texts: Draw in a region not found in space type

texts:
I'd like to create a footer where there's no "FOOTER" bl_region_type
for example in the 3D view,
it seems impossible to do in python?
is this hardcoded in C++?
import bpy

class HELLO_PT_world(bpy.types.Header):
    bl_idname      = "HELLO_PT_world"
    bl_label       = "HelloWorld"
    bl_space_type  = "VIEW_3D"
    bl_region_type = "FOOTER"

    def draw(self, context):
        self.layout.label(text="Is This Working?")

print("Trying to register")
from bpy.utils import register_class
register_class(HELLO_PT_world) #-> RuntimeError: Error: Region not found in space type
                               #   Well I want to add a new region in this space... Duh...


texts: Mirror Modifier is visible in object mode but disappears in edit mode

texts:
I made a circle in Blender and added a mirror modifier to it after deleting one-half of the circle. The mirror showed while in object mode, but when I switched to edit mode to start sculpting my character; the mirror disappeared.

How can I make the Mirror Modifier work properly?


texts: Is there a way to not limit vertex painting to visible geometry?

texts:
Is there a setting for vertex painting which allows you to paint on geometry that is visually obscured from the view by geometry in front of it?  (I am looking for something similar to the limit selection to visible toggle in edit mode.)

Here is a picture that illustrates what I am trying to achieve:

I have a simple object consisting of two planes.  I painted across the entire object from the view shown on the left.  However, as seen on the right, you can see that it did not paint the part of the back plane covered by the front plane.  Is there a way to paint "through" geometry like this?


texts: How can I scale curved surfaces radius but leave its width alone?

texts:
I have a curved set of faces, made by creating 2 circles, joining the objects and then joining the verts I needed while removing the others.

Unfortunately the resulting object has the wrong radius. See pic

Is there any way that I can scale it so that the radius changes, but the width of the faces remains the same? In effect what I want to do is tighten the curve so that lowest edge (in the top ortho view) is much closer to the top, as indicated by the yellow arrow.


texts: Making collection instances real doesn't apply modifiers

texts:
I prefer to create objects in Blender within collections, and then instance those collections to make my scene.
Sometimes I need to convert those collection instances into real geometry (e.g. when exporting).
I am aware of the "Make Instances Real" operator, however, that does not apply the modifiers. So, if I have moved my collection instance, and the original object (inside the source collection) used booleans, then the result from Make Instances Real is wrong. The instance is made real, but the newly "real" objects have all the original modifiers which no longer work (as the object is now effectively separated from the boolean cutters).
Is there any way to simply turn my collection instances into the exact mesh displayed at their current location? It really seems like there should be a way to do this. In fact, until I ran into this issue, I thought that was how Make Instances Real worked.


texts: How to stagger particles to prevent overlap?

texts:
I have a particle system in which some of the particles overlap, no matter what I do, and this causes unsightly intersecting polygons.

I tried various settings with both Random and Jitter modes, but nothing fixed the overlap problem. I also tried limiting the particle count to one particle per face, but Blender is apparently ignoring that.

If anyone knows what settings can be changed to keep particles from overlapping one another, please share. Thanks


texts: What is causing this unexpected shading in 3D view?

texts:
I’m encountering an issue and I am wondering if anyone could help me figure out why my created 3D model is displaying this way in 3D view. I have tried to use correct language where possible, but I apologize in advance if my terminology is lacking, as I am new to blender and 3D programs.

I am attempting to create an object which shows up as Shadeless in 3D view. However, although I have created and applied a material which is Shadeless, some faces appear to be affected by lighting in the scene. This only appears to apply to the faces on the back of the character's head, and the character’s legs.

Even when I turn off Shadeless in the material, the problem persists in those areas. However, if I turn off Textured Solid (under the Shading panel in the 3D view), the problem is not present, leading me to believe this is potentially some kind of issue with the material as opposed to the mesh.

I have already tried:

Removing doubles
Selecting all faces and recalculating normals

Other things which may be of note:

Although the legs are separated from the rest of the body by a UV mapping seam, this is notably not the case for the area on the head.
The entire model renders with shadeless: the shading issue only appears in 3D view.

Here is a link to the blender file.


texts:
I'm using Blender 2.78 on a Mac and I can't find the color balance node in cycles, do I need to install an add on or enable it?

Thanks


texts: Rigging and skin modifier using rigify modifier

texts: Help solve the problem with clothes. He visited different methods but does not help. weight transfer and self-painting did not help. How to get rid of a problementer image description here


texts: How can I set the sample rate for Audio?

texts:
I'm using Blender (v2.72) to do some video editing. I record some voice audio at 96kHz and then drop it into the VSE to sync the audio to the scene. Once I make my cuts, I render just the audio to do further post processing.

Every time I render only the audio, it keeps coming out as 44.1kHZ. I want it to be exported as 96kHz. So how do I do this?

When I go into User Preferences, I have the following selected:

OpenAL
Channels: Stereo
Mixing Buffer: 4096
Sample Rate: 96kHz Sample
Format: 24bit Signed.


texts: How does changing 'Dimensions' fields at once exactly work?

texts:
For related X, Y, Z fields of Location, Rotation  and Scale in the Transform panel of the 3D view 'N-Region', there is a possibility to change the 3 fields at once. It can be done with the mouse or with numerical input.

But it seems 'Dimensions' fields behave strangely (entering individual values works as expected). Sometimes the value is lost after being entered, sometimes only two fields are changed. An example:

When using the mouse, Y is left unchanged (expected: All values adjusted in proportion).
The final dimensions X and Z are different (expected: Final values are starting values times the same factor).
When entering the value 5, the result is 2 (expected: 5, whatever the scale value).

Is this a bug?
If not, what is the reason to prevent this single input?

Using 2.79b.


texts: Does any one know how to fix Hidden Vertices With Subsurf modifier?

texts: I added a picture to be more specific when I use the (on cage Function on the modifier) it fixes the problem but when I turn it off it makes the mesh extremely messy


texts: How to rotate/line up an object to an axis

texts:
I am trying to rotate the below object against an axis so that it looks like in the second image

In the second image I rotated the object manually, however I know this isn't ideal as it may not be perfectly aligned. Is there a better way to do this, using a trick/tool to ensure it lines up perfectly?

Many thanks


texts: Can I move (the view) on a 2-D scale (Only up and down)?

texts:
I want to move my camera (not the Blender camera) only up and down. If I zoom in on a section, the other section of the project disappears (I am terrible at explaining)

I also can't just move the entire picture because I'm using a background image as reference.


texts: Imported a .3ds model Can't append materials to it

texts:
Why can't I append a material into a blend file that I imported a .3ds model into? It has a bunch of materials under the materials panel, but, since I am using cycles, none of them have anything other than the diffuse and material output.

I can create a new material and add nodes, but I can't append my favs!

There is no error. I click append, nav to the material, click append and nothing happens.

I am in blender 2.78c and on a mac. I have never had this happen before. And, I have been able to import and append in other files.

Here's the file:
https://www.dropbox.com/s/7wkt2vl5gpzgvy6/57%20chevy.blend?dl=0


texts: Connect 4 vertices to create a square plane, that is a solid loop around

texts:
alt clicking an edge, highlights multiple edges, but not the ones I'm expecting. Is it possible to connect 4 vertices together so when I alt click, those 4 edges will be highlighted?
Right now, the large face in the picture is causing me problems by not having it's edges connected.
You can see the highlighted edges wrap around the object, instead of the forward facing face.


texts: In edit mode I can press W to bring up the specials menu, then D to shade smooth. Is there any shortcut key for shade smooth in object mode? I know I can assign a key, but wanted to know if there already is one in blender.


texts: icosphere passes through all planes even with collision on in physics tab

texts:
See animation below:

Red ball passes through everything.

Blue ball passes through both stairs and green plane but finally collides with blue plane.

I have been trying to fix this problem for 4 hours now.

Blender file:

Animation:

Physics:

Blue plane, green plane and stairs all have the same physics with just the collision on (no settings changed):
Blue ball and red ball have the same physics, collision and soft body turned on:


texts: I have used the boolean modifier to cut windows into this wall. However, it seems to have resulted in messy geometry. What would be the most efficient way to clean it up?


texts: obvious seam artifact in mirror modifier with subsurf modifier

texts:
Okay i understand this is a common problem, and the common solution is setting the subsurf after the mirror in the modifier stack as shown here: Subsurf and mirror modifier creating a split in mesh
However in my case, my subsurf is already applied after the mirror and i still have an obvious seam. Here is the problem and how i tried to rectify it(in vain):

How do i get rid of this artifact?


texts: Reencoding makes video quality much worse after 'rendering'

texts:
I used Blender to cut video material into a ~ 4minutes video but the reencoding of the material looks really blurry.
Is there an option in Blender to keep the original encoding and not to reencode the whole strip again? (I did not touch any color balance or other parameters which probably would require reencoding).

However, I'm a noob and I just assume that the quality loss is because of reencoding, please tell me if that is the case. Seems part of the blure was added by the YT reencoding.

You can see the pine-trees in the beginning, it seems really blurry:

https://www.youtube.com/watch?v=IeAwH0ictTs

Thanks!


texts: Can you turn a pose into the actual geometry of the mesh?

texts:
For example, I move the finger bones so it appears like a rested hand. Is it possible after that to make that pose the actual geometry of the mesh, so when I compile it and put it in game it doesn't go back to the default open hand?

What I posed it like in blender:

What it looks like when I compile:

I'm new to blender.


texts: Are there any plugins to open SAP Visual Enterprise Author files (.rh) in blender?

texts:
The company I work for has a script for 3DS Max that can read and write .rh files for an easy transition back and forth between Max and SAP Visual Enterprise Author. Has anyone heard of any plugins for blender to do the same?
Here is the plugin .dlf file. I was unable to open it but I don't currently have an editor other than Blender.
Here is an example .rh file that SAP Visual Enterprise Author creates and saves as.


texts:
I've been trying to create rigify rig, by using the sample types.
For example the sample the spines.super_spine.

Now I found out that we can adjust the amount of segments. (in the manual, https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify/#Advanced_Usage)

When in pose mode, in the bone tab, I went over to rigify type. But whenever I change one of the settings, the spine chain doesn't update or I'm missing a step. This is what i'm doing:

Can someone explain to me what I'm doing wrong or better how to properly adjust the spine, and still keep the metarig fully functioning?


texts: How would one replicate this variable extrusion?

texts:
I'd like to know, how to do this in blender.

https://twitter.com/Motionworks/status/1267376593619410945


texts: View camera boundaries in user perspective?

texts:
I'm currently weight painting and find myself glancing back and forth between camera view and user perspective view to check where I'm painting in relation to my camera boundaries (for an environment scene).
Is there a way to view the camera boundaries from within the user perspective view?


texts: Render Scenes from Sintel movie realistically

texts:
I am very new to Blender, but I downloaded the official Sintel production files. Has anyone got experience with them?

I can render frames from some scenes, but they look very different from the real movie and it seems some textures and effects are missing.

Let me know if you need any more information, I can also share some files.


texts: How to reconnect a split face to its mesh?

texts:
I have accidentally pressed the Y key and have split a face from its mesh.

I can undo the action but I would like to know the actual command to do the opposite of split.

Merge tool options did not work (unless I am doing it wrong).
Object mode -> Join did not work.


texts:
I'm getting an error when trying to register a class. I'm sure it's something silly, but tried google, looking at templates and looking at the manual without luck. Here's the code:
import bpy

class MESH_OT_L(bpy.types.Operator):
    bl_idname = "mesh.L"
    bl_label = "delSplitNormals"
    bl_options = {"REGISTER", "UNDO"}

    def execute(self, context):

        selection = bpy.context.selected_objects

        for o in selection:
            bpy.context.view_layer.objects.active = o
            bpy.ops.mesh.customdata_custom_splitnormals_clear()

class VIEW3D_PT_dansTools(bpy.types.Panel):
    bl_label = "L"
    bl_category = "L"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        self.layout.operator('mesh.L')

def register():
    bpy.utils.register_class(MESH_OT_L)
    bpy.utils.register_class(VIEW3D_PT_dansTools)

def unregister():
    bpy.utils.unregister_class(MESH_OT_L)
    bpy.utils.unregister_class(VIEW3D_PT_dansTools)

if __name__ == "__main__":
    register()

Anyone any ideas?
Error in console
RuntimeError: Error: Registering operator class: 'MESH_OT_L', invalid bl_idname 'mesh.L', at position 5


texts: How to extrude from hexagon but keep edge lines straight

texts:
See the picture. I extruded the area in the foreground, and then moved the vertex in the bottom left so that to make it just extends the line of the original hexagon, indicated by the red line.
But I don't want to do it by using my "eye", isn't there a way to adjust the vertex so it´s always on the red line?
I can´t seem to achieve this.


texts: Cycles mist pass does not appear in reflection

texts:
I'm having a problem with reflections of objects in cycles, where the standard mist pass does not seem to be properly reflected. In the image I have uploaded you can see that the mist obscures only the three nearest cubes, but in the horizontal reflective plane many more cubes are visbile going much further back, whereas in reality the visibility should be the same. I've tried switching to volumetric mist but I'm doing a long animation and it takes far longer to render.

here is the setup for the mist pass - very simple and following tutorials


texts: Blender model being torn apart after applying scale

texts:
I recently created a model to import into Unity, but when I did, the normals were all facing the wrong way. I did some searching and found that this was caused by having not applied the scale to the model. However, when I went and applied the scale to the model, any time I move the timeline or look at an old animation the model objects go everywhere and I have no idea how to fix it. I've removed the armature, applied location, rotation and scale. Does anyone have any idea what I might be missing?

Here's some screenshots to make it clearer:

Here is the model in blender with the scale not applied

Here is the same model in unity - the normals are the wrong way

Here I apply the scale (I've also tried location and rotation)

And finally the model in unity again after the scale has been applied. The normals are inverted to the correct direction but the objects are not aligned correctly

The model also gets torn apart in different ways in blender when I change position on the timeline but I'm not sure why

Here's a model file without the scale applied, highlighting all and CtrlA > Apply scale makes the model parts jump all over the place as shown in the images. This happens usually after I change the position on the timeline


texts: RC 2.7 Blender/Volumetric Shading Cycles

texts: I went onto blender.org and saw a Release Candidate for Blender 2.7 came out. In the description it seems the long awaited volumetric shading in cycles has been released. From what it sounds like is it allows you to make smoke and clouds in cycles. I tried the quick smoke and it has the same thing where the domain appears as a solid cube, and not invisible. What am I doing wrong?


texts: Normal maps baking crashes blender 2.90. Exact same blender file as in blender 2.83 where bake doesn't crash

texts:
Baking normal maps always  crashes in blender v2.90 cycles.
The same blender file opened in blender v2.83 cycles, where there is no crash baking the normal maps.
Have other users had a similar experience with blender crashing when baking normal maps in v2.9?
What additional steps are there required to avoid a crash?


texts: Different Cameras on different Viewports ? Blender 2.8

texts:
How to get this different cameras in different viewports in blender 2.8?

From docuemntaion:
"Local Camera
Active camera used in this view to override the (global) scene camera. The option is available only when lock local camera and layers toggle in the header is not"
enabled.

Where is this option lock local camera...?


texts:
When my character speaks, I use shape keys to move the mouth, just up and down.

If I wanted to add a voice, do I need to record this separately and then insert as audio?

I'm asking if Blender has a voice sync or lip sync feature.


texts:
I'm not a programmer. I want to write a script to make my work in Blender 2.91.0 easier. How do I run a script after renaming a collection or object in the Outliner? For example, I entered the name of the collection or object into Outliner and immediately after assigning the name, the script ran.
Thank you very much.


texts: Both parts have emmision set only one shows it, though

texts:
This is a scene of a Camaro in an unlit environment. It's meant to be pitch-black until the keyframed emission material turns on. As you can see from the first image, the material shows in material view, but in rendered view (and in an actual render) the other headlight doesn't show. I tried it in eevee and it works fine. Any ideas on why this would happen? I'm not sure I changed anything significant between when it did work and now.
I am using Blender v2.83.2.
Below I also provided some images of settings I thought were important to this question. Let me know if there's any other information I should provide.


texts: low framerate and crashes in the viewport by using not even up to 30% GPU and CPU

texts:
Hello im new in blender and wana ask is that normal by my PC that it this scene if i play it for the first time i got 1 to max 15 fps . And my GPU and CPU usage is not even by 30% .

And if i for example want to move 8000 simple cubes or duplicate them all blender freeze  for around 5 mins .
Propably it is something stupid , but i can not get it . Pleas give a tip


texts: Large Ocean Texture & Boat Wash Material with Dynamic Paint

texts:
I've been trying to simulate a very natural boat water wash in blender, using dynamic paint and wetmap. but it just doesn't look natural. i've been searching online. and i found similar cases for different application.

this is a sample photo done by aaOcean Suite http://www.amaanakram.com/plugins-shaders/aaocean-suite/

firstly, i want to get my ocean to look as close as possible to this. i'm using bump textures, since my ocean is too big to use the ocean modifier. and i'm using texture coordinates to animate it. and it look like this.

and this is my material node for the ocean.

i want to make sharper waves that matches my reference photos.

and i'm interested to know how to create that wash, using blender material. my current node setup is something like this:

and the result are something like


texts:
I'm am having a really bad time with Blender lately and im hoping i can have some answers to a specific problem. After using Symmetrize on the left side of my rig, the position of the bones are correct but if turn my orientation on in the armature tab, i notice that the roll of the bones has been inverted along the x axis and i cant seem to get it fixed.
I have tried applying all the transformations to the armature, rigify armatures are also inverted. Recalculating the roll along every axis doesnt seem to work either]1
[]2
[]3
[]4

I have tried pretty much everything i could find on the internet and im quite stumped since i cant move on to animation.
If anybody could help me i would really appreciate it! thanks!
Here is the link to my .blend file

Bones pointing along the world y axis have their roll correctly mirrored.
I am expecting most of my rig to look like the bones in the third picture. 4th picture is a simplified version of my problem.


texts:
I'm working in blender with animated alembic caches, where I create some simulations. Since I want to comp it later in Nuke, it is useful sometimes to get the position of a specific vertex, so I could attach a card for example later on. I was thinking about to attach an empty (or to pin it) to face, but I can't find any way to do it. Is there some way to get what I want?
Thank you!


texts: Does it matter if I bake a Normal map from a model withouth Color?

texts:
Does it matter if I decide to bake a Normal map from a High Poly mesh to a low poly mesh first and then Create Textures on the low poly one?

Because as of now, I have not created Textures, But I have sculpted detail on the High Poly. Can I just do it withouth textures? It's fine?


texts:
Firstly, I am a beginner in blender and my English is not good.

I have a single object with several materials and would like to bake all the materials in a single image. The problem is that the UV is larger than the output image, because each material has textures of different dimensions and when I do the bake, the output image is cut off.

Will I have to redo my UV, or is there anything I can do to make the output image fit?


texts: Fading Text In and Out - Video Sequence Editor

texts:
I'm having difficulty getting text in my video to fade in and out. Currently, if I add text, it simply pops up without any transition.

I've attempted doing something similar to fading video clips in and out by using color and gamma crossing, but that doesn't seem to be doing the trick.

Could anyone help me understand what I need to do in order to get this to work? I noticed there's an option to mess with text opacity, but it doesn't allow me to make the opacity rise and fall throughout the timeline.

Thanks in advance for any help.


texts: Randomize vertex location without intersecting faces

texts:
Good day everyone, I can't seem to be able to randomize the vertex locations of a mesh without having faces intersect, is it possible in Blender 2.9 or newer to randomize vertex location without faces intersecting? Is there a way to move the vertices in a mesh so they stop before trespassing or crossing a face?
As an example I've attached 4 images, the first 2 show the mesh before and after applying the randomize operation in edit mode, and the last two images show an example face intersection which I want to avoid. I'm looking for a solution like the "Clamp Overlap" option in the bevel operation, which stops beveling the mesh when faces would intersect. Thank you


texts:
I create some lists using EnumProperty. The lists may be empty, because nothing in the lists. Therefore, I get some warning in the console.
"RNA Warning: Current value "0" matches no enum in......."
How to get rid of the warning in the console?
I don't want to add some "NONE" in the lists when the lists are empty.


texts:
I have a requirement to rotate part of an object, leaving other area intact, so have created a bone and defined the vertices belonging to the bone. Since the part to be rotated is very sharply delineated I am using manual vertex assignment. However, when the the part is deformed some portion of another part of the object is also getting deformed, which is not desired. I tried setting the paints in the weight paint mode, but here also the brush either includes the unwanted portion or subtracts from the part itself.
A related query is: I have seen highlighted lines extending from vertices to neighboring vertices, that seem to be indicating weights (or influences? not sure...  I am new to blender). What's the logic of applying these weights and is there a way to change them? They are sometimes seemingly arbitrary. In the attached figure for example, A influences B and F but not C. Why? And how, if at all, to change this influencing?


texts: Stop "springiness" from hair on first frames

texts:
I'm trying to animate a five second looping animation, so it needs to be seamless. I've got some hair that's being blown around by a turbulance force moving in a circle. Problem is, on the first few frames, it sort of "initialises" and is springy.

I've noticed that if I set the animation to start at a later frame, it doesn't start springy - however, I've already animated other parts of the scene so I would rather not change the frame start/end.
How can I stop this springiness in the first few frames?


texts:
Just recently started with Blender, I am using a very old version : 2.49 , reason is I am trying to create new models for Civilization 4 and the the nif export script work only with 2.49 as far as I know. About my problem, I downloaded this mecha model and after familiarizing myself with the program, I tried to create an armature for the mesh with all the bones.
I then:
1- Selected the mesh
2- Shift pressed on the armature
3- Went to object
4- Parent -> Armature -> Armature attached to bone heat
5- Tried Pose mode to see if everything was working and...

I was expecting only the rifle to move after selecting the rifle but for some reason , some vertex remain attached to the main body ?!
Can anybody clarify where I went wrong?
Regards


texts: I have input a reference image and it wont rotate. What do i do?

texts: So i am trying to create an image and i have input a reference image but i cannot rotate it on at 90 degrees on the Y-axis. I have changed all transformation orientation to Global but it isn't trying to work.


texts:
I  am following a blender beginner tutorial by blenderguru and he is me how to make a doughnut.so we wanted to make sprinkles and he said we needed to change normal direction to face inwards. in his blender(which is an older version), you can do that by selecting the 'shading/uv's' section in the tool bar. however, the new version doesn't have it there. Can someone tell me where it might have been moved?

anyhelp will be appreciated


texts: When I add text to blender it disappears when I start the game engine

texts: When designing my game using blender 2.79 when I start the game engine the text object added disappears:


texts: How come Blender does not reconize a mesh from my makehuman program?

texts:
my mhx2 function does not work so I have been converting my makehuman
models with an autodesk converter to FBX or importing them in DAE,
but when I try to bind the rig to the mesh, I get an error message that says no mesh found.I have tryed both rigged and un-rigged models and no luck even though I can see the mesh when I am rigging, my ctrl-p to use auto weights seems to have no effect whatsoever.


texts: In cycles, do negative lights actually remove light or are they casting "Black" light?

texts: In cycles, I just learned, that you can set a lamp's value to a negative number to create a "negative lamp". But in a few tests, instead of removing light, it seemed to just cast black light? What are the lamps actually doing?


texts: Which color space should I use for 16-bit maps?

texts:
Many people recommend using 16-bit images for displacement and normal maps.

If I want to create my own displacement maps in, say, Photoshop, which color space should I use? Is 16-bit sRGB okay?

Does Blender assume a particular color space or does it detect it in the image file itself?


texts: How to offset the texture coordinates of an object with an array modifier for mapping an image texture?

texts:
I'm trying to model some house siding. I'm using a single board with an array modifier. The problem is that when I go to texture them I can only texture the first one, and they all have the same texture. How can I offset the texture so that each new board on the array modifier has a different texture?

Here's a picture:

All the boards are an array from a single board, and I'd like to be able to offset the texture for each new board, but have no idea how. Here's the texture I'm using (Image 2). http://tinyurl.com/poyjn4u (CGTextures)

I'd also (preferably) not have to apply the array modifier before offsetting the textures, but if that's not possible, that's fine.

Edit: The duplicated question does in no way answer my question, and is quite different. The only detailed answer is referring to generated textures, I'm using an image texture. Please explain how my question is answered in the other question marked as duplicate.
The previous person who asked a similar question to mine commented on the first answer that he could work with generated textures, I cannot use generated textures in this situation.


texts: Compositing glare, without affecting other emmision materials

texts:
As you can see in the image, I am adding glare effects to the emissions off the engines. But its also affecting the white emission material as well on the upper sensor node above the engines. How can i separate the glare to only affect the engines and not all other glow on the ship?

=================================================================================

So after re aranging and piping the material though the mask with passes setup. it works kinda.... but as u can see the effect is rather gone now from what it was.

===============================

Thank you all for your help. but i managed to fix it by putting the Eng's into a separate layer. so the hull layer 1 and eng's layer 2 and rendering it that way.

thank you.


texts: What is the equal key when Emulate Numpad is enabled?

texts: This maybe such a simple answer to a simple question (I apologize since I'm a beginner). Since my keyboard doesn't have a numpad, I've enable this option. However, this poses a problem as while I'm using the node wrangler addon, I can't use the align nodes shortcut (Shift + =). Any solutions on this?


texts: how to drag , move , elongate object in blender on mac

texts:
I have installed blender for  making small logo . I have no prior idea of blender . The challenge i am facing is only PC i have is mac.

I am facing problem in moving  , dragging deleting objects on blender + mac.
As i do right click on cube( selected object)  in upper right window hierarchy , i m unable to see delete option. But on windows it shows delete  option in pop up menu.

Also , i m facing problem in changing shape of object ... i don't use mouse . Can  some one help me with the menu option where i can set length  width height of any object selected .

Please help .

Thanks in advance.


texts: Model gets squished because of Spline IK

texts:
Recorded a video of the issue happening:
https://youtu.be/LFoUrE1OHwQ

Added a gif in case the video goes down:

The head of my character gets squished when one of the controls for the Spline IK is in certain position. The squish gets diminished if I turn on Y Stretch in the modifier but I need it to have 0 squish going on.

This is not the first time this happens, so I must be doing something wrong while rigging or there must be an option I don't know about... Any ideas?


texts: Editing an android screen capture video in blender

texts:
I recently started video editing with the video editing function in blender.
Until now there was no problem, but today I made a screen capturing video on my android phone using the play store application AZ screen recorder. I transfered the video to my computer an imported it into blender.  The video is a mp4 file  1920x1080 p 30fps  and about 1 minute long, but after importing the video sequence editor showed over 6000000 frames.

After closing blender rebooting my computer and updating blender I tried importing the video again.  Now the VSE says my video is only about 1800 frames long  -  so that is good,  but if I want to play the video and watch it in the VSE preview window it seams frozen. I can hear the audio but the video isn't playing.

Is there any way to fix this?


texts: Why does the smooth brush create holes in my model?

texts:
I was trying to smooth out my model in sculpt mode and as I did so big gaps started to form on my model. How do I prevent this from happening?

Here is a picture:

And here is the blend file:

Thanks


texts: I'm quite new to blender and I cant find a way or the option to change the principal axis of a project i.e. from Z axis pointing up I want the Y axis to point up in such a way that the Z axis signifies depth in the scene. I am trying to change this due to the need to see how I will be able to debug the renders that I am doing through code. I would appreciate if anybody would guide me though this.


texts: Character an off objects jumps back into T-pose after render

texts:
I'm making a scene and i just need to render it. but every time i try the character and every other thing just jumps back into T-pose.. nothing works.. Pleas help. im starting to loose my mind..
Yes there keyframes on allthe bones.
I Tryied looking it up on the internet or looking at tutorials but non of them helped.
blend-exchange.giantcowfilms.com/b/jm4OxNWw


texts: Why my text object looks wired in such material?

texts:
I have a brick material attach to my text object

It looks normal in up view , but the side view looks weird , the brick become so horizontal , I set image texture project way to Box, and materials coordinate is Object method, but still don't know why.

Does anyone know how to fix it?

I want it to turn smoothly and in a normal brick way, the two face edge should have a smooth materials.


texts: Particle hair falls of when I animate object

texts: I am somewhat new to blender. I have the modeling aspect of the program down pretty well. However, after modeling my character with particle hair on its face (ie: the mustache, the eyebrows) the facial hairs started to fall off the character when I animated the facial movement. When I would animate the mouth (lip synch) the mustache would fall off. When I animated the eyes, the eyebrows would fall off, etc. Can anyone please tell me how to prevent this from happening and have the facial hairs move smoothly with the facial features?


texts: How to make on color not overlap other while texture painting?

texts:
I'm developing my first 3d game "My Little Hitler" and I am texture painting my low poly model. As shown in the picture, I want to paint the skin color whithout removing the facial drawing black color... how do I accomplish that?

thanks


texts:
I was creating animated camera and wanted to rotate the z-axis in 90 degrees.
I don't want to do the whole animation again, so is there a way?


texts: Object goes black when decimating to reduce file size

texts:
I'm trying to reduce the size of a 3D model. I tried adding the decimate modifier to all of the objects and it worked pretty well except for one.

There is a cylindrical object that goes around the couch and has about 187000 faces. When I tried decimating it, the whole object went black and it stays like that in the renders (I'm trying to render it on the web via Sketchfab).

I don't understand why a simple cylinder should need all these faces and why it goes black.


texts: Can I make a node group driver independent of materials?

texts:
I made a node group that contains a color ramp, and in order to control the color ramp from the outside I read that I have to use drivers. I have never used drivers before and feel lost right now.

So I copied the data paths from my color ramp sliders into the color ramp. The problem is that in the driver editor, I need to assign a material.

But I want to be able to use the node group in different materials.

The last picture shows two objects with different materials. The material of Suzanne is assigned in the driver editor and works the way I want. But when I change the sliders of Suzanne, I also affect the purple sphere; if I'm in the sphere's material, the sliders do nothing.
Is there a way to make the drivers work without assigning a material? Or can I make a variable that always links to the current material?


texts: Fluid simulation works just fine if the Fluid Object is big or just normal size. But when I scale it down, it no longer works. Why is that? And is there a solution? I've tried increasing the resolution up to 200 and change the Domain size, but nothing seems to work. :\


texts: Will importing user preferences from version 2.79b to 2.80 work and is it a good idea?

texts: So today I decided to join the hype and check 2.8 out even though I am the kind of person who does not like to try betas, because I hate change. And anyways I was already shocked by the difference of the keyboard shortcuts. My question is: Is it a good idea to import the preferences from 2.79b or would you guys advice me from doing it and if it's OK to do that, which file should I import and where is it in the Blender Foundation old files? It would be nice if someone showed me the path.


texts:
I am using 2.70 with Cycles to recreate Ian McGlasham's "Alice Blender Fluid Cycles".

However, for some reason my fluid does not fill the entire text -- for some reason it only fills part of the text:

Previously, this gap was much larger and I made the gap much smaller by increasing the Final Resolution of the domain object from 65 to 200. This was a HUGE improvement, so I assume maybe I need to increase the Final Resolution even more to have the fluid finally touch the walls of the container. However, when I see how finely the fluid mesh is already divided, it's surprising that's not enough resolution/faces to be able to conform fully to the container walls.

Since the fluid mesh looks like it should have enough resolution (small enough faces) to conform to the shape of the container, I am wondering if maybe I need to change the Surface Smooth and/or Surface Subdivisions settings in the Fluid Boundary section, or do they need to be used at all? As you can see in the picture, I have Surface Smooth set to 1.0 and Subdivisions set to 3. I read that increasing these can greatly increase the render time and may also cause Blender to crash if you run out of RAM, and I only have 2GB of RAM.

So, in order to get the fluid to fully conform to the container, do you think I should:
- increase the Final Resolution
- increase the Surface Smooth
- increase the Subdivisions
- or some of each, and if so which ones

Also, do I need to have the Surface Subdivisions set to 3 or can I turn that back down to 2 or lower? It takes so long to bake on my computer that I'd love to understand these settings and not have to learn by days and days of trial and error, so any help would be greatly appreciated!

Thanks!

Also, here is my current blend file.


texts: Mirror modifier not copying faces - just vertices and edges?

texts:
Please could I request some help with mirror modifiers - I applied one to a model I am working on - but have just noticed it is only being applied to the vertices and edges I create rather than faces as well.

Can anyone explain what might be happening please?


texts: After rendering an animation for 6h Blender 2.8 became extremely slow, any idea about the reason and a solution please?

texts: After rendering a 150 frames animation for 6h, I have problems opening and editing files bigger than 10MB. Any idea about the reason and how to solve that problem would be welcome , thank you.


texts:
I just started using Octane build 22.0 based on Blender 2.90.1 and I was making textures for all my objects in my scene until the next day when I opened my project again, all my textures became black except emission textures. The render is grey and black but I don't know what's causing this issue.
I have a sun object and HDRI and don't understand why this is causing my textures to behave this way.
I have relinked all my image textures, played around with all the parameters inside materials, and rendering/viewport settings to no avail.


texts: Why is the mirror making secondary lines?

texts: Why is the mirror modifier making secondary lines and how can i make this not happen its on origin to geometry bounds center the lines are only there when i have the mirror modifier on with x axis location of x is set to zero and i have no shape keys


texts: Is there any way to combine/simplify interpolation curves?

texts:
To put things bluntly, 5 curves per bone has always intimidated me.
In short my questions are:

Can I combine curves in to one master curve?

If not what is the best way to simplify this workflow?

I've been looking for a solution to this for a while, if I've been dumb and missed an obvious google search can someone point me in the right direction? :)


texts: Stitch video with blender to make a 360 video

texts: I'm looking to use blender to stitch together multiple videos in order to create a 360 video. How would I go about doing this in blender? Just to be clear I'm not looking to render a 3D scene in 360 but rather take multiple videos taken from different angles and stitch them into a single 360 video.


texts: Volumetric lighting clipping / not displaying in cycles (not camera clipping related)

texts:
Im following a blender guru tutorial on clouds, but my displaced plane does not light properly once set as a volume (neither scatter nor principled volume works).
You can see it working for him at 20:54
For some reason when you move around the viewport in rendered view, the area which is lighted is always changing, but never lights it completely. Even though the lighting and plane are staying constant. (Isn't fixed in an actual render)
I thought it was a normals issue, but flipping doesn't seem to fix it.
Based on other forum posts I've also changed the camera clipping values, but this also doesn't fix it.
Here's a download of the blender file


texts: I have a lot of useless datablocks for animations, models, materials, and others just lying around doing nothing. How would I delete them? Thanks.


texts: My friend and I are both learning to use blender. He is on a PC and I am on an IMac. When we first open blender and click on the shading node, his sees the cube fine but on mine the window is black and has weird, vivid colors on my cube and the background. Has anybody got any idea how to fix it? Thanks. XX


texts:
I am moving my cursor and going to View -> Align View -> Center View to Cursor. I have already had quite a few problems with blender such as not being able to select objects except in the list selector but this is just ridiculous. Is there any mode I could be in that would be stopping the view from centering itself?

Edit: It's because of that ridiculous second screen that I accidentally made appear by clicking somewhere near the top of the program. If I drag the toolbar down I can see that in my second view my character is centered on my cursor. How do I get rid of this view? I don't want it.


texts:
I need to find these settings in blender 2.8. When you add new object (Blender 2.79) you have this object settings, down left. But in version 2.8 I can't find it.

I need to change sphere segments in blender 2.8.

Thanks for your help.


texts:
I select a point in edit mode, and it gives me some reasonable xyz Vertex values in the "Transform" area (for example 955, -455, 100).
I select another point and I also get reasonable values (for example 517, -471, 76), 100s of units from the first point. When I go to Grease Pencil/ Tools/ Ruler Protractor and try to draw a ruler between these two points to get the exact distance, I get a very small value instead (like .652). Shouldn't the ruler be giving me the difference between the vertices? I thought this might have to do with some local vs. global coordinate issue but I can't make any progress on that.

First point:
Second point:
Ruler, showing unexpected value:

[Since I am prohibited from posting a comment I'm not sure how to add information to my question, aside from editing my initial post, so that is what I am doing.]

I have attached another image showing that the scale of the mesh object
appears to be 1.0. Since the mesh object scale is 1.0 I cannot understand
why this is a local vs. global scale issue (even though that's what I
suspected this problem ultimately would be related to).

Generally, even if this is a global vs. local scaling issue, how could
I get the ruler to show distances using the object's own scale? I don't see any option in the Ruler/Protractor that would tell it to
use the object's own scale for measurement.

Here is an image that I think shows that the scale of the object is 1.0:

(source: interstice.com)

Based on Carlo's suggestion I examined the object hierarchy more closely. The meshes I was looking at have a scale factor of 1.0, but the meshes are part of a 'Model', and the Model does have a scale factor of .001 associated with it, as this screenshot shows:

(source: interstice.com)

The model was imported from an Autodesk .3ds file, by the way, and that is how this scale factor was introduced into Blender during import.

So at this point I am at least comfortable that I understand what is going on, though I'm still not sure how to make Blender do what I want. I may try to figure out how to rescale the object to a factor of 1.0 so that my blender units agree with my model and the ruler will give me "real" values.

Blender v2.78


texts: How to save an .exr file with 32 bit with python

texts:
I'd like to create a picture in blender and save it as a 32 bit exr.

import bpy

# in case of re-runnign this code,
# get the old 'foo' image out of the way
if 'foo' in bpy.data.images:
    bpy.data.images['foo'].name='bar'

#create an HDR image with name 'foo'
bpy.ops.image.new(name='foo', width=512, height=512, alpha=False, float=True)

#find the image with name 'foo'
image=bpy.data.images['foo']

# set it up for saving an exr HDR image
image.filepath_raw =  '/tmp/foo.exr'
image.file_format = 'OPEN_EXR'
# TODO here: image.save_as_32_bit=True (instead of 16)

#save image to disc
image.save()

The above code makes 16 bit exr according to imagemagick.
I want to use bpy.ops.image.save_as somehow from python, in conjuction with this code, to emulate the behaviour of Image->Save as Image with the option [Float (Full)] rather than [Float (Half)]

The Save as dialogue points to a thing called ImageFormatSettings. Where can I supply this in python?

Thank you


texts: Do a translate followed by a rotate followed by a translate

texts:
(This is just a basic example).
I want to translate, then rotate and then translate again (in local).

At the moment I have this:

import bpy
import  mathutils

object = bpy.data.objects["Cube"]

# translate
translation = mathutils.Vector((5.0, 0.0, 0.0))

inv = object.matrix_world.copy()
inv.invert()
vec_rot = translation * inv
object.location = object.location + vec_rot

# rotate
euler = mathutils.Euler((0.0, 0.0, 45.0))
object.rotation_euler.rotate(euler)

# translate again
translation = mathutils.Vector((5.0, 0.0, 0.0))

inv = object.matrix_world.copy()
inv.invert()
vec_rot = translation * inv
object.location = object.location + vec_rot

The problem is that this works as the 2 translates combined followed by the rotate.
What I expect is to have the object first move in the x, then rotate, and then move in it's rotated direction.

How can I do this?


texts: Quaternions (still) don't interp by slerp?

texts:
I've seen https://developer.blender.org/T45473 where it's pointed out that if you have two quaternion rotation keyframes in Blender, it doesn't interp between them properly using slerp -- instead it seems to linearly interp each of w, x, y, and z, and then renormalize at each frame. This leads to very odd behavior when the keyframes are far apart rotationally.
The above-referenced ticket doesn't seem to have gotten any traction since 2015; I wonder if this has been fixed in the meantime, so there may now be a way in the API to specify slerp for quaternion interpolation?
I'm importing animations from another system, and they don't come out right because of this.


texts: Frame Offset for Histogram/Vectorgram in VSE

texts:
I'm trying to colour match two different video clips within Blender VSE.
I've opened up two preview windows and have applied a frame offset to one of them to be able to look at two different clips at the same time.
I have tried to do the same thing for a pair of vectorscope windows, so that I can more accurately compare the colour, but they both seem to display the information for the current frame and not the offset frame, despite setting up the frame offset correctly.
Is there any way to correct this, or should I make a bug report/feature request?


texts: How do you animate character's interaction with different objects?

texts: If a character interacts only with one object that's easy: just add one Child Of constraint and you are good to go.But throughout the animation a character might pick up and release thousands of objects. It means having a Child Of constraint for every single object that the character interacts with. That way the character can end up with having thousands of constraints on it. My question is: how do you animate a complex scene where a character must interact with different objects?


texts:
I'm new to blender. i was in the middle of sculpting my character and out of nowhere a bunch of faces disappeared and everything moved around. I applied all my modifiers so im not sure what happened..

even by undoing i couldnt get it back. this is the second time this has happened now. for ref here's what it looked like before

Could anyone tell me what happened and how to avoid it?


texts:
I am very inexperienced so if the solution is simple no hate please. I am trying to add more keyframes but it says: F-Curve with path= 'location'(2) cannot be keyframed. Ensure it is not locked or sampled. Also, try removing F-Modifiers.

I have no idea what this means. Can someone please explain it to me? I'd greatly appreciate it thank you for your time.


texts: Emissive particles don't show up in reflections

texts: I set up a plane, that emmits particles, that emmit orange light. I made another object, that has a metallic 0 material. I want the particles to reflect in the shiny object, but they don't. Does anyone know why?


texts:
Is there any way to use a particle system within a particle system?

I'd like this:

But currently have this:

I'm trying to avoid having multiple real meshes (as I've done to create the first image).

Current Workarounds:

Manipulating an array to achieve the inner particle system (long tubes) -- it works but is cumbersome.
Adding 2 particle systems to one larger mesh (larger hexagon), and again manipulating the location. It's difficult to work with as well because I keep thinking there must be a more straightforward way.

In the end, I'd like for only these 3 meshes to be "real".

This is because I'm going to largely increase the amount of particles, and ideally add a fourth mesh encompasses the previous three (the largest hexagon would be it's particle). I'm not so concerned with the fourth mesh though.

The meshes are just are simple cylinder and a "screwed" edge (hexagon), but here's the .blend


texts: How do I get smoke to properly come out of an object and interact with an environment?

texts:
I'm only new to blender but I've modelled a room and used flow physics to make it collide with fluids. I've created an emitter through quick smoke, but it doesn't look like the smoke is coming from the emitter and only comes from the domain. When I increase the size of the domain to fit the area I want it to effect the smoke becomes far larger than the emitter.
Is there any way to make it so I can enlarge the domain but the smoke come from the same object at the same size and fill a room?


texts:
I need to install torch in blender.
I've Blender 2.92.0 version installed in Ubuntu 20.04.
While trying to ensurepip I've the following issue:
(base) paolo@paoloIns:/snap/blender/111/2.92/python$ sudo ./bin/python3.7m -m ensurepip
Looking in links: /tmp/tmpf8idgzxo
Collecting setuptools
Collecting pip
Installing collected packages: setuptools, pip
ERROR: Could not install packages due to an EnvironmentError: [Errno 30] Read-only file system: '/snap/blender/111/2.92/python/lib/python3.7/site-packages/easy_install.py'

How can I solve this "Errno 30" ?


texts: Mesh visible on object mode, invisible in edit mode

texts:
I'm rendering a staff with a transparent diamond prism, and everything was working fine until I noticed, while animating, that the crystal was suddenly displaying its texture as though it were opaque.

When I examined the object in edit mode, I noticed that it was invisible. Attempting to select all vertices with "a" and using "alt+h" to see if they were hidden in edit mode did not solve the problem

I checked the texture the crystal is bound to just to make sure that it was transparent.

What would cause the object to be invisible in edit mode? And why wouldn't it display with its proper opacity?

Here's the blend file: http://www.pasteall.org/blend/30844
imgur album: http://imgur.com/VaxJolX,Lyhvp5k,bRMMApR#2


texts: Instead of glass, a different material is rendered

texts:
Hello hope you can help me.
I'm working on an archviz scene and for some reason glass material is not rendering. In render preview it does work but on final rendering it doesn`t.
Does anyone has any ideas?
Thanks in advance,


texts: What are these button called? I can't find them anywhere in the documentation or else online. Do they belong to a region/space/category? Can they be customized via scripts like making panels?


texts: Where is the rendered viewport shading mode in Blender 2.78

texts:
I'm trying to find the Rendered viewport shading mode.

I saw in a tutorial that it was accessed with the Z key. In the tutorial it displayed many options, but for me it doesn't.

Any ideas?

This is what I am looking for:


texts:
I downloaded this rigged model and works fine until I try to move the elbow above the shoulder. Whenever it goes pass the shoulder, the shoulder moves down.

Here is my blender file:


texts: How to cut walls along the pitches of the roof

texts:
I have a problem I have been tied up all the day with and I haven't solved yet.
I am trying to cut the walls of this house along the inclined pitches of this house.
Any ideas? I have tried almost all, add-ons, boolean operations etc.
I think that the best way in this case would be to cut the vertical walls along the intersection between the roof and the walls themselves (pic. 1). Another option would be to extend the walls up underneath the pitches, but as you can see there are different heights and there are no snapping points to use and this is so annoying ;)
Please be quite clear because, in spite of my age, I am a newbee.
Thanks.


texts: How to render transparent textures in blender render?

texts:
I've managed to make the background of the image transparent, but I can't work out how to render the transparent textures on the leaves as transparent and not opaque. How do you do this?

here's a link to the blend file: https://www.mediafire.com/?1iou4i1ansu2a6s


texts:
I've modeled a pool table with some balls on top of it, also putting a camera approximately above its center. I've set the camera type to "Perspective", which gives rise to the distortions that you see below:

The question is: how can I remove such distortion programmatically? I know I could set the camera type to "Ortographic" to obtain an image without distortions, but that's not what I'm looking for.

More precisely, what I would like to do is map 2D pixel coordinates of the distorted image to 2D pixel coordinates of the corresponding undistorted image. Here, "distorted image" refers to what the camera sees when in "Perspective" mode, whereas "undistorted image" refers to what the camera sees when in "Ortographic" mode. I hope the question is clear enough.

You can assume to know what the exact position of the camera is as well as the diameter of each ball in the table. Also, keep in mind that I would like to do this with a Python script, and not via Blender's graphical user interface.


texts: Is there a way to create a script that cuts specific strips in specific intervals in the VSE?

texts:
What I have is a strip of an image. And I decided to take a "Scratch" approach, which would entail me having to cut each frame to move it to a specific position (x + 1 per frame) to give off the illusion of 'movement'.
Is there a way to script such a task so that the strips would be cut at x intervals and be moved + x px at every interval?


texts: Using Materials with Geometry Node Modifier

texts:
Since experementing with the newest Verison of Blender (2.92.0) I work heavily with the Geometry Nodes. But the documentation is very low quality. I was able to model different objects and join them together with the Geometry Node Modifier, to make a bigger model.
Now I have assigned Materials to the single Parts, so I have more control over everything. The Materials don't seem to be moved over with the Object Info node. Is there any way to get the Material to a new Object, only with Geometry Nodes?


texts: How do I find the source code for the Diffuse node?

texts: There are a lot of tutorials about using nodes, a lot of tricks and only a bit of physics or maths that creates it. I know that everything is written in Python, but how to find source code or maths that such as Diffuse use?


texts: What's the relation between Cycles' sampling pattern and the pixel filter?

texts:
In Cycles' render settings, there is a setting for a sampling pattern (default Sobol), and there is a setting for a pixel filter (default Gaussian).

  What is the link between these settings?

More specifically, this is my understanding of what the two settings mean:

Sampling pattern: indicates a pattern of points within a pixel where rays will be cast into the scene
Pixel filter: used to filter the rendered image (post-processing, if you will), much like a Gaussian blur in Photoshop; this effectively adds to every pixel some contributions from neighboring pixels

I hope my understanding about these is more or less correct.
Now my question, more precisely, is:

  Could one use a sampling pattern that goes outside of the pixel boundaries to combine the sampling pattern and filtering into a single procedure?


texts: Make a glossy, plastic-like texture with an alpha-channel?

texts:
I have a can model in a lighting environment. The labels I need to put on the cans have an alpha channel that need to have metal shining through it. Here is my node setup at the moment. I just started using Blender last week.

The problem is that the metal is shining through the label making it metallic-looking. In real life, the label is a wrap so there is no light reflecting back through the label. Also, I don't know how to make the transparent part (where the black text is) shine through onto a gloss BSDF metal surface.

Any tips on how to make the lighting or model look more realistic are appreciated. I'm using a three-point lighting technique. Thank you.

Edit: here are my nodes that I used for the above render.


texts: How to distribute points along a single edge with geometry nodes

texts:
I have a mesh with a single edge/two vertices, which I've added a point instance geometry node instancing the "circle" mesh.

What's the most practical way to change the amount of circles being instanced? Let's say I wanted to animate that there's 2 circles, then 3, then 4, then 5...
Using the subdivision surface node doesn't work because it doesn't just add single points, but subdivides the generated edges.
Using point distribute just doesn't work... unless I'm doing something wrong, it seems to only work on faces, not single edges.


texts:
I am struggling to model clean sharp edges on a dress I have designed in blender. I have attached a photo with circles marking the sharp edges that aren't looking to great or sharp.

Here is the blender file:

Any help would be greatly appreciated!


texts:
I'd like to play a scene in the Blender game engine (I don't mind if it uses python). Basically, I'd like to say: "Play (backward or not) from frame X until frame Y," or, if it's not possible, at least "Display frame X".

With the older versions, it seems that IPO actuator was used for that. However, now the IPO actuator does not exists anymore, and it's supposed to be replaced by the Action actuator. However, the only way I found to make Action work is to specify an action ID. So only one object can move by actuator.

Of course, I could create a new action actuator for each object, but it's just crazy to maintain if there are more than 2 objects, and I can't find a way to automate it in python.

Do you have any solution for this problem?

Thank you.


texts: I am a complete beginner to Blender and to modeling, and am taking a tutorial for Absolute Beginners to create my first house.  No problems creating the point for the roof, but when I select the edges to try and extrude out the roof and create an overhang, the part I have extruded turns a scratchy grey color.  Later on when I try to add texture or color to the roof, the extended edges turn the same color as the face of the house, not the rest of the roof.  If anyone is able to translate my poor description and help, it would be much appreciated!  Thanks!!


texts: Blender 2.82 - 2D Grease Pencil Colours seem dimmed in Renders?

texts:
So I'm testing out more of Blender's Grease Pencil for animation, but I'm noticing that the colours I draw in the Viewpoint do not render out the exact same, and look darkened.

As a test, I drew a simple face on a scuplted sphere, with just black and white, however the White of the eyes looks darkened when rendered...

Does anyone have a solution for this? Thank you in advance.

EDIT - Thanks to Leander for the solution, the issue was using having it set to Filmic colour rather than Standard.


texts: How do I adjust the Image texture over my terrain DEM?

texts:
I am trying to make a 3d model using DEM and satellite imagery. I want the bounds of the satellite imagery to overlay correctly over the dem but my view is like this

which is incorrect. So I added a mapping node to adjust the scale and position but nothing fits. Both the images overlay well in qgis from where I have preprocessed for blender with same projection.


texts: Particle emitter is intersecting bounding boxfaces

texts:
I am trying to configure a mesh as a bounding box to generate particles completely inside a given mesh without sticking through the 'bounding' faces.

As an example: the left cube has a volume emitter with objects sticking through the faces.
I would like the particle objects to NOT intersect the bounding mesh. (also in case of more complex objects)

The preferred method I'd like to know would result in a box with no objects intersecting it's faces what so ever.(right cube)


texts: Use Pose Mode or Object Mode to move whole model

texts:
I've been animating a set of 2D images against a long strip background (flower, bird).  I have been splitting up the animation between Pose Mode and Object Mode.  I set the character's gestures in Pose Mode, then I animate their motion along X using Object Mode.  I have never done this type of 2D animation before and chose this method because it seemed logical.  Is it better to do all of the character's gestures and X movement in Pose Mode?  Thanks.
Zaffer


texts: Animation Nodes: How to separate svg or mesh by loose parts?

texts:
How is it possible, with animation nodes, to separate an svg or mesh by loose parts? How to get it to work just like in "separate text object" node?
Example: I need to use Hebrew characters, but they are RTL(Right to left), and reversing the text in animation nodes gets the graphic accents messed up.


texts: i'm  developing a Facial Rig Panel, And I need to get the reference to an object(in this case the Armature) in a custom panel, similar to this picture.Or Maybe tip the Name of the Armature in a Text Field and get the value. Blender has any operator that allows to do it?


texts: Is there a blender UI addon that highlights the active menu the mouse cursor is hovering over?

texts:
From what I understand so far about Blender, wherever the mouse cursor is hovering over, it becomes the active region.

Currently, Blender slightly changes the tint of a menu's header as you hover your cursor on and off from the menu. But that small change is barely noticeable.

Is there a blender UI addon that can let the user create a custom color for both the active and non-active Headers or active/non-active Window Backgrounds?

It helps to know what is active, especially on large high resolution monitors.


texts: How to fill the surface of a mesh with cones which point to the normal, do not overlap, and have the minimum possible space between each other?

texts:
I am new to blender, and I am trying to create a shark which is all covered by thorns.

There should be the minimum empty space between thorns and each thorn should point to the outside of the shark like the normal of the surface at each point.

Each thorn should be an independent mesh and thorns should not overlap.

Something like what is achieved with 4 cones in the below image, but for the entire mesh:

I can do this manually, but it seems a very inefficient way of doing it.

Is there any add-on or python script to do this? If there isn't, could anyone point me in the right direction? I'm familiar with python but not much with blender.

Thanks!


texts: How can I control bone roll animation amidst an IK?

texts:
What I have:

The four bones inside the arm (DEF_Arm_01 to DEF_Arm_04) are being controlled by an IK constraint. The IK targets Hand (selected) and goes up to the DEF_Shoulder (not including it). The pole angle is controlled by Elbow, floating behind the arm. The IK works as desired.

What I need:
I need DEF_Arm_01 to DEF_Arm_04 to gradually follow/copy/otherwise propagate the roll of DEF_Shoulder to Hand.

How far did I get:
I added a Copy Rotation Constraint, Y only, from local space to local space on DEF_Arm_04, having Hand as target. It worked like a charm!
I realized I should do something similar to the other bones, adding two of these constraints to them (with Hand and DEF_Shoulder as targets) and changing the influence of the second constraint accordingly, for each bone.

I tried this. I added a Copy Rotation to DEF_Arm_01 having DEF_Shoulder as target. No go.

It seems that, as the DEF_Arm_04 has an IK constraint, it works as a stack and solves things in order, and the other ones are controlled by the IK and simply ignore other controls over their rotation and who knows what else. Also, I've tried to use an avulse bone as target, still no go.

So...
What is one supposed to do to solve this?


texts: What is the point of Blenders camera sensor width?

texts: Forgive me for my lack of camera knowledge. There's an option for sensor width which zooms the camera in and out. The focal length option seems to do the exact same thing. What is difference and functional purpose of these two similar options? (Note: it's slightly confusing when attempting to match cameras and one is different from the other even when checking to make the focal lengths the same. My confusion prompted this question.)


texts: All cameras looking the same way despite being directed another way

texts:
I have a simple scene with two starships organized into two collections, and two cameras, each camera looking at one of the ships.

In the course of creating this scene, I must have done something that results in this: all the cameras are now looking at this single ship, even though they are really directed another way, as you can see on the GIF below. In the GIF, I am hitting the 0 key to switch to the view of the selected camera.

There is no constraint (like Track To, for example) applied to the camera. The camera that should be looking at this ship is animated and has a noise modifier applied to it to make it shake. This is also affecting the second camera that should be looking at the other ship, which is also shaking.

What could be causing this?


texts: Trying To Create Human Model For Android - Need Help Bake Texture -

texts:
I finished retopology (Shrinkwrap) but i didn't do it very good, Then I used Smart UV Project to unwrap and baked it with cycles render and the results is this

Any idea how i can fix the texture thats white ? or whats causing it?


texts:
Can anyone please advise on the method for using proxies in 2.79.. the usual method of choosing a desired proxy render size for playback .. after creating the proxy doesn't seem to work anymore as normal .. choosing 25% after making the proxy results in the video freezing after a few frames..

Any help with regard to this would be most appreciated .. cheers..


texts: Clear Custom Split Normals Data on all objects

texts:
I am cleaning up a large file imported from another program with 500+ objects. All of these objects have Custom split normals that need to be cleared, and then Auto Smooth turned on. I know I can make changes to all selected objects at once by holding down Alt while changing a value or checking a box. However, this does not seem to work for pushing buttons, which is what you need to do to Clear Custom Split Normals Data.

Any ideas on how to do it to all my objects at once?


texts: Can't switch from metric to imperial units

texts:
I'm new to Blender and I'm trying to switch units from the default metric to imperial. I go to Scene => Units => Unit System and change it to metric, but after I edit anything, everything switches back to metric. For example, I change a dimension to x feet, but once I press enter, the value changes to the equivalent in meters. Is there a way to change the unit system permanently, or am I overlooking something?

After looking around for answers, I found something about advanced mode, but pressing the equal sign doesn't do anything.


texts:
I am trying to develop an addon that involves placing a keyframe on a specific fcurve (like for example the X Location) and then making changes to the coordinates of the handles of that keyframe (as well as the successor and predecessor keyframes) but the problem is if there are multiple fcurves how do I know which curve I just added a keyframe to.

I know how to place the keyframe using bpy.ops.graphframe_insert but if I want to script some change to the newly added keyframe just looping through all the fcurves isn't helpful as they do not seem to have properties indicating exactly what fcurve they belong to.

Just to give an example: A user places the keyframe for the Y Location and there are 9 fcurves I can place the keyframe just fine in the Y Location fcurve but I cannot find a way to distinguish one fcurve from another unless I know the exact index.

Any help would be greatly appreciated, thanks!


texts: How to turn a mesh inside out, like a sock?

texts:
I am working with a 3D scan of an object that has convex ridges. Here is a screenshot of the object:

I am trying to use the interior of the model to create a space for a video game. As you can see in this image, the ridges of the model are concave when viewing the interior of the model:

If you imagine flipping a sock inside out, that's what I'm trying to do with this model. Is there a way to flip the model inside out so that the ridges are convex, rather than concave, when viewing the model from the inside? To be clear, I am not talking about flipping normals: if you were to do what I am imagining with a model of a human head, when viewing the interior of the head the nose would be pointing inside.

I already tried to do this with a cloth simulation and a collider around the bottom edge of the model, but that ended up smoothing out the ridges I am trying to preserve.

Thank you, and let me know if I can clarify anything.

EDIT: This is what the flipped mesh looks like following cmomoney's suggestion:


texts: How to convert 3D pose sequences to the bvh format?

texts: I am very new to animation and rendering softwares, so please let me know if I need to provide more information about this. I have a sequence of 3D positions of human joints (basically mocap data), representing different kinds of walking. I have managed to visualize the sequence using python, as I have shown in this video. Each data I have is a numpy array of size TxJx3, where T is the number of frames, J is the number of joints (21 in my case), and 3 represents the 3 co-ordinate values. So my question is, how can I convert these 3D positions into a BVH file, that I can load into blender? Or convert them to any other format so that I can load these data in blender?


texts: How to transfer attributes from source mesh to distributed points?

texts:
Let's say I have a Vertex group, that controls a point distribution:

Point scale disabled because it doesn't work as expected
But if I want to scale points by this Vertex group, I can't do it, because  distributed points lost all attributes from source mesh. Any way to get them back?
UPD.
Distributed points lost all attributes from source mesh in 2.92, but not in 2.93:


texts: Is it possible to separate part of a joined mesh corresponding to it's assigned material?

texts: So like say I had a single mesh, that had multiple materials assigned to it, like a character or something, I want too be able to separate the vertices that have the correspond material assigned to them into their own mesh. I know you can use the "Selection" method by selecting your vertices in edit mode and then pressing "P", then click "Selection" and it separates into it's own mesh, but the problem is I have to select the correct vertices, it's not so easy when you are trying to do that when the character has so many subdivisions. So is there a way I can just separate the mesh that corresponds to the material it's assigned to?


texts: What would be the best way to UV unwrap this kind of mesh?

texts: I'm trying to unwrap my mesh but it's just not the result I'm trying to get. There's stretching but if I use seams it will make those stripes even more misplaced. So does anyone have an idea of how to unwrap this kind of mesh to place stripes on?


texts: How to get a lighthouse to shine a lightbeam

texts:
I was wondering how i can get my lighthouse to shine a clean and realistic beam.
I cant get my volume density low enough to get the desired result.
Do any of you know how to maybe get a volume emission to work like a gradient?
So that the light cone is less intense the further its away?

or can i add some invisible geometry that is in the way of the light but in all other respects transparent?
Light baking maybe?

Summin like this.
https://captainkimo.com/foggy-morning-jupiter-lighthouse-with-light-ray/
or dis.
https://twistedsifter.com/2013/07/pigeon-point-lighthouse/


texts: I want to make a spiral in a sphere shape that has endpoints which are close together

texts:
I am attempting to make a spiral in the shape of a sphere that has endpoints closer together than a default sphere. I followed Gorgious' answer to this thread:
How do I make a sphere out of a spiral?
I like the result of this process, but I cannot figure out how to move the endpoints.
I have tried a simple deform modifier, but it warps the model out of the spherical shape.
I am more than willing to provide any additional information if needed.
Any advice you would give would be greatly appreciated.
Blend file as requested:


texts: Which piece of hardware affects viewport performance most (both playback and general just moving stuff)?


texts:
I've been trying to resolve this problem for the past 3 days, I searched a lot in the web but didn't find anything like my problem, only with small objects or related problems but none like this.

I have a cartoon landscape that I am trying to put texture with texture painting. The texture I am using has 1024x1024 size, but not matter what I do the result is nerver good.

The first image shows a plane with 300x300 size and a 1024x1024 UV image. I simply created a material, put a texture and increase the size to 100 in the mapping part on the texture panel, and the result is what I want

But the second image shows another plane with the same size object and the same UV size, but this time I tried to paint the same image texture that I use in the first, but the result is always blurred or pixelated.

What can I do for the painting result to appear the same as the other?

I need paint the texture to put other textures like grass and other rock types. I will use this landscape in Unity so need to be simple, cant be a large 8192x8192 texture.

Thanks for the help!


texts: Get position of joints in armature using Python

texts:
First of all, I'm using :

MakeHuman 1.2.0a3
Blender 2.7
MH Community Plugin

I've created a pretty generic model in MakeHuman with a "Game Engine" rig and I've imported it in Blender using the community plugin.

In this image, you see there are some spheres that seems to be joints between different bones. I need to get the coordinates of these joints using scripts (in Python, obviously) in order to do some operations in MatLab. I've searched the web, but between the different API versions of Blender's scripting and my lack of knowledge of Blender, I wasn't able to figure out how to do it.

Let's say, in my example below, that the selected joint is named "knee_l", how would I retrieve its coordinates using Python?


texts: What's going on with my Matcap and how do I fix it?

texts: Whenever I try to put a Matcap on my object, it turns white. How do I fix this?


texts: Are there any known solutions to generic memory leaks?

texts:
I'm running Blender 2.91.0 (This is a completely new install) and as I use it, it starts to run slower, and the amount of memory it uses according to task manager steadily increases. If I shut down Blender and reopen the same file, everything goes back to how it should run, and eventually it starts to lag.
I'm not trying to do any complex rendering, this is a simple low-poly humanoid model with 1 material and basic rigging, and it doesn't appear to matter what I do; I've noticed gradual lag while modelling, editing weights, and animating/working in pose mode. I have also noticed the same issue with other unrigged models.
When I first launch blender, a generic walk animation runs at 24fps, but that steadily drops as low as 14. Memory shouldn't be an issue, as I have 32gb of ram, and Blender only uses around 1 at that fps. Blender is also the only program that lags when this happens - I can run anything else perfectly normally at the same time, and my mouse doesn't lag at all.
I've tried looking this up, but the only things I can find that seem similar are regarding issues with Linux or an Nvidia graphics card (I'm running on Windows 10 with integrated Intel graphics), and specifically while rendering or using custom scripts.


texts: "Render Animation" from set of JPGS loaded with "Image/Sequence"

texts:
I am using Add "Image/Sequence" to load a set of JPGS files to the Sequencer. Next I run a "Render Animation" to output AVI file. That looks like just joining static 2D pictures in one movie clip.

Is that "Render Animation" call use internally the same/similar mechanism as e.g. 3D "BMW demo" rendering? Please explain differences.


texts: How can many faces be mapped to a texture?

texts:
A tree model with leaves looks like (created by sapling addon):

Using unwrap and reset shows orientation issues like a leaves stem pointing to the outside instead of the branch.

Before UV reset the UV-map shows this pattern, some leave pairs are upright and some are rotated by 90°.

How should all the UV islands be rotated to match the images orientation? Is there a method that is less time consuming than manual select and transform?

I tried almost all options from Mesh / Select / Similar to unwrap at least the upright and rotated pairs of faces separately.


texts: Why do different render engines generate different z pass?

texts:
I've been using Blender to generate depth maps using z pass. I notice that the z pass generated by different render engines are different, which made me a bit confused. My feeling is that the z pass generated by Cycle render denotes distance from a given pixel to the camera center while Blender render generates an orthogonal distance to the camera plane. Do I understand it correctly? Is so, is there a way to change such behavior for both render modes?

As an example, the bottom area of the model is a flat surface, to which the camera is perpendicularly pointed. Below are the nodes I use to normalize and visualize the z pass data (Viewer node is used to save the depth map).

Z pass with Cycles render:

Z pass with blender render (everywhere same value in the bottom part):


texts:
I would like to created a dictionary which contains material names of all object contained in a scene in Blender version 2.79

Afterwards I could have access to material data by name I think. Am I right?

How would I code this?

I know it's only one question per post but, in Blender when we use a material on a cube, for example, does it have the same material on every polygon, or could we set one material per face?


texts: How to retopologize mouth of my character?

texts:
I'm retopologizing a mesh I sculpted and ran to a problem with retopologizing the mouth cleanly. The first time I retopologized it, it looked way too messy so now I'm redoing it, but I don't know how to do it cleanly.

How would I retopologize the teeth (the bumps) correctly? Are there any retopology strategies that I should be using for this?

Notes: Shrinkwrap and Subsurface modifiers are on

Messy previous attempt

Current attempt

Current attempt (in edit mode)


texts: Important Blender shorcuts for object modeling

texts:
A few years ago, I've learned basic modeling with Blender through a university course. However, now I need to use Blender again and it turns out I forgot all of the useful shortcuts that were indispensable to my work.

What are the most useful shortcuts when modeling objects in Blender?


texts: wm.context_toggle for Toggle On / Off X-RAY Armature ( Context attribute )

texts:
hi im looking for correct context attribute to toggle on / off with shortcut key at input editor
XRAY armature because i find use it often and decided to make it as shortcut

i tried the following context attribute but gives error

active_object.data.show_x_ray
Object.Show_x_ray

thank you for answers


texts:
I am trying to make water flowing through a pipe simulation.
Below screenshot shows the inflow object(sphere) settings.

Below screenshot shows the pipe object settings.

It looks like the water is coming out of another end of the pipe. But the pipe is leaking in the middle.
The procedure that I followed to make pipe is:
Added nurbs path, make it bevel, converted to mesh, added solidify modifier.
.....
I tried with both checking and unchecking the 'is planar' with 0.001 as thickness. In Both cases, the pipe is leaking.
Below screenshots shows the settings of domain.

Please tell me how to solve this leaking problem.
I am new to blender. Expecting detailed explanation.
Thanks in advance.


texts: Rounding Evenly the Edges of a Scaled Cube

texts:
I have a question about rounding the edges (of a cube). For example, I have a simple cube. What I don't get is how do I round the edges (like on an iPhone):

I tried to do something like this, but Picture 2 was the result.

How do I round the ends of my cube like in Picture 3?


texts: How to use blender 2.8 with a (thinkpad) pointing stick?

texts: How can I rotate and pan the viewport with a (thinkpad) pointing stick in blender 2.8? If I press the middle mouse button and move the pointing stick up or down it only zooms in and out.


texts: Applying shrinkwrap modifier corrupts the shape

texts:
I've added lots of circles around a mesh in an effort to retopologize it with BSurfaces later. But I never get so far.

I've applied shrinkwrap on them all with the object as the target, and linked the modifier.

This works well so far:

But then I want to join the objects into one object. This creates problems because it now has only one origin and shrinkwraps all circles towards the new origin:

So, I thought, to fix this I should apply the modifier to the objects first, so that they retain their shape when they are joined. But if I try to apply the modifier, this happens:

I have no idea what's going on here.

Why does it get this shape when I apply the modifier, and how can I fix it?

And a side-question: How could I apply the modifier to all of the selected rings, instead of one by one?


texts: How to hide/show Collections levels with python?

texts:
how do we hide show a collection in blender 2.8

let say that this is the path to my collection

bpy.data.collections['SCATTER: [Plane.001] Particles']


texts: My Blender appears to be missing features

texts:
While following Blender Guru's rope tutorial, I found that my nodes are different than his.  Among other things, I don't have an input slot called "displacement".  In reading through what I could find in StackExchange, I got the impression that I needed to turn on the "experimental" stuff.  The methods suggested either didn't exist on my Blender (turning it on in the Render Properties -feature does not exist on my Blender) or has no effect (selecting "Testing" in the add-ons properties menu).

I confess that I am a relative novice and have basically only used it for some simple 3d modeling and am just learning how to use nodes but I have a project where I could really use this tutorial.  What do I need to do to get my nodes to have what I need?  I have tried various versions of Blender, including the 3.0 beta and it all looks the same.

Please remember that I am a novice and many of you seasoned veterans can easily talk over my head.


texts: Making a curved tube thinner or thicker without scaling its overall size

texts:
Is there a simple way to change the thickness of a curved tube without scaling its overall size?
E.g. scaling the minor radius of an already created torus without affecting its major radius or change the bevel width of a curve that has already been converted to a mesh.


texts: Issue with hair in both viewport and render

texts:
I need to do a render video about some industrial brushes and their function

But , When I play the viewport animation the bristles start vibrating and then totally detach from the brush itself (you can see it here https://gph.is/g/4zArbRv), and I'm having another issue. Blender crashes when i try to render it.
Does anyone has any suggestion on how to solve this issue?


texts: Way to make a gradient for emission strength based on elevation

texts: So through watching tutorials on YouTube I've learned how to change the colour of an object based on its Z orientation using a ColorRamp while only using one material. However, I'd like to also know if there's a way to make objects which are higher up have a lower emission strength without making loads of different materials, as I would have a lot of objects to work through.


texts:
]2

Weird Shading which also effects the sub d in a weird way. Maybe it's a bug but I have a feeling I screwed up somewhere :)


texts: Switching camera view on multiple cameras form python

texts:
I've created 3 cameras in my scene and I need to go from the first to the last always in camera view.

What's wrong is that if I start my code in camera perspective, the camera changes and so do the view correctly.

But if i launch my code in user perspective, the cameras will switch correctly but the view not until the end, where it will go in the last camera's perspective

for w in bpy.context.window_manager.windows:
    s = w.screen
    for a in s:
        if a.type = 'VIEW_3D':
            for r in a.regions:
                if r.type='WINDOW':
                    override = {'window':w, 'screen':s, 'area':a, 'region':r}

by.ops.view3d.viewnumpad(override, type='CAMERA')
for c in [c for c in bpy.context.scene.objects if c.type == 'CAMERA']:
    bpy.context.scene.camera = c
    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations = 1)

Seems like the viewnumpad() is not triggering correctly the view before the switching. How can fix it?


texts: How to convert coordinates from vertex to world-space?

texts:
How do I convert from object-space to world-space?

I suspect it is:

vert_os = obj.vertices[foo]
vert_ws = vert_os.getPositionFromMatrix(obj.matrixWorld)

but does the matrix also handle translations, or do I need to handle that separately?

Can someone link to the relevant documentation?


texts: Can I move my position in video editor in 2.8 by clicking a mouse button anywhere?

texts: If I recall correctly, prior 2.8, I could click anywhere to change my position. Now I have to click the bar with timnecodes at the top. Can I change my preferences to do that again? I am not sure about the proper terminology so I made this image to explain myself better (feel free to edit my question with proper terminology).


texts: How to use array modifier with follow path constraint (Cableway Chairs)

texts:
I am making a ski lift, pictured below. For the chairs, I am hoping to use a mix of an array modifier and a follow path constraint.

I have tried to use a curve modifier, but this offsets the whole thing which isn't what I want either. I would really appreciate any advice on how to solve this problem. Thanks!


texts: I am generating a render for a brush to be used in sculpture mode to detail the character. I am configuring the node editor and wanted to know. The normalize vector is used for what? What is the function of this normalize?


texts: How to force creases into a cloth object?

texts:
I want to be able to simulate a cloth object where some of the edges want to crease to some angle. For example, this mesh below has a line of edges marked seam on the left, and on the right I've used edge crease to highly another line of edges.

And I want to be able to tell Blender that the seam marked edges should be bent to 90 degrees, and the creased edges to be bent to -90 degrees, which the following picture illustrates.

Thanks!

I tried to do this once years ago using a sort of genetic algorithm sort of approach, and shape keys, with mixed results, then last night a friend suggested I try cloth simulation, which seems much more promising.

I don't care if the solution has anything to do with seams or creasing, just so long as I can have Blender know it should bend part of a cloth object to some angle.

Edit: I want the physics simulator to do the bending for me, so for example, I would make the original flat mesh, and add something so it would know the edges should be creased to some angle, and then the simulator itself would do the bending for me along the edges as I've defined, to the pre-defined angle.

A Second Edit: What I'm trying to simulate is the way paper folds, as in this video here: https://www.youtube.com/watch?v=2Q-A38tK4SA
The video depicts the result of folding concentric squares into a square piece of paper, which causes it to turn into a saddle, or potato chip shape. I can rig up bones to bend the "paper" model in Blender, but I want Blender to actually do the saddle-shape deformation, based on the fact that the model is creasing.

This is a rigged plane:

And notice it doesn't reproduce the saddle shape. I think it would be area preserving that would mimic paper, since paper can't stretch or shrink, but I don't think volume preservation will work right.


texts: On the left view (rendered 3D) the material looks stretched and I can't figure out why that is happening, I expect it to work well. It's a fresh project and the plane object has a subdivision modifier applied with adaptive checked.


texts: Will running Blender on RAM Drives increase Blender's "Speed"?

texts: What I am referring as a RAM Drive is http://en.wikipedia.org/wiki/RAM_drive. If I Install Blender on a RAM Drive, would it increase Blender's "speed"? Additionally, since "speed" is a very loose word, it would be nice to also mention 'what' will be faster (e.g. a better GPU will increase cycles render speed, etc.)


texts: Can motion sensors be used to make a character move in Blender?

texts: I just wanted to ask if motion sensors can move a model made in Blender. For example: if let say a I have a motion sensor on my elbow and hand if I begin to move my hand in an up and down motion is there a way for it to be translated over to Blender and if there is can you guys tell me the what is used.  Thanks.


texts: Normal map does not work with tangent shading?

texts:
I bake normal map from Cover1 to Cover in Blender (in "Tangent" space). Then applied it to Cover_normal object.
Quick render is OK with basic shading, but acting very strange with tangent shading enabled.

.Blend file


texts: Texture-Coordinates Normals -> Mapping-Node doesn't work as expected

texts:
I wanted to make a Material, that changes automaticly on steep parts of the landscape. I worked with a german Tutorial (Link).

For me the result seems randomly. I tried changing the values of the rotation on the mapping-node. x:-45 and y:180 seems to work for one side of the valley. (should I also try the location and scale values?)

What do I do wrong?

.blend-File


texts:
I had finished my animation, rendered the whole thing overnight, and when I came to my desktop in the morning, it was finished. (I am an amateur at this, so don't judge) The animation has rendered, now how do I watch it?
I would like an up-to-date answer to my question, and please explain. I am using the latest Blender (At least when I made this question) version 2.8. I've tried to press the folder button, but that just said "Open Image", and then there was "New Image", which I didn't want to have to render it again. Maybe I did it wrong.  I did Render, render animation. Or Ctrl + F12 for short. Please help, I am new to this!


texts:
I am working with Blender to generate defocus images using the Defocus filter it provides in the Node Editor. The official doc says that the blurring is done as a "post-process" using the Z values in the Z-Buffer.
Can someone explain to me what is the actual algorithm in place for doing that? How does blender's defocus give pretty realistic images with just a post-process?
Thanks in advance.


texts: Deleted compositing layout -- How to bring it back?

texts: I mistakenly deleted my compositing layout. I've tried to open the file without the Load UI and I've also restored the settings to default but still can't find the layout. Although if I open a new file entirely, the layout is back but not on the saved project. How can I bring the compositing layout back?


texts: Should I remove hidden geometry on a model for use in a game engine?

texts:
So I have this armor and base mesh character I wonder if I should remove the body and insert the armor because I'm worried with the vertices count that will ruin my fps any help?

Game would be an RTS exactly like Total War Rome
Game engine would be UNITY
With a Video Card Nvidia GeForce 930M


texts: Packed images used as background don't show up when reopening the file

texts:
I have seen a single (1) mention of View port background images disappearing when the .blend file is saved and reopened.  However...the answers are not relative to what I am experiencing.

I go through the trouble of setting up four images (top, side, front, back) and then pack these images using External Data > Pack all into .blend and then I save the .blend.

I save the file, open it back up, and the background images are all gone. Open up properties panel, look to see background images check box is unchecked, click add image, and choosing the open drop-down arrow...the data paths still show the list of images (packed into a specific folder textures).  They are still there, the data set is intact.

Why is It that I have to set this up each and every time I open the file.  It seems like earlier versions <2.76B saved the images and saved the file with the background images check box checked without the need to set this up each time the file is reopened.  This is getting very frustrating due to the fact that a few of the background images mus be set up using Blender's rotate, scale and move tools to align the background image up with the model I have already fabricated.

Thanks!