texts: Blender 2.91 Cycles: Why is the render result different from the viewport rendered view?

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I am following Blender Guru's mars tutorial and making a surface with rocks using two particle systems. One using bigger rocks and one using smaller rocks, both are collections of objects. The render result was fine at first but as I altered the rocks in the collection and made other changers, the smaller rocks disappear in the render.
In the 3D viewport rendered view, it still looks fine, like this:

but in the rendered result, there is like only 10% of the small rocks rendered. (Big rocks hided and material was adjusted to shrink the file size)

Does it has something to do with having two particle systems on one mesh? Because the plane in the back with only one particle system looks fine.
Here is the file:


texts: I am working on building a model car. I found that the manipulators won't work. The X, Y, Z axis don't do anything except move my 3D Cursor to where I clicked. I tried the Translation manipulator, Rotation manipulator, and the Scale manipulator. Is there anyway I can fix these manipulators so that they can work again?


texts: Texture with UV grid not showing up on 3d object

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I'm new to this. Learned a lot through tutorials, but now I am stuck at uv mapping thing.

Marked all the seams, it all shows well in UV/Image editor, but when I assign texture with UV grid on the mesh I cant see the grid on 3d object. Texturing is on so I'm not sure what I did wrong.

I tried the same with simple cube and it just doesn't show up. Checked few other tuts for this, but none helped to solve this.


texts: Convesion of curve to mesh makes faces behave strangely?

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As you can see in the image here,

the outer ring of faces were converted from a curve into a mesh. I welded the points together and proceeded to paint the texture via zbrush. However, I later realized that the outer mesh does not have the texture. Instead, it's black, or requires a separate texture instead. It doesn't show up on UV mapping either.

I think this image kinda illustrates the idea better in that you can see that the outer mesh isn't highlighted like the others.

I appreciate any help since I'm rather confused on what it means.

I've also had the problem where the UV map likes to split parts of the mesh which I'd rather preserve. I've even created seams myself but it still wants to create extra seams. Is there any way to fix this?


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when it comes to character rigging in blender I often come across a rig that looks like this:

As you can see the bones look like paths or something. I am actually really interested in this kind of rigging and like to learn more about it, but I couldn't find any tutorial yet. Maybe because I don't know what to search for. Maybe there is a specific term for this kind of rigging?

Thanks in advance


texts: I have two materials that I linked from another file  and I can't figure out how to delete them. As you can see, both HairMix and VariableMaterial show LF in the search box. They do not go away when I close and reopen, because of the F state. How do I remove them?  [edited in response to a comment pointing out that the original question was invalid because I had misunderstood L to mean locked, rather than linked.]


texts: I'm having an issue where these white and black lines are showing up along the edges of tris in my sculpt. Does anyone know how to fix this?


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I don't understand why I see these edges when rendering my model. They don't appear in object mode, but when I render.

And the topology seems dense enough to not produce these edges?

Here are some images of the topology and lighting, which is only an hdri of a photo studio:


texts: I am making a character that morphs using a shape key, is it possible to re-position the bones and add them to the shape key of the character morph? I have looked at drivers but they do the exact opposite of what I desire. Essential what i want to do is make the rigs bones larger as it transforms.


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I have a plane with an animated gradient. I had to use time remapping because the animation is quite long and complex. When I Render it out with cycles it skips part of the gradient animation and it begins to stutter.
Instead of a movement every frame in which the gradient progresses, which in the viewport works fine, it goes Frame with movement, 3 frames without movement, frame with movement and so on.
When I switch to EEVEE everything works as it should. Unfortunately EEVEE in this case is only an option for preview.


texts: Struggling with making an audience/public for an gladiator arena

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I am a blender newbie, slowly catching up with the program and geting into 3D modeling. I've managed to create a huge arena model, and I have a lot of audience seats that should eventually be filled with people... I just can't think of how could I fill the entire arena with people, without making it way to big of a performance struggle... Does anyone have any idea how that is usually done? Like just a guideline in which direction should I head with it?

EDIT: I want to use the scene for gaming purposes (fighters inside of the arena) in Unreal Engine 4. Since it is a top-down level in UE4, I will need the crowd in the audience. Also I need to show the entire arena with crowd for the intro animation in the level. So am wondering how to simulate, let's say 5000 people in a crowd, cheering ? (like they do in the Football games, for instance)

Thank you for your help!


texts: The hair is emitting from the origin point of my mesh (It's a half cirlce)

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Ok, I don't understand this, I have a half-circle which is supposed to be an eyelid. Hair is emitting from the rest of the head and I need to do the ears and the eyelids. But instead of emitting from the mesh (half-circle) the hair just emits from the origin point of the circle. Also if I choose emitter particles instead of hair particles it emits from the mesh, so I'm having this problem just with the hair.

-IThinkArtIsFun


texts: Accidentally drew something black on my viewport

texts: I dont know what I did. I pressed something before I extrude out of tiredness and the black line apeared. I tried to go back with Ctrl+Z but it didn't work.


texts: How to achieve a stylized burning (Wireframe) effect?

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I tried many fire simulations, I googled hours of hours about all imaginable keywords* in all sorts of combinations and I followed many many tutorials about smoke simulations. But I don't actually quite get an effect like in this 3d projection mapping video, starting at around 1:35 until 1:50 min which is exactly what I try to achieve.

* The main keywords I used for searching: fire, smoke, simulation, flame, blender, ignition, burning, candle, heat, tutorial, video, howto, explained

Does anybody know, how to do this? I want to use Cycles for rendering, but my question is more about the particle systems settings.

Sebastian Łukaszuk, who created this effect originally, gave me this hint via mail: "Everything needed for the burning cube effect is some particle systems with small particles and force fields (turbulance and wind)."
He created it in the good old Blender Internal in September 2012. But since the new Point Density Texture feature it should be able to be done in Cycles as well.

Gottfried Hoffmann already brought out a video training about this "more sylized fire effect". And he already told me, that the "Basic Effect" is heading into this direction, so with it it should be possible to inflame a cube like this. He's now up to bringing an update to his course that shows how to produce such a stylized fire with this Basic Effect.

I would like to know specific fire simulation/particle system settings for Cycles and needed Effect Fields to achieve this stylized fire effect. I don't need a general "How To" of setting up a Smoke Simulation - there are already enough tutorials out there for this topic and I know how to render fire with Cycles in general. The result should look pretty much like shown in the mentioned video including the beginning "ignition" effect... The wireframe cube is just a good example Object (you can use Suzanne as well) - my question is not about the cube itself, but about the fire effect and how to set it up as in the end I want to transfer this burning style to different models.

The color effect I try to achieve is exactly what was done for the great old 2.62 splash screen:


texts: Setting euler rotates camera, but setting quaternion doesn't

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I was trying to make a camera look at a certain object. I used the following code:

diff = objs[2].location - objs[0].location
rot_quat = diff.to_track_quat('-Z','Y')

Then, if I try to set the rotation using quaternion - it does not work.

camera.rotation_quaternion = rot_quat

But, when I try euler rotations - it works perfectly.

camera.rotation_euler = rot_quat.to_euler()

It seems weird to me that this should happen. Any ideas why this is?


texts: Hi The model that I'm working with in blender isnt showing up in when I render my work

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I'm making a short walk animation with a robot I modeled myself, but when I try to render out my work it doesn't show up. I have tried the following solutions

1 Camera icon is disabled in the outliner

2  Render layer not showing in the compositor

3   Render layer does not include scene layer or the objects are in a layer that is not renderable.

4 Scene layer not selected

5  Cycles camera visibility disabled in object settings

6  Cycles material disables visibility to the camera

7  Objects are not within the range set by the camera clipping

8  Using the wrong scene

9  Strips present in the VSE, and the sequencer box is enabled in the post process section

10  Cycles: Exposure setting in the film section set to 0

11  Depth of field not set properly making the whole scene blurry

12  Object blocking the camera view

13  An object has been set as the active camera.

14   There are no lights on the scene or they are on a different layer.
    Objects have no faces.

15 The Solidify modifier takes over the object and is disabled in Viewport

16  Duplication type set to 'Group' and no group is selected.

17    Duplication issues (under the Object tab in the properties panel), e.g., duplication type is not 'None', and object has no children, or set to 'Group' and no group is selected.

I have checked all of these options, but none of them are the issue


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I am trying to load some scenes to blender from 3ds max

when I try import fbx, these info showed up

Traceback (most recent call last):
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx__init__.py", line 216, in execute
    if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2810, in load
    _(); del _
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2804, in _
    root_helper.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2242, in build_hierarchy
    child.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2233, in build_hierarchy
    child.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2229, in build_hierarchy
    obj = self.build_node_obj(fbx_tmpl, settings)
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 2041, in build_node_obj
    blen_read_custom_properties(self.fbx_elem, obj, settings)
  File "C:\A Program\blender-2.81-windows64\2.81\scripts\addons\io_scene_fbx\import_fbx.py", line 331, in blen_read_custom_properties
    prop_name, prop_value = item.split('=', 1)
ValueError: not enough values to unpack (expected 2, got 1)

location: :-1

what's the problem , how can I fix it ?


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I am a beginner in Blender and in Animation nodes. Is it possible to somehow achieve simulation of streamlines just like on CFD simulations, but only with splines in Animation nodes?

That is, splines procedurally flow around any shape. I tried using particles, but I didn’t get anything good. Maybe there’s at least some hint about how this can be implemented.


texts: How to update the Outliner after creating a material from the Python API?

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I noticed that the call to bpy.data.materials.new(name="hi") doesn't immediately show up in the Outliner unless the material is used somewhere.
Can I update the outliner from the Python interface?


texts: Blender 2.90 Alpha - Stereoscopy, how do i render interlaced output?

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When you turn on stereoscopy, then you will find the menu item Set Stereo 3D in the Windows menu. Here you can find other methods to display the stereoscopic image. Interlaced for example. The viewport displays the result then.
You can find similar settings in the Output panel in the Properties editor. But when i change the method and render the image, then the result is still rendered as anaglyph. And not as interlaced.
How do i render an interlaced result instead of an anaglyph one? And what is this settings in the output panel good for then? They seem to do nothing.
Kind regards - Tiles


texts: How do I set up freestyle to exclude outer lines?

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I have a question about the freestyle tool.
What can I do so I can only see the inner lines, and not the outer lines.
Inner lines means when there is an interaction with a different object. But in a way that there won’t be any outer lines showing.


texts: How to select objects by collection from selected objects in the scene with Python?

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I just started using python and got stuck.
I found this script which is used to take the selected objects from the scene and add them to a list based on the name of the material.
I should do almost the same thing but based on the name of the collection, rather than that of the material.
Can you help me?
Thanks in advance.

selection = bpy.context.selected_objects
obj_list = []
for o in selection:
    for m in o.material_slots:
        if '_abetemono15' in m.name:
            obj_list.append(o)

More explanations.

Thanks brockmann,
Yes, well it is difficult to explain.
However I try.
I am a designer for a carpentry shop.
In Blender I have not found a way to calculate the quantities of lumber and things like that.
In recent days I have written things like this:

It was a nightmare. In addition to not understanding Python, I also struggle with English. I'm good at Blender but this time is not enough.
However this thing works, but I had to use the materials to separate the types of timber that are used in the furniture.
But this doesn't work because sometimes I have to replace the surface material without changing the name of the material that is related to the script.
Probably the best thing to do is to use collections to group material types, materials for materials and emptys to group furniture.

I found this. But it works without considering the selection on the scene.

selection = bpy.data.collections["Abete massiccio"].objects


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I've modeled a T-Rex, UV Unwrapped it and everything and I want to know how to create a Dinosaur like Skin texture and apply it to the model.

Texturing solid and non-organics is insanely easy compared to organic characters, where I only get seams, patterns and a whole bunch of other issues.

Best thing I can do to it, is paint it with flat colors, but as you expect it doesn't look good at all.

So what's the way of creating a good Dinosaur Skin Texture and applying it without causing issues?


texts: How to point and select mesh containing face if model contains many meshes?

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Other questions like this are similar but don't address the problem of how to select a particular mesh if there are many meshes in a model.

For instance, this model (https://poly.google.com/view/6mRHqTCZHxw) contains many meshes.

One way to find the mesh corresponding to the helmet is to manually select each mesh in the Outliner editor (top of right-hand bar) until the helmet gets highlighted. This is tedious.

Is there a way to click on the helmet and identify the corresponding mesh?


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When I resizing the resolution size of the camera, I get the same on both axes.
X and Y change the Y size…

osx 10.13.6
blender 2019 02 15


texts: Model has slightly deformed areas when I animate it

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I have an issue that I've been trying to solve for the past few days, with no luck. I'm using a model for a project, yet when I animate the model, the geometry seems to flex and move. The model is grouped together, and it's viewed through a camera.
The model was imported, and I added/changed some textures. I then imported the model into my project, and parented it to an animated camera. I still get the issue even when the object has to relationship to any other objects.
I believe it could be the clipping size in the viewport, but I'm not sure. I feel it could also be a scene scale issue, as when I scale up the model, it seems to look better, with less deformed geometry, but then the model is far too large. Any help would be appreciated.


texts: Makehuman rigged model appear all purple in weight paint mode

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When I click on my rigged character(mhx rig) from Makehuman in Blender's weight paint mode, it's all shown in purple. I can't see weights of any of my bones.

I am not sure what's happening here. Please help.


texts: Make vertices of a mesh "match" an adjacent mesh

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I have two meshes that should be gracefully joined into each other. To better understand what I mean, the two meshes are two roads, and they should blend into each other without creating any discontinuous surface.
I've already gone the manual way, taking each vertex of mesh B (the selected one in the picture below) and moving it along Z with the edge snap enabled. The way it has been cut, mesh B's vertices should lie along an edge of mesh A - only along the segments to join of course.
Is there a better automated way to do this?
I would like to do this without having to actually join the meshes, as I prefer to keep the objects separate.


texts: How do I use nodes to combine two images when both have transparent areas?

texts: Is there a way to use nodes to combine two images if both the images have transparency (i.e. alpha channels)?


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I’m following a tutorial to create a paint splatter effect. I’ve got I’ve got a particle system and I’ve created a metaball to create a mesh from the particle system under parent in render. When I go to the particle system and try to make the metaball a mesh it just moves the particles on top of the metaball. It doesn’t create a mesh. Anyone know why?

Here is the tutorial I was watching: enter link description here

Here is an example of whats happening when I try to parent the particle system to the metaball in the render section of the particle system. IT won't create a mesh. It just moves the particles on top of the metaball.


texts: how do delete individual (dust) emitter particle that passes in front of the camera?

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I've made a video that is one long (5 minute) shot and created an emitter particle system to make dust floating around. it all looked good in tests and i sent it to a render farm and now im fixing any problem frames that came up. turns out, on 1 single frame one of the particles passed in front of the camera right at an important part. i cannot change the particle system and re-render the entire project as it took 31 days on a paid renderfarm to render. however i can easily re-render individual frames (which im doing for little fixes here and there that popped up post-render anyway)and just delete that one particle. anything i look up with the words 'particle sysytem' keep giving me solutions for hair paricles, so its getting pretty frustrating.
   So, how can i delete one particle from an emitter particle system when i cannot have any other particles change? I am using blender 2.79b still. (I'll move up to 2.8 on the next project... maybe)


texts: I want to know the setting for Hair Particles. I have my system i5 with 8GB RAM and 2 GB Graphic card. With the default sphere 1000 count and in the children 500 count my system get slows or hang i can't work on it. Is there any setting from start hair count to children setting, Thickness : hair root and tip setting to have a normal Human Hair. Im not asking about the shape or style. When ever increase the hair count get some clumps. Just the hair setting to have a good and natural look and my system also don't get hang can work freely. Any suggestion or reference video. Thanks.


texts: How to make a fire whirl like in the movie

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how can I make a fire whirl like in the movie "into the storm"...?
https://www.youtube.com/watch?v=xbCUGTzFWtk --> from 0:30 so that the under part is on fire and the higher part of the tornado is only smoke... :D


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I am a bit confused as to what weight painting affects in Blender. The obvious one is that it affects the mesh that is skinned to an armature or bone system, but it also affects the pinning in vertex groups for cloth and I think a lot other stuff in physic systems, also it affects the hair in the particle system and probably a lot more things.

I just don't understand how that works if you combine f.e. a weight painted mesh on an armature with weight painted areas for hair growth. Where do you specify what this specific weight paint is used for? Or can each mesh only be weight painted one way and it affects everything that uses weight paint information?


texts: Attempting to stretch texture towards edges

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I am currently attempting to do a trick with texture mapping and noise texturing.  The effect I am trying to accomplish is to change the direction of the stretching on the noise bumps.

On the image below, the bumps get stretched out as they approach the edge of the sphere.  They stretch in a direction parallel to the edge.  What I want to do is have them stretched perpendicular to the edge, so that going longways with each bump it will point towards the edge more as the underlying surface points away from the camera.

The image below, a mockup made in GIMP with the Motion Blur (Zoom) filter, gives a rough idea of the effect I wish to accomplish.  The desired effect also should not rely upon baking or screen size/ratio, and it needs to work on organic shapes (I am just using a sphere for testing).  It also needs to work without OSL since I intend to use GPU rendering.

Below is the current node setup I am using.  Probably nowhere near close to what I need to do to get this to work.


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I have some Blender model assets associated with a Unity book I am working through (Unity Android Game Development by Example Beginner's Guide from Packt).  The book came out in 2013 and the assets were presumably made with an older version of Blender (I have the latest, 2.75a).  Every face in the model seems to have gone missing.  All of the vertices are there and the models appear as wireframes that are recognizable, but there is nothing that is renderable and you can't export the models to an FBX as the result is an empty file.

I'm trying to save the TankBattleCity model and I discovered that if I create a face out of four vertices, such as on the obelisk in the fountain, it will suddenly have a 'tangible' surface.  There are probably over 1000 faces to make so that is really a non-starter.

Is the face data still in the original file but just not being read in by the latest Blender?  Is there a way to retrieve that data?  Is there a faster way to create the new faces?

I've attached a screen shot on my work on the fountain.  This is in 3D view with Solid enabled.

Edited to add that I am very new to Blender.  I have had some training in Max and Maya, but Blender seems/feels very different (and I haven't really used Maya in about a year so I'm pretty rough at this anyway...).

Here's the original blend file:

I've used the trick in the comments to go through each object in the scene, but I have a lot of blend files for this book so it would be good to know if there's a way to recover the faces  more efficiently as I am likely to encounter this problem repeatedly.

Edit:It also looks like most of the normals are wrong, even on my new faces.  Flipping the direction seems to work, but there are about 100 faces in this particular model so, again, not very effiecient.

Edit: I installed Blender 2.69 and it mostly works with the old model.  There still seems to be a couple of faces that aren't showing but it looks about 95% correct straight from load.  Thanks to user Todd for suggesting it.  It was released in October of the year the book came out which was December (2013).  I don't think I can mark a comment as the answer.


texts: Display Cycles tile mapping onto camera view

texts: Sometimes I'd like to set/adjust my Render Region to be rendered in as few tiles as possible.  It would be nice to see where these tiles would be in my camera view as I start to draw the RR.  Is there a way to display these in the viewport?


texts: Why my highlights getting lost when re-importing a rendering into the compositor?

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I noticed that I'm loosing colour information in the highlights after exporting and importing pngs from Blender. I know that the compositor works with linear space but something gets lost when saving to png.
Here is what I do:

Render my image and look at it in compositor, all highlights preserved
Save the image as png and look at the png with an image viewer, all highlights preserved
Use an Image node in compositor and look at png, highlights lost
Safe the image from the node to png, highlights still lost

So there is something going on while importing/reading the file. I have checked "View as Render" in the image nodes properties. I use Blender 2.90.0
Any ideas?


texts: Applying a camouflage material to multiple objects without merging them

texts: I have a turret model that I would like to apply a camouflage-like material I created in Blender. I can apply this material to individual objects, but that applies the material individually to them, taking their dimensions into account, and not to the turret as a whole (see included image where I demonstrate this by applying the camo material the main body object and then one of the body supporter objects). What I am looking to achieve is a seamless texture that spreads across the entire model - just like one would get if they spray painted a turret with camouflage colors in real life. One way to achieve this is to merge all the objects in the model into a single object, but that seems extreme to me. Is there any other way to do this?


texts: I downloaded a 3d model (Crash Bandicoot) and it has the textures and they render fine, but there is no uv map. How is this possible?


texts: use node-generated grayscale image as texture for particles

texts: We can drive particle systems by greyscale images (as textures). Is it possible to use an image what was generated by nodes in blender for this, without saving it as an image and open it as a texture? I didn't find anything about it, I guess no is the answer, it's my last try, thanks!


texts:
Before I continue, I probably should mention that I already have tried copying vertex groups and mirroring there and also mirroring through the weight tools (I believe it's the same thing, but still), have X Mirror option enabled as well (yet it looks like it ignores it for some reason). The model is centered in the scene, everything looks fine, vertex groups names should be fine as well. No idea what's going on there, but whenever I try to copy one vertex group to another Blender hiccups and shows a error, that says: 0 vertices mirrored, 228354 failed.

Here's the file with the problematic mesh: https://drive.google.com/open?id=0B73O5HTSV-kHZ0hldVJ6RDdYMGM

So, as you can tell that last rigging part basically now has killed the whole work I did there. Thanks in advance, kind people, I really hope that some Blender veteran knows what's going on.


texts: Switching from Eevee to Cycles makes model textures go black

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[![enter image description here][1]][1]Switching from Eevee to Cycles rendering turns the textures seen in Eevee and Material Preview black in the cycles rendering screen. Is there anyway to make the texture show up in Cycles Rendering the same way it shows up in Eevee Rendering?
The model in question is a ported model from the Steam Workshop, the model uses qc format and the textures use tga format, sRGB color space.
Below are picture examples of what I see starting from my Eevee View, to Cycles View, and an example of my shader nodes that places the texture into the model.

UPDATE
After following @Gorgious advice on using a normal map node, I manage to make the model not be completely black but instead have some interaction with the lights around it. See picture 1.
On the other hand, before that, I disabled the alpha node of the main texture picture being linked into the specular option of the principle BSDF. See Picture 2.
The reason I link the two in the first place is because if its not linked together, for somereason the texture does not have its details. See picture 3 and compare it with Picture two. Is there anyway to subvert this?
Thank you for the wonderful advice and feedback you have given me, it has given me alot of insight and knowledge on the ins and outs of my workflow more than I have myself.
Picture number 4 is what I still see after using the advice @Gorgious and with the same node settings as with Picture number 3 but on render mode.


texts: How to search through multiple Blender files to find a specific object?

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Is there any way to search for an object (such as you would import using the Append option) when not in Blender?

I was a bad boy and made a model inside a .blend file a long time ago and have no idea what file I built it in, and didn't save it as a stand-alone file. Short of searching through every .blend file I have, is there anyway to locate it?


texts: Why isnt blender working properly in the different modes?

texts: Can someone please tell me why this is happening and how i can fix it, solid mode and cycles render look good but eevee and material preview are messed up, ive tried using different versions and resetting to factory setting in blender but nothing has worked so far.


texts: Why do I get an "no suitable context info for active keying action" message when trying to keyframe a camera?

texts: When I try to do it, it says "no suitable context info for active keying action". How do I fix this and deploy the camera to different angles in different keyframes?


texts: How to eliminate black stripe on the horizon from HDRI textures?

texts: I was wondering how can I eliminate the black stripes when I render HDRI textures. I'm new at the HDRI world.


texts: How to change one property (default value) on multiple materials

texts:
When I export an .obj from my Shelfplanning tool and import it into Blender, all my materials have the "Emission Strength" set to 1.0 (and there are 450 materials in total).
How to turn off emission on all my materials, without clicking on them and turning it off manually?


texts:
So I used Illustrator to create my character, converted to SVG, imported it to blender, converted it to mesh and organized it. Now I am trying to create a rig to animate and I can't. I've watched so many tutorials and still cant figure it out, and now in pose mode, the mesh is ruined every time as well as the bones are not unified when moving, I'm lost please help, lol.

enter image description here


texts: Why is transparency not working on this transparent image texture

texts:
My image texture looks like this:

And yet when I try to add a transparent BSDF shader it doesn't work properly, and the result looks like this:

I've tried many things; changing the BSDF color to black, adding the image texture to the fac, adding the image alpha to the fac, removing the normal map, changing the BSDF settings, and a lot more, but to no avail.

Here's my node setup at the moment:

How would I go about removing the black void around it while not making the metal itself transparent as it is now? Thanks.


texts: How to add a submenu to "Object" -> "Set Origin"?

texts:
I tried to do the same thing as an existing answer but Under Object -> Set Origin. I mean, the Set Origin currently shows 5 elements. How can I append First Menu at the bottom of it so that the Set Origin would have 6 elements?
import bpy

class MyCustomMenu(bpy.types.Menu):
    bl_label = "First Menu"
    bl_idname = "OBJECT_MT_custom_menu"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Hello First Menu!", icon='WORLD_DATA')

def draw_menu(self, context):
    self.layout.menu(MyCustomMenu.bl_idname)

def register():
    bpy.utils.register_class(MyCustomMenu)
    #bpy.types.VIEW3D_MT_curve_add.append(draw_menu)
    bpy.ops.object.origin_set.append(draw_menu) #Does not work.

def unregister():
    bpy.types.VIEW3D_MT_curve_add.remove(draw_menu)
    bpy.utils.unregister_class(MyCustomMenu)

if __name__ == "__main__":
    register()


texts: Selecting part of a object for the UV map

texts:
I have selected the middle part of a sphere, as you can see in the picture. In the uv editor my result is now a beautiful square map.

I would like to keep this uv map result, and now select the whole sphere, without the uvmap changing, and use only that edited square uv map for the all selected sphere.


texts: How do you make your model skeleton to look like this?

texts: I downloaded few 3d models from a recent pokemon game, then I found this. It doesn't look like a regular skeleton, and I don't think anybody has told me how to do this. Yes, I'm relatively new to this game, but I was just sort of curious. Can you make a bone look like this in blender?


texts: Why is Blender recording keyframes any time I transform an object?

texts:
What have I done that makes it record every movement as an animation??
It is so annoying to have to go back and 'Clear Animation Data' on each and every object every time I tweak it this way or that.
I know I must have turned something on or off while trying to find something else but I don't know what it is.
Here are my specifics...
Blender:
version: 2.83.3, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release
build date: 2020-07-22, 04:04:56
platform: Windows
binary path: 'C:\Program Files\Blender Foundation\Blender 2.83\blender.exe'
build cflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj -openmp
build cxxflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /GR /EHsc /nologo /J /Gd /MP /EHsc /bigobj /permissive- /Zc:twoPhase- -openmp
build linkflags: /MACHINE:X64  /SUBSYSTEM:CONSOLE /STACK:2097152,70656 /INCREMENTAL:NO  /ignore:4049 /ignore:4217 /ignore:4221
build system: CMake
Python:
version: 3.7.4 (default, Feb 17 2020, 16:23:28) [MSC v.1916 64 bit (AMD64)]
file system encoding: utf-8:surrogatepass
paths:


texts: How can I navigate the viewport using Python?

texts: Normally, with most actions that you want to script with Python there is a pop-up tooltip that shows you the function that you want to use.  However, for viewport navigation there are no pop-ups, you use the mouse directly for everything (scrolling to zoom, middle-click-and-drag to pan).  How can I navigate the viewport with Python?


texts: How to add own tab in User Preferences? I want to customize some paths in my Blender plugin and gie this ability in User Preferences. How can I get control of User Preferences tabs or if this is not possible, how can I give ability to edit variables in my plugin (I want to have "global" setting, not for each individual project)?


texts: Blender 2.8 - can't see objects outline on default mode

texts: i recently downloaded Blender 2.80 (have been previously using version 2.79). everything was going great, however, suddenly, i selected objects and they weren't outlined. i realized that i do select the objects (since when i move them it works), but i don't know which object im selecting. this is only happening in the default mode tab. on the other modes (compositing, uv editing) everything is perfect, the outlines of the objects are there. i tried resetting to factory settings, however, when reopening my project, the problem is still there. and, as i mentioned, this is only happening on default mode. what have i done? how can i fix this? thank you!!


texts: Composite mist pass after-the-fact to finished rendered video using the original blend

texts: Say you have 500 stills comprising a video, and you also have the original blend file that created the stills. Is there a way to do a render that skips the time-consuming Image pass but still provides various other passes (like Mist, Shadow, etc.)? And such that those passes are stored in a way that can be input to the compositor to apply the result to the stills? I have done very skimpy passes (low bounces, etc.) that sort of achieve this, and stored them as multilayer EXRs, but haven't found a way to apply the output to more than one frame at a time.


texts:
I'm new to Blender so I have a feeling that the answer is right in front of me but I can't seem to figure it out. I'm doing the Blender Guru donut and have my icing and sprinkles done but when I render the sprinkles don't show up. I've researched online and everything said to make sure in the particle setting the child is set to none and Show Emitter is checked. Mine is so I'm not sure what else to do.
Link: https://gofile.io/d/wIbkpR


texts: How do I register 'Scene' properties with Python in 2.8?

texts:
I'm currently udpating some 2.7x script for 2.8. Everything is going fine except for one thing:

Currently the script uses a class to store some properties like so:

class MySettings(PropertyGroup):

lockHead = BoolProperty(
    name="Enable or Disable",
    description="Lock the head position of the bone",
    default = False
    )

which is registered in the registration part:

def register():
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    del bpy.types.Scene.my_tool

The issue is, Blender 2.8 doesn't want to register it in the Scene. I try to register it in the Window like so :

def register():
    bpy.types.Window.my_tool = PointerProperty(type=MySettings)

def unregister():
    del bpy.types.Window.my_tool

But then I can't get the property elsewhere (if I get it with context.window.my_tool I just have some weird tuple and can't reach the property itself). Here's an example where I try to get them in a separate  UI class:

def draw (self, context):

    layout = self.layout

    mytool = context.window.my_tool

    rows = 2
    row = layout.row(align=True)
    row.prop(mytool, "lockHead",  icon='NDOF_DOM', text="Head")

So the question is, where can I register the PropertyGroup class so I can access the properties inside in an other class? Or am I doing something commpletly wrong?

And side question, since the classes are no longer stored in the bpy.types "class", how can I get them?


texts: Is it standard when creating a 3D game model to only use one mesh?

texts:
I'm a bit new to serious 3d modeling, and I have a question focused on workflow and style as opposed to technical tips (which can be found in tutorials).

I'm creating a character model for the game I'm making. Right now, my entire game's art design doesn't have any textures, just different colored materials, so in order to create a nice looking character, there are many meshes involved, i.e. a visor for a helmet, a patch on the character's arm, etc. This is fine until I start animating things and exporting them into Three.js format. Animations don't work correctly or just don't exist at all.

All this being said, I've watching tons of tutorials on the process, and every single one has a character model consisting of one geometry, one mesh. Is this standard practice? If so, then I need to redefine how I make models. Secondly, is it atypical to see material-only artwork? I'm not overly skilled with textures, but if it's a completely uncommon practice, I can abandon it.

Thanks for the time.


texts: How to join two objects so that one conforms to the shape the other?

texts: I am modeling a bottle of 2 parts that need to be joined, however the bottom of the cylinder neck needs to conform to the shape of the bottle's body section. Is there a command that allows wrap these polygons to the polygons of another object's polygons? See below image and you'll see what I am trying to do. Or any suggestions as to the best method to wrap it accordingly?


texts: How to re-assign another brush tool on a stroke afterwards?

texts:
I wonder if it's possible to select strokes and re-assign them another brush. I've made some drawings and I figured out afterwards that it would look better with another brush. I thought that it would be easy to reassign another brush to it as it is for materials. But I did not find a way so far...
Any idea?


texts: Can't orbit the center of the object after painting a single stroke

texts:
1."Orbit around selection" is checked.

2.Switching between another view resets the orbiting behaviour.

3.Tried in 2.81 and 2.82.

Please help!


texts: How can I sort vertex positions sequentially indices in a closed area?

texts:
I need to sort the vertices sequentially to make an effect, something like this video. I know I should draw them by hand, but sometimes when I subdivide edges, vertex indexes will change.
The vertices in the below image are correct.

For example, vertices in the below image are sorted randomly. Can you sort them sequentially?

I tried to sort them along the x-axis or z-axis, but it didn't work.

Please consider that your solution should work for complex shapes:


texts: How to find and change material for certain faces?

texts:
I have a mesh, which renders strangely.

I think the reason is that part of the mesh has a different material, than the neighbouring parts. I want to change this material. In total the mesh has about 12 materials showing up and it is hard to understand which one is which. Also, I don't find any vertex groups to select these particular vertices.

How to find out which material is used by these vertices and change it to the material, that neighbouring vertices use?


texts:
I just enabled the Blenderkit addon but cannot seem to figure out how to edit the objects. I looked in this reddit thread and amazingly none of the solutions worked for me. https://www.reddit.com/r/blenderhelp/comments/hizn42/i_downloaded_this_model_from_blenderkit_and_i/
Making it a single user object, data, and materials did not work.
I do not see any option to append when adding a model form the Blenderkit asset bar (I even tried saving it and appending the object in another instance of Blender and it still would not let me edit it).
And when I right click I do not see an option to make local on outliner collection.
I am using Blender 2.83 if that makes a difference but can use 2.9 if need be.
Any other solutions?


texts: How do you bake fluid simulation from command line in windows?


texts: How to make smoke simulation play longer?

texts:
I'm watching a Youtube tutorial, but when I put the mesh of a monkey and put a quick smoke and play it, for 40-50 frame it moves, but past frame 50 it just freezes.
When I change the smoke to fire it didn't change. Please help me resolve this.


texts:
I'm trying to make a sword, but I ran into some weird shading on one portion of the blade.

Any ideas for the reason for this shading? Thanks!


texts: (Physics) Animated Model with Armature interacts with cloth, but not other objects

texts:
I cannot find a answer to my problem.

The armature-animated model interacts perfectly with cloth physics, but will not interact with a physics-based cube.  I cannot find a answer to this problem.  Please help.

Cube: Active + Dynamic

Cloth: Active + Dynamic

Model: Passive + Animated

For some reason the cloth hits the cube but not the model itself.  Why?!

I just want the model to be able to push the cube off by turning.


texts:
I use Blender v2.83.6 on Linux Mint and I have an annoying systematic problem.
Before saving my project I inspect my work : all is in place, so I do CTRL-S.
When I re-open the file, 2 objects (always the sames) have moved.
One on Z axis and the other on Z and Y.
Each time I must reordered these objects.
I'm new with blender and I can't figure what happened. Is it a bug ?
Could you guide me ?
My file is here


texts: Use python to delete shape key from mesh, not object, or get vertex position with armature deform without using object.to_mesh

texts:
When using: me = ob.to_mesh(bpy.context.scene, False, 'PREVIEW') with bpy.data.meshes.remove(me), if the object has shape keys, the shape keys are duplicated and hang around in bpy.data.shape_keys. I either need a way to delete shape keys from bpy.data.shape_keys, or a way to vertex position with armature deforms without duplicated the shape keys on the mesh.

Thoughts?


texts: How can I make the pink part of this texure glow?

texts: This is a wave texture, I don't know how to make the pink part glow, so any help is appreciated!


texts: How to display the motion path of bones in pose mode?

texts: I'm making animation with a single bone for UE4. The motion path is showing when I animate an object in Object Mode but not in pose mode. Is there any way to display the motion path of a bone in Pose Mode?


texts: Here is a screenshot of my screen. I have been trying to drag a window for a timeline for a while and can't seem to be able to drag out a new window no matter where I drag. Not in any corner or even when I try to split a window by right-clicking and seeing if a menu pops up with the option to split the window. I am not in any full view as you can see. Is this a glitch?


texts:
I use Blender with my iMac Late 2012 and I have the graphics card NVIDIA GeForce GTX 660M. In the internet it says, that this graphics card has CUDA but however I cannot change the 'Compute Device' in my User Preferences.
Anyone an idea?


texts: Why do my textures look dull in the render compared to texture mode?

texts:
I was recently rendering something to make for GFX (yes it is a Roblox character) and when I finished doing the lighting, positioning the camera, and all that stuff, when I rendered it it turns out like this:

I have used Blender before, but I haven't in a few months, but it never turned out like this. The colors when I first rendered it when I got the program back then were more vivid. But I'm not even sure if I can fix that. I tried everything, and I cant seem to get rid of this tint, but when I am not rendering the textures and everything come out perfectly fine. If someone can help, I would really appreciate it.


texts: I'm starting to do my first form of (somewhat) major animation in blender, before I've only done things like keyframes on text extrude, object size movement, etc. I want to warp an object in a specific sort, but I've tried creating keyframes on vector positions, and it doesn't seem to work! Is there any way to animate specific vertices instead of the whole object? Thanks!


texts: What are the differences between the two gamma settings

texts:
What is the difference between the two gamma settings?

The first is found in the color management section of the properties window.

The second is the gamma node in the compositor.


texts: Armature Deformations different while rendering

texts:
I have a character rigged, and the character is in a scene.  I pose the armature in the view port in solid view. I check it in rendered view in cycles. Everything is good, the character is sitting on a couch. Everything seems good.

When I render an image, however, the rotations are exagerated, and the legs are bent up to the characters chin (nearly 180 degrees) when they appeared at about 90 degrees in preview.


texts:
Objects in weight paint mode, and objects not selected when in Edit/Weight Paint mode looks like this:

I've tried changing clipping distance, reinstalling blender and graphics driver, changing viewport AA settings and graphics driver settings and it's still there. The artifacts will also appear in viewport EEVEE render.
System information

Windows 10 x64 u2004
Radeon RX6900XT
Graphics driver version: 21.4.1
2D Driver version: 8.1.1.1634
D3D version: 9.14.10.01494
OpenGL version: 29.20.11000.14830
Blender version: 2.83LTS & 2.92


texts: Errors when using bpy.ops.wm.open_mainfile

texts:
I'm running the following simple python code with no issues as far as the .blend file with the object I'm modifying is already open.

obj = bpy.data.objects['obj']
obj = C.scene.objects.active
obj.select = True
obj.rigid_body.type = 'PASSIVE'

However, if I add a line at the beginning of my code to open the file,

bpy.ops.wm.open_mainfile(filepath=task_path+ str(x) +".blend")

it opens the file and then I get an AttributeError after obj.rigid_body.type (object has no attribute 'type'). I've already spent several days trying different things. Could anyone help me to understand this? Thanks!


texts: How can I get single "a" to deslect in 2.8?

texts: I'm using the 1-25-19 version of 2.8 beta. You have to double tap "a" every time you want to deselect something which is very annoying. Is there a way to make "a" work the old way where "a" selects all if nothing is selected and "a" deselects all if something is selected? ie. no double tap and no alt?


texts: Calling function before changing viewport shading

texts:
Is it possible to execute code right before changing the 3D Viewport shading mode?
I know about bpy.app.handlers to register functions on certain events, but changing viewport shading does not exist there.
Specifically, I would like to execute code whenever the viewport shading is set to 'Rendered'.


texts:
How can I add a remove button similar to the Parent property in Object?

Actually, I need to create something exactly similar to the Parent property where I can optionally select an object from objects according to a criteria.

My problem is how to make it optional or how to add a remove button. Unlike an EnumProperty.


texts:
I am a beginner and I think this is a basic, I am trying to use the blender to create a basic Low Poly Illustrations mountains. So according to tutorials

but all I could do with the tutorial's help is this

Need help. What should i change to make it the one in the tutorials.
thanks in advance.


texts: Editing a mesh in proportional mode from script

texts:
I'm trying to set the location of vertices in a mesh from a python script. No problems setting the location, however I'd like connected vertices within a certain range to also move proportionally.

I only need to move vertices in the positive Z direction. The mesh is a just an evenly subdivided XY plane (eg. a grid of vertices).

This screenshot shows a normal proportional edit on the left, size 0.25, and the script result on the right:

Here's the code I've tried so far.  It runs, but has no proportional effect on the connected vertices (just the selected random vertex):

bpy.context.scene.tool_settings.proportional_edit="CONNECTED"
bpy.context.scene.tool_settings.use_proportional_edit_objects = True
bpy.context.scene.tool_settings.proportional_size=50

# Set the Z coordinate of 10 random vertices in the plane

for v in range(10):
    SetVertexGlobal("WaterPlane",random.randint(0,289),[None,None,1.25])

bpy.context.scene.tool_settings.use_proportional_edit_objects = False
bpy.context.scene.tool_settings.proportional_edit="DISABLED"

The SetVertexGlobal function is defined as:

def SetVertexGlobal(objectName,vertexIndex, targetLocation):
    obj  = bpy.data.objects[objectName]
    mesh = obj.data
    vert = mesh.vertices[vertexIndex]
    mat_world = obj.matrix_world

    pos_world = mat_world * vert.co

    if targetLocation[0] is not None:
        pos_world.x =targetLocation[0]

    if targetLocation[1] is not None:
        pos_world.y =targetLocation[1]

    if targetLocation[2] is not None:
        pos_world.z =targetLocation[2]

    vert.co = mat_world.inverted() * pos_world


texts: How to make an object automatically squish slightly at point of impact, while animating

texts:
Is it possible to use soft body or rigid body dynamics to make this ball interact with surfaces and other objects?  I will not be using normal gravity, rather, I will be animating it bouncing around and controlling its shape and motion, but I was wondering if i could improve workflow and cut out some steps by having the ball automatically 'squish' when put in contact with a surface, and then 'unsquish' as it moves away from the surface.  So far, all I have been able to achieve with physics is an object that becomes totally deformed as the animation progresses.

I can achieve the desired result by using shape keys to create the 'squish', but I feel like this could be more simple.

Thank you for help!


texts: Burn marks on the render and strange lines, shadow composite not working

texts:
Can someone help me? i have been doing these donuts for today, my fisrt problem was the shadows where very grainy but i fixed it with https://gyazo.com/b9d12de8a32b27197d1d887c1615a83b
compositing and now when i made some sprinklers on the donuts it just became like this
https://gyazo.com/8c9deed39046848f6f37878936041898
 and i have no idea on how to fix it


texts: BlenderGIS import call from python script

texts:
My goal is to import a .shp file into blender within my python script. I found the add-on BlenderGIS that offers this functionality. I can add the add-on to blender make it work "manually", but I want to call the import function from a python script.

I am new to Blender and I cannot find what the right way is to import a add-on/BlenderGIS into a python script.

Among other things, I tried the following:

import bpy
import sys
import os

dir = os.path.dirname(bpy.data.filepath)
if not dir in sys.path:
    sys.path.append(dir )

import io_shapefile

file = "path/to/file.shp"

bpy.ops.importgis(file)

This gives the error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: 'BPyOpsSubMod' object is not callable

Can someone point me in the right direction on how to import a .shp from a python script?

Thanks in advance


texts: How to save print-quality screenshots of the 3D view?

texts:
My question may look somewhat similar for the ones already answered on different forums "how to capture high resolution screenshots of blender"; although I don't care about the user interface at all!

What I want is only to create a screenshot of the 3D View itself with only a single object, that has a matcap shader turned on, with a custom resolution, eg. 4000px*4000px.

Is this possible? If not possible natively in blender, is there a non-photorealistic renderer that uses only a reflection map (matcap) to produce an image in custom resolution? (atm I could not find one)

NOTE: If a Python script is available for saving partial screenshots at a given zoom-level, one-after-another it also works, I guess. (at least when I want to capture the model in ortho projection).


texts:
I want to make this kind of animated dotted line:

https://www.youtube.com/watch?v=9mFa2iI_Nn0.

I will keep the camera fixed. The only thing I want to generate is the animated dotted line between 2 points. Like the youtube tutorial I have

deleted the cube
added a big plane
added a nurbspath
added a little plane

After I have added 2 modifiers to this plane, an array (with fixed count on x axis and relative offset) and a curve (with the nurbspath like object).
The last step is generating the animation by keyframing the 1frame with
relative offset in minimum, and keyframing frame 250 with
relative offset in maximum. All is exactly like in the youtube tutorial. I have added two LocRot keyframed an yet absolutely no movement between the two keyframes has been generated.

I have added a screen of the blender file to help you.

And so, how can I generate with Blender this animated dotted line ?


texts: Using bos fbx Error: "no module named UMIO"

texts:
Using v2.77a
Should I go for a clean install? That is all I can think of doing.

Message:


texts: edge of shrinkwraped surface renders in a zig-zag shape in Eevee

texts:
I used shrinkwrap modifier to put the eye to the pink head on the left in the picture, and when I zoom in on the viewport, the edge of the eye is glitching and making that zig zag check shape. This is using Eevee, and when I use Cycles, this disappears. Is there a way to get rid of that while still using EEVEE enginge?
QUESTION 2
Below is rendered on Eevee engine as well. Would there be a way to remove the white lines around the mouth? The original PNG image only has that dark blue line.

Below is Cycle rendered version, but i want to do the same on EEVEE enginge as well.


texts: N panel transform rotating wrong Z axis (world instead local)

texts:
https://streamable.com/nb9nca
Rotating manually on viewport gizmo is fine, but slider for Z rotation in N panel seems to be using invisible world Z axis instead local. Applying rotation helps with that, but that's bandaid - I'd like to know why it's happening, how it happened and what are proper solutions


texts:
I am working with Blender 2.9 and LoopTools Addon (which i like) but cancel does not seem to work. Whenever i change e.g. to circle and tap ctrl-z, it does not go back but just does other weird things...
is this a bug or a feature?
ok, here is a movie, hopefully this helps. I hoped i could cancel the change from the quad to circle so it would be the quad again but it just selects some weird things. I am pretty new to Blender so maybe i make silly mistake... :(
So the Command Z at the end (i am working on a mac, should be ctrl-z on windows to cancel a operation) is my problem
https://www.dropbox.com/s/1pcku1wp1zsogc9/0001-4000.avi?dl=0


texts:
I have made a chair that contains several objects that I have made into one group. Then later I have copied that group because I want more chairs in my scene.

But when I want to move or remove one of the chairs, I click on one object in the that group and press SHIFT + G and then select Group. But then all groups (Chairs) are selected! Is there a way to just select the group I clicked on?


texts:
I'm writing a script to overcome some of Cycles' limitations in terms of performance, namely the loading time, which is very long in the case of heavy scenes.

I wrote a modal operator which, at the moment, creates a timer, toggles the current space fullscreen, and takes a screenshot at fixed intervals; since the viewport rendering does not reload the scene at each frame, part of the BVH building time, shaders update and device loading are done only once. I will of course use the real rendering for the final render, but this may prove useful for quickly rendering previews of a WIP.

What I'd like is to check for some values in the viewport, eg. samples rendered, rendering state (updating mesh, loading BVH, path tracing, etc.), in the same way as it is displayed at the top of the 3D View. This way I can check the current state and take the screenshot and set the next frame accordingly (eg. (pseudo-code) if samples_rendered > threshold: take_screenshot() and set_frame(current_frame+1). This wouldn't rely on an arbitrary timer, which doesn't account for the initial loading time, nor the time variations in rendering the frames.

Is there a way to access this information in Python?


texts: Set color for UI window border on Blender 2.83

texts: i found it.Preferences > Themes > User Interface> Styles> Editor Outline


texts:
I've modeled a glass container with a very simple principled shader (see below).

When the container is in contact with the floor, the lower part of the container turns black. (cycles render)

How can I fix this?


texts: Python 2.8: principled BSDF get linked base color

texts:
I an trying to capture all possible values of the base color slot of the Principled BSDF. I have found ways to get the default color or a linked texture slot of the Principled BSDF, but having trouble getting to get a linked color (for example when a RGB color node is hooked up as a link to the base color value).

context: I'm trying to optimize an exporter. Right now it has support for linked texture maps and default colors, but hooking up color nodes to the base color value is not supported.


texts:
I am trying to model windows on a somewhat cylinder-shaped object and I cannot figure out how to satisfactorily bevel sharp interior corners of the areas around them.  A screenshot of what I am trying to do:

And when I try to just use the bevel tool:

I've also tried using the bevel weight modifier and selecting the edges I want to bevel, but it only seems to work up to those corners, even though they seem to bevel when the modifier is applied to the entire object:

So basically, how would I go about doing this?

I'm a beginner so I apologize if there's something really important I've missed.  Thanks in advance!


texts: Blender 2.8 how extrude Z axis on imported SVG

texts:
I am using blender 2.8 and I imported an SVG file and was able to convert it into a mesh. I used mesh clean up -> limited dissolve to remove extra vertices. I would now like to extrude my object on the Z axis but it will not occur.

Reading older posts, on older version of Blender, seems to indicate I need to modify something to allow Z axis extrusion. but I am not sure where to go in the UI to modify that property?


texts: I've seen questions and videos around the place on how to do these, but all the final products are exactly what I do not need: a plane with the picture of a bullet hole. If I've done that, what would happen if I shoot the very edge of an object? The picture would be sticking out in the middle of the air! Also, if I hit a round object or an object with curves, the same outcome would occur. I need a type of system where the bullet hole that is added can actually "wrap" the object it hits. For example, if I hit a corner of a cube, the bullet hole image should be on both sides of the cube. Also, If I hit an object on an area that has curves, the bullet hole should be curved too. How can I achieve this? Thanks!


texts: Horizontal Render Artifacts When Using OpenCl

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I've just started rendering with my new AMD GPU and realized that I'm getting some strange horizontal line artifacts.

As you can see, in the box on the right, there are strange blue lines, and all across (but most notably) in the lower blue box, there are very visible horizontal "tendencies". I'm not sure what is causing these issues, and i do not them when using CPU render.

The blue lines eventually go away (after about 6 or so samples) but the horizontal artifacts persist even at high levels of detail

this was rendered with square sampling, at 576AA samples. the other render was done with 2 non-square samples.

As you can see, even at this render setting, the effect is still visible. Not as much, but still noticeable as the actual shader is perfectly smooth and should be represented here as such.

Light paths was set to the defaults for global illumination

and preformance is rendering tiles of 270x270

the total size of the render is 1920x1080

here you can see the effect from a different angle, retaining its horizontal positioning in relation to the camera, affirming that the issue is in rendering itself, rather than an issue with the meshes.

And here is a render done with just 8 samples using the CPU:

As you can see the effect is completely gone.

I do understand that this effect is only visible at lower render samples, however i rarely render blender images at high quality unless im done with a project. for the most part i use render view and or about 50 non-square samples. if there are any other settings you need to know. Just ask!


texts: Align empty to normal with object matrix world rotation?

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I want to align an empty (Arrows) to a selected face normal with the empty's Z axis aligning to the normal direction (and location which I have working). When the target objects rotation is 0 it's fine... but if I rotate the target object and then select a face I can't work out how to add the object's matrix_world rotation to the empty's matrix_world rotation (I'm thinking this should be easy but can't solve it atm)... here's the code so far. (Add an Arrows Empty named 'Empty' and select one face on an object). any help greatly appreciated.
import mathutils
import bmesh

obj = bpy.context.edit_object
mw = obj.matrix_world.copy()
loc, rot, scale = obj.matrix_world.decompose()

bm = bmesh.from_edit_mesh(obj.data)

# select one face - testing
for f in bm.faces:
    if f.select:

        f_location = mw @ f.calc_center_median()
        print("location: ", f_location) #correct

        DirectionVector = f.normal

bpy.data.objects['Empty'].rotation_mode = 'QUATERNION'
bpy.data.objects['Empty'].rotation_quaternion = DirectionVector.to_track_quat('Z','Y')
bpy.data.objects['Empty'].location = f_location

#bpy.data.objects['Empty'].matrix_world.to_euler = rot


texts:
I have edited with Ctrl+left mouse click a small area of pixels (see the snippet below)
which yielded the small dark rectangle in the l.h.s. half of the blue bottom picture.
Now I wanna to set this to white color. How shall I proceed ? I have also added the "Mask.001"
node but it seems to have no effect to the output. (Perhaps I have weight 1 on the other
layer picture and I have to change this somehow).

EDIT

EDIT2


texts: Relieve topology tension on planes and borders

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I was prototyping a steel shield and everything was good until I had to carve holes in it. It was a simple task, but I've noticed something that I ever wonder how to solve it. The topology around those holes shows some glitchs and tension problems that I've never modelled.

So, how I've come to this (and most important) how can I solve this volume rendering problem?

You can see in the images below what I'm talking about. The yellow lines are for reference of what looks wrong. The only modifier I'm using is Mirror and for better render results I've set the normals to 60º in Auto Smooth.

Your help is really appreciated.


texts: Bone Weights for Mesh are not behaving as I expected

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I assigned mesh to one of my armature bones with weights between 0 and 1. However, when I am actually moving the bone in pose mode, it looks like it would be dragging all parts of mesh like there would be weights for all vertices assigned as 1.

So I was curious how I could fix this?


texts: I'm new to Blender and I was introduced to Bevel, but I cannot change the width or segments by scrolling the middle mouse wheel, I'm using Windows 8 with a logitech mouse. Does anyone know how to configurate this?


texts: How can i animate multiple objects to give an explosion effect?

texts: I have an object with multiple separate parts and i would like to know how i can animate the object to open up (explode) and show all the different parts inside. Is there a way to do this? :>


texts: Blender 2.82 Grease Pencil not showing properly after instance

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The instance of grease pencil dissapears in viewport for somereason when I rotate the camera.
I basicly just draw three cubes, put them into one collection and made an instance collection.
Hope my description is clear enough, thank you for any suggestions!


texts: GPU Compute not working on Cycles with RTX 3070

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My GPU Compute option is not rendering anything in viewport, or the final render. When I switch to CPU Compute, it works as intended, but I really would like to use my 3070 to do the work.
CPU compute on:

GPU compute on:

These are my preferences:

Just ask if you need to know anything else!
Thanks for your help in advance!


texts:
I have a CAD model imported into Blender in STL format. This was a STEP file exported in STL format from FreeCAD. Without making any modifications it looks like this:

Base model has 38, 326 faces.

So far these are the steps I have been using to retopo:

Select all verts and remove doubles (face count (fc) = 34,786)
Select all faces and Alt + J to convert all tris to quads (fc = 21,650)
Add Decimate Planar modifier and adjust Angle Limit to get good balance between face count and "look" of the model. Usually around 10 degrees is good enough (fc = 2,755). Now the model looks like this:

So there is still alot of geometry around the holes and other finer features. Apart from making the planar angle more aggressive and manually removing verts and replacing with new faces, which is quite time consuming, are there any other tricks I can use? Ultimately this will be exported as an FBX and used in Unity.


texts: Fluidly Loop Animating a Chain along a Path

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I have been trying to animate a chain along a path, particularly in an "infinity" shape. I started with stretching a taurus to make a link, and added a Plain Axis as a child with a 90 degree rotation along with an Array modifier with "Fit to curve" to make the actual chain. I then added a Curve modifier and assigned it to the curve. This heavily distorted the overall chain as shown in my first picture.
picture
I then added a constraint to "Follow Path" which fixes it for the first frame, however, as I move it on the animation timeline, the chain warps and moves off the path which is what I'm having problems with. (shown in the video, also ignore the random audio).
video
Any help or alternative methods to achieve this is appreciated. Thanks!


texts:
I am having artifacts when doing bake in substance painter and also in blender, I do not know if this is normal.

have high poli baked to low poly, here are the UVS


texts:
I have been attempting to model a radiator heater.

Now, my radiator in real life is made out of five vertical pipes with one cross beam arrayed seventeen times along a bottom pipe that carries the hot water through a system of pipes originating and ending at the boiler in the basement. Here are some pics of it up close:

And my recreation of it in my most recent render:

What I did to create my Blender radiator was fairly elementary. I took a cube, added some loop cuts in both directions, and added a Wireframe modifier. This created a skeleton, but not the interior.

While I am aware that I could use the Array modifier here to repeat a wireframed section over and over again, I am wondering if there is a less choppy solution, as the ends would still have to be separate, and then I'd have to combine and remove doubles and blah-di-blah. What I would like is a short and quick way to produce a more photorealistic radiator. It does not need to be high-poly, infact low-poly would be better, because the radiator is not the focus of the image.

Thoughts?

If it wouldn't be too much trouble, a reiteration of the following .blend file with a new radiator in your answer would be great! Note that I could not pack any Image Textures, as the .blend would have been too big for Blend Exchange.


texts: Arms twisted : Blender 2.91.2 humanoid to Unity

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I made human baby model with rigging and animation to use in Unity.
However when I import it, both baby's arms are twisted.
I would like to know how I can solve this.
What I tried:
I imported only mesh to Unity and there was no problem at all. So I think bone causes this problem.
I checked the bone rotation and all Z front.
Please advise how I can fix this problem.


texts: Adding a modifier to the top of the stack of multiple objects without overwriting previous modifiers

texts: I would like to add a triangulate modifier to all of my objects on top of all my other modifiers. This is different from Ctrl+L link modifiers because this overwrites modifier data. Either an option I'm missing or a bit of python scripting would be super helpful. Thank you!


texts: I have my .blend file synchronized to the cloud, but the cache_fluid folder is getting very big, and I don't need it in the synchronized folder. Is there a way to move the folder somewhere else and get Blender to use it, without creating a new cache_fluid folder, in its new location?


texts:
I've recently gotten into the architectural angle of 3D and naturally, I wanted some nature (Plants, grass, trees, bushes and so on). But when I got to it and downloaded some tree models I had a hard time setting up a scene. Very laggy and render times well over the 1-hour mark with only a few trees and sometimes I couldn't even render because of lack of memory.
How do I fix this? I want a background covered in trees and forest like environment so there are no "loose ends" (endless space in the background)


texts: Can't preview smoke simulation on Blender 2.82

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Whenever I add a Quick Smoke effect, I can't preview it on the viewport unless I bake it.

And Yes, I added the Smoke Domain on the object.

I've seen tutorials like this https://www.youtube.com/watch?v=VmRqlsuSvsw
and this https://www.youtube.com/watch?v=_IDBfQnttiE that clearly shows the possibility of previewing the smoke before baking it.

I'm using Blender on a Mac with AMD GPU. I would guess that this is something related to OpenGL, as thoroughly explained here - Why is the smoke preview not showing in Blender's viewport? but that's for Windows.

Does anyone have any idea how to fix this?


texts: I'm designing a stack of animations for a game, and once in a while the display will get stuck on an animation, regardless of the action I edit. How do I change the active action displayed in the rectangle I show in the arrow?


texts: I rendered in png sequence animation. How can I render only mist and than composite it together. Image. Thanks in advance.


texts: Automatic viewport selection from camera bounds

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I'm working on an animation that requires me to select objects in the camera's viewport and project from view. I was wondering if there's any hotkey or way to scrub through the animation while constantly selecting in the bounds of the camera's view as it would greatly speed up my workflow. Having to move a few frames forward then box selecting is just a bit too tedious.
It might also come in handy later if I need to get rid of geometry that's not visible in my project.


texts: Animation Nodes: derivate and antiderivate

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I would like to know if there is a method to derivate or antiderivate a function in animation nodes.
Thank's


texts: How to render multiple scenes at once, composite, and save as ONE file in Blender 2.8?

texts: Similar questions on here seem to refer to rendering two different scenes for the purpose of multiple outputs. I want to composite BOTH scenes together in Blender's compositor and then export as one file. It is an animated image sequence. When I hit F12 in one scene, with both scene files setup and joined by an Alpha Over node, only the first scene renders. The second scene has a single render layers node joined to an output node. Not sure what's wrong with my setup? Is this a possible bug? I'm using Blender 2.81.3. Thanks.


texts:
I have two faces, one of them is the floor and one of them is a wall. I want the floor the end where the wall intersects with the floor. However, the wall isn't straight.

I made a drawing to illustrate my idea.

The red part is the part which I don't want. I want it to be gone. The blue line is where I want an edge.

To make it more difficult, let's say this part is a curve.

I tried to separate each face and then add a boolean modifier, but that didn't work the way I wanted. Picture below.
As you can probably see already, it leaves a big empty hole. I don't want this.

Any help would be appreciated :)

Edit:
Video: https://www.youtube.com/watch?v=gHJBaGCZ2z0&feature=youtu.be


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I would like to improve the documentation of the Simple Deform Modifier. Therefore, I have inspected the source code (click here to view online. The math is 'do-able'. For example: the transformation for the taper-mode is as follows. However, I have trouble understanding the coordinates

  float x = r_co[0], y = r_co[1], z = r_co[2];
  float scale = z * factor;

  r_co[0] = x + x * scale;
  r_co[1] = y + y * scale;
  r_co[2] = z;

I assume that the r_co[0] to ...[3] are the X,Y and Z-coordinates of the vertices. So, the tapering is scaled in the X and Y axes, with a weight from the Z-location/distance.

Is this Z-location/distance calculated from the origin of the mesh? It should be 0 at the origin  because vertices are not scaled in X & Y axes for the origin-plane.
What is the Z-location/distance of a vertex at the border of the mesh? It should be 1 because the tapering is at its max at that point.

So, are these R_co[0] ... [3] coordinates expressed in a number varying from -1 to +1, with 0 at the origin of the mesh? Is there any documentation about this?

Thanks.


texts:
Is it possible to produce a spot light with a different shape than a circle? In particular, I would like to produce a spotlight that casts a squared image into a wall, and the spotlight can be occluded by certain elements in the scene.

Edited: Using Cycles blender


texts:
Which is the range of values coming out from a hdr environment texture node?
Is it normalized 0.0 - 1.0 or something else?


texts: Understanding Blender's Invert Node and Varying Bit Depth Images

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So, I am trying to wrap my head around exactly what the invert node is doing in the shader editor.
I realize that this sounds like the most simplistic question in the universe, but please bear with me. Coming from a graphic design background, I can somewhat picture what an inverted image will look like in my mind's eye. The parts that are white flip to black, and the parts that are black flip to white.
But I'm not so sure what happens when 16bit and 32bit images are inverted.
In blender, it looks like it's not really completely inverting the image being fed to it. Here are a couple images as an example (I'm using Node Wrangler here to preview):
Original Image

Inverted Image

Ok. Now, I'm not a rocket scientist. But I'm pretty sure the inverse of that image is not a purely gray/white output. My suspicion is that since the image is 32bit I'm not seeing the full dynamic range of values that exist, and the inverse shown in Blender is correct despite looking incorrect.
Fair enough.
To dig a little deeper, I took the image into Photoshop and performed an invert there.
Original Image In Photoshop:

Inverted Image In Photoshop

The results here are interesting. First, I had to convert to 16bit as Photoshop wouldn't even allow me to invert a 32bit image. But after the invert, you can see a lot more detail than what Blender shows using its invert node.
Is this because of the bit depth discrepancy (32bit / 16bit), or is Photoshop actually doing something differently under the hood? I have no freakin' clue.
To cap it all off, I did an invert using the same image, bur first converted to 8bit.
Original 8bit

Inverted 8bit

This final process looks a lot more like what I would expect from an invert operation. I realize that the bit depth is much lower, but it's at least easier to visualize the data. I can make out the distinct smooth and sharp parts of the texture, high and low frequencies, and the overall "contrast".
What I'm getting at is that being able to visualize your texture is very important when you are making creative decisions in the shader editor. If I invert a 32bit texture, all the information might be there, but I have no idea what that information looks like - I am just presented with flat gray or white.
So, In conclusion, can someone set me straight? Is there a specific way of working with high bit depth data that is more intuitive?
Thanks so much for any help, and for reading through all this garbage :)


texts: Sneak peak all pink even with no texture

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I'm a new Blender/Verge3D user. I have a simple project with 4 objects and no texture. When I try to "sneak peak", they turn all pink. I browsed for a bit, and all the issues I found seem to be related to missing texture packs. But I personally don't use any yet so... I don't know what to do.
Here's my project: https://pasteall.org/blend/8f4ab8170c414143a22ffaa71e7362bc
Thanks!


texts: why do my normal maps from blender look like this when I bake them?

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When I bake a normal map they come out like this and then they of course dont work with my models correctly.

To make this an easy demonstration - this is just a square with a brick texture on it. The geometry is is just a subdivided cube with no modifications.


texts:
EDIT:
Its supposed to look like the first image
Sorry if this is answered already i cant find the answer on the internet but im having a problem rendering this scene
This was the work around i found that works


texts: Cliping an object to a face. Cannot make the object clip in the axis I want

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I have managed to clip this kitbash object (the one in dark grey) to the face I want on my model.
However, the object is only clipping on the thinner face as you can see.  I tried rotating it but since the face, I want it clipped on is at an angle the rotation result is not perfectly aligned with the face.

How can I make the object clip with the face where there are the 2 circles facing upwards?


texts: Is it possible to render as it is displayed in Material Preview?

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I am trying to render an image. When I am in Material preview, it displays the objects in the scene without any lighting or shadows. All that can be seen is the texture.
When I render it however, what is displayed are the objects shaded with lighting. Is it possible to render an image the exact way it is previewed when it is in Material Preview?


texts: Animate diurnal movement of the sun for an evelation map

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I am really sorry for this super basic question. I am completely new to blender. And while I should do many other things I really felt in love playing around with it.
My very simple question is now the following:
I created a hillshade using an elevation map in an image texture. Now I'd like to animate the movement of the sun in one day. So I just have one plane, that gets displaced, and I'd like to cast the shadows depending on the location of the sun.
I don't really know where to start looking for hints on how to start animating certain parameters (the position of the sun in this case), so I just asked here:)


texts: How can I render pixel art images with no AA and transparent background?

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My question is: How can I render a pixel art image with cycles (low resolution) which is ready for use in a game? That means: no border antialiasing, a transparent background, and a real 1:1 pixel ratio (no scaled image) in the end result.

I've already found a few related questions, but none completely answers my question. The closest I've got is this (more or less copied from here):

The problem is that it still has a white background, which I don't want. When I change the alpha channel of the color in the upper input of the "Mix" node, the whole image gets more transparent, which is not intended, of course.


texts:
I've got something weird. I added a third camera to my scene and all of a sudden, when i press '0' to shift the view to the camera, i get a weird view on my scene, and io am not able to change it (f.e. i cannot zoom or rotate the view when i have 'Lock Camera to view' unchecked). When i do check 'Lock camera to view', and i try to change the position, i get very weird clipping and behavior.

I was using the 2.79 RC2 release. But the problem persists when opening the scene with 2.78.

Anyone know what could be the problem? Maybe i pressed some buttom unknowingly?

Thnx anyway, Casper.


texts:
Is there a simpler way to export all separate masks of materials using open exr multi-layer format for post processing in photoshop using the exr-io plugin?

I always end up in a time consuming node setup like connecting every chosen material separately to export it as a mask. When I have 20 different materials this is too welcoming for mistakes and is also similar to the material id with assigned numbers workflow.

As i understood it through cryptomatte the information for every material is there, one just needs to export every material as single separate layer withouth a complex node setup. Is this the correct way to setup my material passes? Is there a more simple solution?

It is the same question, I just didn't understand the solution correctly: How to properly export Cryptomattes for Photoshop?


texts: My texture doesn't appear when placed under a transparent object

texts:
I am trying to retexture a Community-Made model from the game Team Fortress 2 called the Bi-Decoder (Google it- or Bing if you're that kind of person -if you don't know what it looks like. I can't link any more pictures.) The screen on the model is made of two parts. A transparent (but slightly translucent) material that gives the screen it's convex shape, and a layer underneath that has the actual contents of the screen mapped on to it. The screen's contents are supposed to look like this:

However, when I render the model, the Transparent layer is black and opaque!

(Everything is set up to run in the Blender renderer, not Cycles.)

Is there something I'm doing wrong? Help would be greatly appreciated. Thanks!


texts: Can anyone explain while my coin toss in blender mostly falls on its edge

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Totally new to blender, I made this model yesterday, and find that my coin toss experiment mostly falls on edge.

What did I misconfigure? Or is there in blender physics that prevents the model I did to properly work. I find weird when running the animation to see the coin fall, tilt to fall then raise up again.

I 'll see if I can attach the blend file here, otherwise I'll put a link.

link : Blend file


texts:
I am doing minimap and with script it should show You-are-here point with current position
the only problem is - the red point is always shown outside of the minimap region, although it is moving correctly.
but it should be on the location of a minimap!

what should i add to the simple code?
screenshot attached


texts:
I am trying to create a normal map for the hair but I feel that normal map is getting generated wrongly.
I used hair particles and converted them to mesh. Then I applied screw modifier then I applied solidify.
But the results are not what I expect. Does UV of the high poly object has any importance here?


texts: API/Python - Referencing a class from a different Python file

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I would like to know how reference a Class created in a separate Python file.
I'm working on an add-on that will let people create custom models using designs I've sculpted. I have a custom UI with buttons that let you choose which models to import and what to do with them. However, I would like to add new models in the future, which would require adding new stl's to the same directory. More importantly, this would mean the UI would need to be updated with new buttons and check marks.
Here is the main panel I created. Each of those operators are different models that can be imported.
class BaseCreator(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Base Creator"
bl_idname = "Base_Creator"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Base Creator'

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

    row = layout.row()
    layout.operator("dungeon.tile")
    row = layout.row()
    layout.operator("initialize.scene")
    row = layout.row()
    layout.operator("terrain_import.rocks")
    row = layout.row()
    layout.operator("terrain_import.stone")
    row = layout.row()
    layout.operator("terrain_import.sand")
    row = layout.row()
    layout.operator("terrain_import.seals")
    row = layout.row()
    layout.operator("terrain_import.industrial")
    row = layout.row()
    layout.operator("change.terrain")
    row = layout.row()

    layout.operator("add.assets")
    layout.operator("terrain.combine")

I would like to place this in a separate python file whose name will always be the same (let's say "MyUI.py") and lives in the same directory as the models that can be imported. How would I would I pull in this class in the main code? I know I'll have to import it, but how do I reference the class so that it creates the panel when I run the main script? Do I place the whole class in a separate python file, register it there and then just import that when the main code starts? Or do I leave the class where it is and just place the draw function in a separate file?
I've managed to put variables like lists of asset names in a separate file and call them successfully, but I'm not totally sure how to call a class from a separate python file and make it create the panel successfully. Any help would be appreciated!


texts:
I am trying to drive the (in y) of the selected bone with the (z scale) of the (ctr_mouth_r)

But it doesn't work it twists in a weird way

Actually, I was trying to follow this tutorial Bendy Bones Mouth Setup

Here is my blend file  :

Much appreciated!


texts: Whenever I try to render an animation on Blender, my Mac OS X computer's blender crashes. I tried doing various adjustments to in the settings, but it didn't work. What can I do to render an animation successfully, without Blender crashing?


texts: Rig distorting objects separately instead of together

texts:
I've been trying to find answers to this all night but i'm having no luck so I thought i'd ask here.

I've been trying to learn rigging, following video tutorials etc. But i've ran into a serious roadblock

As you can see, despite the eyes and mouth being part of the same object as the face, instead of turning with it, they morph and distort off in random directions. The right hand side seems to move with the arm, and the left hand side seems to move with shoulders.
I can't for the life of me figure out where I've gone wrong with the rigging process.
Thank you!


texts:
I had version 2.81 installed when I began having this problem.  I uninstalled and tried installing it again, but  still had the same problem.  I tried other versions but it persists.
I'm running Windows 10 on an ACER Nitro AN515-42, AMD Ryzen 5 2500U with Radeon Mobile Graphics.
I recently had installed some other programs that didn't work so I uninstalled those programs.  I don't seem to have any problems with any other software, like GIMP or games.


texts:
I need help to reproduce this material with this "texture". It is a playing card, it can be vynil, or simple hard plastic. I know it is not that hard, but I still have some problems with nodes. The main objective is to replicate the bumps perfectly. I'm more interested on bumps, and this kind of "texture" than on colors or lightning. You can ignore this gradient, and even the colors white and black. Look only to the pattern of the bumps.

Thanks in advance Blender People


texts: Trying to select objects by name with script, don't understand this behavior

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I want to run this script and have it pick up references the four pre-existing "my_xxx" objects, so that the script can then operate on them. However, all four variables end up referring to my_Sun, and it is the only object that moves.

Question: I would like to understand why this isn't working the way I expect, am I missing something obvious?

Question: What is the correct way to assign python variables to pre-existing objects based on name, if this isn't right?

import bpy

bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Cube")
cube = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Cone")
cone = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Suzanne")
monkey = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Sun")
sun = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

print ("monkey.name: ", monkey.name)
print ("cone.name :  ", cone.name)
print ("cube.name:   ", cube.name)
print ("sun.name:    ", sun.name)

monkey.location = 5,5,5  # note to self: use "location" not "position" !!!
cone.location   = 5,5,5
cube.location   = 5,5,5
sun.location    = 5,5,5

Output to terminal:

monkey.name:  my_Sun
cone.name :   my_Sun
cube.name:    my_Sun
sun.name:     my_Sun

RESULTS: Only sun is moved to new location 5, 5, 5


texts: Smoke Simulation does not appear in Eevee viewport

texts:
I was learning how to do smoke simulations today, but when I applied object -> quick smoke, and pressed play, no smoke could be seen coming out. I then tried baking the simulation, and it finally showed up, but only for a few frames. Now I want to remove the bake, and the manual tells me there is a button in the cache settings of the fluid simulation, called "free bake" which is not there.
If anyone could please tell me how I could:

Remove the bake of the smoke simulation and
see the smoke in the Eevee realtime viewport.


texts: Is there a way to Live Project From View

texts:
I'm trying to model from an image set as a background.
I have the camera and axis all lined up and I have a cube scaled to fit a building in the image. I Projected From View the front face of the building and it lines up well.
There is an overhang off the front of the building that I would like to extrude off the box and also project from view.

As soon as I modify the geometry the UVs start getting 'wonky' stretching and moving in relation to where loop-cuts were made etc.

Is there a way to have blender constantly projecting from view so that as I'm modeling I can see how the geometry is lining up an adjust accordingly.

Ignore the portion off camera, I'll deal with that later.


texts: "Project From Cylinder" suddenly working improperly in 2.79b

texts:
I am not very knowledgeable about the program, I should start with.

Today I was messing around with some simple models and for some reason, either a keypress or a setting change, the "Project From Cylinder" UVmapping option stopped working right.

Normally it will project a nice even map when mapping something from a head-on view in orthographic perspective, and will even readily tile/wrap when moved to the proper area of my textures.

It has started projecting tubes that look more like results of "Project from View." They are incredibly stretched and have no boundaries on screen. It is essentially just the shape of the object I'm attempting to UV. It is also ignoring the seams I put on the model to attempt to compensate for this.

Is there some setting or toggle I activated? I was mapping somewhat spherical shapes just fine right up until I started getting these results.

I am only using two third-party addons. The Source SMD tools and NifTools for Blender.

Proper unwrapping, or at least what I want.

What I'm getting. Clearly not right.

It seems to work on spheres but not vague cylinders?? What gives?
It won't even project a single row of faces properly. Yet if I select other objects they unwrap just fine. What did I set on some of these, or do?


texts: Blender game: How can I make a ball roll while moving?

texts:
I'm making a game where a robotic ball moves, collects objects and passes obstacles, and my question is :

how can I make the ball roll while it is moving ?

l'm familiar with how to make collectible game objects and with in game animation but l just don't known how to make a ball roll while moving. l understand how to program with the logic bricks.


texts: Subdivision Surface modifier not working if applied

texts: Well, I started making a plate for my pie. I added an subdivision modifier, when I do not apply it, in the render it shows in the level I set. If I apply it, in the render it shows subdivision on level 1. I don't know what to do. Please help.


texts: Sorting wrong when sorting Vertices and Faces

texts:
I'm new to Blender, but I've used Max & Maya in the past, both of which I've never had this problem with.

The issue I'm having is when exporting a simple mesh as .obj the vertex ordering is all messed up.  I have tried sorting the vertices using the Sort Elements in the Mesh menu but it is not working as expected, see below...

v -10.000000 5.000000 0.000000
v -10.000000 6.000000 0.000000
v -10.000000 7.000000 0.000000
v -10.000000 8.000000 0.000000
v -10.000000 9.000000 0.000000
v -10.000000 10.000000 0.000000
v -10.000000 -2.000000 0.000000
v -10.000000 1.000000 0.000000
v -10.000000 -1.000000 0.000000
v -10.000000 2.000000 0.000000
v -10.000000 3.000000 0.000000
v -10.000000 4.000000 0.000000
v -10.000000 0.000000 0.000000

As can be seen the ordering is jumping all over the place instead of sorting properly.
I have tried with 'Keep Vertex Order' and without, it makes no difference.

The only way I can get the sorting to work properly is if I select each Vertex individually and sort it using Selection on that one Vertex to push it to the front, then select the next, repeat, etc..  Obviously this is a ridiculous way of doing it and will take a very long time!!
Am I missing something here, as it seems to me that the sorting is broken?

Is there a way that I can write my own script or rewrite the current sort script to sort the Vertices properly from within Blender, Or am I going to have to write a program to parse through the .obj afterwards to fix this? i.e. ascending X, then ascending Y, like this...

v -10 -10 0
v -10 -9 0
v -10 -8 0
v -10 -7 0
...
v -9 -10 0
v -9 -9 0

etc...

Reason for this being to read the .obj and create a continuous triangle strip for rendering which, in the current format, is impossible without sorting first.

I have searched many forums and found a few similar cases, but with no answers, at least none that have understood the question.

I should point out that the mesh is a plane, x & y coords all at integer values, basically a grid. It's a basic floor mesh!


texts: Does blender support what I could best describe as "Occlusion Planes"?

texts:
Is there a way that i can have a plane set to not render anything beyond it?

What i am trying to do is create custom UI graphics for a java application. I find that blender produces some VERY nice looking UIs with very little effort (relatively speaking). I am getting stuck on making a switch though. My problem is that i need to make the switch disappear as it turns... for clarity here is a basic mesh of the type of switch i am going to use:

When the button gets switched from on to off it will need to rotate. when the edge lowers i need it to stop anything below the shadow plane from being rendered. perhaps even have it cut off the actual mesh. Im hoping one of you could tell me if/how this can be done...

QUESTION
Can a plane be made to exclude portions objects that it intersects with from rendering?
can a plane be made to bisect any mesh that passes through it?