='DOT')

        box = pie.box().column()

        box.operator("ian.modelprep", text="Ian's Obj Prep", icon='VPAINT_HLT')
        box.operator("ian.modelprepnv", text="Ian's Obj Prep NO VPaint", icon='WPAINT_HLT')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')
        box.operator("ian.batch_export", text="Export to Substance", icon='RECOVER_LAST')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')

        box = pie.box().column()

        box.operator("ian.exddo", text="Export to DDO", icon='RECOVER_LAST')
        box.operator("mesh.primitive_cube_add", text="", icon='DOT')


texts: Updating objects parameters using python creates multiple objects

texts:
I can update a text curve object when I change the frame and it doesn't create multiple objects but how can I do the same with a mesh object.
Code:
import bpy

scene = bpy.context.scene

font_curve = bpy.data.curves.new(type="FONT",name="Font Curve")
font_curve.body = 'Current Frame: ' + str(scene.frame_current)
font_obj = bpy.data.objects.new("Font Object", font_curve)
scene.collection.objects.link(font_obj)

def recalculate_obj(scene):
    font_curve.body = 'Current Frame: ' + str(scene.frame_current)

def register():
    bpy.app.handlers.frame_change_post.append(recalculate_obj)

def unregister():
    bpy.app.handlers.frame_change_post.remove(recalculate_obj)

register()

It doesn't create multiple Font objects (this is what I want it just replaces the last one)

But when I try and do it with a mesh object I run into problems due to the "_add"
import bpy

scene = bpy.context.scene

font_curve = bpy.data.curves.new(type="FONT",name="Font Curve")
font_curve.body = 'Current Frame: ' + str(scene.frame_current)
font_obj = bpy.data.objects.new("Font Object", font_curve)
scene.collection.objects.link(font_obj)

cyl_obj = bpy.ops.mesh.primitive_cylinder_add(radius = 1)

def recalculate_obj(scene):
    font_curve.body = 'Current Frame: ' + str(scene.frame_current)
    cyl_obj = bpy.ops.mesh.primitive_cylinder_add(radius = scene.frame_current)

def register():
    bpy.app.handlers.frame_change_post.append(recalculate_obj)

def unregister():
    bpy.app.handlers.frame_change_post.remove(recalculate_obj)

register()

My goal is to replace the line bpy.ops.mesh.primitive_cylinder_add command with the python line below but have the a, b, c and d variables in the x_eq, y_eq, z_eq animated with out creating multiple objects.
cyl_obj = bpy.ops.mesh.primitive_xyz_function_surface(x_eq = "a+v", y_eq = "b*sin(2*pi*u+c)", z_eq = "cos(2*pi*u)/d")


texts:
I'm new to Blender. Very, very new.

I wanted to use it for some gfx things but I just can't figure out how to see the textures in the models that I download. I use free3d.com to download models that usually come with an OBJ file and an MTL file. Whenever I import the OBJ file into Blender and I switch the viewport shading into 'Texture' everything is still gray. I have tried it with several other models that I have downloaded and it keeps on giving the same problem. Maybe I'm just missing something because I only just started using Blender, but if anyone could inform me about this, that would be greatly appreciated!

Thank you!


texts: Adding rivets to an object for 3D printing

texts:
I have an object which is going to be 3D printed to which I would like to add lot of small rivets, and to do this without losing its manifoldness.  The way I've decided to do this (stupid it may be) is to place spheres in the appropriate place so that a portion of sphere is sticking out, the spheres being separate objects to the thing they are "riveting":

However, keeping them as separate objects is kinda risky (one false move...) and so I'd prefer to incorporate them into the main object.  But I need to do this without destroying my manifoldness. I've tried a Boolean Union but that leaves stuff hanging over on the inside of my object, which makes it non-manifold.  Is there a way to achieve my aim, or maybe an entirely different rivet strategy which I should adopt?


texts: Linked duplicate of parent/children: how to link transform properties of children?

texts:
Let's say I have a cube and a sphere, and I make the cube the parent of the sphere. Then I link-duplicate both the cube and sphere with AltD. Then I start moving/rotating/etc. the duplicates around in object mode, together as a unit.

Later, I discover that I want to change the position of the sphere (child) with respect to the cube (parent). I re-position the original sphere, but the duplicate sphere does not change position.

I can manually copy the transform values from the original to the duplicate, but is there a way to automatically have the transform values be linked?


texts: How can i create a shortcut that will hide an object from viewport and render?

texts: Apparently ctrl+h used to do that but this is mapped to hide collection since 2.8. Basically when i press h to hide an object, i want it to hide from render as well so that i don't have to do it in the outliner. Please help, this is annoying me more than it should.


texts: Shading - How do I remove overlapping seams in X- and Y-direction while using vectors?

texts:
While trying to create a pixelated effect, I noticed that using vectors causes overlapping lines in x- and y-direction. As far as I can see, there is no good solution to create pixelated faces...
Has anyone got good solution for this kind of problem?
The origin is in the bottom of the object.


texts: How to combine object animation with a separately rendered background image

texts:
I have couple of MakeHuman Models talking with each other, in a studio setting. The environment consists of brick walls, wooden floors and furniture. The background does not change from frame to frame. Lighting is also static across frames, and it is OK if I have to turn off shadows completely.

However, the animation rendering takes a long time. I was wondering if it is possible to speed up the animation,  by avoiding the rendering of the background, in every frame, over and over again. Put it another way, is it possible to create one render image of the background and somehow combine it with the character animation done separately?

Thanks a lot for your help


texts: "Extrude Faces Along Normals" works exactly as "Extrude Faces"

texts:
I have a sphere like this:

When I press Alt+E and Extrude Faces, it works like:

As I'd expect of it. However, when I 'Extrude Faces Along Normals', it works like:

...and I can't tell the difference. What I expected `Extrude Faces Along Normals" to do is something like:

But I can't figure out how to achieve this effect.

EDIT:

I tried the 'Extrude Along Normals' tool on Tool Bar. As you can see in the picture, no luck for this one either.


texts: How to clear all keys of all objects and bone?

texts:
Is there any way to clear or delete all the key frames of all object and bones?

I created an animation, but now I only want the model and not the animation. Selecting each bone and deleting every key frame is very tiresome job. I tried selecting all object and pressing alt I, but somehow the key frames still come back when I select a single bone.


texts:
I was advised to export a model - which I'm using in a THREE js website - without Normals.
How exactly do you do that? I'm not seeing that as an option when I try to export it (it's a ".gltf" file - but I also have it as a ".obj" file.)
I have a model that has 4,832 Vertices in it and I was hoping to display maybe 3,000 instances of it on screen at the same time. It's working - but its severely slowing down my machine - sometimes the browser crashes. So I'm trying to figure out solutions to this - and that's where the suggestion to export without Normals came in. I'm quite new to 3D Modeling - just downloaded a free version of Blender a week go.


texts:
Will someone tell me what is wrong and way this is not working

import bpy

for mat in bpy.data.materials:
    mat_node = mat.node_tree.nodes
    for node in mat_node:
        if node.name == "Principled BSDF":
            link = node.inputs[0].links[0]
            if link is not None:
                node_tree.links.remove(link)

It is indeed mess, but this is visual, of what i need.


texts: Weird changes in object mode after editing in edit mode

texts:
I wanted to try and make eyes, nose etc. for my character, so I went into edit mode and started changing the head of the mesh:

After making a few changes, I went back into object mode and saw this:

I suspect it has something to do with Shape Keys, but I'm still a newbie so I'm really not sure. I had "Basis" selected in Shape Keys while making the changes, but I'm not sure that's correct. What's happening and how do I fix it? Thanks.

Edit: I was following the steps of the accepted answer of this post:

Eye socket help

Turns out it was the Knife Tool that caused my problem. I made a cut which didn't connect to a vertex, which apparently is a no-go. I still have no idea why my Shape Keys are affecting the the new vertices that I created on the face.


texts: Mist/Depth artifacts are appearing near a transparent object

texts: Im getting many wierd artifacts with mist pass and depth pass.their size/shape doesnt change by samples, re-render or light paths. denoising worsens the mist by making it smudge.what is the cause of problem and is there a solution for it


texts:
I had made a cylinder flat with cell fracture and rigid body,
below I have a animated rigid body cone that is going upwards and it's hide in the viewport. (exploding earthquake from below)
I'm not sure how I should make it correct or export the animation correct to UE4 because every time I try to export fbx file
and import the fbx file into UE4 I only get a lot of fracture parts.
The first 2 small pictures is from blender and showing what I'm trying to do.
The 2 bigger pictures is from UE4 showing all the small fracture parts and not a animation clip.
Link to my small blender file on dropbox:
Blender file

Hope some one can show me how to do it.


texts: When saving a file, it gives an error in BLENDER , "SyntaxError: (unicode error)"

texts:
I already tried the backslash and add 'r'  at the beginning of the line, this does not work.I use a blender in win10, and I did not configure python in the system, because I use a different operating system to work with python.
Such a mistake

"Syntaxeror: (unicode error) 'unicodeescape' codec can't decode bytes in position 2-3 : truncated \UXXXXXXXX escape"```

    def Save_to_STL():
            bpy.ops.object.select_all(action='SELECT')
            bpy.ops.export_mesh.stl(check_existing=True, filepath="C:\Users\admin\Desktop\exported.stl", filter_glob="*.stl", ascii=False, use_mesh_modifiers=True, axis_forward='Y', axis_up='Z', global_scale=1.0)


texts: How do I join animations to create a multi-take animation?

texts:
I have a single fbx that contains multiple animations. They are in a sequence, separated by times only.
Here is a screenshot from within Unity:

I would like to use them on a different model in Unity. Using the "Humanoid" retargetting is not an option because the hands are not mapped correctly.
I have found out that there is a new Add-On for Blender named "Rokoko".
It allows to retarget animations.
It's simple: You load a source and a target, then you click "Retarget".
The first problem that I experienced was that Blender wouldn't import all animations. There is a bug in Blender (it exists since ages and still does to present) which causes to only import the very first animation.
The only workaround that I found was to split the big fbx into hundreds of small single-animation fbx files using Autodesk FBX converter.
I can then import all these single animations in Blender, they looks like this:

Rokoko however requires that animation source / target are in the same pose.
Had Blender imported the FBX with the many animations correctly, I could simply pose the first frame and be done.
But I have over 100 single animations, and it is impossible for me to pose over 100 animations so that the first frame shows the same pose.
How could I solve this problem? Could I join these animations again within Blender?
Or does anybody have a different idea?
I believe that if Rokoko would include the option to load a bind pose (instead of the 1st frame being in the same position), it would solve my problem, but I don't know if Rokoko would create such an option. But I think it would be great.
Thank you.


texts:
In computer vision, the transformation from 3D world coordinates to pixel coordinates is often represented by a 3x4 (3 rows by 4 cols) matrix P as detailed below. Given a camera in Blender, I need code that returns P.
Context where this shows up
It is common for people to want the reverse: to set Blender or OpenGL camera transforms from a given 3x4 P. This is so due to Augmented reality where 3x4 cameras are computed from real imagery using computer vision / structure from motion algorithms which are then used in CG to render registered synthetic models.
In my case, I am using Blender to generate synthetic data to validate a 3D structure from motion (3D reconstruction) algorithm. I need to use the synthetic Blender cameras inside a computer vision pipeline based on 3x4 P.
Some Details
An image pixel $(u,v)$ is generated from world $(x,y,z)$ coordinates through a 3x4 matrix using projective coordinates:
$$kx = PX,$$
where $k$ is a constant, $x = (u,v,1)^t$, $X = (X,Y,Z,W)^t$, and $P$ can be decomposed as
$$P=K[I|0] \begin{bmatrix}
R & T\\
0^\text{t} & 1
\end{bmatrix} = K[R|T],$$
where $K$ can be written as
$$K=\begin{bmatrix}
\alpha_u & s & u_o\\
0 & \alpha_v & v_o\\
0 & 0 & 1
\end{bmatrix},$$
where
$$f=\text{focal length}$$
$$\alpha_u=\frac{f\times u\text{ pixels}}{\text{unit length}}=\frac{f}{\text{width of a pixel in world units}}$$
$$\alpha_v=\frac{f\times v\text{ pixels}}{\text{unit length}}=\frac{f}{\text{height of a pixel in world units}}$$
$$u_o=u\text{ coordinate of principal point}$$
$$v_o=v\text{ coordinate of principal point}$$
$$s=\text{skew factor}$$
I need to generate this from a Blender camera (e.g., from the Cycles engine).
Preliminary Research
I could certainly detail this up further in terms of all the coordinate systems and work out the solution myself if need be, but I'm looking to reuse well-tested shared code. Perhaps there could be something in libmv.
Directly related to:
What is blender's camera projection matrix model?, blender camera from 3x4 matrix
Other related questions:
How can I get the camera's projection matrix?,
How to find image coordinates of the rendered vertex?


texts:
I've been continuing that Blender Anvil Modeling tutorial, and I've gotten stuck on the part in which I'm supposed to bake a normal.
I sculpted, and created a high-poly model, and then tried to bake the normals onto a low-poly model. (I hope I'm saying this correctly...)

The result was this fine normal map:

I saved this image, added it as an image texture, plugged it into a Normal Map node, and plugged that into the "Normal" port of a Principled BSDF.

And nothing.
The low-poly mesh still looks the same. I've unwrappped the mesh. Image/Color textures work fine, but for some reason, the Normal Map does not work. The normals line up with the UV Map, the Image Texture is set to "Non-Color", and I don't know what else to try.

For reference, here's the node setup:

And if anyone's willing to take a further look, various .blend files will be linked below:

Smaller anvil.blend file containing only the low-poly mesh + the normal map (1.6MB):

Hyperlink for those with Script Blockers

The original anvil.blend file containing the low-poly mesh, the high-poly mesh, and other stuff (137MB): On Google Drive.


texts: Light emitted through a translucent plastic material

texts:
I often see hallway lights or street signs made from translucent plastic shapes inside of which is a light. The light doesn't spread through the thicker parts of the plastic, and some angles are materialized by being dimmer such as in these photos:

The darker areas help see the object's volume and its structure, and I am trying to reproduce the same thing in Blender.

I have tried to make a material that is a mix of translucent and transparent, and also transparent and volume absorption, but I cannot seem to get it right.

(Shared screenshot and version are shareable, dumbed-down versions of the current project).

Also, all the edges aren't outlined the same way, and it's hard to tweak their appearance.

Either the darker areas are too sharp, or the material looks like smoke more than plastic.

How could I make this effect in Blender?


texts: Pressing undo un-does previous action AND selecting tool?

texts:
If I select a tool, and use it, pressing undo undoes selecting the tool (or any menu element).
Is there a way to disable this? It's really annoying because I'll do something like select a vert group and then pressing undo selects it.


texts: Can I process a list against a python script using multiprocessing module?

texts:
I have a script that processes all parts of a list each frame,

can I thread the list ?

http://www.pasteall.org/60016/python

to process X parts of the list at a time?

Thanks


texts: Is there a way to read the rotation_quaternion data of an object that is under the control of the physics engine?

texts: I'm trying to use blender to test the probabilities associated with different faces of non-cubic dice (some of you may even know why). I've already written a python script that randomly sets the objects position, rotation, initial linear velocity and initial angular velocity, then bakes the physics and jumps to a frame where the shape is likely in a settled position. The problem is that the rotation data at this frame seems to be the same as the frame right before the physics engine took over. It looks like the physics engine doesn't operate directly on object transformations. Is there a way to get this rotation information from python? Right now I can't even seem to find it in the UI.


texts: Are all images in Rigify documentation for Blender 2.79 valid for Blender 2.82 and 2.83?

texts:
Today (March 4, 2020), I compared the Rigify official documentation for the following Blender versions :

A) 2.79 (https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Rigging/Rigify),

B) 2.82 (https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html?highlight=rigify)

C) and 2.83 (https://docs.blender.org/manual/en/dev/addons/rigging/rigify/index.html?highlight=rigify)

These Rigify official documentations are exactly the same for Blender 2.82  and 2.83, and they are missing all the images, compared to version 2.79.

Question : Are all the images in https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Rigging/Rigify valid for Blender 2.82  and 2.83 ?


texts: Blender - apply image texture to specific parts of the object

texts:
I've been trying for so long to apply an image texture to a specific part of an object in Blender for a while and I really need an opinion of an expert here.
So, my object looks like below (front, side and back):

What I want is to apply an image texture only to these specific parts of the object. I've tried so far:

to do it by using nodes (Material properties) - didn't worked as it apply the image texture to the whole object;
importing the texture paint, select the specific parts (using "Texture Paint" as object interaction mode), selected as "Mask Mapping" the option "Stencil" and applied - it worked somehow, however the image texture applied it's not the same on both faces (has different axes positions). Also, the above part of the object (the middle part between front and back) it stays always black.

Is there any way of doing this?


texts: how to combine animations of different objects into 1 animation

texts:
I made a 0.50 second animation for firing, but it splits into different animations, and when i want to save it in action editor in dope sheet, i see lots of names.
i think it's because I'm animating different objects all together. how can i combine them all into 1 animation name. so it becomes 1 animation "name" and it moves all the parts i want to move ?
or if it's not possible to combine them, how can i start a new animation, but put all the moving parts into 1 timeline?

it's been three days that I'm using blender, I'm a newbie. I'm just trying to make some objects to use in unity.

Thanks for reading my question


texts:
Following few videos on youtube, I try to create a very simple fluid animation:

Creating a cube for domain
Creating a circle and change Fill Type to Triangle fan.
Placing circle inside the cube
In physics tab while circle selected creating Inflow fluid
In physics tab while cube is selected creating Domain fluid

Clicking on Bake button and as result nothing happens. I see progress bar working up to 100% without giving any error but there is no fluid simulation.
If I change circle to other type of geometry - it work. I want to use the circle to generate a water flow as it is coming from pipe.

I am using 2.78c version


texts: Adjusting dimensions in one axis affects the size on other axes

texts: I have a mesh and when I try to scale it by adjusting the dimensions (X dimension for example) in the N panel, the rest of the dimensions (Y,Z) decrease in size. How do I make this stop? I've already done Ctrl + A  and apply scale.


texts: Is there a way to draw a pattern onto mesh and then extrude?

texts:
to clarify, I'm attempting to model a Kylo Ren (Star Wars Ep 7) helmet in Blender. As you can see in this picture, there are metallic patterns on his cheek area.

I am fairly new to Blender, so I was wondering if there is a way to trace the pattern with something like the knife tool, or a grease pencil type drawing tool that actually cuts the mesh, and then extrude the pattern to desired thickness.

Or if there is a simpler way to extrude the pattern, I'd be thankful for info on that too.

Thanks in advance.
JB


texts: Weird Pixellation, Almost Like Dealing With NGons But Different

texts: I bought this element from CGTrader and imported as a obj file.  The pixellation doesn't seem to be from ngons.  The normals are facing outside.  My thoughts are that it has a ton of overlapping geometry.  Any thoughts on this?  Thanks]1


texts: In shader editor , how can i see the preview of the shader or any nodes without it's being applied to objects ? something like 'viewer' node in compositing editor. Right now if i have lot of 'image texture' nodes in the shader editor, i can't really tell what it is until i connect to the shader network or i have to zoom into the node and check the file path then view it in image editor ? this is really slow. when i select image texture node , should be a preview in the side panel or anywhere else to see the thumbnail. Any tips ? is there any better way to do it ?


texts: Problem with flat mesh, lines may ruin light?

texts: I have this problem that i don't the name, but i think it may get me problems with lighting later or but i'm no sure, should find a way to solve it or is nothing?


texts:
I am trying to batch render few sequence like 1 to 10 and then 30 to 50 but rendering stops after completing one sequence.

def execute(self, context):
    batcher = bpy.context.scene.batch_render
    sce = bpy.context.scene
    rd = sce.render
    batch_count = 0
    for it in batcher.frame_ranges:
        batch_count += 1
        print("***********")
        if (it.end_frame < it.start_frame):
            print("Skipped batch " + str(it.start_frame) + " - " + str(it.end_frame) + ": Start frame greater than end frame")
            continue
        sce.frame_start = it.start_frame
        sce.frame_end = it.end_frame

        sce.render.filepath = it.filepath

        bpy.ops.render.render('INVOKE_DEFAULT',animation = True)

    sum = 0
    for it in batcher.frame_ranges:
        if (it.end_frame >= it.start_frame):
            sum += (it.end_frame - it.start_frame)
    print("Rendered " + str(len(batcher.frame_ranges)) + " batches containing " + str(sum) + " frames")
    return {'FINISHED'}

if I put this line:

bpy.ops.render.render('INVOKE_DEFAULT',animation = True)

then it renders only one batch

if I put this line :

bpy.ops.render.render(animation = True)

it renders all batch without any issue .. but it freeze blender and doesn't show render progress bar.

I want to see progress bar and do batch rendering.


texts: Displacement settings mess up entire mesh

texts:
This is how the object looks with setting BUMP ONLY:

This is what happens with DISPLACEMENT AND BUMP:

And this is my node setup and main question: Microdisplacement has no effect at all


texts: Material that shows up as alpha channel on render, but shows up in reflections

texts:
Another way to put it is that I want to create a material that will do the cropping for me.

If I apply this shader to a cube in the middle of the shot, then my render will have a cube-shaped block of transparency in the middle of the shot, even if there are objects behind the cube.

Can anyone provide me a pointer on this? I'm new to nodes.

Thank you thank you!

EDIT: I'm using Cycles.

EDIT EDIT: Thank you for your answer, Denis. I realized today that there's one thing missing from the solution you provided. I also need the object to cast shadows and show up in reflections. I can't quite get my head around to make that happen. Any help out there?

EDIT EDIT EDIT: Figured it out!


texts: Why do even samples give less noise than odd samples?

texts:
I noticed that with some shaders, every other sample seems have less noise than the sample before and after it.

The shaders I noticed this with:

SSS
rough Diffuse
Toon
Translucent
Velvet

For example, using the SSS shader:

Sample 1:

Sample 2:

Sample 3:

What is the technical reason for this?

Example .blend


texts:
Hi im making a sword at the moment in blender and was wondering if anyone knows how to make certain faces smooth in render while maintaining the sharp edge of the sword, in the attached image I've selected the faces i'm trying to smooth out. I did select the edges running the width of the sword and use 'w' to smooth edges which helped a bit but didn't make it much better.
if anyone has any tricks i'd appreciate it.
Cheers


texts:
I have a metal pyramid which I'm trying to make slightly covered with sand dust.
But I don't need it everywhere, so I decided to use a mask. I've never used masks before.
I'm using a texture for this dust as shown in the video (https://www.youtube.com/watch?v=ZmrCoGj9m2Y) BUT:
I have base metal material with normal displacement from a noise texture,
I have a dust img,
I have a mask.
When everything is set up and I paint the texture I also paint black background. In the video he has clean dust only show up on the model. He has nodes to make it appear only in sertain places (I use paint for that) but he doesn't have anything that makes it show dust without black bg
So how do I make it so when I paint only dust shows up and between it is my base metal material and not black bg of the texture?


texts:
i have created a dithered and stepped distance fading effect similar to lod transitions in video games.
the parameter is controlled by the camera's texture coordinates. (basically a gradient attached to camera)
this unfortunately results in vertices closer to the camera fading in first. see image:

is there any way to keep this "distance to camera" value consistent for the entire object?
like calculate the distance of the object's origin from the camera?
or sample the current texture coordinate system form one vertex for the entire object?
one solution would be to use drivers. see image:

the issue with this is that drivers don't change for object instances, like geometry nodes scattering.
any help or ideas would be greatly appreciated
SOLUTION
the second answer in the linked duplicate question, camera x, y and z position are added with a driver since there is only one camera.


texts: Colored texture applies grey when applied to object in unity

texts: I created a UV map of my 3d model and painted it and saved the image as a png file. It imported into unity fine, and the texture is even colored in the thumbnail but when I apply it to the object it's entirely grey and doesn't show the green/grey color it's supposed to be. I'm new to blender and I'm not sure what I did wrong, and i'm not sure if this is an error I've done within blender or an error within unity. Here is a screen shot of unity the texture is highlighted in the assets, and the color my object is is the color it produces instead of the green/grey.


texts: So I'm using nodes to make my brick texture tile, but it always get stretched on one side of the wall.   It's just one plane subdivided and extended faces. How do I make it look same on all walls?


texts: bpy.ops.view3d functions not throwing errors but not working

texts:
The paste is here, but since the not working part is only one line I'll paste it here

bpy.ops.view3d.snap_selected_to_cursor(ctx, use_offset=True)

The code used to work perfectly, but as it always is, I changed something a hundred lines up and now that line doesn't work. For a while it used to move the last created object, but now I force deselect created objects after I'm done processing them. When the code runs, it generates everything correctly and all objects that should be selected are selected, but it doesn't snap to the cursor. I know that it should work not only because it used to but also because after the code runs I can just move the mouse over and do the command manually, but that's not the point of having an autonomous script. It may also be worth noting that no other view3d functions seem to do anything either, no errors but no effect.

Upon further testing of printing what ctx to the console, the objects show up so it should be the correct context.


texts: The boundary edges of this tape consist of sharp edges (crease = 1), the interior edges are soft (crease = 0). Nevertheless, the SubSurf modifier does not fill up all the way to the corner. How come?


texts: Say, I have made a terrain patch of dimensions MxN, what rules of thumb do there exist to determine the dimension of the texture WxH, used to texture the terrain patch? From what I understand W and H can be arbitrary, but a low-resolution texture may not look good at all, a too high resolution texture leads to wastage (since more mip-maps need to be generated for the patch to look good when the patch is far away from the camera, I believe). Should I choose W, H from M, N, or should I choose M, N from W, H?


texts: How to work with three point lighting system?

texts: I try to use three point lighting system but I don't know how to put the free light -90 opposite from the first plane.


texts: Trying to set up a character model for pixel textures. I want some parts' vertices to align with their own rotated grids. Is this possible?

texts:
So I have a character and he looks like this:

He is my first blender model and I made him with intent to give him pixel art styled textures similar to Rich Edwards' pineapple smash crew models look. I didn't think to watch any online tutorials like this one before modeling him. So I made it this far and now I have to make him line up with Notice the angled edges and stuff. So I need to adjust certain parts to line up with the grid, but I don't want to lose the position and angle that certain parts like his shoulder pauldrons, the positions of his finger blocks, or the front side bags on his belt. Is it possible to adjust these parts on a grid that is rotated like them, or should I just bite the bullet and take the blocks apart, adjust for and paint on the textures individually, and then reconstruct his shape with the finished parts? Am I too worried about messing up my model?


texts:
I have a jeep, and I want the windscreen of the jeep to bounce up and down because of the movement of the car between these two positions by using rigid body physics:

I tried using the hinge rigid body constraint, which works perfectly fine to let the windscreen drop down by gravity, but when I try to move the jeep the windscreen doesn't come with it, like it isn't parented anymore. When I select animated in the rigid body physics tab, the windscreen moves with the jeep, but the rigid body physics don't work.

How can I set up the rigid body physics so that the windscreen bounces up and down, but is still parented to the car?


texts: I can't find Smoke material in shader editor

texts: I have watched many tutorials and am still unable to find where it is. I'm not sure if I'm doing something wrong or what.


texts: Correct syntaxt to call object.draw_type = 'BOUNDS' as pie command?

texts:
I would like to use bpy.context.object.draw_type = 'BOUNDS' as a pie operator like in the following line:

col.operator("object.draw_type", text="Object Solid", icon="MESH_CUBE").type='SOLID'

But I fail to figure out the correct way how to declare the type and get the error that draw_type has no attribute 'type' AttributeError: 'NoneType' object has no attribute 'type'.

I checked the API and do not find any clues about how to declare this directly inside an operator.

  Maximum draw type to display object with in viewport

  BOUNDS Bounds, Draw the bounds of the object. WIRE Wire, Draw the
  object as a wireframe. SOLID Solid, Draw the object as a solid (if
  solid drawing is enabled in the viewport). TEXTURED Textured, Draw the
  object with textures (if textures are enabled in the viewport).
  Type: enum in [‘BOUNDS’, ‘WIRE’, ‘SOLID’, ‘TEXTURED’], default
  ‘BOUNDS’

  draw_type Maximum draw type to display object with in viewport

Is this one of those commands where you have to define a class with the operator inside so you can all that via a pie instead?


texts:
Blender breaks smoke sim into the Noise and Data folder.
I need to import only one frame out of the .VDB sequence to a new Blender scene.
Imported .VDB from Data folder renders correctly. Imported VDB from Noise folder shows up in the viewport but does not render. VDB from the Data folder looks shit, VDB from the Noise folder looks nice, but I can't make it render (all in Cycels). Any suggestions? Thank you.


texts: How to assign a specific color scale to all specific objects in the scene

texts:
I have some meshes in the scene (7 mesh objects for example). I want to assign each object a color. The color should vary in a specific scale. For example: green scale. So, first object has green value 0.1, second 0.2 and so on. So in the end, I can able to see a pattern of color.

All this I want as a BoolProperty checkbox button in my UI Panel. So, when I check it, it should show me colors and vice versa.

def switch(self, context):
   bool = context.scene.bool
   objects = bpy.data.objects
   mat = bpy.data.materials['Material']
   if bool == True:
       print ("True")
       for ind, object in enumerate(bpy.context.scene.objects):
           mat = bpy.data.materials.new("BSDF")
           val = 0.0
           mat.diffuse_color = (float(val), 1, float(val))
           object[ind].active_material = mat
           val += .1

    else:
        for ind, object in enumerate(bpy.context.scene.objects):
            object[ind].active_material.delete()

This is what I want to achieve but it's not working.


texts: How to control material property by using audio?

texts:
Is there a way to control the mapping property from the material object to an audio of choice for example I have this

as of right now I have it set to randomly animate the location of the mapping vector in the materials panel which is giving a sort of displaced effect, I was wondering if there was a way to control this using audio maybe it reacts to every beat or so, i'm guessing its possible through animation nodes but I just started blender and am super lost on this


texts: FBX export places rotation on wrong axis


texts: Node Editor not having any affect on the selected / assigned object or showing in Preview

texts: I used the Node Editor to make alterations to a material however they are not showing at all. There seems to be a disconnect. I am sure I have done something silly as usual but cant for the life of me figure it out or find an answer.


texts:
Is there any way to cause (or fake) light emission from the fire within a smoke simulation? Obviously smoke doesn't work in Cycles but is it possible in BI for the flames to contribute light to the scene in the same way that FumeFX does in 3ds Max?

Alternatively is it possible to convert a flame into a cloud of particles in order to hack this somehow on a different pass?


texts: Transfer selected objects to a collection doesn't work

texts:
The M button does not work and does not allow me to transfer the selected objects to the collection

If several objects are selected via lasso or box and not one object at a time using the Shift key, the M button does not work and does not allow transferring the selected objects to the collection or create a collection.

Dragging and dropping from one collection to another works well on any tests with new files, but with my level of some problems. Maybe some objects have invalid connections or properties.


texts: Model seems to shine in ways it shouldn't

texts:
I'm new to blender, so sorry if this seems like a rookie thing, but I can't seem to find a solution... A model I've been working on has an eyesore of a shine from certain angles that my specular map shouldn't be causing. I suspect it's an issue with the geometry and not the textures, but I don't really know how to diagnose it. I though it'd help to see what I'm dealing with, so I included an image and a gif below along with a link to a folder containing the files. Any help would be appreciated.
Here's that download link.

]3


texts:
So I'm making an item and as illustrated below by the two black boxes there is the smaller box which is the objects apparent size and then the bigger which I want to be rendered as the actual size.

Is there a way to scale out the smaller black box to the size of the bigger black box without changing the current apparent size of the mesh?

I need to do so without adding more geometry to the mesh. I also need the objects Collision box to remain the size of the mesh so when it interacts with objects in a 3D environment it collides properly and realistically.


texts: How to make a procedural hair strand texture?

texts:
I'm working on the manga-stylised hair strands created from simple planes.

I'm using the b&w image texture (.jpg) as a transparency mask. I now want to exchange the .jpg image with the similar texture, but created procedurally. How could I recreate the texture pictured below using procedural textures?


texts:
I have noticed that Blender doesn't redraw changes in Cycles Node tree when they made with Custom Property via scripted Drivers. I need run animation to see changes in real-time, but it isn't handy always.

For example, Animation Nodes have such feature:

And it is very helpful.

I want to know is it possible to get something similar for Cycles Node Tree natively or with some addons/scripts?

Thank you for any tips and answers.


texts:
Ok, I've looked all over the place and I'm really stuck. I would like to have a panel with some input variables (like height and radius), which can be typed in. Then I would like a button that, when pushed, executes some python code (like creating a cylinder, moving it, put material on some of the vertices etc.)
But it seems that variables and buttons need to be hooked up to specific operators, so I lose control over the input variables. Maybe I'm thinking too much like Visual Studios forms. I could really use help.


texts: What version of blender approves 441000hz for audio

texts: Im experiencing issues with blender. When i startup the 2.79 version, a black box opens with the Cannot use 441000hz, use 48000hz, so i changed my audio settings and all. Yet, it still doesn't seem to work. im in dire need of using blender for a project im doing. My laptop is an lenovo Ideapad 320. Please help


texts:
I was trying to create a hair particle animation.So I added an emitter with hair,checked the hair dynamics tab,tweaked few settings(internal friction,steps etc etc).Added a collider object(which is supposed to move the hair as it travels through them).Adjusted the soft body and cloth settings tab in collision,and also gave it a force field with strength about 200.Still the hair  do not move(I'm not bald btw.haha).Whys is it happening,if anyone have any idea please do suggest.Thanks.

ok here's the link man;


texts: Morphing/contracting under physical force

texts:
I'm a biologist and I work on cell deformations under stress. I am new to Blender.
As a part of my project, I want to animate/simulate cells deforming under contraction force.
I want to morph/contract differently sized hexagonal prisms (all with the same volume) into a sphere of the same volume. I don't just want to directly morph it but I want to make it in such a way that there is some pulling force at the centre of the hexagonal prism which is pulling it with some (known)force which makes it deform into a sphere. And I want to record the time in which the process will be complete.

(Pardon my drawing) By contraction force, I mean that the hexagonal prism will collapse under its own force and will morph into a sphere. The blue dot at the centre is the location of the attractive/contractive force which pulls all the sides of the hexagonal prism and forces it to morph into a sphere
My assumption is that different sizes of hexagonal prisms will take different time morph.
Is there a way to do such a thing in Blender? If so, how should I proceed with the workflow for making this?
Please let me know if any more details are needed to answer this question! I'll be glad to provide. Thank You!!!


texts: Is there a way to set particle size equal to a texture or vertex map?

texts: Is there a way I can set particle size equal to a texture map in Blender? I can't find any setting to do it in the particles tab. Maybe this is a feature that could be added to Blender?


texts: How can I change the color of an image that is loaded by 'bpy.data.images.load()'?

texts:
###########################################################################################

import bpy
import gpu
import bgl
from gpu_extras.batch import batch_for_shader

IMAGE_NAME = "Image.png"
image = bpy.data.images[IMAGE_NAME]

shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(
    shader, 'TRI_FAN',
    {
        "pos": ((100, 100), (300, 100), (300, 200), (100, 200)),
        "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
    },
)

if image.gl_load():
    raise Exception()

def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

###########################################################################################

This code copied from https://docs.blender.org/api/current/gpu.html
I want to use upper image ('Image.png') in panel but I only use image just as original color. I want show image as another color like brighter color or red, etc. To solve this problem, I used:
bpy.data.images['Image.png'].colorspace_settings.name = 'XYZ'

And I searched about "gpu shader ", "bgl", "opengl" but all wasn't work. Let me know how to use colored image in my panel.


texts: How to drive camera's Y location with same camera's Focal Length

texts: This isn't for an animation, so I'm not inserting keyframes - as I view the model through the virtual camera, I want to experiment with different focal length values in Eevee and Cycles; but to not lose the model, I want to move along the Y-axis specifically to keep the model roughly the same size in the frame.


texts: What mathematical formula does Blender use to calculate Bezier paths?


texts: Displacement moves my mesh away from it's position in Render Mode

texts:
I'm experimenting with a way to procedurally create some rocks for myself, but for some reason, my rock moves slithly in Render Mode, the displacement is clearly working but I don't understand why it's moving the rock.

As you can see everything is set up but the rock moves. You can see the original outline of it in yellow. That Mix Shader leads only to the color material, nothing else is affecting it's displacement.

What's causing this?


texts: Monolithic alembic animation file not playing smoothly

texts:
I am generating an ocean sim in houdini, and exporting it to a monolithic alembic file.
When I load it back into houdini, it plays smoothly.
i.e. it plays every frame.
However, when I import it into blender, it will play a few frames smoothly, then it will hold the animation for two frames, then continue playing.
Then it will repeat the above pattern.
Has anyone else seen this?
If so, is there a fix/work around?
thanks


texts: Why is my Subdivision Surface modifier acting up?

texts:
I'm new, great to be here!

I'm currently following this tutorial on how to model a cup in Blender, and I've run into a bit of a problem.

I get to the point when I have to use the Subdivision modifier [4:15 in the video], and a minor, yet very annoying detail pops up. Namely, this top edge right here:

Obviously, it's not supposed to be there.

The problem doesn't occur when I use the simple Subdivision modifier, only with the Catmull-Clark one. I followed the tutorial to the T, and still get a fugly-ass cup.

Help!


texts: I do have a question. When upgrading from 2.79 to 2.80, i receive an error saying that I need to update my old version of [Open-G.L] will not work and needed a [Open-G.l] 3.3 or higher which i don't have, any help to keep the old version in blender will be of help, i do want to try out the sculpting mode in 2.80?


texts: sculpting - How to get rid of the bumpy surface?

texts:
When I normally sculpt in blender using subd (without dyntopo) the surface looks clean after applying some strokes, but when I enable dyntopo the surface gets bumpy quickly, I guess because of the many triangles added by dyntopo during sculpting.

The smoothing brush doesn't do much when I try to smooth the surface, and it leaves me with more bumps and uneven surface.

A picture showing what I mean on the model butt, (sorry can't use imgur):

https://pasteboard.co/Ixo5DOM.png

My topology is fine, I didn't use triangles or N-gons in my base mesh, and I don't have any doubles or flipped normals.

This bothers me because I want to bake the sculpt details later, and this will affect the results.


texts: While compositing, RenderLayer doesn't move with time

texts:
I tracked a sequence of images and want to add a box to the tracked scene.
All works well, and in the 3D view, if I change the current frame, the box looks aligned to
the movie, which I use as a background.

When compositing, I have a RenderLayer node and the movie node combined using "over alpha". This works, but in the viewer, the rendered cube is at a fixed location (doesn't move with the scene), as it it's pinned to a single frame. The 3D view still works, and as I slide the current time, the cube moves with the movie.

Any suggestions?

Attaching a screenshot where the cube is aligned (next to the mouse) in the 3D view (bottom right), but not in the composite viewer (bottom left).

To make things more clear, here's a comparison of the 3D view (on the right) and the composite result view (on the left). First, on frame 20:

Now on frame 50:

And finally on frame 220:

In the composite output view, the cube is stationary while in the 3D view it's "moving" with the tracked camera.

Here's the blend file: comp_room2.blend


texts:
I've been trying to add some kind of atmosphere to a planet I'm making with Cycles in Blender for a few hours now and every time, I get the same problem. The atmosphere goes beyond the boundary where the sun (Light) I'm using goes. I'm also trying to figure this out without using the shadow terminator. Thank you for your help!
Here are a few images : Planet Render, Atmosphere Material and Full Scene.


texts:
I'm trying to create a beveled edge with a smooth transition from one radius to another as you can seen in the image below.

The primary selection is the path I want the secondary selection to follow while it tapers down to smaller radius bevel of the existing geometry.

Both the inner and outer "tracks" that the bevel should follow have the same number of segments (6) so the final shape should have 24 faces (6 segments x 3 beveled faces per segment). I hope that makes it clear what I'm trying to accomplish.

I think I can create the geometry fairly easily by hand using curves between each segment, but I thought there might be a more elegant way to dot it.

I've read a few topics (32571, 34763, 31211) that I thought might help but haven't been able to get anything to work yet.

I'm quite new to Blender so I hope I'm not overlooking something simple.

Thanks for the help!


texts: Is it possible to switch objects while still remaining in edit mode?

texts:
When aligning a complex scene with many objects, I currently have to exit edit mode, select the next object, and then select edit mode to then edit that object. Is there any way to stay in edit mode and switch to another object? Is there a plugin that will allow me to do this?

The way I would envision this would work is if I mouse select another object while in edit mode, that object would become the active editable object. This would reduce the extra clicks needed when editing a scene with a large number of objects.


texts: Anyone seen this panel? Essential for precise modeling.


texts:
I've been googling for this for hours, actually more than that i always come to look for an answer after few weeks but I always give up. Why not try to ask i guess.

All i'm looking for is effect like that

I've seen only people talk about it or having questions about it but no answers. Only one answer i found was "there's plenty ways to do it" but not exactly how to.

I couldn't figure out how to do it on my own.
I know game engines have quiet easy way to do this in particle system but i'd like to know how to do that in Blender. Not just one slash trail after hit but continuous.


texts: I have a simple example: start a new project, go into edit mode, click the cube, click Modifiers, and add a "Subdivision Surface" modifier. If I up the "Levels Viewport" above 0, I should start seeing new vertices, right? I see none, but I can get them to show in Object mode. What am I missing?


texts: How to isolate edge loops along axis in python?

texts:
Using python scripting, I want to make changes to edge loops that roughly follow a given axis, (Z in this case) but I don't even know how to isolate the loops I want. To illustrate, I've selected the loops in an example mesh that I want to access programmatically.

I'm not particularly great at 3D math, so I figured examining a practical problem like this would be a good way to learn. However… I don't know where to even start. Could anybody help me out here?


texts: losing animation render when importing an object from .blend file

texts:
I'd like to import a flag object and the associated render animation from .blend file
Everything is imported correctly except the render animation which doesn't work.
My code:
import bpy
import os

file_path = '/root/flag.blend'
inner_path = 'Object'
object_name = 'flag'

bpy.ops.wm.append(
    filepath=os.path.join(file_path, inner_path, object_name),
    directory=os.path.join(file_path, inner_path),
    filename=object_name
    )
bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]


texts: how to set camera's look-at point when moves along a curve?

texts:
I want to have my camera moves by "Follow Path", it moves pretty well except that its view angle is not what I want.

I want to have the camera's look-at point always to be the next point it moves to. How can I get this work with python script? (or is there a setting for that)

My guess is that if I set the rotation angle correctly at the beginning it will fulfill my requirement.

pi = 3.1415926
scene.camera.rotation_mode = 'XYZ'
scene.camera.rotation_euler[0] = rx*(pi/180.0)
scene.camera.rotation_euler[1] = ry*(pi/180.0)
scene.camera.rotation_euler[2] = rz*(pi/180.0)

where rx,ry,rz are the euler angle that I need to calculate at the beginning.

Thanks in advance


texts: Depth of Field on glossy surfaces (cycles)

texts:
I have made a scene in Blender where there is a glossy ball on an icy lake. I noticed that there is no Depth of Field on the reflection of the ball.

I could add a fake Depth of Field in post-processing, but are there any other options?


texts: How to copy Mantaflow modifier with keyframed inflow?

texts:
is there a good or easy way to copy Mantaflow settings from one object to a lot of others when there is a keyframe on the Inflow checkbox? I've got a fracture animation with ca. 250 keyframed objects, now I want to simulate fire with Mantaflow. The fire should start at frame 30, so I set keyframes to the Inflow checkbox.
Now if I want to make all 250 animated meshes light up, I use Ctrl + L to link the modifier data. The problem is, the keyframes for the Inflow are not copied to the other objects. I know I can use Ctrl + L > Animation Data to transfer the keyframes, but then all animation keyframes are copied and all objects move the same. Is there a way to copy only specified animation channels between objects?
I found some similar question where it is suggested to link animation and then make the objects single users, but since there are animation that should not be removed this doesn't seem to work for me.


texts: Duplicating an object but when you move it. it distorts

texts:
blender community

I am struggling with a problem of when I duplicate an object that has an animation and an armature when I move it to another location using X, Y, Z axis it distorts...

Duplicating...

Annoying distortion...


texts: Object attach to armature shrink/squished when armature moved

texts: So i just attach a seperate object to the bone, but when the bone move, the object shrink/squished, what cause this?? and how to fix it?  pllsss someone answer me..


texts: TexDraw doesn't actually draw anything onto the model

texts:
I'm quite a noob with blender so it probably has something to do with something I haven't ticked, so I'll give as much information as possible.

So I've built a very basic building to later export it into a game, I have made the UV and Unwrapped it, but when I'm trying to draw a texture into it by using Tex Draw, the texture doesn't actually get applied:

I don't know if it has something to do with the shading or what to be honest, here comes my shading settings too:

Here are the settings for the brush too

If there's anything I am missing please do let me know and I'll answer as soon as possible, I just really want to start with the texturing as I've been working hard (as hard as you can when you are a beginner really) in this model, thanks :D
Here's the .blend file:


texts: Python add sound sequence result only one frame

texts:
import bpy
from bpy import context
import os
print(os.getcwd())
scene = context.scene
print(scene)
if not scene.sequence_editor:
    scene.sequence_editor_create()
scene.sequence_editor.sequences.new_sound("digital", "~/sound/digtal.mp3", 1, 19)


texts: It was working fine until I got into making the plane look glossy, then it just stopped showing any changes as I made them. I tried working on the shape and made it into glass and it morphed a little in the rendering but does not look like its supposed too. I am using a Mac computer OSX 10.6.8. I just got this program tonight and am studying the lessons trying to learn it!


texts:
I'm making a low poly with bridge with bricks on it and I'm not sure how to put the bricks on the curved surface easily. If I do it manually I would have to rotate each brick manually which seems redundant.
Here is a picture of the Bridge I am working on

Here is a picture of what I'm trying to make


texts: Most efficient way to repeat a cutout pattern

texts: Trying to figure out the best way to take this alternating circle cutout pattern and duplicate it around the surface of this cylinder.  This is a file that was given to me- I did not make the initial cutouts.


texts: Weird behaviour when using a normal map with a glossy node

texts:
I tried to add a normal map on a glossy node but it gives a weird result.

Here are some pictures to better explain the problem

Does anyone know any fixes?


texts: Script for splitting a mesh into n components along z axis

texts:
I'm trying to divide a mesh into multiple parts along the z axis. I've followed another tutorial and managed this, which divides the mesh into 2 parts, but I can't seem to divide it into more than two. Quite new to blender scripting so I'm not sure how to fix this. Any help would be appreciated, but the solution does need to be a script. The code I'm using at the moment is below.

import bpy, bmesh
from bpy import context as C

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

bm = bmesh.from_edit_mesh(C.object.data)

edges = []

for i in range(-10, 10, 2):
    ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(0,0,i), plane_no=(0,0,1))
    bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])

bmesh.update_edit_mesh(C.object.data)

bpy.ops.mesh.separate(type='LOOSE')
bpy.ops.object.mode_set(mode='OBJECT')

Thanks!


texts: Rotating arm bone twists and distorts mesh

texts: I have the following model of a frog, which is rigged and assigned weights. In its neutral pose, the frog is lying down, but I want to animate it sitting. I started animating and noticed rotating the arm bone greatly distorts and twists the area, as shown in Image 3. What am I doing wrong? I'm pretty new to Blender and 3D modelling in general. I've already tried subdividing the arm area and tweaking the weights (which are currently set to include the entire arm and a few faces where the arm connects to the body, which I've already tried removing to no avail.)


texts: How to calculate image as plane position to the camera in order to render the whole image or a part of the image?

texts:
I am trying to build a python script that places a image as plane object (add-on) programmatically in function of the resolution of the camera.

There are two cases :

1- The image ratio and the camera ratio are the same so i want to place the image as plane so that when i render the scene the image takes full space of the frame.

2- The image ratio of the image is different so i want to place the image as plane so that the camera points to the center of the image and takes a part of the image so that the rendering takes full space of the frame.

If you have any idea of how to do it, i ll be great help.

Thanks.


texts: Blender EEVE HDRI ignoring objects Infront

texts: So i have a hdri on, In the picture you can see the ceiling is completely brown but the shading is a non reflective white (Concrete), After checking on to it i found out that it is from the hdri. how do fix this while still retaining the hdri or how can i have my white ceiling?


texts: my first question here actually. I want to add a window using the archipack addon. I already enabled the addon, chose a location for the material library, and rendered presets thumbs. For some reason, when I press shift+A the archipack isn't showing up. When I press shift+A in edit mode, I can select archipack, but of course I can't add a new object in edit mode so it doesn't work. Can someone help me please?


texts:
How to find out the average dB value of a track?
I need to understand how much I need to lower the thunder (Decibel) to fit into the standard from -10 to -14 dB.


texts: Why is Texture not showing after rendering

texts: Why is texture not show after rendering. It doesn't show in the texture mode (shift +Z)


texts:
I've made a fairly detailed scan using Meshroom that generated 3 maps:

Then, I've created a remeshed version with new UV's and baked the textures. The result is a bit funky:

I wonder how to achieve a nice end result with only one texture, instead of those 3 UDIM atlases. I would be grateful beyond measure for your advice after a day of trying to solve that riddle +_+


texts: Extracting key frames from long animation

texts:
I've bought a number of animated 'game-ready' models. I need to modify these in Blender and export them in a different format.

The Blender versions (at least) of the files have all of their animations in one long sequence. A text file is available with the start frame for each animation. I cut these up manually into actions based on start frame and length.
The animations also have their transforms set each frame. This creates very large files, so I try to extract a number of key frames, say every 10th, and interpolate. (It's not perfect and may require some tweaking afterwards, like adding more key frames)

My problem is that doing this manually is very time-consuming. The process requires a lot of steps and is error-prone. Working with a model with 3000-5000 animation frames can also be slow.

My question:

Is there an existing way I can automate any or all of the process (step 1 and 2) (barring writing my own script)? Tools? Built-in functionality?

Thanks


texts:
I am experimenting with making some animations in Eevee because it renders much faster.
I created a simple animation where a few discs roll around and slice through a larger object. The issue is with the discs is how the shadows are rendered. Here is a photo (the disc is using a glossy shader):

It may seem like the disc is hovering above the ground, but in reality, it is not. The reason it looks that way is that the shadows seem to be cut off near the contact point between the disc and the ground. This gives the illusion that it is floating. It is not. Using Cycles, this is made obvious.

With cycles, the shadows are much more accurately rendered. Can I achieve similar realism using Eevee? Are there some settings that I need to tweak? Or is it not possible for my case?


texts: Script for rotating multiple selected objects and insert keyframes

texts:
I'm very new to python scripting so I could use a lot of help.

I'm looking for a script to do these action in sequence:

1) Manually select objects to interact with in the scene
2) Set a specific frame where i want to set my animation keyframe
3) Rotate all objects by 180° on the Z axis
4) set a LocRotScale Keyframe

and repeat this for about 3 times, so having 3 complete rotations of the objects, splitted by 2 central "stops" of 48 frames.

can someone please help me with this?

until now i have managed to compile the script for rotating and keyframing a single object.

import bpy
from math import *
import mathutils

scene = bpy.data.scenes["Scene"]
scene.frame_start = 1
scene.frame_end = 768

ob = bpy.context.object

bpy.context.scene.frame_set(24) # start with delay

ob.rotation_euler = (0,0,0)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(120) #half rotation 1

ob.rotation_euler = (0,0,3.14)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(216) #rotation 1

ob.rotation_euler = (0,0,6.28)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(264) #stop pause 1

ob.rotation_euler = (0,0,6.28)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(360) #half rotation 2

ob.rotation_euler = (0,0,9.42)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(456) #rotation 2

ob.rotation_euler = (0,0,12.56)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(504) #end stop 2

ob.rotation_euler = (0,0,12.56)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(600) #half rotation 3

ob.rotation_euler = (0,0,15.7)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(696) #rotation 3

ob.rotation_euler = (0,0,18.84)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(744) #end 1

ob.rotation_euler = (0,0,18.84)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

bpy.context.scene.frame_set(769) #end

ob.rotation_euler = (0,0,18.84)

bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')

Now what i'm tryng to do is to cycle trough all objects in scene and repeat the same actions of rotation and keyframing but I'm not getting much results.

can someone plese provide some help about this?

thanks!


texts: command/object option window - how to recover

texts: The small window which opens up when i execute a command goes off if i click anywhere else in the window and is not recoverable (screenshot attached). how can i get this back.


texts: Latest Blender v. 2.83.2 Will not install

texts:
During Setup I get the following error code: Error reading from file....\blender-2.83.2-windows64.msi.
Verify that the file exists and that you can access it.
What do I do?


texts: Cycles not working in the viewport with GPU

texts: When I have cycles set to using my CPU it loads in fine, but when I have it set to my GPU none of the colors textures or lighting render in.


texts:
I keyframed the render visibility for an animation. The object was supposed to not show for first half of animation and then be rendered for the second half. However, the object never appeared again. And now I can't even toggle the render visibility (it stays disbled). I have tried to remove all keyframes connected to render visibility and restarted Blender, but I can't toggle the render visibility anyway.

I am using 2.8 and have additional keyframes on the same object for scaling.