texts:
There's a huge problem with an OSL script rework from ngon-paradise.com

I try to make shading possible along the XYZ (3 dimensional coordinates instead of 2 dimensional.

I try to understand the core of the code but I missunderstand the things happen after definition of the simple square pattern.

As i realise the author define the base with a number of simple functions like: asb(mod(x*scale,1) < width number/2 which create white pillars for tiles.

But then...

I would be grateful if you tell me what the hell is going on and how to add shading along Z axis.

I'll attach the code below. You can also download it from the link i posted before.

Thaks for your reply!

shader tiles_roundedcorners(
vector Coordinates = 0,
color Color1 = 1,
color Color2 = 0,
float Scale = 2.0,
float Joint = 0.05,
float Corners = 0.5,
int Rounded = 0,
output color Color = 0,
output float Fac =0,
output float Fac2 = 0,)
{
Color=Color2;
float width=1.-Joint;

float cu=mod(Coordinates[0]*Scale,1.);
float cv=mod(Coordinates[1]*Scale,1.);
float cz=mod(Coordinates[2]*Scale,1.);

float co=Corners*width; // corner is relative, co is absolute

if ( abs(0.5-cu)<(width/2.) & abs(0.5-cv)<(width/2.) )
{
    if ( abs(0.5-cu)<((width-co)/2.) | abs(0.5-cv)<((width-co)/2.) )
        { Color=Color1; }
    else
    {
        if ( Rounded==1 | Rounded==2 )
        {
            float djo=Joint/2.;
            float dco=co/2.;
            float pu, pv;

            if (cu<.5)
            {
                if (cv>.5) { cv=1.-cv; }
            }
            else
            {
                if (cv<.5) { cu=1.-cu; }

                else
                {
                    cu=1.-cu;
                    cv=1.-cv;
                }
            } // changing the coordinates is easier than to calculate the 4 corners separately

            if (Rounded==1)
            {
                pu=(cu-djo)/dco;
                pv=(cv-djo)/dco;

                if ( pu<(1.-pv) ) { Color=Color2; }
                else { Color=Color1; }
            }

            if (Rounded==2)
            {
                pu=(cu-djo-dco)/(-dco);
                pv=(cv-djo-dco)/(-dco);

                if ( acos(pu)<asin(pv) ) { Color=Color2; }
                else { Color=Color1; }
            }

        }

        else { Color=Color1; }
    }
}

}


texts: How do I show vertex colors in Edit Mode in 2.9?

texts:
I just moved from Blender 2.79 to 2.9 (so this may also apply to 2.8)…
How can I view vertex colors when I'm in Edit Mode?
I have the viewport set to Solid in viewport settings.
Everything is fine in Object Mode, but as soon as I switch to Edit Mode the object turns black.
Thanks.


texts: Merging objects while preserving the look of being several pieces?

texts:
I'm working on modeling realistic furniture. A real drawer is not one piece, but six; a bottom, side, side, back, and front.
Like this:

Having six separate objects is difficult to work with. But when you join them with Ctrl+J, you get this:

Which looks like an injection molded piece of plastic, instead of six individual pieces of wood nailed/glued together.
Joining them auto merges vertices. Now, it's said that it is not good practice to have vertices right on top of each other.
So the question is, how do you get an object that looks like it's made of multiple parts, but is inside of a single object for manageability, without violating best practices (like forcing vertices to occupy the same coordinates)?


texts: How can font-ids of internal fonts be retrieved?

texts:
An example demonstrates the use of the OpenGL Wrapper (bgl) to print text, it loads a font from an external file.

How can a font id of an internaly available font queried?

blf.position(font_id, (width * 0.2), (height * 0.3), 0)
blf.size(font_id, 50, 72)
blf.draw(font_id, "Hello World")


texts: How to particle system with permanent particles

texts: I made of trees of different species with the sapling tree generator. I put them into a particle system to populate a forest with trees. The particle system wants to animate the trees being emitted and dying. This is an animated project so I can't just pick a frame to keep. I want the trees to belong to a location and stay. How do I make the particle system permanent so the trees stay in the same arrangement?


texts:
When exporting my object to obj, the pixel texture becomes blurry, in blender itself I fixed it by going to the nodes where the texture is attached to the object as Color, and switched from Linear to Closest, but this doesn't seem to work outside of Blender, thus in the obj file format.
Is there some way that it could recognize such configuration? Or another type of file perhaps?


texts:
ive been busy trying to figure out Blender the past few days.
I havent had any experience with modeling or even photoshopping in overal, so this is totally new for me.

I just got done with the head and body modelling and wanted to put a cape on, i followed a tutorial did the exact same things, now the cape is made  and i tried simulating it.
On the toturial the body doesnt move, the only thing that moves is the cape.

On my simulation as you can see on the link below, my Body moves,  the eyes and cape do not move.
I think you get the problem.

Hope you can help me out

Edit:     Alright i think i saw what the problem of the body was :  The cloth Modifier for the body was on.       i put it off and it doesnt fall down now.

Now only the cape...

Edit 2:
I made the cape look collide too,  now the problem is that it doesnt collide well with the body.

everything goes fine except it going THROUGH the hands, not colliding with it, is this because there arent many 'steps' like i had to do with the hair to calculate the colliding? if yes how do i change it?.


texts: Gradient between two materials on the same mesh

texts:
I am trying to colorize a mesh for a 3d illustration, and I have been using Steven's technique so far.

The problem is that, as Stephen notes at the end of his answer, the contrast between the two materials is rather sharp.

Is there a way to blur or gradient the line between the two materials?

I was thinking about colorizing faces with a ramp between the two different colors, but that sounds complicated, and I'm using Cycles, so maybe there's another, simpler way to do this?


texts: I want to know how to use materials, from how to creating them to how to use transparency and colours in them, so please first of all, tell me how to create a new material.I also want to know how (if possible) I can convert faces of an object to a new material.I know this might sound silly but I'm a total beginner and hoping this doesn't waste your time, please help me out here....


texts: Blender 2.91 UV Editor. Rip edges keeping them in the same position fails

texts:
I am trying to rip edges or faces from a UV map and keeping them in the same position to move the whole created island afterwards.
If I try to do that by Selection the edges or faces I want to Rip, press V and then press RMC the ripping process doesn't happen. This operation works well in edit mode. You can click any edge press V and then RMC. The geometry remains in the same place but the "cut" has been done. After that, you can select the whole polygon island by clicking Ctrl+L.
However, in UVedit mode if you press RMC instead of moving the edges and you try to select the UV island you can check the whole UV island is still joined to the whole group and everything is selected.
Is this a bug, or am I doing something wrong?


texts: Model is multiple colors and renders with artifacts

texts:
A couple days ago I decided to try Blender.

Why on screen do some faces have a different color and some "scratches"? How do I make all of the 3d model one color?
And after rendering I have some artifacts (see screenshot). What is the reason of this?


texts: How to delete unused meshes from the Outliner?

texts:
As you see on the screenshot I have many meshes in the DataBlock view of the Outliner, but in fact, I use only 3.

How to delete rest of them ?

Here is video describing the problem:
https://www.youtube.com/watch?v=RM9Rr1gnL5g


texts: Is there a tool/option/add-on to generate a polygon circle that intersects the currently selected vertices?

texts:
I'm looking for an option or tool or add-on or something that would allow me to create a new polygon circle that goes through the currently selected vertices.

So, imagine you're on edit mode working on a mesh, you select 2 or more vertices and boom!, you get a new circle made of vertices and edges, with the starting vertex of that circle intersecting the first vertex of your selection, the last vertex of the circle intersecting the last vertex of your selection, and if you selected more than 2 vertices the circle will try to intersect them as well.

Is there anything similar to this? How can I achieve this?


texts: What is albedo and how to use it and how to prepare materials for games?

texts: The main question is: how to prepare materials for games? Say I model an asset. Bake all material textures (diffuse, AO, specular etc.) into one diffuse, bake normals from a high poly version of the model into one normal map. Is that correct? Or should I do it differently, say prepare separate texture for specular. I read somewhere that in games there are actually no materials, only textures. Is that right? Also I came across the term albedo and that it is used in games/game engines? What is it exactly and how to do it in Blender?


texts: How to stretch a material without changing shape

texts:
I am completely new to blender and I am trying to make a 3d brick wall. Ive tried various ways but I could not make it realistic(I tried uw wrapping method but still didnt look good). Finally I found a way, which was to put the material(I found online) on a plane and then joined it on the 3d object. My problem is that when I try to scale it sideways, the material stretches as well. How do I strech it without making it stretch the material as well?
This is how it is before stretching:
and This is how it is when I scale it sideways

Please tell me how to solve this, I have been stuck on this for a week. I apologise if I have made any mistake, I am new to blender, please go easy on me


texts: Is there a way to deinterlace footage using Blender?

texts:
I have a camera that has always seemed to give me bad video because of interlacing, and until I watched this video, I always thought that it was just a limitation of the camera.

From that video, I learned that video can be deinterlaced, is it possible to this using Blender?


texts: How to get if the image texture node material lost image path with python?

texts:
I was wondering if there was a way to get the simple information.
For example on the broadcast node in this case it has lost the image link, how can I get this information in python?
This is the classic situation:

I would like to understand how this information can be obtained through blender bees if possible.
And if there is also information about the path of the folder to the currently lost file


texts: Can a lower subdivision be used when navigating the viewport?

texts: In zbrush when you rotate/pan/zoom a hi-poly sculpt in the viewport it seems to swap in a lower subdivision giving the impression of faster drawing. Does Blender have any such feature?


texts: 2D Animation: Drawing new strokes makes the existing layer disappear?

texts:
Not sure why this is suddenly happening but when I draw any new strokes/fills (the pink blob in the example photo), it deletes the previous strokes/fills on that layer (the sand colored layer in the top photo). How do I fix this?
I've also tried creating a new empty grease pencil as the top layer but when I draw a colored fill (no stroke), it gives a weird thin white line as a stroke.


texts: Game Engine - Change an image based on property?

texts: For a HUD I'm making I would like the ammo to be displayed based on an image instead of text. How do I link what image is being displayed on a plane (a texture) based on a property?


texts: How to update the changed values of matrix elements of posing bone during running script

texts:
I wrote the belowing script to rotate a mesh object and single pose_bone by operating thier matrices respectively.

import bpy
from mathutils import Vector, Matrix, Euler
import math

#-----------------------------------------
def rotator(angle, axis, mat4x4):
    rot   = Matrix.Rotation(angle, 4, axis)
    trans = Matrix.Translation(mat4x4.translation)
    return trans * rot * trans.inverted()

#-----------------------------------------

angle = math.pi / 6

obs = (
    bpy.data.objects['Cube'],
    bpy.data.objects['Armature'].pose.bones[0]
#    bpy.data.objects['Armature.001'].pose.bones[0]
    )
attr = (
    "matrix_world",
    "matrix"
    )

for ob, mt in zip(obs, attr):

    print("="*20 + "\n" + ob.name)

    print("Before")
    mat = getattr(ob, mt)
    print(mat)

    mat = rotator(angle, 'X', mat) * mat
    setattr(ob, mt, mat)

    print("After")
    mat = getattr(ob, mt)
    print(mat)

After executing the script, both were rotated according to the plan.
Printing the matrix elements during execution, the matrix of the object got the expected change. On the other hand, the matrix of the bone did not change at all.

====================
Cube
  Before
<Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)
            (0.0000, 1.0000, 0.0000, 0.0000)
            (0.0000, 0.0000, 1.0000, 0.0000)    |
            (0.0000, 0.0000, 0.0000, 1.0000)>   |
  After                                         | CHANGED
<Matrix 4x4 (1.0000, 0.0000,  0.0000, 0.0000)   V
            (0.0000, 0.8660, -0.5000, 0.0000)
            (0.0000, 0.5000,  0.8660, 0.0000)
            (0.0000, 0.0000,  0.0000, 1.0000)>
--------------------
Bone
  Before
<Matrix 4x4 (1.0000, 0.0000,  0.0000, 0.0000)
            (0.0000, 0.0000, -1.0000, 0.0000)
            (0.0000, 1.0000,  0.0000, 0.0000)    |
            (0.0000, 0.0000,  0.0000, 1.0000)>   |
  After                                          |  NOT CHANGED!
<Matrix 4x4 (1.0000, 0.0000,  0.0000, 0.0000)    V
            (0.0000, 0.0000, -1.0000, 0.0000)
            (0.0000, 1.0000,  0.0000, 0.0000)
            (0.0000, 0.0000,  0.0000, 1.0000)>

Would you tell me what is wrong. Blender 2.79 and 2,77a

Thanks


texts: what is causing my armature to warp the model so badly when rotating it's arm, how can i fix this?

texts:
i've just finished setting up an armature for my model, i used automatic weighting which may be the cause of the problem, but whenever i try to rotate the arms or legs of the model, it causes catastrophic effects on the model's proportions.
if the solution has to do with manually painting the weights, is there a more precise way of editing the weights? i would like things to be symmetrical and that, instead of just doing it by eye.

i would rather the shoulder stay in place when raising the arm, instead of putting it halfway down the torso

thank you


texts: Transparent material is "see through" when rendered in Cycles

texts:
So I have a model that is separated into a few pieces and each piece has it's own material, the nose piece has a material transparency problem. I have the nodes set up correctly but the material only turns transparent when in Material Preview mode and when I use "Alpha Blend" in the blend mode options, in Cycles Render it makes the material "see through".

Now the weird thing is that the material stays black when switching to the other blend modes... but turns transparent when I move the nose piece slightly. I could fix it by moving the nose piece veeery slightly but I would rather not.


texts:
Good day!

I would love to have a fog in my project, but I couldn't make it happen, because my project has a giant island which I want to make all foggy, but Volume Scattering seems to not work normally when the scales of stuff is really big.

Maybe it is a bug...

I hope Blender will treat 1mm objects the same as 1.000.000km objects one day...


texts: I have good weights for my upper arm on the left side, as shown, but how can I apply those weights to the upper arm on the right side. I already tried transfer weights and chose destination as the upper arm right, but it didn't work. Please help


texts: How do I fix flickering in rendered view mode?

texts:
I am new to blender. I am trying to create a donut but when I use rendered view mode there is a lot of flickering on the donut. In fact, it does not look much like a donut at all anymore. How do I fix it?
donut in solid view mode:

donut in render view mode:

I restarted blender and updated my graphic drivers. There is still some flickering but it is somewhat better.
donut in solid view mode:

donut in render view mode:


texts: Getting missing holes when cutting holes into a cylinder

texts:
I'm trying to cut a bunch of holes (created using two Array Modifiers and an empty) into a cylinder using a boolean modifier. It looks legit in the wireframe. However, when I turn on the shading mode, I get this instead:

Some of the holes are clearly missing. I'm not sure what's going on.


texts:
I am using anaconda 3 and I want to know how to execute blender from python.
Since python can be called from inside blender so it has to be possible vice versa. Does anyone know how to do this? Please help me by providing the procedure for setting up the environment for this.


texts: Rigify errors with different feet levels

texts:
I'm having issues with the Rigify add-on, I don't get this if I use my own bone structure.
1.) When I copy one side (ctrl-c) to the otherside (Ctrl-shift-v) is doesn't match the foot height exactly. One foot is about 10cm off. it is also missing some random copying keypoints. After hitting "a" I make sure they are all there but they are not. I have to go and tweek the animation on the otherside myself?

Eh???
2.) When I use the IK, to bend the knees the foot goes through the floor on one foot, and the other stays flat. Any idea what I'm doing wrong?

3.) The toe spline is not fixed and bends all over the place. It also does not have an IK sketch property?


texts: Fluid not interacting with obstacle correctly Blender 2.8

texts: Fluid acts as if the obstacle is in a different location and orientation. Any fixes?


texts: Problem with depth of field in specular reflection

texts: The reflection is not correct in the bottom. As you can see everything around it is blurred, except for the reflection of the railing. How do I fix this? I'm using 2.8 and cycles for rendering.


texts: I saw this blender timelapse video on youtube and during the course,he was translating a vertex in z axis but vertexes around it randomly gravitates towards that particular vertex as well,I'm new into the blender,I've only saw similar feature in cinema4d but I couldn't find any clue on my own,if somebody knows how to achieve it please let me know,thanks]1


texts:
Given a randomized euler rotation of (x1,y1,z1) of a sun lamp object, how do we compute whether the final light ray will be pointing 'down' in negative z worldspace or up?

Essentially, I am looking for a way to test if the sun will be visible, or below the horizon.


texts: Is there a quick way to reset a .blend files windows and settings to default

texts: Whenever I download a .blend from someone all of the windows and settings are the way they have left them as it is saved in the file. It takes way to long to rearrange every window and toolbar to the way it is by default. Is there any tool or shortcut that can reset the UI to blenders default and just leave the actual contents of the file? The only way I could do this is by creating a new file and using link/append but this is not the best option.


texts:
Related to Architectural

I have a land i want to sub-divde into several plot systems. How to make Plots in that Land and Division of Land into Plots for example 30x30, 60x40 and road, garden, Space Civic Amenities, etc. Reference Video link given below. Is there any addon can sub divide with proportional way adjusting the parameters.

Reference video


texts:
I have 2 armatures, the first has a static root bone that does not move, the others can only rotate on the Z axis, I am trying to get the last child bone to track the second armature, the second armature only moves up and down.

I want the last bone in the link to track the second armature and to cause all the parent bones connected to it, apart from the root bone rotate to keep all the bones connected.

This is for a "Digger" like object where the Root would be the base of the vehicle that does not move, and by graving and moving the bucket the rest compensates appropriately.


texts: How can I connect those two parts of my little monster? I came extruding the bones down and now when I grab the torso it does not bring along the legs! Can you help me, please? All the rest is working fine.


texts: How to combine two different textures into one

texts: After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.


texts: Is there a way to round corners on material level?

texts: Is there a shader that can be used on material level that will give the effect of round edges when assigned to an object? I'm not looking to increase the mesh density, I remember in 3DS Max, Mental Ray, round corners is an option that can be enabled in material, so the object's sharp edges will "look" like smooth, without changing the object's mesh, is there a way to do this in Cycles?


texts: How can I freestyle render outlines but remove the object itself?

texts:
I am working on a project that requires the freestyle lines render set. I am creating a 3D floor plan and would like to overlay dotted lines as the "walls" of the building. How can I render the outline of a certain object, but neglect the faces?

i.e. :

Note I am using Blender 2.82

Any and all info would be much appreciated!


texts: In my scene I have a person imported for makeHuman software. A camera installed in the ceiling [0,0,2.5m] and oriented to view the floor (parallel to z axis) and a point light source installed in [2m,2m,2.5m]. In the the light source configuration, i check the Ray shadow option. When i render, the person does not cast shadow. I change the light source location but it does not change the situation!


texts: I'm solidifying a mesh and want to bevel just the cap. How can I avoid that the bevel also rounds the outline of the mesh?

texts:
I have a flat mesh of the letter 'A'. I would like that the front face has a nice bevel. However, I would also like that the shape of the letter (when seen from the front) stays the same. With the bevel modifier, this is not the case. It will round the shape of the letter (as indicated with red circles on the picture below).
I'm already using a Angle limit method on the bevel, or else it would add a lot of unnecessary vertices.
I'd like to stay in a non-destructive workflow, and would like to avoid applying the modifiers.


texts: Different render results if I render with CPU vs GPU

texts:
This morning I received a new computer with a NVIDIA graphic card and I wanted to test it with an animation that my previous computer couldn't handle.
But I'm having some problems with the lighting of the scene. Here are some pictures of what's is going on:
Viewport with CPU rendering:
Viewport with GPU rendering:

Thank you very much!!


texts: Some parts of my project aren't saved in the .blend file

texts:
I created a model and added some Actions in the DopeSheet editor (more or less 5).

I exported the model to my game engine, saved the .blend file (Ctrl-S) and closed it.

Then I opened it again, and all the actions were gone, it just had the one I was using last.

The same happens with some preferences (for example, I disabled mip-maps on User Preferences -> System, and I have to re-enable it every time I open the .blend file again.

Does somebody knows how to restore the Actions and save everything? Thanks.


texts: What's the shortcut key for snapping pie menu in blender 2.8

texts: Just a quick question, what is the shortcut key for snapping in pie menus? If there is none, how to create one?


texts:
I´m new in Blender and this is my first post and Question on this side. In Blender 2.8 I have a Problem with Armatures. When I add a simple Bone, I see the Bone, and 2 Spheres. But it is not one Element. The Root is on the 3D-Cursor, the Bone-Element shows on z-axis down. The Tipp-Shere is on the z-axis at Blenderunit 1.
How can I solve this?
Thanks for your help!
Ruppig


texts: Rendering appears all grainy and dark after using Diffuse BSDF

texts:
I've been trying to get a multi-colour gradient (more than 2 primary colours), so I followed a few tutorials using:

texture coordinator - mapping - gradient texture - color ramp - diffuse bsdf - material output

But the end result is a horrible grainy dark rendering.  I want to get a nice mult-colour gradient from the bottom up.

http://www.pasteall.org/blend/38975


texts:
I have a complex animation with lots of thing like position, colors, etc animated using keys and drivers. I'd like to disable some of the aspects without removing anything.
For example, here the rotations are animated. How could the rotation about the x-axis be disabled then re-enabled?

What is the best way to non-destructively disable a key and driver?


texts: Exporting to Collada --> Loss of Transparency

texts:
I created an object with glass-like appearance upon rendering using raytracing in blender, but when I export to collada, the material's transparency doesn't seem to be transferred. Is there any way I can preserve the transparency of the material when I export?

My material properties are as shown below:


texts: I need to call a function when LMB is clicked somewhere in the Image Editor and I don't know how to deal with it.


texts: How attach only selected bones of the armature to the mesh?

texts:
I am making a character and my whole rig is ready for skinning.

I have deformation and control bones. I want to create automatic weights only for deformation bones. Everytime when I have my bones selected (control bones are on a different layers) and hit ctrl + P -> with automatic weights I see that all my weight painting is messed up, because blender create vertex groups for all bones.

Ps. Control bones have deform option uncheck.

There was a similar question before but the answer in my case it didn't worked.
Also when I go to the Weight Paint mode of my mesh and click Weights -> assign automatic from bones it doesn't work.


texts: How do I change how the blender menu looks?

texts:
I am teaching an online class that uses Blender. Sometimes a student will turn in an assignment and it opens showing different menu choices. I'm not sure how it is happening and how to get back to the default menu choices.

I did not write this course and I am learning Blender along with the students. Any help would be appreciated!


texts: Get screen space coordinate for node position

texts:
I'm working on some features for Node Wrangler and seem to be a bit stumped.

The task is to draw some text and shapes using the BGL module near a certain node.

BGL is drawn in screen space (the origin always at the bottom left and measured in pixels).
However the node location is kept in some kind of region space, the origin being the origin of the background grid and is not measured in pixels (for example, some node is 200 units wide no matter what zoom level you're at)

How could I find the coordinate of some node converted to screen space, so that I can draw some BGL stuff near it?


texts: How do I hide an emitter plane while keeping it's emitted light visible in a cycles render?

texts:
This is how you used to be able to do it in blender 2.79
https://www.youtube.com/watch?v=_lsRQQLFVEY

I can't find this option in 2.8


texts: How to enable occlusion with shadow catcher in cycles?

texts:
I am using Blender 2.92.

I have a shadow catcher in my scene,
that I would like to also occlude objects between
him and the light source.

for example please observe the following result:

The shadow inside the box should not be rendered as it is occluded by the outer wall of the shadow cathcer itself,

I have also tried to place a cube between the one in the scene and the shadow catcher but it doesnt change the occlusion.

Here is my scene in plane view:

Does anyone have any idea how to approach this? I don't mind using composition or any other method etc.


texts: Keyframing "Use Count" in a particle system

texts:
I'm currently trying to keyframe the ratio of objects emitted by a collection particle system (e.g. the particle system emits a set of objects in a collection). The "Count" property within the "Use Count" section has a tick next to it indicating the property can be animated, but when I try to animate it, I get the error "failed to resolve path to property."

Is this just a bug in Blender's 2.8 release candidate, or is there something I'm missing?


texts: How to exclude a new text_body from a text_body_handler?

texts:
This gives me issues concerning multiple text_body's:
bpy.ops.object.text_add(location =(15,15,0.5), rotation =(1.7,0,-1.9))
bpy.context.object.data.body = "Text"

bpy.ops.object.text_add(location =(13,21,0.5), rotation =(1.7,0,-1.9))
bpy.context.object.data.body = "Text2"
bpy.context.object.name = 'Text2'

def text_body_handler(obname, textname):

    def text_body(scene):
        text = bpy.data.texts.get(textname)
        text_ob = scene.objects.get(obname)
        if not text and text_ob:
            print("Error: check names")
            return
        f = scene.frame_current
        lines = len(text.lines)
        if text_ob and f <= lines:
            text_ob.data.body = text.lines[f-1].body

    return text_body

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(text_body_handler("Text", "Text"))
bpy.app.handlers.frame_change_post.append(text_body_handler("Text2", "Text2"))

bpy.ops.object.text_add(location =(25,2-18,12), rotation =(1.7,0,-2.1))
bpy.context.object.data.body = "Wert3"
bpy.context.object.name = 'Wert3'

With "Text" and "Text2" everything works fine, but with "Wert3" it doesn't access the data.body and only shows "Wert3". How can I exclude "Wert3" from the handler, so it does display all lines from the text in one object during the whole rendering?


texts: How to set vertex weights using Blender's Python API?

texts:
Looking at the API docs I found VertexGroup.add(index, weight, type), but It cannot be called in Edit Mode. When I try to call it, I always get:

  RuntimeError: VertexGroup.add(): cannot be called while object is in edit mode.

The buttons in the vertex group list use bpy.ops.objects.vertex_group_assign(), but to work with it you have to manipulate selections, this is not nice to do from a script.

Why I try to use VertexGroup.add() in Edit Mode? My script works this way:

Human weight paint a bone, "Arm_1.L", "Arm_1.L" shares vertices with "Arm_2.L" in this case they share half the vertices (4 bone arm rig, trick to have nice deform in certain movements). When script run, all selected vertices that exist in both groups (Arm_1.L and Arm_2.L) will copy the weights of Arm_1.L into Arm_2.L but inverted. This way, I only need to weight paint "Arm_1.L" and "Arm_3.L", the script will fill the weights for "Arm_2.L".

import bpy

# ensure we are in edit mode
bpy.ops.object.mode_set(mode="EDIT")

# configurable parameters
src_group = "Arm_03.L"
dst_group = "Arm_02.L"

obj = bpy.context.edit_object
src_group_index = obj.vertex_groups[src_group].index
dst_group_index = obj.vertex_groups[dst_group].index

mesh = obj.data
sel_verts = [v for v in mesh.vertices if v.select]
#sel_verts = mesh.vertices

# SEGFAULT in this line
bpy.ops.object.mode_set(mode="OBJECT")

print("Working")

for v in sel_verts:
    v1in = False
    v2in = False
    for g in v.groups:
        if g.group == src_group_index:
            v1in = True
        if g.group == dst_group_index:
            v2in = True
    if v1in and v2in:
        print("True")
        obj.vertex_groups[dst_group].add([v.index], 1.0 - obj.vertex_groups[src_group].weight(v.index), 'REPLACE')

print("Finished")


texts:
I'm kinda new to Blender and I was asked for help for my event to make an animation. I want to make something like a box falling from the sky. I went through some tutorials and i did make it right. What is not right is, the object (which is a box with a rigidbody) quite not in focus as in a camera. Here's the screenshot of the object showing it's out-of-focus.

How do i make the image to be in focus in such way that the object didn't look like it's being blurred by the camera?


texts:
I am using blender game
How can i do an action on my caracter, as a static state (without any action on the keyboard) ? In order to get an initial state to my character.
Thanks.


texts:
In a new project, if I add two cubes and link them with a hinge constraint, the animation works as expected. No problem then.
But if I do exactly the same thing in my real project, the cube expected to rotate around the hinge simply falls as if it had no constraint...
I have tried to delete the rigid world and rebuild it, but the problem is still there.
I suppose a parameter, somewhere, could be at the origin of the problem, but all the one related to the passive object, the active one and the hinge (empty) are identical in the working and the non working project.
Does anyone have an idea about what I could do to solve this problem?


texts: How to get a single input property of a node to draw in the UI panel directly in the panel?

texts:
I saw this example, but I'm not going to draw the whole XYZ (In my case), I just want to take the input properties individually, but I don't understand how

nodes = context.object.active_material.node_tree.nodes
map = nodes.get('Mapping')
if map:
    layout.prop(map.inputs[1],'default_value[0]',text='Position X')


texts: How to toggle(Open/Close) `T` or `N` Panel in 3D view Using Python

texts:
I want to hide or show blender T and N panel using Python.
From This
To This


texts:
I've got an 3D image (PLY) taken of a person. When I took the picture with the special device it also took the texture. Now I want to edit that texture to the 3D Ply file but it seems I cannot find any tutorial on how to do this.
I did find some tutorials on how to apply texture to a square box. But that is nothing like this.. How can I do this? Want to create an animation with this item.
Who can help me out?


texts:
How to make water pass through pipe with object link leafs and dust https://youtu.be/qGD1bD44B70?t=13s   as seen video i want to make same as like

they would make the leaf float wih water,  I want the water to carry the leaf, as a physical object.


texts: Retopology: Are self intersecting edge loops legal

texts:
When creating a topology mesh, are self intersecting loops a problem ?

If it is problematic, you can use "Paint" to communicate and mark how that edge should have been made with a simple stroke.

Image: The edge loop forms a fish shape on eyes.


texts:
So I'm trying to make a portal effect for an animation, and unfortunately the only way i know of for doing this effect is by using layers and the compositor in 2.79, which were replaced with the collection system in 2.8:

Is there a way of creating an effect similar to this with EEVEE's render engine?


texts: half animal has a mirror. Can I move the tail from one side to the other?

texts:
I have modeled with a mirror. Now I want to do the tail. The tail has to move from one side to the other but I can't because half animal has a mirror.

When I try to move the tail from one side to the other, this is the result.

Is it possible?  Can I take off the mirror just in the tail?


texts:
I created a particle system based on quick effects > quick explode and modified some parameters (like poly count and gravity) on the particle system tab.  And as you can see in the image, I made a word that explodes from its center. The only problem I have now is the direction of the particles. The object currently breaks apart from left to right, is there any way I can make the object break apart from right to left (as in the diagram below the screenshot)?

Video: https://www.dropbox.com/s/as751siajpqetsc/clip0003.avi?dl=0


texts: Rendered mode option missing in user interface

texts:
The rendered mode option us missing in my user interface. So far, I only get these options: object mode, edit mode, sculpt mode, vertex paint, weight paint, texture paint, but no rendered mode!
This whenever I am in render, game engine or cycles, whith whatever environment (game logic, default, and so on).
I have reseted my user interface to factory settings already, but it didn't help.
I suppose there is an option in the user preferences panel, but I haven't found anything yet.
I use the 2.77a release.
here are screenshots of thr issue :

Thank you in advance !


texts:
Is there any way I can make fluid float in the air with force fields? I am trying to replicate this:

Also, is there any plugin that would help?


texts:
Wanted to ask if there any way to project an object onto a surface using nodes or anything else?
As Shrinkwrap does it, but I need it in my nodes to make a shader.


texts: OSL trace() : how is the "shade " parameter used?

texts:
In its description of the  trace() function , The OSL language specification refers to:

  ...the optional "shade" parameter indicating whether or not the shader ought to execute on the traced ray ... .

What does this mean? It can't mean I recursively apply the calling shader to the point hit by trace(), can it? That point will have been / may be shaded by something else, at some other time. Are there any examples of the use of this parameter?


texts:
I have problems with rigify addon in blender. When rig is generated it have broken "pose position" and "set transform as pose position" button doesn't work. Help.
Some screens


texts: Blender eats up all memory and crashes upon simple small texture

texts:
So this one is really infuriating me as I cannot figure it out. I've created a terrain with textures and a skybox in layer 1 just fine and all looks well. It's also very responsive and works great, not slow and laggy at all. I have plenty of memory free and blender reports using a total of 65MB of memory - system reports an overall 6GB of free RAM.

I wanted to add in some grass so I flipped to layer 2 which is empty at the moment and added in a plane then a very small 512 pixel transparent png and wired it up in cycles.

Well shortly after blender immediately starts eating up all of the memory up and eventually crashes. I simply cannot fathom why it's doing this. I've edited the images many times making them increasingly smaller with gimp but nothing works.

If I'm not on layer 2 it works just fine, switch to layer 2 and after a few seconds it stutters a bit, locks up the entire computer (mouse won't even move) followed by a full program crash and the release of many many gigabytes of memory.

Opening it up with a terminal doesn't reveal any information except a small printout from the Linux kernel saying it force closed it.

My specs are:

Kernel: x86_64 Linux 4.15.3-2-ARCH
Resolution: 1680x1050
DE: KDE 5.43.0 / Plasma 5.12.2
WM: KWin
CPU: Intel Core i7-3720QM @ 8x 3.6GHz [35.9°C]
GPU: GeForce GT 650M
RAM: 2167MiB / 7918MiB

I render in cycles but use my cpu, I only use my gpu for GUI rendering if that also helps any.

I've never had any problems up until now out of Blender in this regard and I've done lots of other stuff more intensive than this simple trivial task.


texts:
My question is "what is causing the mesh to glitch?"
My taught is that the mesh is the problem and I have to redo it.
I check the weight on the bones and the correspond to eachother from left arm to right arm likewise for the legs.
The reason i think the mesh is a problem is because i watch different tutorials on making the mesh and connecting the bones to the mesh.
mesh tutorial person A, on youtube, watch?v=0Mui3qDQ5Ow
bone construction and parenting tutorial person B, on youtube, watch?v=SBYb1YmaOMY
This is before the autoweight

And this is after the autoweight

I consider redoing the mesh and starting over if all else fails.
Thanks in advance for your time and help.
EDIT:
So i went on and create a simple mesh for the skeleton and same problem happened. It has to be the skeleton. Is the tutorial flawed or is it my mistake? Will keep looking.
Before

After


texts:
I generated a rig and parented it with automatic weights but the model suddenly separated 90 degrees to the rig outline.
Here is a video link of how I attempted to generate the rig and got that problem: (https://streamable.com/eawzbr)


texts:
From what I've read about linear workflow, it might be causing this problem. If so, how can I manually control linear workflow in blender? Here's what's happening:

I am trying to make a shiny surface with lights in it for a game. This is a render when the lights are inactive:

But when I change them to an emission shader, the image as a whole dims.

This is a problem because in my game, I want to be able to overlay the lights as active or inactive, but since the images are different brightnesses, it's very obvious that it was cut and pasted on.


texts:
I'm still new to Blender and I just found out that lights have a nodes option and that there are many things you can do with them.
I am working on a render but I have an issue with an area with oversaturated shadows.
I want to make a light source that desaturates the colours around it and nothing else.
Is it possible to do and does anyone know how to do it?


texts: How can I get textures and baking working if I want this model to look right for exporting?

texts:
I am currently working on a set of prop weapons for transfer to an alternant 3d software. Currently, the best I can get is materials on the meshes, but obviously I need textures so that the items actually have color to them in the other program.

I have some high-resolution PBR type material/textures to make the materials on a prop of mine more realistic but because they consist of multiple maps (displacement, normal, color, roughness etc.) I cannot figure out how to effectively use the maps on my items in uv image mode, I do have the whole item joined together, and have different materials for each piece, the issue is that the material/texture images I'm using come out as solid white or black, instead of the color, and I dont really know how to have multiple maps assigned to the same portion of the mesh except through the use of texture nodes on the material panel in node editor (I dont know if adding image nodes to material nodes is the only way textureing actually work in cycles but it seems to be as I stated before putting them in the uv image editor makes them solid white or black)

I have been planning to do baking to the materials but as I cannot figure out how to bake everything without the light effects (so that lighting has no effect on the outcome as lighting seems to be a bit finicky, and one of the items produces light on its edge so it would mess up the bake) but still includes everything else (normal maps, color, roughness etc) without me spending all year doing individual bakes on my older pc which likely wouldn't work correctly anyway.

In the images above, the first is what i'm currently seeing in textured mode, not sure why the top of the blade is blue, but you can also see that in the uv image editor where that should be a metal color it is instead completely white.
  the second image is what the prop should look like, and it has the some images textures added to the principled shader in some places to give the different materials more accuracy, but where the arrow is pointing is an emission area (energy blade) which is part of the reason I cannot bake everything as the emission would likely mess up the bake so I need a way to do both things if possible, have textures uv mapped to my models (there are multiple of different looks) and baked versions which can include everything but not be messed up by lighting.

I feel as though I've explained the situation clearly enough. It shouldn't cause much confusion, but my train of thought is usually different top others so I can elaborate if needed.


texts: Can't export to .wrl after I have changed the pose.

texts:
I am able to export as .wrl files, but if I have changed the pose of my object, this option is not clickable. How do I solve this problem. I have tried to "Set as rest position" and "Convert to mesh from surface". But it dosen't seems to unlock the export option.
I am new to this program.
Thanks you for helping :)


texts: How can I use a node-based texture for smoke flow in Cycles?

texts:
Preface:
I'm thinking that this might be a bug, because the behavior's pretty weird.
I'm posting it here in case it is the intended behavior and there's some trick I should use.

I can successfully use a texture to control the local emission density of a smoke flow mesh by using the Use Texture feature of Smoke Flow Advanced (Python: SmokeFlowSettings.noise_texture).
This works with the default texture types, like Blend, Clouds, etc.

If I go into the compositor and switch to texture nodes, I can convert this to a node-based texture by checking Use Nodes.
I can then create a texture with more flexibility.
All good so far.

However, when I play the animation to bake the smoke, the Use Nodes box is immediately unchecked.
The texture obviously stops working, and no smoke is emitted.

The desired behavior is, obviously, to use the node-based texture I've created as the smoke flow texture.
How can I accomplish this within Cycles (besides the texture to an image sequence, etc.)?

Steps to reproduce:

Create new scene. Switch to Cycles.
Delete the cube and add a plane. Press Space, Quick Smoke.
In the plane physics settings, under Smoke Flow Advanced, click Use Texture and select Tex.
In the compositor, switch to texture mode and check Use Nodes.
Advance the timeline by one frame (→). The Use Nodes box is now unchecked and the texture is not considered in the smoke baking.


texts: Glitchy-looking transparent alpha channel PNG when imported as "Image as Plane" in Cycles

texts:
I'm following this tutorial, and when I import the reference image I get a glitchy plane:

(the one on the right is the Image as Plane, while the one on the left is an Empty with an image)

I have made sure that the image, found online, was transparent, using Photoshop:

In trying to troubleshoot this, I have looked at this question, but it doesn't help me, as I can't reproduce the steps given in the answer.

Basically, I'm stuck looking for parameters for this object. There's nothing in the Object Data panel, I tweaked Viewport Alpha in the Material tab but still nothing...


texts: is It possible to bake a image appearing in a mirror from a certain angle of camera? What is the possible ways to do that? Can I do from OSL?


texts: I have applied the auto shade smooth to my ground. However, dark/pixelated spots show up. What should I do?


texts: Animation nodes: applying material to text instances

texts:
What I'm trying to do is make an animated graph in Blender. I'm using animation nodes to generate text instances for the axis scale labels.

I'm not using 'copy from source' because when I use that, I'm not able to change the text of the object depending on the loop index, I'm just generating text instances. I have everything working fine except for the material.

This would be simple if I was using copy from source, because they could have the material of the source, but since I'm not doing that, I need a way to apply a material to the text instances in the animation node tree, and I can't see how to do this.

Can anyone help with this? Thanks in advance!

Edit:

I was about to post images of my node tree to show what happens when I use 'copy from source' to answer Omar's comment below, but in the course of doing that, I found the problem. Before, when I was using copy from source, all the numbers would be the same. When I have 'deep copy' checked, then the numbers change according to the index. But, if you have 'copy full object' checked, it won't copy the material. So, the solution is to use copy from source, not use copy full object, and use deep copy. Here is my node tree in case this helps anyone. Thanks Omar!


texts: Cutting an Object with a Plane Using Boolean Modifier

texts:
I'm a complete novice at Blender 2.8x, and I'm trying to create an object whose surface is defined by a deformed plane. Basically, I'm trying to recreate this effect. When I try to perform the boolean, however, it seems to only sometimes work depending on the position and rotation of the plane. An example of the broken effect, where both sides of the object disappear:

While at a slightly different rotation it works as expected:

I know that the boolean modifier works best with manifold objects, but I've seen several sources online that say you can use the boolean modifier in this way. Is it simply undefined behavior to use it with planes instead of another manifold object?
I also found many posts online whose problems were caused by coincident vertices or messed up normals. But I don't see how this could be the problem since the issue is replicated with a simple default cube and a plane.


texts: Python: How to disconnect and reconnect massive ammount of shading nodes

texts:
I am familiar with scripting, a fair bit, but I dont know how to tackle this challenge...
I have a big amount of Materials with a principle BSDF and I need to disconnect the ImageTexture
from the Roughness-Channel insert a invert node and reconnect everything.
Maybe I can check the nodeTree which Map is connected to Roughness, save that - disconnect, insert and
reconnect, and go to the next tree...
but I dont have any clue how that could happen....


texts: Blender is creating weird artefacts when using a subdivision surface modifier

texts:
I was working on a helmet model in Blender. I applied a subdivision surface modifier and I get weird spaces. What can I do to get rid of those spaces without deleting the subdivision surface modifier?

I attached some photos for reference.


texts:
I'm getting my head around Blender after finally giving up on Lightwave!...
I have zero knowledge of Python either.

I found a nice script for setting every object in a scene to not render (trying to set up for a shadows only pass - thanks to someone for that one!).
My question is: is it possible to switch off 'use nodes' (materials) for every selected object in a scene in a similar way?
I'm trying to save myself 10 seconds odd a frame loading up textures that are not being rendered basically... But with a shit-load of objects I'd rather not switch off nodes manually for each object.

Whilst I'm asking: is there any way to do a true 'shadows only' render?
All shadow catcher (ground basically) shadows, and all shadows on all objects as well.
Or maybe 2 passes with just shadows, one for the shadow catcher / ground, and another for all object caught shadows?

Cheers!
Mark


texts: i want to create a light that cycles through all colours in the rgb range, how would i do so?

texts: I want to make it cycle through colours to emulate an RGB led light, like a Philips hue, it's for a lamp I'm making which will be in a mockup room.


texts: In texture menu is only World and Brush to choose

texts: I have a stupid question... Where is an object or particles to choose in texture menu? I need to add for the plane a voronoi texture for not to have the same length of grass. See attached image. Blender version 2.79. Works on Mac. Thanks for your reply.


texts: Making an emission shader which does NOT cast light

texts:
So i tried gooogling and asking around in discord servers but no one is really helping nor understanding what I need.

To sum it up, I need an object to LOOK like the sun in 3d space, aka it needs to be very bright. "just put an emission shader on it duh!" well there's a problem! I have cell shading and the size of the object depends on how smooth the shadow is! So if I have one light source which is huge, casting a very huge smooth shading all over my cell shaded objects, it just looks weird.

So - a fake glowing object. I just need an object that looks like its glowing but does not cast a shadow. That's all.


texts: Interesting Append Behavior. Possible Bug?

texts:
So, I create an object and save it. I then create a new blend and append it. No problem so far.

I resize the appended object to fit the scene. I then duplicate it only for the duplicate to appear at the original size. I cannot get the duplicate to mimic the altered size.

I have tried saving the scene - reopening it and then duplicating but somehow the appended object refuses to forget its original dimensions.

The possible bug I refer to (in the title) is: If, at some point during my modelling I used Ctrl+Z to undo changes. My (appended) duplicated and resized duplicates all change back to their original dimensions and clump together.

Is there a way to force an appended object to accept altered dimensions as its default?


texts:
I'm trying to create a normal map for a mesh with multires modifier. Here are the steps I took.

First I unwrapped the mesh and created 32 bit float 4096x4096 texture.

Then I applied multires modifier and did some sculpting on the mesh.

I then baked the normal map with following settings.

Here is what I got when I applied the baked texture onto the mesh:

There are lines in-between faces which seem to follow the subdivision of the mesh with multires modifier. Why does this happen?

Interestingly this does not happen if I set the preview count in multires modifier to 4, aka the same count as the sculpt. However another artifact becomes apparent.

There are artifacts in the form of leaves all around the mesh. Does anybody know what causes this?


texts: Why my custom enum property becomes an integer property after restart blender?

texts:
I try to add custom enum properties to a bone in order to change sub-surf levels and masking vertex groups of a mesh. Every time I run the script, it assigns the property like the following:

Enum property state after running the script

When I close the blender, restart it and open up the file, the properties appear in integer values like:

Note: I've figured out that this does not happen, if I reopen the file without restarting blender.

Why does this happen?

.blend files (including the script in EnumPropCheck.blend)


texts:
When ever I make selections in Blender to select some vertices it select some random vertices with it which is not even close.
I am not able to edit any vertex without looking at wire frame mode I edit after making sure that none other vertex are selected
Which is very time taking and frustrating and even create lots of misplacement I just use box select and this thing happen

I tried to restart pc
Tried to save as another blend file
Tried to disable anti aliasing from preference>viewport


texts: I have an SVG file with a 2D point-cloud, I want to convert each point in the svg into a point in Blender. Normally I would do it manually, but there are a lot of points and the they need to be placed very precisely. Is there a automatic way to place points in Blender?


texts: Use nodes to generate a texture of an image cut out with a checkerboard

texts:
I'm new to Blender and running against a deadline!

How can I create dynamically with nodes a texture made up by a video with pixels cut out using a checkerboard pattern. When I say cut out I mean leaving pixels with transparency there and other pixels with RGB colors from the video.

Just RGB colors have to became checkerboard-cut, no the transparent background. The video is RGBA.

I cannot use too much subsurf and particles because my GPU is dead now :( , and the only combination of video texture over plane + subsurf + explode + particles that suits my needs depends on this node-generated texture that improves critically the performance.

This is my goal:


texts: Blender crashed after saving rendered image?

texts:
After saving a rendered image blender crashed the whole PC. I've tried a lot of versions, 2.76 or 2.77 or daily build.
The scene did not crash as often when saving images rendered with fewer samples, but for 2000 samples or more, it crashes very often.

Any ideas?
I'm using win 7 and an AMD 7950. Could it be the driver?


texts: it is necessarty to fill this gap ? on eyeball?

texts:
I am making a lowpoly character , and like to animate in couples of days, but I would like to know if I need to fill this limit ? this rings of the edge loops around the eye? consider this is the first loops of the eye or the final, depends how you can see it, I ve started to model over this area with few verts on it, however I am on the eye right now, see the picture, must leave it away? or fill the interior ?

see the whole picture.


texts: Adjust the reference angle of the 2D rotation stabilizer

texts:
When using the rotation stabilizer of a movie clip, we select 2 markers on the horizon e.g. and the angle will get adjusted to keep this line horizontal. Fine.

But now, let's say that my 2 reference points are not horizontal but draw a diagonal in the footage (one on the top right, one of the bottom left). How can I apply a sort of angle-offset to the rotation stabilizer so that I end up with my footage straight and not 45 degree!

Of course we could apply a rotation afterward but we would loose some serious quality needlessly.

An approach I thought about was to move the entire track of one of the markers so that it is at the Y level of the other, but in the graph we cannot select only one axis (unless we select the thousands of points one by one...) "a" will select both X and Y. A way to do that would have been to use the offset since the beginning of the tracking, but it took me an entire day to build my markers tracks mostly manually so I can't start all over now.

Thank you!


texts: How to reproject a rendered image onto a plane intersecting camera's view?

texts:
I am trying to mimick the process of mapping an 2D image onto a 3D surface (or "orthorectifying" for aerial/satellite image).

The set-up is the following:

a ground plane (in green in the figure below)
an object (a red cube in the figure below)
a camera (which frustrum has been scaled below)

I believe the simplest way is to map the rendered image to the yellow extent, that correspond to the intersection of the frustrum with the "ground" plane.

Any insight on how to achieve that, via the GUI commands or using bpy ? My guess is:

find the four coordinate of the intersection
warp the image externally or using UV mapping onto a new plane + "flat" rendering or texture export


texts: Computer terminates all programs and locks up with Cycles render

texts:
I am trying to render an animation with Cycles, and it was going fine. Then at 2 am, after 4-5 hours of rendering, I wake up and notice that my computer has locked. I have created a render power plan in Control Panel, where I set it to never go to sleep, or shut off the screen. This has happened several times, and I have figured out a contributing factor. Before last time, I have had a File Explorer window open to the folder where my frames were being rendered out. Windows must not have liked that, because it locked after only rendering 5 frames. There is also something else. It doesn't just close Blender, it closes every program, including programs minimized to my system tray, like Discord.
My specs are as follows:

OS: Windows 10
CPU: Intel Core i5
GPU: Intel UHD Graphics 620
RAM: 8GB

(Not the best setup, I know)


texts: I got a new laptop about a week ago, when selecting vertices in blender it keeps selecting random ones around the model. I looked it up and everyone was saying if you have any transparent apps open it would cause this, but all I have open is blender and chrome. Anyone know any fixes?


texts: Move pivot to bottom or top of object/selection

texts:
Sorry if this has been asked many times but I couldnt find the answer that I was looking for.

Coming from Max I used to have scripts that would place the pivot to the left, right, top or bottom of an object by the push of a button. Now im trying to create something similar in blender python but I cant for the life of me figure out how it works.

I've searched online but the answers are all pretty confusing and most of them are written for versions earlier than 2.8.

However I found a script that should place the pivot on the bottom of an object AND doesn't throw an error. BUT actually it doesn't do anything at all either. So i'm wondering why this script won't work for me?

import bpy
context = bpy.context

for obj in context.selected_objects:
    mx = obj.matrix_world
    minz = min((mx @ v.co)[2] for v in obj.data.vertices)
    mx.translation.z -= minz

The pivot remains in the center of the object.


texts: How can I make the neck of this desk light?

texts: How can I make the neck of the light? For the flexible part, I think that a normal map would look weird because it is circular.


texts:
Is there any way to convert volumetrics into mesh? I managed to recreate 3D structure from 177 serial images (confocal microscopy) using volumetrics, using guidelines found here

I'm not satisfied with the effect - the structures are blurry and I'm looking for sharp, defined edges.

Any unconventional way to convert this volumetric data into actual mesh?


texts: Un-stacking textures that are stacked over each other

texts:
I have an UDIM texture.

When I load my model in ZBrush, the UVs are stacked on top of each other, and that makes painting it really difficult:

I would therefore like to "un-stack" it in Blender.

It should look like this:

Could anybody please tell me how to do?

I have uploaded the Blend file here: (contains nudity)
 http://pasteall.org/blend/index.php?id=47958


texts:
Is it possible to have blender render one render layer, then before it renders the next, update textures in your materials?

I want to render my first layer, and then use the output of it as an image texture in the second render layer.

This is currently possible if I manually run each layer via the compositor, but I'm looking for a way to automate it.


texts: when i turn on b-bones i don't get the blocks

texts:
I am following this tutorial on how to rig and am trying to do a very basic rig for arms. Now in this tutorial he says that for the hand controller i copy the bone, scale it up and turn on b-bones. When he turns on the b-bones he gets these blocks but when i turn on the b-bones i get something more akin to sticks. i can't scale these sticks on any axis other then the y axis and don't know how to fix it.
what they are supposed to look like:

What they look like when i do it:


texts:
Good Day,
I was just modeling a face in edit mode and as soon as I went into sculpting workspace to smooth by model a bit, I noticed a weird color on two of the face

On top of it, as soon as I clicked on the faces to smooth them, they changed color from pink to yellow

BLEND FILE: https://pasteall.org/blend/8b767a2e2a0945b49e96da4639fd14f7


texts: Failed to set 44100hz, use 48000hz instead

texts:
How do i fix this? Ive used youtube videos and online information but nothing helps. My computer is an Lenovo, Ideapad 330. Its processor is an AMD A9, Radeon R5, 5 compute Cores 2C+3G. It also had 8GB of Ram and 1TB of storage.
Ive viewed the Help Link for this problem and I have tried everything and nothing changes.


texts:
I am trying to make a roundish pipe for my project. I am not very experienced in Blender yet and this project is very ambitious for me.
Basically, I am trying to make Pathfinder from Apex Legends, and I am still at the head part. He has two pipes going around his eye (I will show the image below). To make a pipe, I followed this video tutorial:
The Fastest Way to Model Pipe In 5 minutes Blender 2.8


texts:
I'm trying to create whiskers of a hairy animal, and I can't found a way to keep the whisker's hair particle close enough to the mesh.

Here is an illustration:

It's not a mesh instance, I'm using the Cycles Hair Rendering with a "curve segment" primitive and "Thick" shape.

Is there a way to get rid of the offset between hair's start and the emitter mesh?

I've tried to reduce the velocity and increase the length, but both seems to do the same, increasing offset.


texts: How to import a .mhx file into blender using a python script

texts: I need to write a python script in order to import .mhx file and management it. I don't if it is possible to do that or no? Any help?


texts: Do people just draw them in PS and import them to blender? Or do people just model 2 of the same thing, one of higher definition? There has to be a better way. I have a model that can be tiled as a staircase, but it is very basic geometry. I want to make it more detailed but I don't know what works best.


texts: Rough vertex curve transform into even curve?

texts:
I made this curve in SketchUp and imported it into Blender. I am trying to figure out how I might transform the rough top section into a smoother curve that Blender can handle better... or how I might do it from scratch following the path of the one now.

I am not sure how I would make this from scratch in Blender but can do it in SketchUp so that's why I imported it.


texts:
how do i curve a ramp around a corner like this?
whenever i try something, it's just frilly.

is there any good method to do this?

EDIT: people didn't understand, so here:


texts: weird rendering artifacts in blender 2.9

texts:
so here i am, making a meme render in blender 2.9, just updated today from 2.81 and found this in my test render
and im not sure how to fix it, im new to using this software and not sure what im doing but i never had this issue before, and also before i go through updating my drivers i want to make sure of what it is, i also am not aware of anyone who has solved this.
thanks in advance


texts: Assigning parameters or constraints to a model?

texts:
I want to build model with certain parameters and constraints.

For example, I built a tissue box model in blender. I then want to assign parameter name hole width and hole length such that when I tweak these parameter, the hole of tissue box will resize automatically according to the parameters.

I am not sure if blender (and general 3d software) support this figure.


texts: How can i bake a lightmap and use it in Blender Game engine

texts: I want to bake a lightmap and create a second UV channel between all my game assets without combining them then i want to use it in Blender Game Engine.


texts: How to connect nodes to node group inputs and outputs in python?

texts:
How can I connect nodes in a node group to the input or output sockets?

This connection here:

I can't figure out how to access the group node_tree, and the Group node as well as the Group input/output nodes seem to be different than normal nodes.

My script so far:

import bpy

for area in bpy.context.screen.areas:
    if area.type == "NODE_EDITOR":
        override = {'screen': bpy.context.screen, 'area': area}
bpy.ops.node.select_all(override, action='DESELECT')

tree = bpy.context.object.active_material.node_tree
nodes = tree.nodes
links = tree.links

node = nodes.new(type='ShaderNodeMath')
node.operation = "ADD"
node.location = (100,0)
node_add = node

node = nodes.new(type='ShaderNodeMath')
node.operation = "GREATER_THAN"
node.name = "greater"
node.location = (-100,100)
links.new(node.outputs["Value"], node_add.inputs[0])

node = nodes.new(type='ShaderNodeMath')
node.operation = "LESS_THAN"
node.name = "less"
node.location = (-100,-100)
links.new(node.outputs["Value"], node_add.inputs[1])

bpy.ops.node.group_make(override)
bpy.ops.node.tree_socket_add(override, in_out='IN')
bpy.ops.node.tree_socket_add(override, in_out='IN')
bpy.ops.node.tree_socket_add(override, in_out='OUT')


texts:
So my journey here is only days old, but am already struggling. I am trying to duplicate this:

I've watched countless videos and repeated the best I can learn so far. So on my first sphere I've created this:

At a different angle:

As you can see, I've created the hole, but the cylinder I used is now sticking out the other side, which I'm not sure how to remove, any thoughts?
Is this really the best way to create those hollow spheres, similar to the planets picture I pasted?
I downloaded blender yesterday (V. 2.83.1). Many of the YouTube videos I've watched are difficult to follow and often only relate to older versions, so finding one that will be 2.8 specific has proved to be difficult (might be that I'm so new to Blender so finding it difficult)


texts: How do I exclude the overlapping areas between two animated shapes?

texts:
I've recently started to learn Blender (coming from Cinema 4D myself) there's a big learning curve but so far it seems great!
But...I'm stuck doing what I imagine is a very simple task. How do I exclude/hide the overlapping areas between two shapes.
For example - if I have two squares which are simply moving over the top of each other. The bit where they overlap is hidden/transparent/cutout but the bits where they don't overlap remain the same?
A similar style to Adobes pathfinder tool 'Exclude Overlap' where it hides overlapping shapes.
If it helps, to create this effect in Cinema 4D it's a case of -    Create 2 Splines, Add an extrude, Add a spline mask, and set the mask    mode to 'Or'
Thanks for any help!


texts: Procedural Wire Generator in Animation Nodes

texts:
I’d like to figure out the method to creating this procedural wire generator inside Animation Nodes 2.1 as depicted in this youtube video here:

https://youtu.be/lsXb5ywrg_I

The video gives little indication of how to setup the loop, ive mostly been guessing up to this point, any help would be greatly appreciated, thank you!


texts: What is the actual film manufacturer reference for the film response data?

texts:
I would like to understand if there is some reference for all this film response data and if/how it was validated.

https://developer.blender.org/diffusion/B/browse/master/release/datafiles/colormanagement/luts/film_response/

Thanks.

P


texts:
I decided to learn blender last month and tried to open those demo files just to see how my computer would run it, and everything worked great. I could see everything perfect with no problems.
I completed a YouTube tutorial with no problems so far.
Then I tried to model a flower on my own and notice that it had a texture glitch. So I decided to uninstall and re-install blender and it did not fix the problem.
So I reseted my computer and installed all the stuff again, and tried to open another demo file to see what happens. And that's what you can see in the image.
I tried to install different versions of blender and it was useless. My setup is RX 580 8GB, RAZEN 5 2600, 16GB RAM.
The demo file I used is Mr Elephant and you can download at https://www.blender.org/download/demo-files/

I play Warzone and COD Cold War and there are no problems with rendering, so a guess that is not a GPU problem.


texts: Animated object exported to fbx does not have any animation

texts:
I have 2 animations currently on a sword that I have modeled and when I export the object as a fbx into my game engine Unity it seems to not bring the animations along with it. Here are the export settings:

and here is what it looks like when imported into Untiy:

As you can tell I am very new to blender and modeling in general so any tips on where I have gone wrong would be appreciated. Thanks! I apologize for the poor resolution on the second screenshot.


texts: I am very new to 3D modelling and a bit lost. Can anybody tell me how to build something like this in attachement? I did 3 spheres with transparency but the result of colours doesn't correspond to my pattern. The first picture is the patter how the result color should be and the second one is my result and if I set up transparency in Blender then the green color is quite dark but I need the more like in the first picture. Thanks in advanced


texts: Eevee crashes when trying to render two animated particle systems

texts:
I need to render 200 frames during which two particle systems are animated (the Scale setting in Particle system's render tab, and the rendering visibility for the most part). Everything is fine in the viewport, and also in rendered preview mode.
Eevee manage to render any frame during which those specific two particle systems are not animated. I also have other particle systems around but I've never had rendering problems so far.
When I click render, or press F12, the render window opens, then Blender closes itself...
Any help ? :( Is this a known bug ?


texts: Export UVs to .png - output with alpha is different when launched from command line

texts:
I need to programmatically export the UVs of a lot of .objs. I am using the bpy.ops.uv.export_layout() fn.

Since  this step is part of a more complex pipeline, I am launching Python from the command line passing the script as a -P parameter.

I run into a pretty important issue: if I launch Blender manually and run the script, or from a terminal as explained above, I obtain two different images. I am using the same parameters while exporting.

I run some tests on Suzanne. Here are the images:

The difference is especially clear if you check their alpha channels:

You will see that in the command line one the wire is visible in the alpha, and this breaks the rest of the workflow that I need to perform on the image.

Any idea on what's going on?
Thank you!

Ps: here's a minimal example script to replicate the issue.

Set the export path.
On Macos, launch with "blender_path -P script_path".
Comment last line when launching from Blender!

import bpy

output_path = "YOUR_EXPORT_PATH_HERE"

if __name__ == "__main__":

    for o in bpy.data.objects:
        bpy.data.objects.remove(o, do_unlink=True)

    bpy.ops.mesh.primitive_monkey_add(enter_editmode=True, location=(0, 0, 0))

    bpy.ops.uv.export_layout(filepath=str(output_path), export_all=False, modified=False, mode='PNG',
                             size=(1024, 1024), opacity=1)

    print ("Done")

    bpy.ops.wm.quit_blender()


texts: How to cut with Knife Tool parallel to the other  edge in Ortho\Persp view? Blender 2.79b


texts:
Are there any plans, ideas or success stories to run Blender Player on Playstation 4 PSVR? PSVR could be really nice alternative and relatively low cost just after Android Cardboard but much better performance and quality. I don't really want to give up field to Unity. Blender Powers! =)

I am re-editing this post to store information on how Blender could be used with PS4/PSVR gear. Details below:

Using DS4 PS4 Bluetooth controller with Blender: https://t.co/swDQevV1aJ
BlenderVR project: https://blendervr.limsi.fr/


texts: Can I change a Thumbnail image without having to click on it (change it by code)?

texts:
I'm creating an Addon for Blender 2.8 where use a thumbnail panel:

Here is my code:

import bpy
from bpy.types import Panel, EnumProperty, WindowManager
import bpy.utils.previews
import os

class DemoPanel(bpy.types.Panel):
    bl_idname = 'TIME_PT_demo'
    bl_label = 'DEMO'
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_description = "Tooltip description"
    bl_context = "object"

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

        wm = context.window_manager
        row = layout.row()

        row.template_icon_view(context.scene, "my_thumbnails")

        row = layout.row()
        row.label(text="You selected: " + bpy.context.scene.my_thumbnails)

preview_collections = {}

def generate_previews():
    pcoll = preview_collections["thumbnail_previews"]
    image_location = pcoll.images_location
    VALID_EXTENSIONS = ('.png', '.jpg')

    enum_items = []

    #generate thumbnails
    for i, image in enumerate(os.listdir(image_location)):
        if image.endswith(VALID_EXTENSIONS):
            filepath = os.path.join(image_location, image)
            thumb = pcoll.load(filepath, filepath, 'IMAGE')
            enum_items.append((image, image, "", thumb.icon_id, i))

    return enum_items

def register():
    from bpy.types import Scene
    from bpy.props import StringProperty, EnumProperty
    pcoll = bpy.utils.previews.new()

    pcoll.images_location = os.path.join(os.path.dirname(__file__), "images")

    preview_collections["thumbnail_previews"] = pcoll

    bpy.types.Scene.my_thumbnails = EnumProperty(
        items=generate_previews(),
    )

    bpy.utils.register_class(DemoPanel)

But when the component is generated I can't set by code what image I want to appear in the thumbnail. I would like to know if is there a way to change in code what images I want to show in the thumbnail without having to click on the panel and selecting the image.

I also tried to dig into the C++ code from the source code but I din't find the definition of the template_icon_view function. Only some header files with it.

My objective here is to emulate an animated gif changing the thumbnail with a sequence of several similar images.


texts: Texturing: Texture not covering complete face

texts:
Can somebody please help me again? I am trying to put a texture on an apple model. I cut the apple in 2 halves and want to add a texture in the cut face.

Unfortunately the applied texture does not cover the whole face. Near the corner of the face the Textur does get stretched in a weird way.

I created the UV map with "Project from View". I saw this behaviour already in a different Project from me.


texts: 2.78 broke all of my files' texture rendering

texts:
My first time posting here. I have a whole bunch of files, all of them are set up pretty similarly, with the only difference between them being a cube size and the texture applied to it. Anyway, the files work fine in 2.76 and before, but are borken in 2.78 and later.

None of the settings have changed, and I can't figure out from the patch notes what may have changed that would just break everything like that.

The probelm really shows up on render; I use Cycles render, same as before, and it just renders everything as gray. Having rendered all of these files several times on 2.76 I know that the lights and such are as I want them. And, if I reinstall 2.76, everything works normally again, same files.

Here is a sample file linked below, and I'm also posting what the image actually looks like in 2.77a. I would be EVER-SO-GRATEFUL if anyone can help me figure this out.

Lighting Rig:

Properly rendered:

Rendering in 2.79a:

Lighting:


texts: Can't properly bake, purple after baking normals in blender and unity, newbie question

texts:
In unity

In blender it look's like this

and rendered

Im bit retarded, following tutorials on YT and I can't go furher,
Can someone tell me what"s wrong?


texts: object shrinks whenever I give it rigidbody physics

texts:
I am trying to make this helmet that you see here below, interact with the ground using rigidbody physics.  However, when I give it an active rigidbody and push play on the animation, the object immediately shrinks really small, and the only way to get it back to its regular size is to undo the rigidbody.
(before )

(After)

Does anyone know why it is doing this?  Any help is appreciated! :)
(PS, I will give the link to my file below)


texts: The center of orbit is stuck on a doughnut. I have tried moving 3d cursor, origin, selecting different objects, tried number-pad period, tried directly clicking frame selected (just puts view in center of doughnut), changing settings (already tried rotate around selection), tried rebooting it. There isn't any other posts with the same question, some are similar, though none completely match and no suggested  solutions have fixed this. You can see in the images, that no matter where the orange dot is, the camera centers around it (even if it is off screen, I lost the whole scene a couple times this way), and everything else is moved. It also appears this does not happen in sculpt window, even in object mode, but in modeling window, in all modes, it has this behavior.


texts: how does an armature influence a mesh in detail?

texts:
I write a python exporter for meshes and other related data.
I also want to export the aramture and use these data in an own program.
For an armature i can export attributes bones data like:

matrix
head
location
...

I export the mesh along with vertex groups and weights, all that is working.

What i'd like to know is how the vertices in the vertex groups are influenced by the armature / the bones.

Are their coordinates just multiplied by the matrices (influence by weight)?

Some detail about the used algorithm would be appreciated.

Thanks,
Torsten


texts:
I am modeling a new skin for Vel'koz League of Legends, but I can't figure out how to modify a form.

I want to make this form converging to an empty or to the cursor. Should look likes a cone.

I would get this mesh

Converging on this empty


texts: Why don't I have Blend Surfaces node in Sverchok?

texts: Why don't I have Blend Surfaces node in Sverchok with the lastest version installed ?


texts: Does anyone know if there's an addon for Grease Pencil Interpolation?

texts: Is there currently an addon for Grease Pencil Interpolation? And if there is can anyone point to me a website that has it. thanks.


texts:
So, I was just trying to really start mastering U.V. Unwrapping.  I was following this tutorial.  However, whenever I select the top of the mushroom and U.V. unwrap it: I get these strange artifacts in my mesh.  The overall screenshot can be seen here:  and you can see that I've highlighted the problem here:

What causes this, and how do I get rid of it?  (I assume that I should.)  What effect will this have on my wraps if left alone?


texts: When I switch between actions my armature changes location

texts:
I just made a walk cycle with an armature and when I simply move from the walk cycle action to another action the armature changes location. Here's the first
screen capture before I switch actions.

Here's what happens when I switch actions

I should say that when I imported this armature the bone connections where messed up. In fact I couldn't find them, just sticks and circles. But I did my
best to make a great looking walk cycle. Tried changing the armature location and adding new LocRotScale info to each keyframe but that didn't fix the problem.


texts:
I create some small my own primitives. Is possible import it from blender file?

For example in blender file my1.blend I have object caled "my1". I prefer working on small files with one object in one file and next join it together and put location/scale in specyfic way.

I need import this object into my current blender project (other than my1, for example all.blend) in specyfic x,y,z location, and scaling to 1.5 factor. My object have some modyficators, materials etc.

I need only read object, materials, color etc. No scenes, lights etc.


texts: Is there a way to deselect a vertex while using Poly Build?

texts:
When I use the Poly Build tool while a vertex is selected I have the following situation:

I want to select a different vertex and currently I have to Alt+A to deselect all and then Ctrl+Right-click to drag around the new vertex.

Instead of using Alt+A is there a way with the poly build tool to deselect the currently selected vertex or vertices?

After this if I want to move a vertex I have to press G to move and then Alt+A then Ctrl+Right-click etc.

Its a lot of key presses. I don't see any options with the poly build tool to deselect and vertex move.


texts: How can one set up a non-emitting environment map in cycles? If I set strength to 0, it is black. I tried doing something with Light Path node, but didn't succeed so far.


texts: Why doesn't "auto-fit" properly fit the compositor backdrop?

texts: Pressing the "fit" button in the sidebar of the compositor doesn't stretch the backdrop to the edges of the viewport. It's scaled smaller than it's supposed to be. How do I make the auto-fit function properly fit the compositor backdrop?


texts: How to write python to show Toruses from an imported txt file containing center coordinates

texts:
I have a question about Python. By the way, I'm beginner of Python and English. I wrote a script showing Toruses from an imported txt file containing center coordinates, but I got an error at

bpy.ops.mesh.primitive_torus_add(location=(int(temp[0]), int(temp[1]), int(temp[2])), rotation=(math.pi/2, math.pi/2, math.pi/2))

I would appreciate if you tell me how to solve it.
Here is my script

import bpy
import math

f=open(r"C:\Users\biostr\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\traj_pro.txt", "r")
lines=[]

for line in f:
    lines.append(line.strip())

for p in lines:
     temp=p.split(',')
     bpy.ops.mesh.primitive_torus_add(location=(int(temp[0]), int(temp[1]), int(temp[2])), rotation=(math.pi/2, math.pi/2, math.pi/2))
     bpy.ops.object.shade_smooth()
     obj=bpy.context.scene.objects.active
     mat=bpy.data.materials.new('Torus')
     mat.diffuse_color=(1.0, 0, 0)
     mat.alpha=0.8
     obj.data.materials.append(mat)

f.close()

Here is some lines from my txt file. Actually, my file is Atom's coordinates, can I make Toruses from this??

CRYST1   65.961   65.961   65.961  90.00  90.00  90.00 P 1           1

ATOM      1  N   GLN X   1      32.110  46.350  52.070  1.00  0.00
ATOM      2  H1  GLN X   1      32.470  45.850  52.870  1.00  0.00
ATOM      3  H2  GLN X   1      32.931  46.641  51.559  1.00  0.00
ATOM      4  H3  GLN X   1      31.568  47.112  52.451  1.00  0.00
ATOM      5  CA  GLN X   1      31.200  45.480  51.230  1.00  0.00
ATOM      6  HA  GLN X   1      30.402  45.041  51.829  1.00  0.00
ATOM      7  CB  GLN X   1      30.390  46.250  50.180  1.00  0.00
ATOM      8  HB1 GLN X   1      30.811  46.160  49.179  1.00  0.00


texts: Scripting Grease Pencil and choosing data layer to be linked

texts:
I like how gpencil lets me draw shapes and link the data to specific objects or the scene. I have a trigonometry script which generates shapes, but I can't seem to select which 'Data to be linked' from a script.

The following script is a reduced version of what i'm doing, but it shows that the layer and data creation is easy enough.

import math
import bpy

def get_layer(gdata_owner, layer_name):

    grease_data = bpy.data.grease_pencil
    if gdata_owner not in grease_data:
        gp = grease_data.new(gdata_owner)
    else:
        gp = grease_data[gdata_owner]

    # get grease pencil layer
    if not (layer_name in gp.layers):
        layer = gp.layers.new(layer_name)
        layer.frames.new(1)
        layer.line_width = 1
    else:
        layer = gp.layers[layer_name]
        layer.frames[0].clear()

    return layer

def generate_gp3d_stroke(layer):
    layer.show_points = True
    layer.color = (0.2, 0.90, .2)
    s = layer.frames[0].strokes.new()
    s.draw_mode = '3DSPACE'

    chain = []
    num_verts = 10
    r = 2.2
    gamma = 2 * math.pi / num_verts
    for i in range(num_verts+1):
        theta = gamma * i
        world_point = (math.sin(theta) * r, math.cos(theta) * r, 1.2)
        chain.append(world_point)

    s.points.add(len(chain))
    for idx, p in enumerate(chain):
        s.points[idx].co = p

class TrigGenerator(bpy.types.Operator):

    bl_idname = 'mesh.trig_generator'
    bl_label = 'generated trig with gpencil'
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        obj = bpy.context.object
        data_name = 'stack_data'
        layer_name = "stack layer"
        layer = get_layer(data_name, layer_name)
        generate_gp3d_stroke(layer)
        return {'FINISHED'}

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

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

if __name__ == '__main__':
    register()

it's probably simple, but it eludes me.

update:

the one line fix is the last line of execute:

def execute(self, context):
    obj = bpy.context.object
    data_name = 'stack_data'
    layer_name = "stack layer"
    layer = get_layer(data_name, layer_name)
    generate_gp3d_stroke(layer)
    context.scene.grease_pencil = bpy.data.grease_pencil[data_name]
    return {'FINISHED'}


texts: Making the texture on this fighter jet jet

texts:
my current progress I want only the nodes for the material of the body and not the texture on it.

Note its a composite material , hope this helps you to answer my question.


texts: Similar to a question asked a few years ago about debugging math nodes, I was curious if there is anyway to dump the numerical data output from a math node to any external location that would allow one to see the actual numbers?  Say possibly a CSV file, a numpy array, a SQLite or pandas table, or something within the blender UI itself?  If not, what might be the most promising route to implement such a feature?


texts: How do I get images named sequentially when using the 'Frame step' render option?

texts:
I skipped frames using the Frame Step Control in the Dimensions panel of the Render tab to output the sequence.

As a result, if you look at the names of the files in the Windows folder, you can see that there are omissions in number increments like img_1, img_3, img_5 ....

I'm currently converting names manually using a separate name batch tool, but this is a cumbersome and repetitive task.

Is there a way to have a sequential number, even if I output a skipped frame using the Frame Step function in Blender?

Thank you for suggesting great methods.

Your method works great on single-pass output.

But there is one thing I have not told you.

I actually want to use multi-pass output using the file output node.

I have found the Time Remapping feature in the dimension panel of the Render tab in other threads, but this causes distortion in the keyframe and interframe spacing.

The way to use the Speed Control Strip in VSE was not distorted, but it could not be used with the file output node. (It seems to be the best way for a single pass.)

The Windows automatic name feature is nice. Thanks Bill Gates, but it is still inconvenient to work with many passes and cuts.

And I'm going to try another batch name tool I did not know about.
I hope I can change the odd number to a sequential number with one click.
But I have not tried it yet.

Is there any other way to get sequential numbering of images output through the Frame Step option and the file output node?

I attached a screenshot at the request of Mutant Bob.

As you can see, I would like to use the file-out node to output multiple passes on one Scene and send it to another composite tool (Natron, Fusion, Nuke, AE,
 Reimport to Blender, etc ...) With the Frame Step option in the Dimensions Panel, fill in the Value Box with two or more numbers. (I'm creating CG for inserting into 12fps 2D animation.)

VSE could not be used with the File Output node because only a single input connected to a Composite node could be loaded into a Strip.


texts: Proportional Editing mode in Object Mode?

texts:
In Edit Mode we have Proportional Editing mode. I need something similar in Object Mode. I need to edit properties of several Objects (scale, position, material diffuse color), but the value dependant on distance from some center point in 3d space, similar to Proportional Editing.

Say you have meshes, for the sake of simplicity just cubes, in a grid.
Now you want to pull them closer to one of the cubes proportionally, which is what would happen if you selected a vertex, edge or face in Edit Mode and started scaling. How can you do that?
Or I want to scale the cubes each along their center, which is possible with setting the Pivor Point to Individual Origins, but change the center and the result dynamically (for an animation).

About my specific use case and what I need this for:
I need to create a simulation on how human vision works, the part about seeing more "pixels" in the center of our vision relative to the edges.
The animation consists of a 160x120 grid of planes and there is an eyeball looking at the plane. The eyeball mesh rotation is locked to an Empty on the grid of planes. I need to be able to, as I move the empty, have the objects (Planes) closer to it be pulled closer to each other in a smooth falloff and since they get so close also scale them down so they won't intersect, and also scale up the planes farther away to reduce the gap created between them. I also need to have the planes pulled closer to get their material diffuse color to red and go blue farther away. This is for an animation so the empty is going to be constantly moving, so changing which planes it influences and how much.

Does not cnecessarily need to be done with meshes and maybe particles would allow such a feature, so would work for my specific use case with simple identical planes. But for other use cases where such Proportional Editing-type animation is required on more unique group of meshes the answer might not apply.


texts:
I have an object made in blender which needs to prepared for 3D printing. It is relatively complex object (114k verts, 228k faces, 228k tris) which contains three separate meshes.

I separated the object by loose parts, checked for non-manifold geometry, converted ngons to triangles, and am now attempting to perform boolean Union on them. Blender shows Cannot execute boolean operation, and CMD displays CSG failed, exception degenerate edge.

What's going on here?

UPDATE:

Modifier seems to work without an error if and only if objects don't intersect. That is a problem, since all my objects intertwine. Object parts were designed to intersect. For instance, a person representing a sword. Sword is a bit thicker than the hole in the person's hand to ensure structural integrity of a printed model.


texts: Why can't I loop cut a cone? I started a new file, created a cone and did nothing but try to loop cut it, and it didn't work.


texts: (Rigging) Character with Spikes on Back: What do I Parent the Spikes to?

texts:
I’ve had a long week and I’m exhausted. Been watching hours and hours of tutorials. Probably not enough on rigging. I’m struggling with this.

Even once the spikes were joined with the rest of the mesh they wouldn't move in Pose Mode. I added bones for the spikes (tried with them separate from the rest of the armature. Didn't work, so I tried connecting them to the spine). I select the mesh spikes and then select the Meta-Rig: Parent -> With Automatic Weights. I also tried joining the spikes to the body mesh.
When I move the Meta-Rig around in Pose Mode, the spikes don’t move with everything—the armature bones move, but the mesh spikes stretch and deform. I don't want to animate the spikes, just need them to move with the body; they protrude from the character's back.  What am I doing wrong here?


texts: Is it possible to apply a texture of an image to a mesh/sculpt for 3d printing?

texts: I'm new to blender(about 1 day in), and I don't exactly know how to word my question properly. I am using blender to sculpt stuff to resin print. I'm currently trying to make something with a burlap texture(see image below). Would it be possible to apply the texture of the image to the mesh so it can be 3d printed? Or do I just have to try and sculpt the entire texture. If you know any sort of solution/shortcut please teach me. Thanks.


texts: 2.8 How do I add texture and transparency to look identical via FBX?

texts:
Usually in 2.79, In this example, the UV mapping is already done, I create a new material, click on the texture tab, click on new, select an image or open a new image, and the texture appears on the material icon, the model, and the texture appears in the preview.

But in 2.8 that is not happening and I don't know why. Also, there use to be a transparency box to tick and select an opacity amount but that is gone as well.

This method allowed me to export textures and opacities that FBX was able to understand.

So how can I have a WYSIWYG in the viewport to have the same results when opened with FBX?


texts: Blender 2.79b not using full AMD GPU (RX550)

texts:
I think I may have solved the problem. GPU Usage is still really low but buffering is much better after creating a proxy for the video stipe.

I am having an issue rendering & skimming through video on my machine. I have a 7th gen i5, 8GB ram, SSD & an AMD Rx550 GPU.

The problem is that when I try to render video it is really slow. Skimming through the timeline is also slow (around 18 fps @ 1080p).

When I look at the GPU usage in wattsman it is literally at idle. Sometimes it goes up to like 300+ mhz which is still nothing.

What I have already done
- I have gone into settings and enabled OpenCL computing and set the RX550 as the device.
- Changed ram to use 4000.
- Changed from blender render to Cycles Render (this improved performance a bit but still the GPU doesn't seem to be used.
- Changed

I am out of ideas on what the problem is. I would appreciate any help you guys can offer.

Thank you in advance!


texts: How to avoid a double shape when extruding with the mirror modifier

texts:
I'm following this tutorial from Andrew Price to create an Anvil and when I extrude a face it creates two shapes instead of one. I don't know where the problem comes from and how to solve it. See a screenshot here:

On his video when he extract it, it creates only one shape:

I don't know what I'm doing wrong and how to solve it. Thanks alot!


texts:
I am wondering if there is any tool or way to kind of Weld (merge) multiple vertices at once,

AltM > Merge at Center doesn't do the job.

Doing by one takes a lot of time so it's inefficient way of going about it.


texts:
I have blender 2.69 and I've been following a tutorial on how to make text.

The only problem is when I go to add a glossy shader in the node editor it does not exist. Neither does the shader category.


texts: How to use a Calibrated Monitor ICC Color profile with Blender?

texts:
How can one setup a proper color managed workflow if one uses a Hardware Calibrated Wide Gamut Display?
I use my Calibrated Monitor with Photoshop and other photography applications without hassle.
I have read the OCIO website and now understand a bit how OCIO works. I have read through the Usage and Authoring sections, but still the part about display profiles is a complete mystery. There is no information about how to convert an ICC profile to a proper OCIO LUT format and how to setup everything to be used with Blender or other Software / Render Engines.
In VRay for MAYA it is simple just browse to the Monitor ICC profile from the VFB Color Management section and voila correct color!
I'm not talking about switching the monitor to sRGB mode. I want to use the whole Display Gamut with the custom profile after calibration.
How can this be done with Blender? What are the necessary steps to setup a Custom Monitor Profile?