texts: How do you lock groups of vertices in an object in relation to each other so that when scaling the object those vertices don't scale?

texts:
I'm using blender 2.82. I have made a cabinet door in which the side rails are 2 1/4 inches wide. I would like to lock all the vertices in each corner in their current distance from each other so that if I scale this door height or width, the rails stay 2 1/4 inches wide no matter the size of the door. So for example I could scale it from 16"x20 3/4" to 18"x6 1/4" and keep my rails all the same 2 1/4in wide. At this point I have been going into edit mode and selecting the vertices of one side of the door dragging to the desired width and then the vertices on top or bottom and changing the height. It keeps it all in proportion but is tedious and slow. Being able to type the dimensions into the transform tool would be way faster. Any help would be appreciated.

EDIT: To maybe show more clearly what I meant:

All the rails need to stay the same width no matter the door size. To speed up door creation since I have lots of doors to make, I would like to type the dimension into the transform box rather than going into edit mode grabbing one side of the door and moving it to the desired width or height. If I could lock together each group of corner vortexes, then scaling would only lengthen the edges between the corners, but not change the scale of the corners themselves.

Currently, tranforming with the transform dialog box does this:

Changing the height of the door on the left to the door height of the door on the right makes the overall dimension the same, but ruins the rails.

The rendered door:


texts: Cannot Export as GLTF file with volumetric mesh in Blender 2.83

texts: I am trying to export a personal project I made in GLTF format. The problem I am getting is the volumetric mesh looks black when exported. Is there any way how to overcome this problem[][1


texts:
Just had a quick question, is there a difference between tesselation and displacement mapping?  On another forum I read this:

"Tessellation in itself only smooths out things by subdividing the polygons.
Displacement Mapping tessellates and deforms a surface based on a height map."

I also found this on wiki when looking up tesselation:
"Tessellation can also be used for implementing subdivision surfaces, level of detail scaling and fine displacement mapping.[4] OpenGL 4.0 uses a similar pipeline, where tessellation into triangles is controlled by the Tessellation Control Shader and a set of four tessellation parameters"

This would suggest that tesselation is a process that can use fine displacement mapping.  I am just seeing this come up in other 3D programs and want to keep all of the terminology straight in my head.

Thanks guys!


texts: I would like to put 2 textures on one face. One that covers the background and one which is transparent and has some little details. For example: a woodtexture for a house and on the woodtexture I would like to put a second one which is a window (transparent background). Is it possible?


texts: Creating a wave-like animation with plane/ image

texts: I have an [image as] plane which is composed of a series of strips that I am trying to animate into a wave-like/ ripple format i.e. one segment gets larger and travel along to the right whilst previous segments shrink back to their original shape. Any ideas on how to achieve this and is it necessary to divide the segments in order to potentially make this work? I have attached a visual as my description is not the best;


texts: How to get rid of internal shadows/blackness in glass/transparent/refractive materials?

texts:
So I'm trying to make some very refractive glass in Blender Cycles. I've tried using the mix shader with Glass, Trasparency, by a factor of Is Shadow Ray + Is Reflection/Trasparency Ray etc, and I've also messed with every setting in the Light Paths section of the Render Properties.. but nothing will get rid of these black corners (see picture below), even though there is nothing black or unlit in my scene.

In the past I've used Cinema 4D, and I would just turn off every channel in a new material except for Trasparency, and then just mess with the Refraction value, and I would get a very clean, realistic-looking glass material (see picture below). You can still see a few black spots I think, but, it just looks so much more refractive and clean. What I'm wondering, is what Cinema 4D does by default in this scenario, that Blender doesn't, and what settings I need to adjust in Blender to get the same result as Cinema 4D's default Transparency/Refraction settings. Any help would be so much appreciated!! Thank you!! (I've searched through YouTube, and Google Search, and this website a ton looking for every related keyword I could think of, but haven't found the answer to this issue yet :o the closest thing I found was this What's the difference between refraction and glass shader? and at the end of the answer the guy even says he doesn't know what causes the black bits)


texts: Is it possible to transport materials between the Internal render and Cycles render for animation?

texts:
http://blenderartists.org/forum/showthread.php?247271-Cycles-Automatic-Material-Textures-Node

Convert Materials from Cycles to Blender Internal Render

These links claim that it IS possible to transfer Material data between Cycles and Internal, as long as they were created in the Node Editor.

Both have very different options, (one has BDSF shaders and the other has plain old Diffuse and Specular whatnot) but Cycles is much better for designing materials.

Unfortunately, when making animations, Cycles render uses a LOT more resources than Internal render.

Is it possible to design a material in Cycles render (node editor), use the scripts in the links above to move the node data over to Blender Internal, and render animations and scenes with intact Cycles Material data, even though both offer different kinds of nodes for material design?


texts: Exporting .mtl (with .obj) and multiple textures

texts:
I tried search previously on this issue, but only came across issues where people were not having their .mtl file generated when exporting a .obj file.

I have been able to successfully exporting a .obj file with its accompanying .mtl file. The files seem to contain all of the relevant information, except for in the .mtl file:

newmtl test-material
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 0.000000
illum 2
map_Kd textures/test-01.png
map_d textures/test-01.png

In blender, for material test-material, I actually have two textures: test-01.png and test-02.png. Both textures have their boxes checked for active, I see both textures laid on top of one another, yet the exported .mtl only shows the first texture.

Is there an option I'm missing? Does .mtl not support the case where a material has multiple textures?

Thanks!


texts:
I"m following BlenderGuru's tutorial for begginers. I'm at [This video] [1] [1]: https://www.youtube.com/watch?v=jmSgsaNSQ6s&t=2s . But I  can't snap the vertex to the face. I have snap to face, Snap with closest, Prohject onto self, Project Individual elements and Affect closest. In tool > option, i have auto merge. Whatever i do, I can just move the vertex freely.

Can someone help ?

Edit: it seems to only do that when i drag it far from the object, but if it's close, it look like it stick to it. Is this normal ?


texts: How can I create a stained glass light effect?

texts:
I'm aiming to re-create this scene I have made in Unreal Engine 4, but I am currently struggling with the stained glass effect seen here:

http://imgur.com/a/yLWzU

It was constructed in UE4 by essentially stacking three spotlights, each representing a colour channel, and then just aligning them roughly where the stained glass window ought to project that texture.

How could I create a similar effect in Blender?


texts: Shader Editor does not reflect on action

texts:
I was trying to adjust the nodes for object and world, but the shader editor is not responding as shown in the gif. May i know what caused this problem and how could i fix it?

Thank You so much for helping.


texts:
I am new to blender and this forum so be gentle.
I am designing a planet with the typical "Saturn-ring". I put some stones via particle-system onto the ring. Now I want to only show the stones not the circle mesh I put them on.
How can I do that?
Thank you!


texts: How do I move these objects independently of each other?

texts:
I accidentally moved the particles away from the object (the donut) and saved it. They are connected with the option "object (keep transform) and I can't put the sprinkles back on the donut.
I need help. :D


texts: How to animate plane to sound falloff in animation nodes 2.1 (Blender 2.8)?

texts:
For Blender 2.8, i tried to recreate the sound falloff on a plane from the Animation nodes 2.0 Documentation:

So far i came up with this, but it does not work, i can not figure out why:

Can someone give a brief explanation of how to work with the new Sound Spectrum node in the latest animation node version? The Grid mesh node has also changed. Is this causing the error?

Thank you for your help!


texts: How do I link multiple python scripts together? How do I break it down?

texts:
I've been writing scripts for a couple of weeks and it's time for me to get more organized. I want to create multiple small scripts that I can call when needed. For example in my current project I need to append, switch mat, switch object, switch camera, and render. All of this can take up to 800 lines adding layers of complexity and making the script really hard to read. How do I break things up? I think I should use function like here: https://www.w3schools.com/python/python_functions.asp

But how do I split that up into multiple python files, and call them within my 'master' script in Blender?

This is what I have so far, I've made a function for my render settings, that I can call within the same file and which allow me to change samples and resolution when calling it:

def render_settings(res_multiplier = 1, samples = 10):
    print("CHANGING_RENDER_SETTINGS")
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.feature_set = 'EXPERIMENTAL'
    bpy.context.scene.cycles.device = 'GPU'
    bpy.context.scene.cycles.use_square_samples = True
    bpy.context.scene.cycles.samples = samples
    bpy.context.scene.render.resolution_x = 1000
    bpy.context.scene.render.resolution_y = 1000
    bpy.context.scene.render.resolution_percentage = res_multiplier*100

render_settings()

Edit: so if I save my_functions.py into the module folder of my Blender install I can call it by doing my_functions.render_settings() in any other python script I run from Blender. So I guess that answer my own question.


texts:
I recently downloaded some models from the internet and I'm trying to export them to 3ds files. However, when I'm exporting them, I get an error saying:

object %r cannot be exported to a 3ds file

And, well, I'm a noob when it comes to blender, so I was wondering if somebody could fix this problem and get the two models exported to 3ds files.

This is one of the models. The other one I need exported to a 3ds file is included in the .zip file. (I need both of them exported to a 3ds file.)

You can download the models here.


texts:
Is there any way to fix the UV without moving the UV vertices ? (This mesh has got a lot of vertices and it would be a lot of time to make them correct)
Maybe a tool like in the image editor softwares (clone tool) for UVs ?


texts: How to open a file from network location?

texts:
My working directory is on a network location. Within Blenders file browser I can only choose between hard disks at the moment:

How can I access blend-files or images on a network location?

I am using blender v2.76 on windows 8


texts: How do I control the frames of sprite sheets?

texts:
I have the basics down for importing and using a PNG as an animation base. But I am having problems with the animation running in the back ground.

I am using this for a dialogue box and was hoping to be able to use the scene.addObjects("mydiobox" , reference.point) function to simply have all the letters spelled out in an animation, but it is running in the other layer and comes in in the middle of the animation. Is there a way to decide what frame it comes in on?


texts: Is it possible to have a separate animation timeline in another layer?

texts:
I would like to have different animation speeds for different objects in the same scene. Having a separate timeline would help but I can't find an option to do that.

If it is not possible to create a separate timeline, what should I do to have different animation speeds?


texts: Is there a hotkey for automatic key-frame insertion? If not how do I set it?

texts:
I am searching for a couple of days now but can't find a hot key for that button and I can't find how to set it.
So please help.

thanx.


texts: How to detect collision amongst concentric circles

texts:
In my shooting gallery game, i have a bulls-eye formed from concentric rings (each a separate object). It seems like for any collision bounds i use, the bounds for the outer rings cover the inner rings. Hence, when i hit the center ring, all rings sense a collision since the outer rings collision bounds overlap the center rings.

Any ideas on how to handle this?


texts:
Is there an .X file importer for 2.79 versions of Blender. From what I seen, the only .X file importer I could find doesn't work.
 Would I need to get an older version of Blender to use the .X file and import the addon or is there another way to use the 2.79 version with .X files.

https://github.com/Littleneo/Directx_Blender/wiki works with older versions of blender, I am going to try some things to see if it can work with 2.79


texts: Using version 2.78c, hash e92f235283. Following instructions in "Beginning Bender" by Flavell, 2010. I have opened Modifiers, but have not found any modifiers referred to as subsurface modifiers.


texts: How to view subdivision lines in 3d perspective grid?

texts:
I have just installed blender 2.71 and was playing with the grid settings in the display panel. No matter how far I zoom in or out, I am unable to see the subdivision lines in perspective mode. How can I view them?

This image from a tutorial on katsbits.com, you can see the subdivisions in the grid floor. Notice he is in perspective mode.


texts: How can I make a texture follow the edges of my model?

texts: I have a cylinder with a rounded tip, I have tried to rotate a checker texture by plugging texture coordinate generated into a mapping vector and then into the texture vector but still I have the texture make these arches across the sides of my cylinder, I would like the texture to wrap around in a circle around my model


texts:
is it possible to open Blender Console (Terminal) by running script ?
instead of Windows->Toggle System Console
Thanks


texts: I'm following this video tutorial and I'm unable to select the floor (by left-clicking on it) as the instructor does.  I've included a screencap of my UI and it seems to match his.  What am I doing wrong?


texts: Is it common/good practice to scale down faces in the UV Editor to fit into 1 pixel to have a normal diffuse?

texts:
First of all, apologies if my question seems too basic to you, I'm a programmer working on a mobile game who's learning how to use Blender and would like to do it correctly.

Basically I'm making a low poly game and I'm using a 32x32 texture for my model which I use as a colour palette. I'm doing so by unwrapping the object and assigning the faces to a single pixel by scaling them down on the colour I want those faces to be. I was wondering, is this the right way of assigning a single colour to some faces? Can scaling down to 1 pixel affect performance on more complex models? And if I'm doing things incorrectly, what's the best practice for this?

Screenshot below to give you a better idea of how I'm doing this at the moment.

Thank you for taking the time to read and reply,

Simone


texts: xnormal weird normal map bake, substance and handplane baked flawlessly

texts:
can someone possibly explain why this is happening, this was from a model I baked in XNormal, I don't really understand why its having this effect. I tested bakes in Substance and HandPlane; both gave me okay results. While XNormal gave me this. If only I knew what caused this it'd be easier to fix.

I recently found a forum post about it, but no real answers were given.

I checked my smoothing groups and my cage; it was perfect or okay. Given that it baked perfectly in Substance and HandPlane It should of worked in XNormal. Previously a similar effect appeared in substance yet XNormal baked it perfectly.

The effect is random to me and I have no Idea what causes it. Could any of you shed some light on this?

Thank you, in advance.


texts: Images as Planes - Error/Blank - Blender 2.8

texts:
Whenever I add images as plane to Blender 2.8, it comes up as grey/blank like this.

I want to use as a reference image to start modelling, but I cannot see the actual image.

If I drag the image in, as normal - not as plane. I can see the picture fine.


texts: How do you create 2 hotkeys for variations of the same keymap?

texts:
I'd like to have 'Flip Active/Selected Bone' and 'Flip Active/Selected Bone' with the 'Extend' checkbox turned on as 2 separate keyboard shortcuts, eg. F and AltF.

Creating a new hotkey works fine. However, the 'Extend' property won't reset when using both hotkeys in succession. Just done a quick video explaining the problem in detail: https://youtu.be/GYPL0GgHI98

Q: How could I make both hotkeys work properly?


texts: Skeleton changes size in different modes

texts: I made a skeleton from scratch, and when I switched from edit mode to object mode I noticed that the skeleton appeared much smaller. Does anyone know what might be causing this, and how I can have the skeleton stay the same in all modes?


texts: python: removing vertices from mesh but still can access them from data

texts:
I'm trying to understand what's going on here:

obj = bpy.context.object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')

# The instruction below prints <bpy_collection[8], MeshVertices>,
# but I expected the vertices to be gone.
print(obj.data.vertices)

My intent was to delete the vertices of the current object.

When executing the bpy.ops.mesh.delete(type='VERT') instruction I can tell that the vertices are gone because they don't show up in the GUI anymore.

However, I can still access them via python with obj.data.vertices.

Is that the normal behaviour? Why are the vertices still accessible if I deleted them?


texts: Custom float property used in a driver need manual UI modification to work

texts:
I'm currently creating some script to automate a cloth rig setup.

In the process I'm adding a custom float property to an empty and use it in a driver. It's a concept I wish to reuse for other purposes but had not figured out how to have that completely (and automatically) working yet. Unless I manually modify the custom property value in the UI and then update the driver dependencies, the driver will not pick the custom float property.

Here is an example that assume you have a Cube and a Sphere in the scene.

import bpy
source_obj = bpy.data.objects["Cube"]
source_prop = "influence"
source_obj[source_prop] = 1.0
target_obj = bpy.data.objects["Sphere"]
target_prop = "location"
axis_index = 2
driver = target_obj.driver_add(target_prop, axis_index).driver
v = driver.variables.new()
v.name = "var"
v.type = "SINGLE_PROP"
v.targets[0].id = source_obj
quote = "\""
v.targets[0].data_path = "[" + quote + source_prop + quote + "]"
driver.expression = "var"

If you run that you will see that the driver don't work.

If you then go modify the value of the custom property through the UI by selecting the Cube and setting the influence value to 0.5 for example.

Then go update the Sphere driver dependencies (and I really just mean pressing the Update Dependencies button), it then work as intended.

Does anybody know what I need to do to have that working programmatically without having to touch the UI? (In the case I want to add, let's say 300 custom floats).

bpy.ops.wm.properties_edit() is what is triggered when you edit the property, but if you try to add that to your script it will give you an error: Direct execution not supported.

You can apparently add properties to a whole class, but it's not what I want to do. I want to add custom property to specific empty only.

I'm using Blender 2.8 by the way

Thanks

H.


texts: Translating Color Data from Cinema4D to Blender

texts:
I have quite a tough (for me, non-Blender user) task on my hands. I need to get color data of an animated object in Cinema 4D into Blender.

My first approach was animating the color of a material in C4D and exporting an FBX, this didn't work.

Next, I tried linking the 'Display Color' of my object to Vertex Colors, and exporting via an Alembic file. This .abc file retains my animated color data if I re-open (and play back) inside C4D, but when I bring the .abc into Blender, it only gets the color from Frame 1, which is no good to me.

Now, I'm trying to potentially rig up a Set Driver / Set Driven expression, taking rotation (X, Y, Z) and mapping them to the R, G, B colors of the material inside Blender. I think I have this Set Driver setup, but it doesn't change any colors, I am not sure where things are going wrong. In C4D, using Xpresso, this would be extremely straight forward, but i need the color data to come into Blender, and cannot do so.

Any help or suggestions would be greatly appreciated, this is a crunch time project.


texts: What on earth is happening here?! I cant seem to find the cause. Happens in solid and textured view. Its not like the meshes are crazy or broken or anything. Thanks for your help in advance.


texts: EZ uv-mapping of generated images to sphere, but never the right direction

texts:
I'll be generating images in python and then uv-mapping them to a sphere and hope to automate it - possibly even a new image each frame coordinated with the sphere shape keyframed as well. uv-mapping was quite easy when I did it here with a NASA image, but when I tried again with PNG images that were saved using plt.imsave('img2', img2) blender seems to want to put the "poles" somewhere on the equator.

update: The NASA images don't work now either. I recently moved to a new computer environment (clean install) and installed the most recent Blender.

Below are the images shown a few ways to make sure I have the orientations in both "tall" and "wide" format. The shapes of the numpy array generating the images are [1201, 2401, 4] and [2401, 1201, 4] where the third index represents R, G, B, A.  The pattern is calculated so that the lines are constant thickness from "equator" to "pole" after uv-mapping to a sphere.

I used the GUI to make the first sphere and set the parameters, connected the Nodes material, then copy/pasted a second sphere and edited the image file. I haven't rotated the spheres at all.

While I can half-fix this by adding a mapping node as @Gandolf3 shows, I really want the direction of the lines to reliably map to the top and bottom of the uv-sphere mesh object - being the place where all the edge loops meet.

Is there some way I can get Blender (here) to always uv-map the long edges of the image, or at least the top/bottom edges reliably to the poles of the uv-sphere? If I do this a lot I may try to automate it, and images may differ in size/shape slightly I'd like to get a handle on this!

Here are img2.png and img3.png to play with!

Nodes:

uv-spheres

Rendered:

the two images

This Doesn't Help! (all permutation of x, y, and z 90deg rotations)


texts: How to model component pieces of a geometric solid?

texts:
I'm trying to make a model of the first atomic bomb's high explosive lens configuration:

The shape is a truncated icosahedron composed of extruded octagons and pentagons.

Modeling a single solid truncated icosahedron is easy — there are lots of tutorials out there under "how to model a soccer ball" (make an icosphere, apply a single subsurf to it, tweak the center of the vertices a little).

But I'm struggling to see how I can turn something like that into a model that is composed of the 32 separate 3D octagons and pentagons.

So far I've tried making a truncated icosahedron, extruding it, deleting the all of the shapes except one pair of inner/outer octagons, connecting their edges manually (since extrude won't for such a complex shape)... which is a very slow and tricky process (it's a lot of vertices/edges to wade through for each shape).

Is there a better way that I am missing? If I had one octagon and one pentagon, would it be then easy to have them tile around the sphere in this way? (I haven't been able to manage it with Array or Mirror; the angles seem just a little too eccentric for the transformation defaults).

Any suggestions would be appreciated.


texts: How do i change the active keying set by Python?

texts:
You can call the Change Keying Set menu by hotkey Shift+Ctrl+Alt+I. But you cannot assign a hotkey to one of the single keying sets. It's always the whole menu. So I want to create a button in the tool shelf for the active keying set method LocRotScale to save me some clicks.

I would expect that a inserted button with col.operator("anim.keying_set_active_set", text="LocRotScale").type = 'LocRotScale' would set the keying set to LocRotScale. But it just calls the Change Keying Set menu. And throws me an error too.

  TypeError: bpy_struct: item.attr = val: enum "LocRotScale" not found in ('DEFAULT')

How can i insert a button that sets the Keying set to LocRotScale directly with one click?


texts: Is it possible to select only non edge vertices with Python in the BGE?

texts:
I have a subdivided plane that I'm using with a randomize vertices on the z-axis script, but I want the edges to remain where they are so another plane can fit seamlessly next to it. Is this possible with python and mathutils?

Any help is much appreciated. Thank you.


texts: object shape change when i duplicate object in a curve

texts: How can I duplicate object without shape change, or another good way to duplicate an object in a circle?


texts: How to I make faces opaque on the inside?

texts: I don't know what I'm doing wrong, but whenever I make progress on buildings and other such things I'm designing in Blender, the view changes itself so that whenever I look at an object from the inside, everything becomes invisible, but whenever I see it from the outside, it's opaque. This is so irritating. Does anybody know how I can fix this annoying problem? Look at these two images that demonstrate it. I've switched between solid and texture, and that still doesn't fix the problem. enter image description here


texts: Unformated mesh with shape keys after join

texts: I'm joining two meshes, and when I go to edit mode one of the meshes loses its shape. I know the root of the issue is the shape keys on the smaller mesh. How can I keep them "in place" so that the mesh doesn't deform after the join?


texts:
I have created a particle effect that is influenced by a vortex.  Now I want to create a plane that is the parent of both of these object.  That way this plane controls the orientation of the emitter and the vortex.  However, when the plane is rotated, I want the moving particles to stay oriented so that they are on the plane, as if they are "sticking" to it.
The overall result should be a plane that has particles spinning in a vortex pattern. where u can rotate the plane and the particles will rotate along with it, giving the visual of a particle disk.
How do I make the particles orient with the plane at all times?


texts: keyword "layer" unrecognized in add_cube function

texts:
I want to execute the next piece of code:

import bpy
from bpy import context
from math import sin,cos, radians

add_cube = bpy.ops.mesh.primitive_cube_add
layers = [False]*32
layers[0] = True

cursor = context.scene.cursor_location

radius = 5
anglesInRadians = [radians(degree) for degree in range(0,360,36)]

for theta in anglesInRadians:
    x = cursor.x + radius * cos(theta)
    y = cursor.y + radius * sin(theta)
    z = cursor.z
    add_cube(location=(x,y,z), layer=layers)

But I have an error:

I got this piece of code from this website (see below of the page).
Is supposed the piece of code runs on version  2.5 and my version is 2.71

Why I have this error?


texts: Making square torus with square cross section

texts:
Imagine a square donut with a square cross section.  Equivalently, imagine a thin cube with a square hole punched all the way through the middle of it.  I've tried so many ways, and they all fail due to having extra edges that prevent me from modifying the object as a whole.

I created a square tube by stretching a cube, subdividing, and extruding the end faces.  I got the shape I wanted easily, but permanent extra edges remained.

I created a large plane and then a smaller plane inside it, planning to remove the extra edges and vertically extrude the framework.  But I could not get rid of the edges without destroying things.

I created a large, flattish cube with a smaller cube above it.  I extruded the bottom of the smaller cube all the way through the larger cube, added a Boolean subtraction modifier to the larger cube and subtracted the smaller cube.  On first glance it appeared to be exactly what I wanted.  But then I saw that the operation had inserted unwanted edges connecting the external corners to the internal corners!  No matter what I did (delete or dissolve edges) the object was destroyed!

I need to be able to treat the result as a single object so I can twist it as a whole, but no matter what I do, I end up with a single object (in object mode) but essentially separate objects in Edit mode.

Please help!  Thank you.


texts: Mapping an Aitoff projection onto a sphere

texts:
Is it possible to map the attached image of the Cosmic Microwave Background (CMB) onto the exterior of a sphere in Blender? The few tutorials I saw use either sphere projection or mark seam, but those do not seem to reproduce the shape of this projection in the UV/Image Editor. By the way this is called an Aitoff projection.

Thanks a lot in advance.


texts: I hid that camera icon and the Y,Z,X axis accidentally. How do I get it back?

texts: The icons should be in the red rectangle were supposed to be.


texts:
I have a simple script which performs Boolean union on multiple meshes.
I can manually trace modifier errors in the console and exclude meshes which leads to union artifacts. Here's the script:

import bpy
wm = bpy.context.window_manager
act_obj = bpy.context.active_object
union_list = []
for sel_obj in bpy.context.selected_objects:
    if sel_obj.type == 'MESH':
        if sel_obj != act_obj:
            bpy.ops.object.modifier_add(type="BOOLEAN")
            union_list.append(sel_obj)

k=0
union_list_len = len(union_list)
wm.progress_begin(0, union_list_len)

for mod in act_obj.modifiers:
    if mod.type == "BOOLEAN":
        print(k,union_list_len,union_list[k].name)
        wm.progress_update(k)
        mod.operation = "UNION"
        mod.object = union_list[k]
        bpy.ops.object.modifier_apply(modifier=mod.name)
        k=k+1
act_obj.select = False
bpy.ops.object.delete()
wm.progress_end()

Is there a way to catch Boolean modifier error in python and skip meshes which produce those errors?


texts:
I'm following a tutorial on YouTube but my model (and many others') turn brown when rendering (cycles render) instead of a wood texture. Here's what it looks like:

Interestingly, the text does have the texture:

EDIT Starts now: Here's the shader nodes:

And here's the .blend file!

I think I found the problem: instead of the texture - the same colour as the rendered model in the 'Render Layers' node, how do I fix this? This also happened after I started added the animation.


texts:
I have an object with a driver, that I'll need to dupplicate like 100 times. Is there a way to reference the current object using a driver, in the input variable object, like, referencing itself, instead of putting the object name?
It does "correct" when I dupplicate the object, but I'd like to update the driver (copy/paste driver), while keeping the reference to each "self" object.


texts:
I'm having this problem this is my first time rigging a bone into a mesh. My problem would be that the "left mid finger" whenever I rotate the bone the mesh doesn't quite follow. Any help would be appreciated.

Here is the link for my thesis character.
http://sta.sh/01wwlon92de8


texts:
When I set the shading of a mesh to smooth, the shadows on the mesh are always black when rendered, but I need them to be blue. When I set the shading to flat the color of the shading turns out fine. Is there a way to make smooth shading not black?

The person is set on flat and the scarf is smooth. I'm using Blender Internal.


texts: mapping geometric shapes on surfaces with little distortion

texts:
is there a simple way to map shapes, text, things like that to surfaces without distortion, or does it come down to cutting the image and fiddling with uvs? the method doesn't need to be game or animation compatible, just straight forward illustration. Below is a quick example. Or think continuous type on walls following the angles of a room (floor, walls, ceiling)
I guess i can work it out if you hint me in the right direction. If it's possible at all. Otherwise i'll do it manually straighten the UVs, and deal with seems ;)
Thx in advance!


texts: How to handle drawing with multiple views

texts:
I want to draw in the screen space of each ImageEditor. The drawing itself works pretty good, each space has its own draw handle registerd with the correct "view_to_region" functions passed along. So the correct transformations
already work.
The problem is that every call of the drawing code ends up in every space, which is not exactly what it want... maybe im just overlooking something super obvious.
So does anyone know how to do this?
I think an image illustrates the issue quite well:


texts:
I want to create an environment texture from a cube map, so I create a cube then map the textures like this:

But inside the cube, where I put the camera, I can see a black line at the edge's position.

After render, this line is visible at final result too.

volvis told me to change mapping mode, but I use Cycles Render, so I can not find where is mapping node setting.


texts: I apply auto weight i think it look ok, but it not ok. My character tooth move without character.


texts: Copying specific frames from one action to another ( python )

texts:
I'd like to take specific keyframes from an action ( say 33 to 66 ) and copy them over to another action.
I know I can copy the entire action and just delete the peripheral frames, but that can potentially take long for actions that have a lot of frames in them.
I'd be doing this to a blank action.
Thank you!


texts: How to make edge loops parallel / equidistant?

texts: I'm modeling a ship, which has a sheer (a curvature in the deck, fore to aft,) and I'm trying to make the top of the deckhouses parallel with the deck itself. The bottom edges do go along the sheer/curve. I'd delete the top faces and just extrude along the Z-Axis, but I have features on the top faces that I don't want to lose. Any ideas?


texts: How to export model for use in Unity with correct UV map?

texts:
I have model with proper (not beautiful) UV map. It looks like this. The texture is where it should be:

Then I export the model to .dae (and I tried all other export type, that Unity gets. I have the same problem at every file type).
In unity it looks like this:

I do not use mirror modifier or anything, yet it looks like the UV map in unity only applies on one half of the model. Where it goes wrong? What I am missing about Unity? (I just started to use it)

The .blend file:


texts: Hope someone can help me. I have 2 Nvidia cards on board 1xK2 and 1xM40. K2 has 2 GPUs. But in the User Preference section, I can only select to use 1 K2 GPU. How do I select to use both K2's GPUs? Thank you.


texts: newbie here - I'm trying to rotate an object - I can rotate it no problem in object mode, but when I set the keyframes and play the animation it wobbles. I tried uploading the file but it's over 200MB :(


texts: Turning head of Makehuman model causes problems

texts: I have an MHX rig attached to a Makehuman model in Blender and I've posed the model to look at the camera and turn her head, but there's a deformation that I don't want going on. I have "Armature" "Corrective Smooth" "Collision" and "Subsurf" modifiers on her. Nothing helps to remove except for the armature modifier for obvious reasons.


texts: How can I automatically move a robot's body to the correct height based on its leg(s) rotation?

texts:
When I rotate the leg the body or the luggage bag should come down slowly. Which constraint or any other way will achieve this?
 video
Blend File


texts: Compositor: make the glare node effect only certain objects

texts:
I want some objects to be affected by the glare node in my scene but not all of the objects in the scene to be effected by it. But the problem with that is the glare node is used in the render layers panel so it effects the whole scene when I put the glare node in when I only want the glare node to effect certain objects. Is there a way around this? (This is in blender cycles).

Example Image Above


texts: How to shrink an image with the Video Sequence Editor

texts:
I know how to add the effect strip and transform to resize a given image. This works when I have a low res image that I want to enlarge. But when the image is too high of a resolution and I scale it down, the image is windowboxed. It's as though the render frame is being transformed and not the source image file.

Is there a way around this besides modifying the image file in an external program e.g. GIMP?

Edit

To clarify - here is the image that's imported to show the missing pixels.


texts:
I was wondering how to move groups of vertices along a line. This picture shows what I want to do:

I want to move the vertices and edges inside the dark black line so that they are flush to the thick line. if anyone knows a macro for this please post it here.


texts: Why this error turns out when i tried to check an addon that i installed

texts: this error turns out when i tried to check to activate an addon that i installed, this addon its this one from here https://github.com/CGCookie/retopology-contours i am using b3d 2.78a how can this error be solved?


texts: This is my composite setup. From all tutorials, wikis, etc, this should place the movie clip in the background and the wall/thing in the foreground. Does anyone have any idea what I'm doing wrong?


texts: Blender 2.79 install - Installer has stopped responding

texts:
I've had no problems installing earlier versions of blender. But installing the new 2.79 (Windows, x64) installer on Windows 10 ends up with the installer flashing a window, then going away. Followed minutes later by a popup that says "The installer has stopped responding".

I've tried the following:

Turning off UAC
Redownloading
Running the "Program Compatibility Troubleshooter" (which disabled version check).

Has anyone else seen this?


texts: Shadow Sun Object data Propertie doesn't have softness setting

texts:
I am missing some of the settings and can't find them.
First one is mine.
Second is from the tutorial made in August 2019.
Did they move it somewhere else and how can I get to that?


texts: There is a wired boundary around the big hole, everywhere else is fine, the small hole does not have this problem. Does anyone know what causes this problem? Thank you!


texts: How to simulate a lamp shade in the game engine

texts:
I am trying to make a lamp in the blender game engine, however, I am having a lot of trouble making the light go through the lampshade in a diffuse type of illumination, how can I do this? I have tried with the modifier "cloth" and playing around with textures, but nothing seems to work.

Something like this: (http://feelgrafix.com/838711-lamp.html)


texts: How do I import my character from Mixamo into Blender with animation included?

texts:
Oh boy. I cant get it to work.

Is there a good tutorial on this topic?


texts: Is there a hotkey to move the 3D Cursor back to X=0 Y=0 Z=0?


texts: "Snap to" shortcuts don't work in 2.8/2.9

texts:
I'm really not sure what has changed in 2.8 with regard to how this menu's shortcuts are handled, but the way I had customized shortcuts for the Snap to elements in 2.79 is no longer working in recent versions. (I'm using 2.9.0)
The menu in question:

My 2.79 configuration (working):

My identical 2.9.0 configuration (not working):

The goal is to set the following shortcuts:

Alt` Snap to: Increment
Alt1 Snap to: Vertex
Alt2 Snap to: Edge
Alt3 Snap to: Face
Alt4 Snap to: volume

I placed the shortcut definitions in the same place as in 2.79: 3D View (Global)
The Python names and syntax appear not to have changed. I checked them in Blender's Console.
Also, I consulted the current Python API, but it didn't give any clues about shortcut assignment.
Note that although Alt1 through Alt0 now have Hide Collection assigned by default, disabling these does not solve the problem of my custom shortcuts not working.
I'm perplexed... any help appreciated.


texts: How can I obtain an even vertex density base mesh?

texts:
I modeled a simple wall with a window using a cube and loop cuts. I also set the crease of each edge to 1.0. I intend to sculpt it now to get a rougher look. The problem is that when I add a subdivision level with the multiresolution modifier,  I get a mesh with a highly varying vertex density.

Is there any way I can subdivide it to get a base mesh with an even vertex density?


texts: How do you unselect vertices without a middle mouse button?

texts:
I know with a mouse, you can press b in edit mode and then box select using the middle mouse button to deselect vertices (or edges, faces, etc.)
How do you do this if you don't have a middle mouse button?


texts: I am trying to use the cell fracture addon to make tiny, pointy shards from a plane. I will have objects flying through the ground and shattering it. The original plane looks like ice when it is textured. When I turn the quantity up in the cell fracture settings, the pieces look like rectangles. Like I stated I wanted to make many tiny, uneven, pointy shards. What am I doing wrong?


texts: I'm new to Blender and I'd love for Move to be M not G. I've done edit> preferences > Input > Transform Modal Map > Mode > changed the input to M instead of G. And it has had no effect. I even made sure to turn off the M input for "move active object to collection". What am I missing?


texts: I'm trying to cut the mesh in grey with the plane in yellow to get a rounded face. I tried with the Bolean Modifier but no way it doesn't work.  I'm using the version 2.7. Thanks for your help.


texts: Why my active objects are not sliding down when the passive rotates?

texts:
I'm making a rigid body scene for the first time.
When I rotate the passive plate myself when the timeline is playing, it works and they slide down. But when I give a rotation keyframe to the passive plate and then play the timeline, nothing happens.


texts: Whenever I try and render the character, the character just comes out grey

texts:
I make ROBLOX GFX creations. I recently just started using rigs. When I try to render the character, the body just turns grey! I am not sure why this is happening.

Thanks.


texts: To what degree does Blender support PTex?

texts:
I remember hearing about PTex a while back, and it was really exciting. IIRC, it was briefly, or maybe experimentally added to Blender, but the latest I can see of it is an experimental build of 2.73

Are there any plans to fully implement PTex?
Were significant technical problems discovered that made it unworthy of Blender?
What else is about it?


texts: Bevel Modifier: apply before or after UV unwrapping and texturing (especially on Substance Painter)?

texts:
Say I made something in blender using Hardops and BoxCutter we got nice bevels, no overlapping, normals are correct. Then I apply all the cutters for UV unwrapping and texturing in Substance Painter and then I come across the Bevel modifier...
Choices:
A) Should I apply the Bevel modifier? (set at 3 levels) then tediously mark seams and UV unwrap? Or is there a better approach to this?
B) Mark seams and unwrap ignoring the Bevel modifier, then texture stuff in Substance Painter and go back to Blender and reapply the Bevel modifier? Will the textures be fine by that? (especially edge scratches or grunge or anything sensitive to the edge?)


texts: How to cut a hole in a mesh like this without using boolean

texts:
I have this mesh

I need 3 identical holes in front face. How to do this keeping good topology?

I tried to use boolean modifier, but there is terrible topology at the end and I need to apply subsurf modifier before applying boolean

P.S. I'm also used subsurf modifier


texts: Make a dashed line where objects overlap

texts:
I would like to configure Blender to somehow render objects with one freestyle line set where the camera has a clear line of sight to them, but then render another freestyle line set for the objects that are blocked from view. For example...

Even better would be to recolor the overlapping area...

This question looked interesting, but not exactly what I'm trying to do:Additive color overlay

What is the best way to go about trying to do something like this? I've tried messing around with the QI Range and things like that in the LineSet visibility options, but I'm kind of coming up empty. The actual objects I'm trying to do this with are more complex and have several parts each which I do not want revealed in the render process.If I had to I might be able to somehow manually combine them and delete the spare parts, but that seems tedious and I'd love to avoid it if I can.


texts: I want to focus on an object and I used Depth of Field (Focus) on the object but blender is not focusing on that object. Blender rendering image normally. I'am using Blender Render.


texts: Volume object create artifacts in Eevee render

texts:
Volume for some reason turns white on the render. And also this white artifact on the left, as if I forgot to hide some object, but there is nothing there.
Volume Shader

I don't have a background in the form of an object, only the world shader.

floor with a mask so that it disappears around the edges

Viewport Eevee

Render Eevee


texts: Why wireframe thickness changes in edge mode?

texts:
I didn't change standard theme
But in edge mode, wireframe changes it's thickness.
I don't want that to happen. I need one thickness for all modes. How can I do that?


texts: Will getting a better Graphics Card Help with Frame rate issues?

texts:
I currently have an AMD Radeon R9 200 series.  I'm willing to spend ~$400 on an upgrade. I've heard Blender cannot really use AMD cards (or really any other cards that aren't Nvidia) very well. Will upgrading to an Nvidia card help with the 3D view frame rate? Its getting difficult to time more complicated movement with only a 10 fps preview (and yes, everything is simplified, no physics, Solid view, yadda yadda).

I know using quick render is an option, but that's a lot of wasted time in the long run.

Also,

if I have an Nvidia card, could i change this from CPU to GPU? Would that also help better my Frames per Second?

Thank you all very much!

Thank you all for your answers! The actual rendering isn't much of a problem since I often send the final renders to RenderStreet(A render farm). Viewport is the main thing I'm concerned about, and thanks to you all, I see I mainly need a better CPU ALONG with GPU, BUT that I also kinda have to wait for the big 2.8 update for the viewport overhaul.

I wish I could checkmark all your answers, cause they all helped!


texts:
How can I fill this gap for the model? I am asking specifically for this one because it will help me troubleshoot other ones I will make when I come to this problem again.
so, what's the best way to fill this gap?


texts: Is there a way to make an emission shader effect in blender engine?

texts: I'm trying to remake these materials in the blender engine, I can do the grey one of course, but I have no idea how to make the emission ones, is there a way?


texts: Why i cant see the poster through transparent material

texts:
I have 2 transparent sheet top and bottom and between both there is a poster (image) and emission from bottom. Why i cant see the poster through the transparent sheet and also the emission i have given is white color but its showing red color. May i know why the poster is not display and the emission is red.

Transparent Material

Looking for this type of effect


texts: In the select > select all by trait > non manifold menu there is the option "Wire". What are these wire edges?


texts: Change edge length using BMesh Operators

texts: I have read some articles about access to the Mesh primitives like edge and vertex, but all those are outdated today for my understanding (such as this). My question is how by utilising python script (and BMesh Operators I guess) to set precise length for the exact edge of the Mesh. I am thinking about using the python script like parametric modelling (like do Fuson 360), I want to change the value of the parameter to change part of the mesh.


texts: Apply scale on animated character goes wrong

texts:
So I have an animated character that needs to be scaled up (For our game engine). However when I apply the scale to the armature(ctrl+a), the arms which have an IK chain, mess up.
As seen in the "scale-up apply" picture, the arms are 90 degrees instead of the animated angle. Is there a trick to fix this? Or does it come down to adjusting the animations.

Initial scale-up:

Scale-up apply:


texts:
I have a little problem: I want to lock in position (position,rotating, and scale) a lot of objects and unlock only the one I have to work on.
Is there any way to lock/unlock multiple objects with only one click?
Sometimes happens to move as a mistake some parts (my file has around 3500 parts and it should be good to keep them separated).
I'm not an expert but I can't find it.
Thanks to all


texts: Is there way to access animation-nodes attribute in object-material with OSL script?

texts: In this example, I have assigned a velocity attribute with animation nodes and then trying to access the velocity attribute with OSL script in object-material. But it is not working, why ???


texts: Removing Unnecessary Vertices on Mesh Like Terrain

texts:
Actually the tittle not correct at all but I can't find any words to describe my problem. I'm using blender and ripper for reach to my favorite game's map.

I don't have any problem importing etc. This my imported model;

As you see, there is too much grass, rocks and trees on the terrain of mesh. This is my problem. Is there any way to remove other-terrain objects in blender (or any other modelling software)? The terrain is continious but other objects start vertices have an angle bigger than normal angle which used by terrain continue vertice. Look that image:

Otherwise, if you see the second image, the terrain have tilled (e.g. 2x2, 4x4 I don't know the magnitude) squares basically. Maybe this can give a way for solve my problem. Is there any way?

Thank You..


texts: When using constraints, how can I get a child to have two parents?

texts:
I have tried a myriad of ways to get a child (ArmC) to have two parents (RivetD and RivetC) but I can't get it to work.

Now I realize that there are ways to "fake" constraints so that they look like they work, but for this question, I am trying to figure out if the Blender constraint system can drive objects with multiple joints like they really would function in the real world.

When rotating ArmA which drives ArmB, is it possible to have ArmC stay secured and rotate at RivetD while at the same time staying secured at RivetC which would then cause ArmB to rotate differently?

Here is the blend file:
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/TwoParentConstraints.zip

This is an example of what I am trying to accomplish:
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/Angles.jpg


texts: Why does this NLA strip have no action, and how do I fix it?

texts:
I hardly do animation so I think these tracks were created automatically. Two tracks have a strip labelled "No Action" and I can't do anything with them. I think they are what is causing me to not be able to export the animations as part of a .glb file.

I can't seem to change them or delete them. Looking at the manual about such tracks and strips has only been confusing.

How can I format those strips properly or delete them and make new ones?


texts: Why is blenders hair system making spikes?

texts:
I am using a hair/particle system but all of the hairs look like spikes not hair:

How can I set it so they all have a consistent thickness and how can I adjust the thickness?


texts:
I am trying to morph a high poly humanoid into a low poly humanoid, animating the decimation. As far as I know this cannot be done with the Decimate Modifier. I have also tried doing this by using shape keys and applying 'limited dissolve' while in edit mode, without success.

Would anyone know a work around to create a high to low poly animation?

Thanks!


texts: How to view the system console message after Blender crashes?

texts:
I am testing a script in Blender game engine. I can view the helpful message on the external system console when the script throws exception. Sometimes the bugs of the script cause the Blender to crash and close the console immediately.

Is there any way to view the message after the Blender crashes? How to write the message to a text file for later viewing? Any suggestion?


texts: the shadow is allways to the right and I dont know why it is there.


texts: How Would i put this pattern on a curved surface?

texts:
Ok, so now i have made the arch around the window.Now i am trying to place the First pattern on the curved surface.

[
I have no clue how to place it on the curved plane


texts: How to change mix materials based on how much light they are receiving?

texts:
I'm currently trying to do Andrew Price's "Create a Realistic Earth Tutorial (http://www.blenderguru.com/tutorials/create-a-realistic-earth/#.VIRSTDGsXbU)", but in Cycles, and I am unable to change the texture based on how much light that part of the object is receiving. If you look at the second link, you'll see the effect Im trying to create - where the dark side displays city light. I should also add that I want to do this specifically with edited image textures.

My currently node setup is linked, everything works perfectly independently, but the nodes inside the red box are what seems to mess everything up. Thanks a lot for any help you can provide.

--

Here is my current node setup: https://www.dropbox.com/s/n6nvrrgsnkopvg5/Earth%20Texture%20Help.jpg?dl=0

Here is the effect I am trying to achieve:
https://www.dropbox.com/s/szojctfbxem0ep2/Earth-Day-Night-Science-Wallpaper.jpg?dl=0


texts: How to turn off texture painting mode where your brush cursor lags behind your mouse position?

texts:
I'm playing around with learning how to paint textures in blender, and must have somehow enabled a strange drawing mode that causes the drawing head of my brush to lag behind the place where I'm actually drawing the stroke.

I was able to paint normally earlier.  Now when I draw a stroke, there's this line from the center of my cursor to a point where my brush was earlier, and the stroke is drawn there.  It makes painting much harder and I can't figure out how to turn it off.


texts: applying multiple textures on the same face

texts:
I would like to apply two different textures on the same face. I a window textures over which I would like to put a letter texture. I watched many tutorials but many are old. Moreover trying to apply a different texture on the same face after UV unwrapping seems to be impossible.
To add clarity I am adding images.

ok, all I want is those purple bars to disappear as shown in the image. I tried everything I simply couldn't achieve it.

[Note to moderator: I checked for this over the stack overflow many are just old and difficult to understand I would like the answer for blender versions 2.8+]


texts: Final video is faster than what I see in the viewport

texts:
I have a walk cycle that plays at correct speed in the 3D viewport. But after making a final video the video plays too fast. This fast speed happens whether I use FFmpeg or AVI jpeg. Nothing changes when I alter the fps from 29.97 to 60.

I should say that my timeline is set to 'no sync' which is what it's always been set to. However, when I change the timeline setting to 'frame dropping' or 'AV sync' I can see the speed in the 3D viewport plays at the same speed as the final rendered videos (which is way too fast).

I've had this problem for a week and can't find the answer. Any help would be greatly appreciated.


texts: Workaround to keyframe the world setting?

texts:
I'm experimenting with HDRIs and I need to render a still frame of the same scene but with different world settings. I would like to automate this instead of changing the world setting manually, wait for render, change world setting, wait for render, etc.

The world settings nodes are different for each one, it's not just the HDRI that changes, and I'm using Cycles to render.

If I could keyframe the world setting or bind it to markers like it's possible with cameras I could render an animation with a different world setting for each frame, but I can't figure out how to do this. Does anyone have an idea how to do it?


texts: Black shadows on Faces, not a normals thing

texts:
this is the first time I've used this website, sorry if I dont organize the post wrong. I've been using Blender for a couple months now, so I'm not too terribly new, however, There are these weird black shadows on my model and its driving me crazy, as I cant get rid of them. They're not a normals issue, as I've already recalculated them and it's not that. Does anyone know what causes this? Its in object mode, by the way. It happens anywhere.

Its probably a problem with the way I modeled it or something, as it's happening around these sharp edges. Here is it in edit mode.

Here is it in edit mode. Does anyone see anything wrong that I did? I'm sure I did something wrong.
Thanks so much for your help.


texts: How can I add procedural porcelain cracks?

texts: Okay,I'm gonna ask this and I hope to God this isn't a duplicate of another question. Do you remember in FNaF Sister Location how the plastic suits of the animatronics like Circus Baby have that porcelain crack texture to it? Well,I'm trying to replicate it for my plastic material in Cycles,but when I try procedurally,I fail. I resorted to textures online and I still failed. Can you please help me out?


texts:
I want to cut this 3d object to 2 pieces. I dont have bisect tool or knife tool. I can not use them i don't know why that is why i need your help.

Here is image of my edit view in blender

And here is direct download link for my 3d object..

https://drive.google.com/file/d/1BQVwPDAnwIFFAxrD5ps0cbvVqVH7iYrL/view?usp=sharing

thank you so much

p.s. I want to cut my model into 2 pieces .. but i can not find ADD tools with bisect in my blender.. anyone know solution?


texts: Easier way to orient custom bone shapes?

texts: I've just begun using custom bone shapes and am finding it very tedious to have to align their location/rotation/scale to the bone after they've been assigned. Is there a quicker more precise way of doing this?


texts: Dissolving tool is doing really stupid stuff

texts:
I'm trying to model a Star Destroyer, from Star Wars. If you look up a picture of it, you'll notice that there are indentations along the sides where mechanical looking things and whatnot reside. I'm trying to recreate those by insetting a face, which adds this annoying little face:

However, on trying to dissolve the edges to get rid of it, it does not "merge faces" as the tool description says, it deletes a ton of unrelated edges, giving me this:

So what am I doing wrong?


texts: Is there a setting to hide full file path in Blenders title bar and show only the file name?

texts:
If I'm working with multiple Blender files it clutters my taskbar and worse, I can't tell which Blender instances contains what project. That's because it shows full file path to my open .blend file.

How do I hide the full file path and show only the file name?


texts: Why is my render mode all pixellated when using quick render?

texts:
I'm trying to follow the most beginner tutorials: put some colored cubes and a lamp and a 'quick smoke' monkey head in space and push alt-a to render them.

But it looks broken with the Cycles renderer:

and with the Blender renderer nothing happens at all:

I've tried switching CUDA on and off in the user settings in case it was my graphics card but that makes no difference.

Any ideas what's wrong please?


texts: How to hide reference images in different orthographics?

texts:
I have two background images, one for viewing at the front and one for viewing at the side.

I've changed some of the image settings so that you can only see them in orthographic view but the problem with that is when I am viewing the model from the front I can see the black outline from the side image Empty object cutting down the middle (you can see I have these lines highlighted orange in the below images)

Is there a way to hide these when viewing from the other angle? It's a bit tedious to manually hide/unhide the image when I switch views.


texts: {ANIMATIONS v2.8} ~ FBX exporting only the selected action rather than all of them (for Unity)

texts:
MY ISSUE: when I export the mesh complete with its armature, only the currently selected action gets exported along in the FBX file.

I've rigged, skinned and animated a character.
Each animation is a separate "action", for a total of 4.

The scene includes 3 objects, which means 3 armatures.

The character's body armature is parented (as a "bone") to a rocking chair's armature, so to sync the movement.
Each armature is a separate object, but the movement of the character's armature is relative to that of the chair.

I export each of the three meshes (with relative armature) separately.
If exported singularly (by unticking the relative option), each action/animation works perfectly, in Unity.
If exported altogether, only the currently selected action/animation is exported; and works perfectly in Unity.

I've read threads reporting this issue being caused by keyframes linked to bones that no longer exist.
I've checked the "dope sheet" for lines entitled to non-existing bones, but all the keyframes are accounted for.

Is there something I'm overlooking?

This is my 3rd animation attempt, the first two working flawlessly.
In the first case it was a tree waving in the wind. All OK.
In the second case I added a walking cycle to a pre-existing blend scene. Exported with all the animations without a problem.
This time I got the character clean, so I handled all the stages, from rigging to animation.

In Blender everything works great and the animations look good.
When I export them, though, only the currently selected one gets exported.

Is there any way to know why all the actions other than the selected one are ignored during exportation?
Any log file?


texts: How do I convert a material output from the node editor into a png image file? Blender 2.82

texts:
I combined an image texture with a noise texture in the node editor and I just wanted to know if you could export both the image texture and the noise texture as a single png file.

Can you?


texts:
I've a problem with the rigid body animation of 2 created gears. The gears always end up overlapping each other.

Edit:

The gears in the first file have a module of 1.5. When the sensitivity of the gears is set to 0.01 the animation works.

The gears in the second file have a module of 0.5. In the second blend file the animation still breaks even with a sensitivity of 0.01. Are the gears in the second blend file to small to animate with rigid body?

Second blend file


texts: Why do vertices sometimes not dissapear when I try to delete them?

texts:
I'm working on a simple mesh and I'm trying to delete a vertex.

I've selected in Edit & Wiremesh mode by right-clicking. then hitting X - V which is Delete -> Vertices.

When I select groups sometimes all but one vertex is deleted.

The vertex isn't covered by any other mesh or object in the scene; Hidden or visible.

Does anyone know why repeatedly attempting to delete a vertex would fail? I can select and attempt to delete it and then afterward it's still visually there in the mesh BUT I can no longer select it.


texts: How to use both UI_Previews_Dynamic_Enum & Icon?

texts:
I used the UI_Previews_Dynamic_Enum Template (in Blender 2.9), and it works. But now I want to use Custom Icons, so I have copied Template UI_Previews_Dynamic_Icon. But only one of two works. If it loads Images Preview then it will not load Custom Icons and vice versa. I tried changing the variable names, image directory ..... but it still suffers from the above situation.
Hope to get help. Thank !


texts: Best way to "Save a Copy" of an image in Python?

texts:
I have an image (bpy.types.Image). I want to "Save a Copy" of the image, ie. save it to a specified file without modifying the image. I want to be able to specify the format to save as (eg. JPEG, PNG).
What's the best way to do this in Python?


texts:
I just wonder if anyone know how to fix this issue? When I render the Class Room Scene, the windows often shown up as black (or checker boxes)? Apparently the ray tracing part is not hitting anything at those regions?

However, when I look at the demo image from the website they have corrected those? Any ideas?


texts:
I'm looking for a way to do something very similar to the technique using the skin modifier, but with NURBS. In other words, I'm looking for a way to do something similar to a convex hull, but not necessarily convex. I want a tree-like meshing with custom branch morphing.

Example with skin modifier:

With surfaces, the make segment command f doesn't allow to do branching.

Extruding a nurbs curve only works with uniform extrusion (unless I'm mistaken), meaning you cannot morph from, say, a circle to an oval. You can only uniformely reduce the size of the extrusion shape.

Python code is welcome as an answer.

Initial curves describing the volume:

Desired meshing from NURBS:

Make segment unwanted result:


texts: Text Render a bit noisy, even at 200 samples

texts:
I can't seem to figure out how to get a sharper text render that I am using for my animation.

Here are the Things that I have tried:
1: Increasing Samples to as high as 300
2: Turning font shadow off
3: Denoising

Whatever I do, the text still has that weird greyish black outline and in my animation on youtube, it plays blurry even at 720p HD.

I see other peoples text videos and theirs are always so sharp.

How can I improve my text render in the future?

I turned the world lighting all the way up and there is a weak lamp in the scene, albeit, far away from the text, but the world lighting should be enough i think.

Blender File


texts:
smoke and fire sense how to get it to go away instead of just sitting there looking stuck, so I can move on to the next sense? Frame 1369 start 1400 stop Dissolve check, it just sits there flames sticking there.

Before the posted maybe a dup instructions,
Before the posted maybe a dup instructions, I dropped density to zero, and surface this is what I am left with that is all it now does, no big boom flame (still working on the smoke part)
( i have no idea how to formate this type. the first photo is before, the second photo is now, after the made adjustments now that little puff is all I am getting. Its late here now, if suggestions I'll take them, tomorrow I will experiment more when I have the time. )


texts: Weird mesh deform when in object or pose mode

texts:
Okay, so I have this weird deforming on my mesh when I'm in either pose or object mode. I didn't have any issues with the bones and I've reset the rotation to have nothing change. I'm guessing it has something to do with the armature? Any tips would be greatly appreciated.

EDIT: I've reset the pole rotation to zero like the other leg, which fixed the deformation. So it looks like this.. any tips would be great.


texts:
I'm new to using Python in Blender and I would really appreciate some help with understanding Modal operators. I copied some code from the Blender documentation and tried changing some of it to do what I need. The original code moved an object using the MOUSEMOVE event and then placed it when you left clicked.
I'm trying to make a program that lets you build the shape of a house or building out of planes, and then eventually, replace them with assets I've sculpted (different types of walls, windows, etc.). I'm not quite at that point yet. The gray plane is supposed to be one of the placeholder walls. The green plane is meant to be clicked on to create another gray plane, and then move to the left of the new gray plane. (Eventually I'll have green planes all around the original gray plane so you can build out walls in whichever direction you like.
Maybe there's a better way to do this, but the best option I can see so far is using a modal operator. I'd like to create a new gray plane when I click on the green plane.
I changed some of the code that I copied from the documentation. The part I'm interested in is the LEFTMOUSE event. I didn't delete all of the old code, because I wanted to change as little as possible, in order to not mess everything up. So the green plane moves when I run the script. But nothing happens when I click. Part of the problem is, I don't have much experience with modal operators. I've watched several tutorials and read the documentation, but I'm still confused.
If someone could explain how this code works, and the difference between the execute, modal and invoke functions, I would really appreciate it. And, if you could help me figure out how to create a new plane when I click on the green plane, that would be really awesome!
[![enter image description here][1]][1]
import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
        context.object.location.x = self.value / 50.0
        return {'FINISHED'}

    def modal(self, context, event):

        if event.type == 'LEFTMOUSE':  # Confirm
            if bpy.context.view_layer.objects.active == 'greenplane':
                print("working")
                bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, location=(0, 0, 0))
                return{'FINISHED'}
            else:
                print("not working")
                return{'CANCELLED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            context.object.location.x = self.init_loc_x
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)


texts: Cutting a Notch at the top a Rounded Cylinder

texts:
Fairly new with Blender. Please excuse the following question if it comes off to amateur! But certainly hope someone will be able to figure this out for me.
Essentially I want to cut a notch at the top of rounded cylinder. The cylinder is currently modelled with a Subdivision Modifier.
I tried using the Boolean Modifier using a rectangular box to cut the Difference from the cylinder. However, it leaves really bad stretch marks along the edges.
Any type of tips would be greatly appreciated! Thanks in advance!
Andy


texts: I want to know how to get the color of a specific surface of vertex of an item without rendering

texts: While I was using the vertex paint to paint my low-poly model, I found the color I used was not suitable a. So, I wanted the parts I'd painted to be back to the original color. I tried to use eyedropper to get the color of other parts without being painted, but with rendering under the light the color I got was not the original one. Is there any way to get the "real" color of a vertex or surface?


texts: I’m trying to put a black dot right in the middle of this sphere, but  nothing appears when I click down on my map. Does anyone know what I’m doing wrong?


texts: Is there a way to convert procedural textures to UV maps without rendering a final image first?

texts: I've often wanted to use procedural textures for UVs, but it seems that there is no simple way to do this from within the application. Is there some standard way to achieve this without first rendering a bunch of images and then stitching?


texts:
As I said in another question I made, I'm following a tutorial based on a book. I'm making this model called Captain Blender. But I stopped a long time ago and I'm just getting back to it and I was having some issues.
This time, the location of the UV islands is not matching the texture image file that's there. I don't know why this is happening and why I would leave it like that when I stopped. Makes no sense to me since I have older versions of the file where it's matching perfectly.
This texture was brought in from Zbrush. I simply painted on the model's head, exported that as a texture (seams were already made in Blender) and then brought back to Blender. I can't remember now if I had to adjust the islands. Is it matching perfect in the older files because I adjusted the islands to match the image, or is there a way in Zbrush to make sure they match the ones in Blender?
I don't remember doing anything on Zbrush before other than simply exporting the texture.


texts: Workflow question and advice [uv-mapping, modular or singular build?]

texts: Now that i have just recently been able to wrap my  head around uv-mapping i don't see it to be sensible to build a complete structure like this one [inside & out] and then try to un-wrap it. So would it be better to build in pieces un-wrapping as you go? and piece it together when complete, then import?. How would you pros go about building a enter-able structure such as this stave church i'm building. It's the church from netflix's show DARK. A must see BTW.


texts: Ambient Occlusion vs Environment Lighting?

texts:
What is the difference between ambient occlusion vs environment lighting?

To me it looks like environmental lighting turns an image texture(or single color) into a hemi lamp source that shines from all angles but casts no shadows.

While Ambient occlusion turns a single color into a hemi lamp source that shines from all angles but casts some shadows.

Difference being: one has the ability to cast shadows and the other has the ability to use a texture as a lamp?

Actually, it looks like  if you use environmental lighting, you automatically also use ambient occlusion just with less control over its shadows.

Im getting a circular error in my brain.
Can-Not-Compute

The manual says the difference is

  The difference is that Environment lighting takes into account the “ambient” parameter of the material shading settings, which indicates the amount of ambient light/color that that material receives.

But ambient occlusion has a similar setting called "Factor".

But the factor settings effects ambient occlusion for all objects while
the "ambient" parameter effects just a single texture.

Is that it?

Here is a scene in Blender Render with AO on:

and here is the same scene with environmental lighting on:

So again, what is the difference?


texts:
I am exporting a model from DAZ3D as an fbx. In DAZ, the bone orientation looks perfectly fine:

When I import the FBX in Blender, the bones are sticking out.

Why is that so, and how could I get it to look like in DAZ3D?
Thank you.


texts:
Is there a way to export a curve to 3dsmax?
I found this old thread but the script seems not working anymore
Export bezier curves
Any help?


texts: Do i need to add textures where fur will be?

texts: I'm not sure if I need to add textures since fur will be all over my model (it's an animal) so I'm asking here for clarification.


texts:
I'm making a radar display animation (those spinning once) for a movie project. What I do is:

Set up a material in cycles to see how it fits together (using b&w images)
Create alpha textures to make animations using object planes
Replace alpha textures with b&w once for compositing

The alpha textures show only when selected and what's worse it has to be done one by one (twelve planes with textures). I followed this video for the "draw order" - https://www.youtube.com/watch?v=4mSGOTaoCgM, but it never works. I need the textures to show when the camera is selected.
Expected result -

What I get -

blend_file - http://www.pasteall.org/blend/37452
texture 1 - http://www.pasteall.org/pic/91624
texture 2 - http://www.pasteall.org/pic/91625
texture 3 - http://www.pasteall.org/pic/91626
I'm not expecting others to fix it, I want to know what's the problem and how can I fix it


texts: Blender was running fast then randomly became extremely slow to open

texts:
I had left a blender file running for a couple days in the backround and went to open it and it wouldn't pop up, so i ended the task. When i went to open blender again it took 5 minutes to open and usually it opens instantly. Then when it finally opened it took several more minutes after pressing open file, which is also usually instantaneous.
I uninstalled and reinstalled all the the blender in the DL section and it was the same issue with every iteration of blender. I then did a clean reinstall of my gpu drivers. Then Did a Clean reinstall of blender and it is the same issue


texts:
So.. i am designing a GUI.. and I want the camera to point straight at the Rectangle\cube that I am working on so that when  I render the Cube is perfectly straight on sides\top\bottom..
In C4D I would add a camera then go to its coordinates and just zero out all rotation and voila.. when i render Its 'straight on'
How do i achieve this in Blender?
I am an absolute beginner.
TIA !


texts:
I believe I've tried every export setting I can think of. I'd like objects I export from Blender to keep their pivot point, but they never seem to do that. Is there a secret way to do this, or does Blender not have that ability??
Thank you for your time!


texts: Messed up camera orientations with Follow Path and Track To constraints

texts:
I’m having trouble setting up camera animations using the following setup:

I’ve set an empty to follow a path, and a child empty to aim at target empties. Like this:

Empty.Cam.Following

Follow Path: Forward X, Up Z, Follow Curve

Empty.Cam.Tracking

Child Of (Empty.Cam.Following), Track To (Empty.Aim.001): To X, Up Z

Camera

Child Of (Empty.Cam.Tracking)

Issue 1: Even though the path is pointing straight towards the X-axis Empty.Cam.Following won’t orient itself properly so I had to rotate/align it manually.

Issue 2: Once oriented manually it follows the curve’s direction but as soon as I set the Track To constraint on the child empty the camera points in all of the wrong directions and there appears to be no way to get it to point to the target.

So I can either have it follow the curve’s orientation or aim at targets, but not move between those orientations by keyframing the influence value on the Track To constraint.
I’ve already tried every combination of To/Up on both constraints.

Is this setup correct at all or did I mess it up at some point?


texts:
I have a empty with a cube shape. Inside that I generate points. Then I have a torus, if a point is inside the torus then I render it as a particle, if it is outside the torus then I ignore it.

At the moment I need to set the exact amount of partciles in the Emission > Number.

If I do too few, I don't get a full shape. If I do too many, then I get an exception (only if I use rotations as well). This seems like a bug to me, which I will report in a second.

Anyway, is there any way to set the particle number from within animation nodes?


texts:
I'm working on renders for a corvette I modeled via a course from cgmasters. On one of the front fenders, I want to add Grand Sport stripes like shown here:

The car paint is blue, and I want to do white stripes. My rough guess is that I would create the stripes as an image, then UV unwrap the fender and apply the image to the wrap. I feel like I may be missing something though. Any help is appreciated.

Note: I tried this method of adding a texture as a decal and shrinkwrapping it. But because this is something that needs to stop precisely in some places, I cannot get it to work.

https://www.youtube.com/watch?v=QGxMY2lMoLw


texts: I came across a strange problem while sculpting a model. Seemed that it happened when using the edit mode in the sculpting tab, after returning in the normal layout tab all the edges in edit mode were missing, can't figure out how to get those back. Overlays are all activated, the wireframe option there changes nothing.


texts:
Building on this question  here
I have the range, in radians, of an angle formed by three points on a 2d plane and need to find the opposite range as shown here as range2:

The function I am using (from the previous question) looks like this
    def anglexy(self, a, b):
        vec0 = Vector((1,0,0))
        vecQ = Vector(    (b[0]-a[0], 0, b[1]-a[1])    )

        rad =  vec0.angle(vecQ)

        return rad

It's called like this:
    a1 = self.anglexy(v3,v2)
    a2 = self.anglexy(v3,v1)

To be clear, when I say 'range' I mean that I can use any radian value between a1 and a2 as a rotation value with bpy.ops.transform.rotate(value=a, center_override=v3) and it will place vertices on the range1 or range2 curves.


texts: Missing OpenAL32.dll After installing 2.79

texts:
I had 2.76 which I was using an hour before downloading the installer for 2.7.9.0 11/09/2017
It seems to have deleted 2.76, but I still have 2.73 folders but no exe

When clicking the on desktop new icon the missing dll message comes up.

W10, Nvidia Quadro K2000

Don't know if I should find a Open32AL32.dll to download into the blender foundation/blender folder or do something else.

There are two exe - blender.exe and blednderplayer.exe

Any suggestions?


texts: How to add custom function to pre-existing buttons in Blender 2.8?

texts:
I am trying to make it so that pressing the "Play Animation" button would set my custom boolean variable to true and pressing the "Cancel Animation" button after would set the same boolean variable to false.

How would I go about linking my custom function to a pre-existing button so that it is called when the button is pressed?


texts:
I am in Edit Mode trying to visualize the bottom part of my model.
But the bottom meshes are black and so are the parts on the other side.

I looked at this question and this question but I don't think they are related to my problem.

I'm in Edit Mode with Material shading turned on (to be able to see the reference images imported as planes), and would like to see the faces and vertices on the sides that are currently dark.


texts: Texture rendering looks different from preview

texts:
I created a 3d duck with png alpha feathers.
I merged feathers to the body of the duck.
Cycles rendered preview is cool but when I export the feathers take the unalpha texture of the body (not of the feathers)


texts:
https://gumroad.com/l/hardops
Can anyone confirm if the HardOps (2.8) addon is compatible with Blender 2.9?


texts:
Need to render a VERY HQ 2.4 meter tall image for print. How can I achieve this without my computer exploding? :)

Thanks
Logan


texts: Problem with positioning object relatively to another object

texts:
I would like to position one object B so its left surface get in contact with the right surface of object A.
I have defined object A with dimension for X: 10 and set it to position (0,0,0) :

I have defined then defined object B with dimension for X: 140 and set to position ((dimension A + dimension B)/2, 0,45), so (75,0,45) :

However as you can see in second screenshot, the respective left and right surfaces are not in line (concerning the X position) (I increased Object B Y position to make the problem more evident).

I also had a look on using some building constraints by specifying that the B left surface should be in the same plan than the A right surface but didn't find it.


texts: How to simulate falling small pieces of paper to the ground?

texts:
It's like when someone wins a prize at a party on TV. Small colored pieces of paper fall from the ceiling. That's what I'm trying to simulate. I managed to do everything using a particle system except the final part of physics. When the particles (planes) touch the ground (a scaled cube), they don't go back to their horizontal position. Their final positions give the feeling as if they are darted to the ground.

How to make them adjust their rotation to the horizontal position when they touch or collide with the ground?

Thank you,


texts: How to add shadows to material properties in cycles?

texts:
I studied about the topic of shadows in blender and found this page from the manual. It states that blender needs to be in GLSL mode for this option to be available. How do I add shadows to material properties?

That is the material I want to add  shadows too.


texts: What is the correct measurement systems for animation?

texts:
In animation, which scale or measure system should I use? For example, If I model an entire room and plan on having a character moving about in it, should all the assets and character be done to real world values or should I use Blender units?

I'm asking this because sometimes when I make a character and scale it down to it's "real size", I sometimes have issues with simulations or hair particles because of the character being to small in the scene. Like having to use very small values to tweak values(example:o.oo5 in particle hair uniform slider instead of 0.5), which sometimes can make tweaking very finicky.

So I wanted to know which is way that is most commonly used.


texts: How to export smoothing groups made with Auto Smooth?

texts:
I know that there is an Edge Split modifier, but it actually splits geometry edges, which causes problems with further modeling. When I use "Shading: Smooth" and then enable Auto Smooth, it works nice, with adjustable smooth angle. But when I export my model as .fbx, it doesn't export these smoothing groups (after exporting, model looks like it has totally "Smooth" shading)
Do I have to somehow 'apply' Auto Smooth before exporting? I've tried applying Visual Transform, but it didn't helped.

Edit: Exporting as .obj gives the same results, so it's not .fbx export fault.


texts: How can I remove a prop that is used in an action but not needed in another?

texts:
Sorry if this is a newbie question, or maybe I'm not using the right search terms.

I have different action strips for a character, and I'm using props in the first action strip, that are no longer needed in subsequent actions. However I can't seem to remove them without affecting the first strip too.

Is there something obvious I'm missing?

Thanks in advance!


texts:
I'm making a simulation in blender where a lot of objects fall in a plane and they work fine, it's just that when I join them and I check the "Soft body Self Collision" option some of them bounce but some of them go through each other as if nothing was changed. I have to say, though, that some of the ones that do this are copies of themselves. Maybe that affects.

Anyways, I'll send the .blend file. The one I'm sending has no collision between soft bodies.The file.
Thanks for reading!


texts: How can I take a snapshot of the last frame of a video?

texts:
I have a video clip and I would like export the last frame for further processing with Gimp. How can I extract or take a snapshot of the last frame of a video?

I'm interested in solution on Mac or Linux.


texts: Render only a certain part of a frame, reuse the rest of the frame from the frame rendered before

texts:
I have ~800 frames which are technically still. In these 800 frames, only a small section of it moves, is it possible to only render the first frame fully, then only re-render the small moving part of the 799 frames left and reuse the rest of the image from the first rendered frame?

I want this rendered for 800 frames

Only this part moves for those 800 frames


texts: How to Copy a settings from a Cloth object to multiple Cloths objects (e.g. Physics Properties > Cloth > Object Collisions > Distance)

texts:
I have a scene with multiple cloths objects. I want to modify something in physics properties to all others objects (same settings for Object Collisions>Distance); Something similar with "Copy from active";
Or it is possible to copy and paste a settings to multiple cloths objects or to select all and apply same settings.


texts: Copy Custom Properties from one object to another

texts:
How to copy all object properties to another object with Python?

Could you suggest the simplest way.


texts: How to align vertices with other vertices

texts:
I'd like to select a vertex, then select several other vertices and make them somehow aligned with the first one by e.g. Z axis.

Here is example picture of what I have - the highlighted vertices are ones which I'd like to align.

If possible can someone explain me how to do it.
If it is not, could you provide a good alternative.


texts:
I'm very new to Blender and am having a bit of trouble.
After I Shift + A > Mesh > Cylinder, I want to pull up this menu:

How would I do this, please? It doesn't just pop up after I add in the cylinder. Thanks.


texts: How to manage Grease Pencil Brushes in Blender 2.80?

texts:
I got these textured brushes for Grease Pencil by Daniel Martinez: https://www.youtube.com/watch?v=kpY-WVQUxYw

I can import in the brushes from the file using append method shown in the last video on this page: https://cloud.blender.org/p/gallery/5ccfe64353b85e279cf72acd

After, importing the brushes I can work with all the brushes imported. But, as soon as we quit the application and open the file again we only get the brush that was used on the selected 2d layer.

Is there a way to manage the brushes in Blender 2.80. ?

It would be great to have library panel where we can import and export the custom brushes at the application level and not the file level.

Note: I am using Blender 2.80 on Linux mint installed using snap packages.


texts: Looking for a more gentle Brightness/Contrast algorithm than the native node

texts:
I am trying to put together a brightness/contrast node group.
I am aware of the one in Blender, but the algorithm is lacking in my opinion.
Here's an example:

Here's an adjustment made in Photoshop:

I am looking for something that is close to the non-legacy algorithm used in Photoshop. Something more gentle, that doesn't blow out the color and saturation. I've done a google search and came across some algorithms but I don't know which yields the best result.
Edit: Here is some information I found after digging a little bit about how Photoshop does Brightness/Contrast:

Prior to CS3, Brightness/Contrast applies a linear transformation to the transfer curve: adjusting brightness alters the polynomial constant, sliding the curve to one side; while adjusting contrast alters the polynomial scalar, expanding or compressing the curve. In later versions, the core behavior was changed to a non-linear transformation, while this linear behavior is retained as Legacy mode.

So it sounds like I need a non-linear transformation that alters the "polynomial scalar". I'm not sure exactly what that means in practice.
Edit2: More information found here (Emphasis mine):

The current library implementation (v20.6 on the moment of writing) uses default Photoshop algorithm that preserves the full tonal range from the shadows to highlights, but it doesn't yet support legacy behavior.

Edit3: I did some more digging:
An implementation in Python
Fundamentals of Image Processing (Go to page 43)
I'm hoping someone with background in image processing could lend a helping hand here.
Thanks so much for any help.


texts:
I'm currently trying to get a series of spotlights to change colour based on the corresponding texture they are mapped from.

In this case i'm trying to reference the "grid" object so that when I move the spotlight it will align with the colour above (as seen in the blue light)

I've enabled the grid as the reference object on the texture coordinate node but am unsure of what mapping type to put on the mapping node or whether I need to scale it.

any help would be greatly appreciated thank you :)

link to model: https://drive.google.com/open?id=1IeGsIcqmSVdlrpjDVLoAadxS1kyiT7O8


texts:
I'm looking to create a height map from a seabed scan that uses a coloured gradient to indicate the height range.
I've tried in the past converting these into greyscale, but ideally want to find a way to tell Blender the 'highest' and 'lowest' point colours, and calculate the displacement on this.
Have tried using the 'Ramp' section within the Displace modifier to set the colours, but this doesn't seem to give good results.
Any ideas?


texts:
I've found the scene function frame_set to be very slow.
Is there any functions to set the frame only on an armature/object ?

This is for an exporter where I advance the animation frame by frame.


texts: I have created a plant with leaves. I have used a leaf texture to with a translucent shader . But I want to be able to control the amount of translucency  . Which node can I use to achieve control of translucency?


texts:
I want it to look like these

if I set the glass shader color to white it just becomes transparent


texts: How to combine many faces into single face

texts:
I created a dice using a tutorial. When I export it I see that it has about 10000 faces. My problem is how to join all the faces of the dice, so it only has 6 faces in total, like a cube has. I want to add a function where the dice rolls and gives an outcome, so I am facing a problem to give numbers to the faces. Please suggest a way to combine the faces.

My dice link is http://www.sggame.bugs3.com/dice1.html


texts: Is this bug or why my model ruined in sculpting process?

texts: At first model had lost many peaces of topology and then holes filled with triangles other red color. (sorry for such english)


texts:
Helo,
can't figure out how to change the volume of multiple strips or one separate channel.
i have a video with multiple audio channels, one for background music, one for audio effects, and one for narrating. i have to rise the volume of all the narrating channel - it's a lot of strips, it's already after editing (the audio editing was made in blender as well).
maybe some plugin or atleast already exist that i can't find on the web.
thanx for any help.


texts: Simplification of the topology of a mesh object

texts:
Is there a way in Blender to simplify a mesh which consists of multiple triangles without removing triangles? The structure should remain the same, only a few larger ones should emerge from the many individual triangles.
This simplified object should be used for level of detail views and from the distance only the structure should be recognizable, but no elements may be missing, as e.g. it is with the Decimate modifier is the case. Here, triangles are simply removed, which from a distance then looks like there is no element at all. Especially with an object that represents a land surface, elements are missing on the edge.
Is there any other way with Blender to create such an object?


texts: Fire Not Showing In Rendered view or LookDev but in other views Eevee

texts:
I've been losing my mind about this. Looked all over the place tried what others have. Nothing works.

I've designed a throne room and the braziers I have next to the throne must have fire. I add the smoke physics and what not. Everything looks good. Until I decide to look at it in Rendered View. Nothing was there. My fire was gone. Did the attribute thing by changing the flame attribute from "Flame" to "flame" restarted Blender. Nothing worked. Please help me out before I put a fist through my laptop.


texts: How to avoid vertex sorting after using Offset Polygons in Animation Nodes?

texts:
AN v2.1 for Blender 2.79b

When I link Polygons Offset node to transform input mesh, it overrides original vertex sorting (Wire view mesh with orange outline is original array, small planes - result of AN transform):

How can I avoid that?


texts:
I have a script that works fine from the text editor. It's a button nested in the sequencer header :

class mybutton(bpy.types.Operator):
    bl_label = "mylabel"
    bl_idname = "sequencer.myidname"
    bl_description = ""

    def invoke(self, context, event):
        if bpy.context.scene == bpy.data.scenes['myscene']

Now, when I turn the script into an addon, this line:

  if bpy.context.scene == bpy.data.scenes['myscene']:

throws this error:

  AttributeError:NoneType object has no attribute context

Any idea why ? How can I get the active scene otherwise ?

Thanks a ton !


texts: Blender doesn't recognize addon for importing files

texts: So I got an addon for importing .anim files into Blender, it says it's enabled as an addon, but when looking for the option to import one, it doesn't show up. How could I get this to work?


texts: Mapping multipule textures to one object in blender

texts: I am using blender to create game assets that I will later export to unity. For the project I am working on I wish to model a factory floor. The floor it's self will consist of two maybe three different textures. Is it best to UV map these textures separately and bake a new texture in blender? Is there a better way to do this?


texts:
I am new to bpy and I am wondering why the values material_index returns are all zeros.

This is the code I am using:

bpy.ops.object.select_all(action='SELECT')
for obj in bpy.context.selected_objects:
    bpy.context.scene.objects.active = obj
    obj.select = True
    material_ids = set()
    if obj.data is not None and hasattr(obj.data, "polygons"):
        for polygon in obj.data.polygons:
            material_ids.add(polygon.material_index)

material_ids is a set that only contains 0

Thank you for your help!