texts: When you hard-cut in the VSE, does the current frame end up on the left or right side of the cut?

texts:
I am going insane trying to eliminate a single frame from a strip.

The procedure I am attempting to use is:

Say for example I want to eliminate frame 10.
Position the green bar so that frame 11 shows in the preview.
Shift+K.
On the left-hand-side of the hard cut, position the green bar so that frame 10 shows in the preview.
Shift+K.
Delete the middle clip.
G-move the right clip to fill the gap.

This is not working. It keeps eliminating the wrong frame. I assume I am making some kind of off-by-one error but I can't figure out what it is.


texts: Issues with Render Selected in 2.8 (Ctrl-B)

texts: Has anyone else had issues in 2.8 using the "render selected" tool that can be accessed by Ctrl-B in object mode? The selection box still shows up but it does not make a difference to what my viewport looks like


texts: Can't select vertices by right clicking in UV editor (2.7)

texts:
I was working on a project, trying to texture a castle.  Everything was working as intended, but then suddenly, the UV editor started acting up. My cursor became a circle, the only way I can select vertices is by using Select -> Border select, and the hotkeys aren't working at all.

When I open another blender file, it works normally. Did I save the file with a wrong parameter or something?


texts: Armature - freely adapting bones in pose mode

texts:
I wonder if there is a way to let a bone follow the pose of other bones.

Here is the rig i need this for:

The selected bones, representig the shoulders, mainly have the task of maintaining a realistic distance between the arms, but i would like them to translate and rotate according to the pose i configure for the arms.

Is there a way to do this? Like an "anti-constraint"?


texts: Updated to blender 2.83. But now when exporting to fbx low poly model and importing it back it have everywhere applied sharp edges and shade smooth. How to get rid of it? When I bake high poly later - low poly outline clearly visible and it is just mess.


texts: Looping Smooth Spline Generation That Will Be Evaluated in Animation Nodes

texts: I would like to generate a spline with smooth peaks and troughs. This spline will be evaluated. Once the object following the spline reaches the end of the spline, it returns to the beginning (loop, not ping pong), and a new spline (generated spline 2) with the same start and end points is generated, however, it has different peaks and troughs. How could one achieve this effect in animation nodes?


texts: Need help/advice on how to fill in a groove/trench on a model's surface

texts:
I am working on a personal project and am trying to remove a trench (not sure if proper term but describes it accurately) that runs along the model.

Is there any way to easily fill this in to be inline with the rest of the model? If there isn't an easy way, but you have an idea of how to do it, please post it. Thanks.


texts:
I have modeled a low poly sword and now need to use it with a certain game engine. The game engine doesn't accept face indices and it is auto generated on runtime. (triangles only)

All existing weapons with the game engine has a incremental face indices, for example:

# weapon0
f 1/1/1 2/2/2 3/3/3
f 4/4/4 5/5/5 6/6/6
f 7/7/7 8/8/8 9/9/9
f 10/10/10 11/11/11 12/12/12
f 13/13/13 14/14/14 15/15/15
...
f 565/565/565 566/566/566 567/567/567
f 568/568/568 569/569/569 570/570/570

And the vertices are always number_of_faces * 2. And for texture mapping it only accepts u and v. w is always defaulted to 0.

Questions:

Is there an automated script in blender that can re-arrange my model to follow this format?
If there is no existing script, is it possible to do if i made a script? what should the logic be?
If it's not possible with a script, how should I have modeled the weapon, or what technique in modeling should I use to achieve the incremental face indices pattern and number_of_vertices = (number_of_faces * 2) pattern?

My Model

The number of vertices on sword I modeled is 100. 184 texture vertices with w that is constant to 0.999501. And the faces looks like this:

s 1
f 36/36 37/37 55/55 35/35
s 4
f 56/56 3/3 4/4 5/5
s 1
f 7/7 57/57 56/56 6/6
f 37/37 38/38 53/53 55/55
s 4
f 54/54 2/2 3/3 56/56
f 33/33 34/34 55/55 58/58
s 2
f 16/16 40/40 44/44 15/15
f 62/62 45/45 44/44 61/61
f 45/45 14/14 15/15 44/44
...
f 38/177 98/178 51/51
s 2
f 38/101 77/114 98/179
s 4
f 2/2 52/52 99/181
s 16
f 2/183 99/184 78/115
# total of 147 faces

Thank you.


texts:
I'm trying to add an image to the top side of my cube. I have marked the seams and unwrapped it, and when I choose to add the image to the cube, it gets wrapped up on all sides, rather than the specific location. How can I fix this?

Thank you.


texts: Move all source data in a blend file to another folder

texts:
I have a .blend file with many movie strips, and movies inside meta strips, pointing to source files at say directory x

1) Does Blender have a way to change all the references to directory x to directory y without having to go into each strip manually?


texts: Preview and Final Render Materials are Different

texts:
In my node editor I have the following Materials set for the water which is made with a fluid simulation.

In the preview window it looks like this (Which is how I want it.)

Then when I render out the image it looks like this (Not how I want it.)

Below are my render settings

I tried detaching the glass node and I still got the see through look. I tried closing and reopening the project file. I tried changing the camera too incase I messed something up with the lens. I can't seem to figure out what's happening and how to fix it.


texts: Orientation of an object using two curve modifiers

texts:
I have a Plane with a Box attached that I want to bend with a Curve Modifier. The Plane is zeroed on location and rotation. In order to see the affect I'm moving the Plane to 20mm on the X-axis. That seems to work fine but the Plane is mirrored now (the Box is on the right side now). Why is that?

Maybe it has to do with the rotation of the U-Circle but unfortunately I can't apply the rotation on this curve.
If I put this curved Plane on a BezierCurve (combined with an Array-Modifier) it is rotated by 180°. I can change that by tilting the points of the BezierCurve by 180° but I don't understand why this happens in the first place.

This is how it should look like. Only achived with mirroring my original plane which I want to avoid.

See the blend-file here:


texts: Editing verts via script like in editmode: scale, rotate

texts: How do I scale or rotate the selected verts of a mesh using blender python?


texts: Modelling and texturing specific wood flooring

texts:
I was wondering how you'd go about modelling and texturing the wooden floor that can be seen in the painting below.

Of course the "module" is a square and the four wooden planks around it, but doing that and then applying an array to it would not give the same pattern (there would be twice the number of wooden planks around the squares).

Also when I tried to do it it looked really flat and "same-y", and wanted to know how to texture it so it looks more real and making the veins more "bumpy" and having the creases around the planks. WIP below so you can see what I mean.

Should I texture each plank one by one? How do I make it more varied/bumpy/veiny/dirty/creasy as in the original painting?

Thanks in advance.


texts: the brows are making weird shadows. I am using a sun lamp


texts: Speed up a multiple video files in a one project

texts:
I have 7 video files, which I need to speed up to 10 times and render as 1 videofile. The problem is when I add effect->speed control to each file, there are huge gaps with last frame between splits.
For example 1st video is 10 min. I set multiple to 10. In a render it played 1 min fast (as I expected) but the last 9 min is a one damn last frame.
How to make proper speeded video with a few splits? Maybe I need to manualy calculate acelerated length after which delete unwanted trash?
Please help me. Thank you.


texts: How can i disable a particle base object from render?

texts:
So i made a bunch of trees and they all use particle systems for the foliage. The base foliage object that i used for the particles gets render with the scene, but if i disable its collection or the single object from render then all the trees lose their foliage as well in the render.
I'm looking for a way to hide only the base foliage mesh i used for the particle systems without losing also the particle systems in the render. I know that i could move what i don't need out of the camera view, but i want to keep it as simple and tidy as possible because it's a really heavy scene.


texts: Make constraints to fit cylinder into centre of icosahedra joint

texts:
This is a little cylinder I want to fit into the exact centre of joint of icosahedra. How to make proper constrains?

Distance from cylinder to each bend must be equal
Central axis of cylinder should be normal to circumscribed sphere.

untitled.blend

geodesic dome online


texts: Weird "thing" after rendering, can't find solution

texts: So i got this weird thing ONLY after rendering and i don't know what to do. I am new to blender and i would really appreciate any help. I dont know if its some kind of shade or something. I've sent two after and before screens.


texts: How to not display surplus texture (UV mapping)

texts:
I am a very beginner modeling. I am struggling to make UV editor and now trying this one :

Question is how to display only part of eye. When I try to project eye on object, it return surplus part as well. How can I make like this ?

What I did on process is that (1)separate eye part from main object (2)add image texture (3)smart UV project. I would appreciate if it is explained in detail. Thank you.


texts: Why am I getting an OpenCL driver error with BlendLuxCore when I'm rendering using CPU only?

texts:
I'm running Blender 2.8.3 on Ubuntu 18.04. I downloaded BlendLuxCore for Linux 64 bit and followed the instructions to install it as an add-on to Blender.
When I select the LuxCore render engine, set to render with the CPU, it fails to render and I get the following error message:
Error | OpenCL driver API error (code -1001, file:/home/vsts/work/1/s/LinuxCompile/LuxCore/src/luxrays/devices/ocldevice.cpp, line 72): -1001

This is very confusing because as I understand it, OpenCL is analogous to CUDA and is used for GPU computing. Why would this be an issue for CPU rendering?
I found an identical issue to my question posted on GitHub, but I don't see how the response there helps. Do I somehow need to set up OpenCL drivers on my computer even if I'm only interested in rendering with my CPU? And if so, why?
In searching for a solution to this, I've seen references to there being different versions of LuxCore for CPU and GPU, but at least for the more recent versions the download page does not make this distinction, and the render properties panel allows you to select either CPU or GPU rendering.


texts: Using different materials on each instance of an object with a mirror modifier

texts:
Is it possible to have each instance of an object with a mirror modifier using different material? An example would be a door modeled only on one half, but where each side would be in a different color:

Or is applying the modifier permanently the price to pay in order to be able to do this?


texts: I'm new to Blender and I'm currently trying to sculpt a bipedal dinosaur character, I decided to apply the mirror modifier to create the main body however when I try to transform the faces it creates this problem. All boxes in the modifier are checked.


texts: Currently trying to learn blender I have a model that I downloaded and I am editing it to learn a bit about blender, the initial model came with heels and I want to change this model to be flat footed whats the best way to go about this?


texts: Make child object go along the same curve as parent

texts: How can you make a child object automatically go along the same curve as the parent object?


texts:
I am doing a tutorial and it says to do an "inset boolean", but this applies all my modifiers in the stack and still is not the desired result. The video is at about 13 minutes 20 seconds for the inset.  Note: using linux but I can do all the other boolean's fine.  Not sure about this option...
https://youtu.be/UOio9OXG6e4
here is before and after the boolean applied.


texts: Where can I find the source code for the translate/grab tool

texts:
You see I'm recreating the grab tool for a game engine based on LUA.

Problem is, I can't seem to figure out how exactly it works

Would be great if somebody could link me to the source code of the translate tool


texts: Fluid Simulation with Forces Blender 2.9. How do I get useful results?

texts:
This is about the built in Fluid Simulation with Blender 2.9
Yes I do see the effect of the gravity force and [force[shape curve]].
Will other forces work with Blender?   Such as Harmonic?
When I try to use other forces I get undesired

Explosion Splashes Messes
Splatters Droplets which seem to pass through obstacles
Increased Liquid (Visual Inspection with doubt.  I am not sure if Blender provides that measurement)

At the moment, I am seeking visual results not scientific results.
Is there some typical action I must take to get more flowing results?


texts:
noob question, but couldn't find it after googling either.
I just can't find ARP tab. In fact most of them. Only "Item, Wiew and Tool" tabs come up after pressing N.
I need ARP tab to set up the Auto Rig Pro plugin.
Thanks in advance.


texts: Why can't I display an EnumProperty in a UIList?

texts:
Actually, I know how to "insert" or "add" custom properties into a UIList in blender 2.8.

But actually I'm stuck with enum and collection properties.
I don't know why I can't display them in a UIList, but If I test them outside of that, they work.

The process is simple. Create a PropertyGroup with an EnumProperty:
class CUSTOM_objectCollection(PropertyGroup):
    #name = StringProperty() -> Instantiated by default
    obj_type = StringProperty()
    obj_name = StringProperty()
    obj_id = IntProperty()
    obj_radio = StringProperty()
    obj_escala = StringProperty()
    obj_simetria = BoolProperty()
    obj_ejemplo =  EnumProperty(default=None,
        items = [
            ('NONE', 'None', "Flat geometry"),
            ('GEOM', 'Geometry', "Use z value from shape geometry if exists"),
            ('FIELD', 'Field', "Extract z elevation value from an attribute field"),
            ('OBJ', 'Object', "Get z elevation value from an existing ground mesh")
        ])
    obj_esquina = BoolProperty()
    obj_borde = BoolProperty()

And add an item in some operator:
item = scn.custom.add()
item.name = i.name
item.obj_type = i.type
item.obj_id = len(scn.custom)
item.obj_ejemplo = "NONE"
item.obj_simetria = item.obj_simetria
item.obj_escala = str(round(i.scale[0],2))

But it doesn't work with the EnumProperty and I don't get any error.


texts: How can I make the Bishop's hat in the chess piece?

texts:
I have attached a blender file below along with some pictures. I tried to use the boolean modifier to do the same but came up with rather difficult to work with results. I want to have the curve and the shape of the hat to be nearly the same as the real Staunton Bishop.

gdrive link to blend file: https://drive.google.com/open?id=1x1poqr1abMpW_miAbRIkWpvRVR0twlMc


texts: interrupted by signal 11: SIGSEGV when running bpy module from Flask app

texts:
I've built Blender as a bpy-only module meaning I can call it directly from Python. I was able to run some commands, but at the moment is failing with simply opening a main file.

My code is super simple:

@app.route('/')
def hello():
   bpy.context.scene.render.engine = 'CYCLES'
   bpy.ops.wm.open_mainfile(filepath='/home/yuranos/development/3D/model_all_parts.blend')

And yet I'm failing when trying to open my file:

Process finished with exit code 139 (interrupted by signal 11: SIGSEGV)

The interesting bit is that the same python version with the same bpy-related code runs perfectly well from console. I'm new to Python and don't understand if it's a problem with the way I use bpy from Flask or with bpy itself.


texts: I cant simply paint on certain surfaces and i am getting some weird spots on the surfaces that i can paint. Does anyone have a fix???


texts: Recommended settings for the magic unicorn primitive?

texts:
I'm having trouble to figure out meaningful parameter settings for the unicorn primitive operator.

It's mainly about the hoofs:

should I make them two-toed or four?
Is a head-to-toe ratio of 3:1 realistic?
there is no option to add nail polish, can anyone share a node setup for pink glitter, but also a decent subsurface scattering?

Bonus question: How many horn spins do you like the most?


texts: Combine all materials that share the same color value

texts:
When creating my first model, somehow I created a new material for each part of the body. And then when I merged it all together I ended up having many different materials, all with slightly different names, but the same colors.

Is there a button or a script I can run that will:
-Identify all materials in object.
-see if any are identical in color (not name, they all have different names and extensions).
-Delete duplicate-in-color materials
-Set all parts of the object that used the duplicate material to use the original material instead.

Thanks in advance!


texts: Reducing viewport slowness while working on a .blend with lots of particles?

texts:
I wonder to know if there is a way to dramatically reduce blender slowliness while working on a .blend with lot of objects/particles on a slow PC.

I'm using BI.

I'm looking for more tricks than the usual ones like disabling object visibility, turn them shadeless, send them to other layers/renderlayers, remove shadow casting, you know, all those tricks.

I have 6 to 9 subsurf levels aplied to planes with RGBA video texture, I need to dissolve in particles some dudes for my shortfilm, obviously my PC is so much dying right now. Even reducing the subsurf view level is no good because of the amount of planes being dissolved in particles at the same time.

To buy a new CPU or GPU is not good for me right now.

Ideas? Suggestions?
Custom builds for this kind of task? Ubuntu/win8?
Dramatic object disabling without deleting them?
Other ways to particleize planes with video textures?
*Python magic code to disable stuff?


texts: Using Python to add an HDRI to world node

texts:
How do I add in a blender python script a hdri to the world node.
scnworld = bpy.data.worlds.get("World")
scnImage = scnworld.node_tree.nodes.new('ShaderNodeTexEnvironment')
scnImage.location = (-350, 250)
scnImage.image = bpy.data.images.load('H:\\blender__word_hdri\\green_sanctuary_2k.hdr')
scnImage.image.colorspace_settings.name = 'Non-Color'
link = scnworld.node_tree.links.new –


texts: This edge loop (the roof of the car I'm trying to create) consists of 34 vertices on each long side, and 8 vertices on each short side. Together with the 4 corner vertices that makes 88 vertices in total. I'd say the perfect set-up for a Grid Fill ... except that it does not work (see error at top of screen). I checked for double vertices, there are none. I checked if the loop is water tight, by using ctrl+RMB select, and that's all ok. So what could be the problem?


texts: I want to make a projector show an image displayed on surfaces

texts:
I would like to make a scene where a movie projector displays an image onto a wall but the image will get projected onto obstacles or even characters that pass between the projection wall and the projector. I have no clue how to accomplish this effect in Blender or even someway to do it in post.

I don't even know if it is possible.


texts: How to check if an object has a uvmap with python?

texts:
How would I test if an object object has a uv map from Python?

Run some code in this case, otherwise throw an error.


texts:
I'm a beginner at Blender. I'm trying to model a wrench, which looks like this without applying the subdivision modifier:

And like this after using the subdivision modifier:

A closer look of the end:

There are no doubles and I think I have enough tightening loops here. Really can't figure out what's wrong, any suggestions?


texts: How does the Vector Math Normalize node work?

texts: As I understand, the normalize setting should convert a vector into a unit vector. However, I am confused as two what the second vector input does in this operation. Normalizing should only require one vector input right?


texts: How can I modeling these case more efficiently?

texts:
I tried modeling as shown above.
I separated the edge and moved the 3d cursor and origin. I also used multiple snaps and joined the edges back into their original objects to create faces.
I got the results I wanted, but I felt my process was a bit complicated.
The GIF below is a summary of my process.

The extrude region vertex normals (Alt + E) function is close to the operation I want, but it does not produce a flat surface if it carves out the interior.
Probably there seems to be a modeling technique I'm missing. If you have ideas for a faster process, please let me know.

And i attach the blend file for the convenience of the respondent who will show the example.
Thanks for your attention.


texts:
How can I use the python API to find the most reliable location that an add-on can use to store data like images, assets, etc. automatically?

It's important that this location:

doesn't change for different versions of blender
doesn't get deleted on system reboot like some temp folders
is available on every OS

One option I've found is to use bpy.utils.resource_path('USER') which ends in the version number (on windows C:\Users\blah\AppData\Roaming\Blender Foundation\Blender\2.78), but then do a relative jump to the folder above it. Is there a better way?


texts: Problem moving selected UV islands with Python

texts:
I've read all questions and answers about moving UV island here. The most relevant are these:

How to move selected UV Island?
Python - move UV for selected items

But they do not solve my problem, my code is just not working. What is wrong with my code?

for area in bpy.context.screen.areas:
    if area.type == 'IMAGE_EDITOR':
        bpy.ops.transform.translate(value=(125, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
    else:
        area.type = 'VIEW_3D'

This is the result:

The other areas changed to VIEW_3D, but the IMAGE_EDITOR area did not make the translate. The translate is still happening to the object in VIEW_3D.


texts:
Thanks for reading this.
When rendering I get black areas using Cycles. It happens with path tracing and also branch tracing. I tried to deactivate all different light sources but problem still persists. I have checked the geometry and that seems OK too.
Blender version 2.92
I have included the blend file in the following link.
https://drive.google.com/file/d/10B9H-IZI_4YW23S_orMQxuBohhXw6plb/view?usp=sharing
Thank you very much for helping out.
Best regards.


texts: Where can I change "snap to symmetry" tool settings?

texts: In Edit Mode, I can do Mesh -> Snap to Symmetry. The operation is performed and I can see the results. However, the manual shows that there are settings (Direction, Threshold, Factor, Center). I want to change the values of these settings, but I don't know where to find them.


texts: Retargeting armature to human when large offsets in some bones to cater for a custom character's anatomy

texts:
Intro:
This question is slightly weighted on the Unreal Engine side, but perhaps I can gather a better understanding from 3D animation artists, thus the question has landed here.
Context:
Unreal Engine (A 3d game engine) has an armature. It looks like this:

I have copied this armature in the hopes of being able to retarget animations I purchase from their marketplace and so have changed the transformations of the Unreal Engine armature to best match my character. You can see the end result I have come up with that matches what I'd assume my character's skeleton might look like:

My character is a bit frustrating because of the offset of d causing problems in retargeting.

Question:

When retargeting, is there a limit to how much retargeting can do? You can see that my character's offset of d means any weighting I give my character is warped dramatically by the offset from the original unreal engine armature, here's an example of what I see:

What can I expect to achieve with retargeting? Do I need to change my character If I want to be able to retarget animations from Unreal Engine assets. (perhaps redesigning to better match a human's proportions?)
Does anyone have an example of a more complex retargeting and perhaps a list of lessons learned that might help me to get this to work correctly.

What I've tried already:

Originally, I made the character's arms sit in the middle of the body (d = 0), but then that made the arms go through the front of the mesh when an animation asset perhaps grabbed forward onto a ledge. The retargeting and weighting was an issue to get right.
I've tried removing weighting for the clavicle but then there doesn't appear to be any good way of weighting the upper arms to get those offsets just right.
I've tried changing the positions of the clavicle along the length of d, to see if I can get a good compromise between stretching/warping and yet close enough to the animation to not notice the flaws.
I've tried different translation retargeting options (It's a bit Unreal Engine-y, but perhaps it makes sense to show it here - note the root and pelvis Animation/Animation Scaled):

Unreal Engine documentation for retargeting: https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimationRetargeting/index.html?utm_source=editor&utm_medium=docs&utm_campaign=rich_tooltips#howdoesretargetingwork?
Last thought:
I think, what I need, is a bunch of in-the-know people to tell me "yes, this is possible, we did this before but it was a bit fiddly" or "no, you're an idiot. of course you can't re-use such a non-matching skeleton, good luck making all the animations yourself, n00b". Perhaps someone to reassure me that I "just need to spend more time with weighting and bone positions", or to say "it's nothing to do with bone positions, only weighting".. etc


texts: How to set a material's color when shadowed

texts:
I am trying to create a material that is normally white but turns blue in the shade.
I know I can do this by changing my lamp's color, but I don't want all the other materials to also turn blue.
Is there a way to do this in the material's settings?

Edit:
While I haven't found a way to do that in Cycles, I did find that in Eevee you can hook up a white Diffuse shader to the Shader to RGB node, and feed that through an RBG to BW node, then use the result as the fac input of either a MixRGB or Mix Shader node.


texts: How do I open up a window I have closed in blender?

texts:
I opened up a new viewport window to move lights, adjust camera, etc which was just grayscale. When I meant to close the new window, I accidentally closed the window that had my materials rendered on the screen so there is no color being rendered. What do I do to get the colors back?
This image should have pink, brown, and blue...

This image should have pink, brown, and blue but it's just grayscale


texts:
I'm definitely an amateur so excuse me if this is an obvious thing, but I'm trying to import Make Human characters into blender to fix clothing layer issues before moving them into Unity. I'm more than open to alternative suggestions on this whole process but I'll describe what I'm doing and what's going on right now.

I made a character in Make Human and exported them as an MHX2 file. I then installed the MHX2 importer from this URL https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange

This allowed me to see MHX2 files to import. But when I selected my imported NPC I get a redline of error messages and it fails to upload. After mashing my keyboard I managed to get this window pop up somehow, which I assume is the error log: https://cdn.discordapp.com/attachments/353422958984953857/627373902674395136/unknown.png

Does anyone have any suggestions on how to fix this? My one and only thing that I need to do is fix clothing layering on Make Human NPCs, if there's a simpler way of doing that with a different program or something obvious I'm missing with this one then I'd really appreciate a hand. Whether or not you've got a suggestion, thank you for reading this.


texts: Grease pencil 2.8, how to move strokes / curves / shapes between layers within the same GP objects

texts: After I draw for example a face, I want to move the hair to different layer, and the eyes to another layer, so I can move them forward or backward proportional to another elements of the drawing.


texts: baking material only turns out black from high poly to low poly model

texts:
I'm trying to bake the material from the high poly scan of a person to the low poly made in instant meshes.
I'm using a diffuse BSDF I only want the colour info to see that it can be done.
I have corrected the sharp angles and shaded to smooth.  i have smart uv unwrapped the low poly.
I have checked the normals and then changed the ray extrusion when baking.
All transforms are 0. i have smart uv unwrapped the low poly.
I have tried baking with a cage, baking with the low poly bigger than the high poly.
All end up in a straight white or black bake. All the tutorials i have seen don't bother with light before because I only want the color data?
Baking detail does work from a simple plane to another plane, so I have that going for me.
Blend file should be attached


texts:
Whatever I try to do I have this annoying warning message saying:
Tool 'builtin.primitive_cube_add' not found for space 'VIEW_3D'.


texts: Blender 2.8: Very hard to see selected vertices & edges in edit mode

texts:
I am running Blender 2.8 2019-04-30 hash e8daa615704b and it is very hard to see selected vertices & edges in edit mode. In the attached image the left and top edges on the forward face are selected, and if I look very closely I cna see that, but it is not nearly as easy to see as it was in 2.79 or in videos I have seen of 2.80. I also had the same result with an earlier version (f32902e6dacf) from on or about 2019-04-23.

Is there a preference I can set to make this more visible? I understand this is beta software and I may just have to wait. If it isn't controllable via a preference value then I will look to see if a bug has been filed.

Thanks, Matthew


texts: adding scenes into blender video duplicates soundtrack from original video

texts: When I tried to add text to blender in a very specific font, I tried using the method of creating a text object in a scene and then added the scene to the video. Since I was creating a music video, I needed to copy that first scene and create more. However, all of a sudden, whatever the first scene was on in the song, the song at that part of the first scene ended up being duplicated into that scene and played awkardly for the following copied scenes of text. This got annoying, but I couldn't figure out a way to silence the imported scenes. What should I do?


texts: How to avoid stretching of textures whiile extruding the mesh?

texts: I am creating a beat/pumping effect animation but when i extrude the mesh with shape keys, the extruding edges are really sharp and also with stretching texture (Fig 2).Also from front view there are some irregularities (Fig 1). Is there any way to make the extrusion smooth without the irregularities and also to avoid the stretching.?


texts: How to apply a loop cut on a specific area on a big object?

texts:
I am trying to put a loop cut on the rectangle in the middle of the screen, but it's trying to put a loop cut on the whole thing.

And that's not what I want.


texts: I'm having some parts in my object that I can't texturize

texts:
I'm kinda new and have been unable to resolve this by myself (I have googled it for more than a day and didn't find a case that coincides with mine).

The thing is that I made this object by copying and joining the hinges (because it would be impossible for me to make the same object twice with the same marked seams) to the door.

Then I unwrapped it and disposed to texture paint but it didn't work on the hinges; so I tried by exporting the UV Map, paint it in photoshop and the apply it, but that also didn't work.

Here is how the door is looking:

https://drive.google.com/file/d/0Bw2rHXrRBr0-ek82UDltWjllYzA/view

And here is the texture with the uv map overlaid:
https://drive.google.com/file/d/0Bw2rHXrRBr0-ZkpHa3RaUjJVQnM/view

Do you know what could I have done wrong and what should I do?


texts: Positioning a collection of objects along a curve

texts:
Is it possible to automatically position a collection of objects along a curve? For example, I have 100 cubes (all are different) and want to distribute them evenly along a Bezier Curve.

I searched for a way to do that, but only found how to use Array and Curve modifiers to repeat one object along a curve. This is not what I'm looking for since in my case all the objects already exists.


texts:
I have an operator that I need to hand over arguments. I know that one possibility is to add attributes to the scene and use this but in draw-methods of operators I can modify the arguments passed to the operator directly. So I thought I should be able to do this from the console.

So far I have this operator (as an example):

from bpy.types import Operator
from bpy.props import StringProperty

class ExampleOP(Operator):
    bl_idname = "object.test"
    bl_label = "Is just an example"
    bl_options = {'REGISTER'}

    foo = StringProperty()
    result = StringProperty()

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

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

        col.prop_search(self, 'result', context.object.data, 'uv_textures', text="UV Layer")

    def execute(self, context):
        print(foo)
        return {'FINISHED'}

What I want to do is bpy.ops.object.test('INVOKE_DEFAULT', foo="something").

EDIT: It seems to me that the answer only works for *Property()-objects not any object. This gives me a

  TpyeError: Convering py args to operator properties: keyword "ev" unrecognized

Note: Please do not post any answers telling me off, to do this in another way. NO, this is exactly what I need, I cannot handle the "print-statement" outwards of the operator and yes, and foo may not always be a StringProperty.


texts: Any way to recreate this procedurally and random?

texts:
I've recently been trying to create a personal library of node groups and materials to get a better understanding of blenders material nodes, but I'm a bit stumped on how to recreate this

I'm trying to use something like this to create coordinates for a material I'm working on, as well as add a gap with a dynamic profile like the brick texture by using a color burn and color dodge. I also mocked a graph of the values in desmos to help in understanding


texts: Texturing mesh used smart uv project makes weird lines

texts:
It's not always happening, but it happens often. Look at below image, it's used smart uv project:

And when I try to painting this, I can see some weird white line:

I don't like using smart uv project, but sometimes my uv map looks crap, it's useful.

This is not a first time happens, I see this many times so I tried to not using smart uv project as possible.

How do I get clean result on texturing with using smart uv project?

Any advice will very appreciate it.

P.S.
This is link for model:
https://drive.google.com/open?id=0B2NonO-YN8ayZVQ0VHhYSlY2UU0


texts:
I'm new to vector displacement. I'm trying to get a symmetric displacement through RGB Curves but I can't get it to work. I'm trying to get a guitar shape.
This is my setup so far. As you can see, I achieved symmetry by duplicating the RGB curve and mixing them but utterly broke the mesh doing so.
Is there a better way to acheve what I'm trying to do ?
Thanks in advance
Edit:
Added a bigger node tree picture


texts: Does a 3D Cursor equivalent exist for weight paint?

texts:
It would be useful to click in the same area with precision relative to a particular mesh.  It would be useful to simulate a paint click with a keystroke, with the center of the brush at the 3D Cursor.  I looked in the info window for the action of clicking and I do not see any info.  Of course I can select vertices and execute small steps, yet this is time consuming.
Thanks.


texts: I would like to render this surface smooth like a natural curve but don't know how I can geometriccaly transform the mesh. Thanks for your help. Maybe I could add one edge between each segment but I don't know how to do that geometrically.


texts:
I have lists of lists as those of the image

and to graph them in other software I get a surface like the following one,

the problem is that the image is very little defined and I would like to render it in blender, the doubt that I have is: can to represent this surface in blender from the lists I have ?. I have not found something similar on the web so encourage me to ask. Any help is welcome, thanks in advance.


texts: Trying to get smoke to move or travel as if it was on a old time train running down the tracks. No issues with getting the smoke to work, but can't get it to follow the train as it moves.


texts: I'm new, so this is probably just a silly mistake, but when I rendered my Smoke Animation(as I followed in a tutorial), it just rendered 250 pngs and not a video of animation. Just confused.


texts: Cannot open file for writing... permission denied

texts: I tried saving my work in blender but encountered the error message "cannot open file for writing... permission denied". I noticed that there are a number of similar encounters as I did but none of these requests for help seem to get any proper replies. Can someone advise please? Thanks


texts: How to do a correct shoulder deformation?

texts:
So, I’m rigging a character in Blender and I’m having a bit of trouble with the shoulder deformation. Namely the region under the arm as seen here:

I was trying to replicate this I saw here:

Shoulder deformations

But the instructions aren’t very clear and I can’t seem to download the file from BlendSwap as the site just keeps giving me an error every time I try to login.

So, I was hoping someone here with some rigging experience could help me out with this. I’m just scratching my head here at this point.

Blend:


texts:
I have a quick question regarding a scene I'm working on. I have no idea if it's impossible or the easiest thing in the world, but if you want to take a look at the image I attached, I attached a transparent image onto a mesh with an existing node setting to make it appear plastic. I was wondering if there is anything I could do to make the text appear glittering like gold. Any advice?

Here is the blend file to those who asked.

Much appreciated.


texts: camera different position/view on render

texts:
I position my camera close to my object. In "Camera Persp" I see my object very close. This is what I want.
Now when I hit F12 to render my object, but it always renders from a wrong distance/position further away.

What setting might I have accidentally enabled?


texts: Excluding part of the mesh from mirror modifier

texts:
I'm modeling a car (Napier Railton) which body is not perfectly symmetric I can add a mirror modifier and apply it then add the non symmetric meshes but I don't want to lose the ability to modify the symmetric parts of the mesh latter.

I thought that I can divide my object into two vertex groups:

body.L (the part of the mesh that I want it to be mirrored)
non_symmetric (where I don't the mirror modifier to be applied)

but it didn't work, I'm not sure how the vertex G option works in mirror modifier (actually I'm not sure it's there to do that job)

is there a better way to add non symmetric meshes while having the advantage of keeping the symmetric meshes ready to modify later?


texts:
Guillaume Kurkdjian has this really cool water:

How can I achieve this water in blender cycles? (material and modeling of the water)

The closest I've gotten is this:

This is the material settings for the image above:


texts: Apply as rest pose deforms the animation

texts:
I am trying to apply skeleton to model. I can import BVH and see the animation just fine, however when I do "Apply as rest pose" which is necessary for the model to actually align with the skeleton's movement, the animation becomes completely distorted.

If I don't apply the rest pose the model gets distorted the moment I parent the model and skeleton.

What am I doing wrong?

EDIT:


texts: Float values in image pixel have different precision to set value

texts:
I am trying to set float value to pixels in an image. But the value as shown after that is different from the value that has been set. It seems this is a precision problem as mention in this answer. My question is are there any way to set the value of the pixel to an exact number (precision reduce is ok).

In my case, 0.11111111 turns into 0.111111119389534. So the difference are small but after a few calculations, it could becomes a huge margin.

Here is my test code in Blender 2.8:

import bpy
import gpu
import bgl
import random
from mathutils import Matrix
from gpu_extras.batch import batch_for_shader
import numpy as np
from math import *
# from gpu_extras.presets import draw_circle_2d
import time

IMAGE_NAME = "Generated Image"
WIDTH = 4
HEIGHT = 4

# print(buffer)
# push buffer to blender image
if IMAGE_NAME in bpy.data.images:
    image = bpy.data.images[IMAGE_NAME]
    if image:
        bpy.data.images.remove(image)
        bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT, alpha=False, float_buffer=True, is_data=True)
else:
    bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT, alpha=False, float_buffer=True, is_data=True)

image = bpy.data.images[IMAGE_NAME]
pixels = list(image.pixels)

#FIXED: set data
for i in range(0, WIDTH*HEIGHT*4, 4):
    pixels[i] = 0.11111111
    pixels[i+1] = 0.22222222
    pixels[i+2] = 0.33333333
    pixels[i+3] = 0.44444444

image.pixels[:] = pixels
image.update()
print(list(image.pixels))


texts: Curved arrow of variable thickness to connect to objects

texts:
I have two objects that I want to connect using a curved arrow whose thickness should be variable. The following picture illustrates my intention:

The grey boxes have to be imagined as cylinders. I assume that I would have to create some curve that is attached to the two objects and extrude the curve accordingly, but I can not figure out how to achieve this.

Thank you very much for your help!


texts: Why are there bright unwanted lights coming out of nowhere in my render?

texts: I have no idea why, but this keeps happening to my renders, most of the time, when volumetric lighting is involved, sometimes not. But is there any way to fix it?


texts:
TL;DR: Skip middle paragraph.

I'm trying to make an addon that draws certain info in the view, and have it do that basically all the time that the addon is on.

The way I've been told bgl drawing works is that you put the drawing code in a modal operator. However, all examples I've seen involve starting it from the invoke() method, which is run
when the user executes the operator - not what I want. I've also tried putting the bpy.context.window_manager.modal_handler_add(self) code in the register() class method, but because that method does not have access to self, I only got errors with the various arguments I tried (which were: none, the class (its general name), the cls argument that register(cls) gets, and some others. If needed I'll expand on this).

How do I make the operator run "on startup", or how else can I achieve my goal?


texts:
I have a project I need Pillow for. Is there a way to install it into blender 2.77a? The pillow windows installer just finds a python version if I install one seperatly. If I can not install "pillow" directly, is there a way to use the pre-installed python 3.5.1?
I already tried to delete the python directory and to copy the site-packages.

Other solutions found on Stack-Exchange do not work for me, maybe they do not work for Windows, maybe not for blender 2.77a.


texts: I am getting a pretty different model when importing from makehuman into blender

texts:
Other than searching Google (there doesn't seem to be a huge amount on this, most people in tutorials seem kind of oblivious to the fact that their model looks different) I have tried following this guide:
http://www.makehumancommunity.org/wiki/Moving_Assets_into_Blender
It improved things a little (like the hair) but I still think it looks pretty different given that it's supposed to look like a friend of mine it's important that it looks the same.
Any suggestions?
Makehuman:

Blender:


texts: How to set the physics property of imported mesh in Blender

texts:
everyone,
I am trying to add rigid body properties to a mesh model in Blender. There are a lot of tutorials available on how to set rigid body property of the Blender built-in mesh models such as cube. I followed this tutorial to do the same thing in a imported mesh model.

However the weird thing is that the built-in cube falls normally on the passive plane but the imported mesh model just falls through the passive plane. Is there anything special to be set in order to make the imported mesh also work normally?

Thanks very much. I put on blender file here and I use Blender 2.79 on windows 10. I am sorry that the file size is large since the imported mesh model is very large.


texts: I went to install 2.83.6 via Steam but instead 2.90 got installed. Is there a mix up or something?


texts: Why can't I add a modifier to this object?

texts: I am currently trying to make a standard youtube intro for a new channel depicting words doing different behaviours. The first word was flawless; however the second word wont cooperate and I can't add a modifier to the text. I am sort of following a youtube tutorial by tutor4u https://www.youtube.com/watch?v=9AV_ikY_Gss&t=230s. The modifier needs to be added after the text is converted to a mesh. I'm in cycles render as I should be. Any ideas?


texts: Why does the color on the object not match the color set in the material?

texts:
When I use shader in blender. I find it's hard to set a color to object. Just like the picture shows, the output color will change.

Is there something worry in my setting?
Or. What should I do?


texts: 2.91 viewport lag after certain amount of time

texts: When I open Blender it runs perfectly smooth, but after a while it begins to lag. I close and open the same file and it runs smoothly again, until about fifteen or twenty minutes pass and it starts lagging again. Any help is greatly appreciated.


texts: How to set object at a specific depth from the camera, at a certain pixel

texts:
I want to set an object at a certain distance (or depth) relative to the camera; and also at a particular pixel.
Example:
I set up a camera at a random position in blender. I want an 1280x720 image. So if a line came out of the camera at pixel e.g. (400,400), perpendicular to the image plane; and that line travels 1300 millimeters. It will end up at position (x,y,z) in the blender world. That is the point where I want the bottom centre of my object to be at. How do I calculate this location (x,y,z) ?

Some more context here. I have a image of a scene with a table. I also have the corresponding depth image, which stores for each pixel, the distance in millimeter from the scene to the camera. I have the segmentation mask of this table. So I know for each point on the table, its distance to the camera. I want to set an object on this table, by rendering the scene as background, and rendering the object on top of it at the correct location from the camera.


texts: I'm compositing a 3d creature onto a live action plate that I wish you use with the movie clip node, which has worked fine for one movie clip, but when I try to change the clip it doesn't appear. Does anybody know why blender only seems to recognise the first video clip I added and no others. (In cycles and video clips are the same format)


texts: How to replace an orphaned external file by an existing one? (all instances)

texts:
I used a video file in the VSE which is cut into many parts.
When the project grew, I needed to reorganize the linked files. I renamed this video file. Now Blender doesn't see this file anymore.

In Motion5, there is a function "Replace Media" that lets you replace external files used in many strips by new ones for the whole project.

Does something similar exist in Blender by default or does anybody know a script that can do this?


texts:
I am trying to create a game in wich there are 2 threads running constantly, one for the car controls and another one for determining the speed. The speed is calculated by comparing the car's current position to the position 0.1 seconds after (for wich I use time.sleep(0.1))

The thing is, I want the thread that determines the speed to start again only when is has finished, for this I use threadSpeed.isAlive().
But i think that when i use time.sleep, the thread shows up as not alive and so it starts generating many times, messing the program and throwing errors, so the question is: Is there a way to generate a delay without time.sleep? or is the problem totally unrelated? Thanks.


texts: When importing svg from inkscape, losses of color and definition

texts:
I'm trying to compose a cone in Inkscape, embedding text, image (after converted in vectors):

But, after importing in Blender, here is what I get:

You see then that something went wrong, but I don't know what.
Please your advise is welcome !

JF


texts: Why can't I see smoke in the viewport when using Eevee?

texts:
I organised nodes as shown to make the smoke emit light according to its density. What happens is a change of all the world background to white, although I've changed it to black. smoke doesn't appear.

When I change emission strength simply as a value (not by nodes) the same thing happens. (Note: I have no light source, I want the smoke to be emitting light.)


texts: I am creating a siding generator and I want it to add image textures to the model and uv unwrap them, but I am having one pain of a time getting around the bpy.ops.uv.smart_project.poll() context. I have tried overriding the context and setting it and a bunch of other things, no luck though. Any help is much appreciated


texts: Blender VSE - import multiple rendered PNG frames?

texts:
I usually use the Blender VSE for my normal video editing (for lack of After Effects).

I also usually render directly into AVI format, not PNG sequences of frames. I would however like to move to PNG sequences, because it's a lot easier to sort out any mistakes and to edit that way.

I would therefore like to load the sequences I render into the VSE quickly and easily (30fps) - which would normally require tweaking of every frame because they normally when added add an image strip which is 25 frames long (and I want each frame to be 1 frame long) - I can also only add one frame at a time.

How can I load a frame sequence into the VSE?


texts: How to make a procedural node setup to for raindrop effect for EEVEE?

texts: I just saw this amazing video that shows procedural raindrop effect using a node setup in EEVEE, created by this person. It's not possible to see the node setup from the video. So I wonder if someone knows how to create a node setup that does what's being shown in the video.


texts: How to get local rotation from Matrix but taking parent transforms into account

texts:
beI have this simplified blend file were I need to match the bone 'shoulder' to this other bone called 'shoulder_extra_snap':

https://pasteall.org/blend/9f468cbe96f145eb9d77553f3ebf1b89

So, both bones have constraints that rotate them. In order to make the rotations match, I'm calculating a rotational difference with matrix.to_euler. and then I'm applying that rotation to 'shoulder'.

This is the script you will find inside of the blend file:

import bpy
from mathutils import Vector

Original_rot = bpy.data.objects['Armature'].pose.bones['shoulder'].matrix_basis.copy()

bpy.data.objects['Armature'].pose.bones['shoulder'].rotation_euler = Vector((0,0,0))
bpy.context.evaluated_depsgraph_get()

a = bpy.data.objects['Armature'].pose.bones['shoulder'].matrix.copy()
b = bpy.data.objects['Armature'].pose.bones['shoulder_extra_snap'].matrix.copy()

bpy.data.objects['Armature'].pose.bones['shoulder'].matrix = b

difEuler = Vector(b.to_euler()[:]) - Vector(a.to_euler()[:]) + Vector(Original_rot.to_euler()[:])

bpy.data.objects['Armature'].pose.bones['shoulder'].rotation_euler = difEuler

This calculation works as long as I don't rotate the 'master' bone, which is the parent of the other bones. Therefore I need to fix that.

I'm pretty sure the solution must be to multiply some matrix by some other matrix so that I can get the local rotation difference but also take the transforms of the hierarchy into account, but I don't know anything about it! (Although I did read some answers regarding similar topics around here, but still I don't get it and it's not my area of expertise, haha)

Any help will be appreciated! thanks!


texts: I'm making a shirt for Sims 4 and couldn't find a Sims 4 reference mesh shaped like mine from which to transfer the weight paint. I ended up using a full body mesh, but now I have vertex groups for calves and feet. I don't know if it's okay to leave them there or not. Should I remove them? Is it safe to do so? And would just deleting these vertex groups be enough or do I need to do more? Thank you!


texts: how to make UIList interactive for object manipulation

texts:
I have the following data in my script:

Any mesh object, referenced as context.active_object
bpy.types.Object.markers = CollectionProperty(type = Marker), where Marker is a class containing just id, name and single vector to store location
ui with the UIList, on which I draw elements from the markers list

I have also a number of classes for making data, addings objects, etc. The script allows to easily click on a mesh and add new empty in the 3dcursor location. I have all those empties parented to the object, and I'm collecting their names in markers collection. All items for a mesh object is draw in a list using UIList. Here is my draw_items function:

class MarkerList(UIList):
    def draw_item(self,context,layout,data,item,icon,active_data,active_progname):
        if not item or item.name == '':
            layout.row().label('no name for id'+str(item.id),icon='CANCEL')
        else:
            if item.name in bpy.data.objects.keys():
                ob = bpy.data.objects[item.name]
                layout.prop(data=ob,property='name',icon='PINNED',emboss=False,text='')
            else:
                lab = layout.label(icon='QUESTION',text=item.name)

Now, the UIList is showing props using their names (data=ob, property='name'). That's OK, BUT, if somebody double click the name, it could be changed. This change also changes the name of the real empty object. I would like to update also markers list for that change, but I do not know how.

So, IS there any kind of 'update' function which is called after changing the name of the prop from the list? Or 'notify', or whatever. I would like to keep markers as a simple list of names and locations, but also I would like to allow user to change their names. If that's not possible, alternative question is: how to block names change in the UIlist?

Also, sorry for poor formulated question, I had no better idea how to ask how to detect name change of objects changed in UIList and invoking some additional action after that (ie. updating my markers list name).

Here is the UIList:

The counter is just a IntProperty added to bpy.types.Object.

Here is the name double clicked in the list:

It is automatically selected and user can change the name of the real object.

Here is the name changed by the user:

After this change, the real name of the object is changed, which is desired. I don't know, how to update the name in my own list, so I put the condition:

if item.name in bpy.data.objects.keys():

in draw_items to at least show this in the list. But I want to update my own data instead. After name is changed, the following info appears in the info window:

My list is looking like that at this stage:

My outliner is showing the change of new name of the object parented:

So, any advice will be most welcome. I can either block this editing behaviour (how?) or allow to detect name change of specific item and update markers data respectively. The script is going to manage thousands of those objects.


texts: I have a model I am trying to sculpt on and the only modifier I have is multi-res. I am trying to sculpt, and when I do it keeps mirroring. In the picture, you see two strokes, but I only want one stroke.


texts: Rendered Background video is B/W any ideas why?

texts:
I wanted to create a Muzzle Flare effect for a video of a friend (250 frames long)and managed to create the Flare effect using a Cylinder and some cloud deformation + emission. I´ve then set the video as a background video to the camera and placed my object at specific Keyframes making it appear for only for 1 keyframe (3 in total) but once  rendered,(Eevee) the video in the background appears in a kind of Black/White/Sepa-ish color. Video is sRGB though.

Any ideas how to get the original colors ?

I thought of maybe importing it as a plane and using it with Nodes.

Thank you in advance


texts: How do I create a progress bar in my add-on? By progress bar, I mean the bar that shows up in the footer with a percentage when you render. Thanks in advance.


texts: How to add hair particle to ocean modifier?

texts:
I'm trying to add hair particles system to ocean (so hair will move with the ocean movement) but I realized that I need to bake the ocean before doing that. Can somebody have some tip how to do this?

Thanks for answers!


texts: My mesh freaks out when I rig it, i think because it's made of separate pieces

texts:
I'm having a problem with the rigging in my mesh. I made it by adding cubes in edit mode to make the different body parts.

So anyways, when i made the armature for the mesh, an error popped up. It said "Bone heat weighting: failed to find a solution for one or more bones". I can't manage to make it work.

In this next picture, i rotated his left leg back 90 degrees and his right leg 45 degrees. The left leg moves both and the right one stretches the body. The head and arms stay where they are no matter what i do, also do the hair and cap

Any tips? I've been looking for answers but none of them seem to help with my particular issue


texts: Custom Toggle Shortcut (for an operation that doesn't normally toggle)?

texts:
I'd like to set up a keyboard shortcut that in Object Mode will apply Smooth Shading to a mesh object, or alternately apply Flat Shading if all faces are already smooth.

This would ideally behave similarly to how pressing A will either Select All or Deselect All depending on whether anything is currently selected.

Here's my current setup with two separate shortcuts:

If this were a simple Boolean value situation, like a checkbox that is either on or off, this answer would be a solution. The challenge is that Smooth/Flat is not as simple as yes/no because a mesh can have a combination of both smooth and flat faces.

I'm guessing this will probably involve some scripting because logic will be required to first check the shading of the faces on the mesh. Or maybe (less ideal, but) just apply Smooth Shading the first time the shortcut is pressed, and then alternate between smooth and flat for all subsequent shortcut calls.

I realize it's a geeky ambition, but can anyone point me in the right direction (if this is even possible)? Thanks.


texts: Why isn't changing the material of an object visibly working?

texts:
First off, I'm putting it out there that I'm pretty new to Blender. The problem is that when I select any object, or faces of a mesh, and attempt to change the material, it doesn't visibly change. A video is linked below so what I'm trying to explain can be seen in further detail.

https://youtu.be/RdlvJl-wcfQ

If you have a solution, please leave it below.
Thanks.


texts:
I have a very basic question regarding character workflow.
First I sculpted a character, then I did the retopo. Now I'm wondering, should I bake (highres to lowres) before the texturing process or after. If it doesn't matter what's the best way?


texts: What's the best way to model complicated pipes?

texts:
I've been trying to model a realistic rocket engine and if you've never seen a rocket engine before, they have some really complicated plumbing structure.

I've tried getting some crazy shapes using either the Array or Curve modifier but they don't work that well with complicated curves and always produce some weird results. Is there a better way to make a weirdly bent pipe or wire?


texts: How do I subdivie Ctrl+n an object in Python?

texts:
I have discovered that I can create an object like

bpy.ops.mesh.primitive_uv_sphere_add(size);
sphere1 = bpy.context.active_object

I also see that Blender logs something like

bpy.ops.object.subdivision_set(level)

when I press Ctrl+N in the macro window. But what is the object that the op is applied to? How can I apply it to the sphere1 in the script?


texts: problem with subdivision surface modifier

texts:
So Im making this model of BMO from Adventure Time.Being beginner and all I am not quite skilled with subdivision surface modifier(and all modifiers in general),so could somebody tell me a way to model these "fingers" so they dont look warped the way they look now.
Thanks!


texts: weird camera path with good marker tracking solve error

texts:
I have a drone footage taken with Phantom 3 Pro and I want to solve the camera path. The markers are fairly stable with a solve error less than 1. Still the camera path is pretty much crazy. I used LocScale for the motion model of the markers, since with Perspective the tracking was impossible to follow.
Here is the youtube link for the screen capture movie:
https://www.youtube.com/watch?v=S8uNgkwqE_s&feature=youtu.be
Any ideas what am I doing wrong?
Thanks!


texts: Render Multiple Images from Multiple Cameras Simultaneously

texts: I would like to be able to render images from 12+ cameras all in one click.  How would one accomplish this?


texts: What is the setting that changes wire frame thickness?

texts: Hi definition display makes my wire frame very very thin, is there a setting in blender that increases the visibility for wire frame?


texts: How modeling a complex object into a shape draw by a sharp line?

texts:
After hours of tutorials, and the first help of Carlo, I'm looking in a way to force an object, like a "bone" (so not exactly a regular cylindre, with a lot of meshs) to shape itself into a sharpe path of 3 or 4 points (path converting in meshs after alt+C, let s call it "a guide").
So the idea is to use this guide like a tool to shape the bone object linked and without deformation (like a solid object) as you can see :

So to begin with... it s difficult : because it s not a bezier item, it s a complexe cylindre. So I can t use "bevel object"  with an object like that...

After this step, I think there are two possibility to see the problem :

1) You can superpose pieces of the bone if they split on an exact point of the guide (so exactly on the point between two lines). I will know how I have to "cut the bone" (so remove littles triangles) to shape it exactly like the guide (with boolean union modifier for exemple!), but like it s an object more like a triangle long bone object, one of its faces is large and have to be always at the bottom part of the modeling...

So 2) No superpositions but a complexe serie of movements (spin, translation,..) of the pieces on after the other to touch themselves in a "solid" mode, to force the large face to be always at the bottom...
Like that the little triangles removed will be much more smaller +++

I know it s very difficult to have the 2) option. S I think the first one with boolean modifier will be more than enought (but if you have an idea of course..).

Thank you so much for your time and help in this difficult modeling!!!!!


texts: how i can disable motion blur for specified objects in BGE?

texts: I need to enable motion blur filter for specified objects in the scene using python or something


texts:
I have a collection of images that I want to import into the movie clip editor as an image sequence. The problem is that it only showed one image in one frame (1/1 instead of 1/22).
How can I fix this?


texts: What fluid obstacle movements cause the majority of fluid to disappear?

texts:
This is a narrow question, so your narrow answer is appreciated.  At this point I do not want to include a picture.

A fluid simulation was working well enough in timespan A.

In timespan B an obstacle was placed and fluid behaved as expected for many frames.  Obstacle and Fluid interacted.
Then one of the following events occurred

Subtle movements of fluid obstacles. Including obstacles coming nearer to each other or farther from each other.  More inportant.
Cyclical fast  and abrupt movement  of the obstacle.  Less important.

These event seemed to coincide with the disappearance of say 99% of fluid.  So any comments may need to categorize moving obstacles or stationary obstacles.  These scenario descriptions are guesses. I am seeking confirmation.

I saw no large amount of fluid on the domain walls. Then the water inflow seemed to stop as well.

I have witnessed similar behaviour before with Blender Fluid Simulation

Have others witnessed this behaviour?  It would be my preference to hear from people with similar experiences.

A related question could be ... Are there certain classes of fluid simulation in Blender that are known to fail or be beyond the scope of Blender FS?

I sometimes use obstacles to hydro form the fluid.  Thus it is not my goal to [push into] water, according to a comment below, yet I may be doing so.  I am waiting for a comment clarification.


texts: I don't know how but this glitch occured when I launched the Blender. I tried everything that I know but, didn't work. Do you have a solution for this? Thanks.


texts: Fill Curve Cube without intersecting parts

texts:
I created a cube out with just Curve paths and filled it as shown at the screenshot. But this mode creates intersecting parts (Screenshot 3-4)
Is there a way to do this without intersecting parts?


texts: Apply a python script before each frame in an animation

texts:
I am creating a video using blender and some of the animations in the video I create them using blender itself.

However, I have an animation which have some values that are updated via script. Basically I have some master points in space and a triangle and I want to compute the best match of the points with the triangle, so the triangle points depend on the master points, which are animated.

This animation is used later directly in the video.

I am not sure how to proceed with this. What could I do?


texts: Vertices that have a shared face in Python

texts:
Is this possible to write the script that can determine if certain vertices have a shared face?
For example, if 3 random vertices of a mesh connected with each other with a face.


texts: How to control user interface (panels) across Addons

texts:
I have a Master Addon which adds its own vertical tabs and panels. Then i have a Child Addon which provides some additional tools which fit well into various panels created by master. But the Child Addon can also run standalone.

When both Addons are enabled the additional tools from the Child Addon shall be placed into the Panels provided by the Master Addon. But when the Child Addon is running "standalone", then it shall create its own panels instead. The master may know about the child. but the child must not depend in any way on the master addon.

So the goal is to avoid to duplicate Operator Buttons and Panels when both Addons are enabled. To achieve this i added a global Property to the child addon and defined a child Toolbox like this:

# In the Child Addon:
# ===================

global CHILD_ENABLED
CHILD_ENABLED = True
class PanelChildTool(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = _("Child Tools")
    bl_idname = "child.tools"
    bl_category    = "Tools"

    @classmethod
    def poll(self, context):
        global CHILD_ENABLED
        return CHILD_ENABLED

    ....

def set_ui(is_enabled=True):
    global CHILD_ENABLED
    CHILD_ENABLED = is_enabled

So i can now enable/disable the drawing of Child panels.
And in the master Addon's init section i added:

# In the Master Addon
# ===================

loaded_default, loaded_state = addon_utils.check("child")
if loaded_default == False and loaded_state is None:
    print("Child seems to be not installed")
elif loaded_state != True :
    addon_utils.enable("child", default_set=True, persistent=False, handle_error=None)
    print("Enabled module 'child' On The Fly")
    loaded_state = True

if loaded_state == True:
    import child
    child.set_ui(is_enabled=False)
    print("Disabled Child's native UI")

Now the Child panels are disabled.
Finally, wherever i want to load an operator from the Child into one of the master Panels, i add something similar to this to the master's panel draw() function:

if  sys.modules.get("child"):
    import child
    child.draw_generic(context, layout) # Generic draw function provided by the child

So this appraoch is working.
But is there a better solution ?
thanks.


texts: How do you create interactions with other objects?

texts:
I have this little Ball i made up, however i have a problem, I can get the ball to interact with other object, however i cannot get the test objects to move from the impact, what am i doing wrong?

Edit:

I placed a cylinder in the scene however the ball when making the impact with the cylinder wraps itself around the cylinder, i do not want that, i need for the cylinder to knock over or have other objects in the path to interact with the ball


texts: How do I get a cable to realistically follow the back of my security camera when it moves?

texts: I want this cable to stay attached to the post and the security camera while the camera rotates. I would like to prevent unrealistic stretching. I've tried using hooks with vertex groups but the end caps just stretch and the cable doesn't move. I'm not sure if I need cloth physics or soft body physics or something else.


texts:
I am on Mac with Blender 2.71. I got an mhx file imported. But the problem is that it looks huge. I could see only the bottom part in user presp.

In File -> User Pref -> Input, Presets set to Maya.

How could I Zoom in and Out so that I could see the whole object (Exported Human Object)


texts:
I was working on this tutorial for quite a while, until I ran into this problem I can't solve, and I abandoned it.
In short, when I use sculpting mode brushes it pixelated and ruined the mesh (image 1), instead of smoothly deofrm like it should be (image 2); ALTHOUGH i did succesfullyl once by myself (image 3).
I tried multiple things (make sure object is large, flipping the normals, subdivied and applying everything, using dyntypo)
I just can't figure it out and will appreciate your help :)
Thanks


texts: Is there a way to select the lines between two verts?

texts: So I have recently been working with objects made with photogrammetry that I need to UV Unwrap. For that, I want to mark the seams of course but I find it very hard to select the lines I want to mark as seams because the mesh is triangulated. If I could just select two vertices and then the shotest way between those points that would be super useful. If not then what other methods would you suggest to UV unwrapping such a mesh?


texts:
Absolute novice here.
I am a professional drone pilot, who is specialising in time lapse videos.
I have 10-15 sometimes more videos, filmed by flying same flight path at different time.
I would like to ask how can I stitch and mainly align the clips with Blender in a smooth Time lapse video. Perhaps aligning few points from each video matching same points from the next one?
I can not align by frames as every clip starts at different time depending on wind conditions.
I used to use Filmora, but that is so basic and I can not align clips there.
Thanks


texts: What's the quickest, easiest way to point the camera somewhere in blender?

texts:
Often I want to just point the camera to an object or a specific area in my scene to get an idea of how it'll look in the render. What's the most painless hassle-free way to do this in blender?

A quick search on the blender wiki does not lend itself to easy look-up due to all the noise in the search result.

This question could probably be broken down into these two main questions:

How do I point a selected camera to the current 3d-cursor location in the scene?
How do I point the selected camera to the currently selected object(s) in the scene?


texts: Benchmark optimal settings documentation

texts:
I realize that hardware questions are off-topic here, but I think this question about documentation and optimization is not really hardware dependent - it's a question of being able to reproduce consistent results with different versions and installations of Blender.

It took me a while searching the web and this site to realize why I was getting such poor results rendering the classroom benchmark scene on my new system that came with an NVIDIA GeForge GTX 1070. The default settings were set to render with the CPU, and when I tried to switch it to CUDA-based GPU rendering, things only got slower. Searching the web I found others had gotten it to render in about 7 minutes on the same hardware (GTX 1070). Finally I found the answer: increase the tile size. It seems like a lot of effort to figure out some basic configurations if you're not intimately familiar with how rendering works. And I still haven't matched the other benchmark. I'm at 8:38, and the other benchmark was at 7:47.

So my questions are:

Is there some way to know to what I should attribute this variation? My benchmark was on Blender 2.78c and the original was on 2.78a. So it could be that or something else.
Is there any documentation covering optimal settings for the benchmark scenes? I realize optimization is very dependent on hardware and scene, but especially for benchmark scenes on the most typical hardware, it would be useful to know how to reproduce consistent results so we can, for example, compare the performance of different versions of Blender.

Edit: The classroom scene I downloaded from https://www.blender.org/download/demo-files/, and I just realized that it's not technically labeled as a benchmark.


texts:
I am new to blender, my computer is too slow. I want to bake full render for faster rendering my animation. Please someone tell me how to bake full render.
thanks
There is my project file that I want to bake:
MyHousePlane.blend


texts: How to make puddles with the Principled BSDF?

texts: With the new Principled BSDF shader, I have two problems, how to connect the displacement image, and how can I make puddles whit it! Could someone help me?


texts: Active rigid body objects fall through other passive rigid body objects

texts:
I am designing a Galton Board, so I have a group of marbles, which are active rigid bodies, and then I also have a bunch of rectangles, which the balls are supposed to hit and then veer off.

And while this does happen to most of the balls, some of them either enter one of the rectangles on impact, or make it to the very bottom and fall through the floor.

Here I have an image of one of the frames:

The small rectangles represent the things off off which the balls are supposed bounce, and the tiny congested spheres represent the marbles. The panel on the right displays the physics settings for the balls.

As you can see, some of the balls are falling through the floor; while others have entered the rectangles.

And now here I have an image of the physics for everything else:

Extra Notes/Details: All of the marbles share the same Physics, every other object shares the same physics (they are passive & different from the marbles' physics), the scale of every single object is applied, and also that all of the objects except the marbles have a solidify modifier applied to them.

Blender Version: 2.79b, although I'm sure that this problem can be reproduced in Blender 2.8 as well.

Thanks.


texts: Haha, that's something different for once. Any good suggestions how to achieve an esthetic grain on renders in Cycles; to give it a retro and analogue vibe.


texts:
I'm sorry, I'm a blender modeling beginner but I don't know why I have an edge floating outside of my geometry that I can't get ride of. I don't know how it got here. I tried "remove doubles" but that didn't do anything. In edit mode, the edge or the vertices can be selected but not deleted.

Thank you


texts:
I'm really new to blender and don't really know whats possible in it. So Is it possible to add a hovering informative textbox?

Like I'm making this school project and we want to have a 3d model of our object in question and I was wondering if its possible to add text boxes that face the camera at all times that have a line drawn to a certain point of the object? We will not be showcasing the item on blender, but an online obj viewer.

Very roughly drawn idea of what I mean: https://gyazo.com/b543aa2bc6ceb9bf37e3f8dde3e3bb19


texts: How to smooth 3ds models imported into blender

texts:
How do I smooth 3ds models imported to blender? I have tried the smooth shader and smooth modifiers to no success. Below are screenshots of before and after applying the smooth shader

The following is a screenshot of the model in edit mode


texts: How to use script get event 3D Cursor(Position) change in Blender

texts:
0
down vote
favorite
I can't find event change Position 3D Cursor when I left mouse click new position on the TOP screen.

When click change other position, system auto print new location(x,y,z).

Now i using bpy.context.scene.cursor_location : get the cursor location

I can't find event change, please help me

Thank you so much!


texts: Particle Systems adding margins and placing on top

texts:
I am trying to place cubes on top of a plane using particle systems.
However, I have two 'constraints'.
I do not want my cubes to be going too near the edge of the plane. Therefore I kind of want to add a margin to my particles. (I don't want to use weight paint because I want to be able to automate this with the blender python framework.
Also, my cubes are currently going through the plane, whereas I want my cubes to be placed ON TOP of the plane.
What particle systems settings should I be looking at? I can't find anything helpful online except outdated responses.
Thanks in advance


texts: Why Driver driven Node based material switch dose not reflect in 3D view?

texts:
I have used mix node to switch between materials in node editor and have used driver to control the switch. It renders properly i mean with correct material when switched but does not show in 3D viewport.

Switched

Why it dose not refresh in 3D viewport?


texts: I don't know how to make that transition from a circle to a square. Any ideea ?


texts: Basically live VJing in Blender - Triggering animations on the run

texts:
We need to trigger an animation live, during a vj/theatre performance. The artist needs to easily start and stop a pre-made animation. I have been looking into Nonlinear Animation, but yet can not find what I'm looking for.
Is it possible natively in Blender? Let's say theres 20 particle systems waiting to be activated. With a click or two, one starts, then fades out, then another one starts when the actor is in position and with a click, it starts, etc.
Any help is very appreciated!
Thanks


texts:
Just like the Math node I want to create options like this:

However, in the original code of the math node, I can't find a line to make the options show up in the node. How do I do that?

import bpy
from bpy.props import *
from ... base_types.node import AnimationNode
from ... tree_info import keepNodeLinks, keepNodeState

operationItems = [
    ("ADD", "Add", "A + B", "", 0),
    ("SUBTRACT", "Subtract", "A - B", "", 1),
    ("MULTIPLY", "Multiply", "A * B", "", 2),
    ("RECIPROCAL", "Reciprocal", "1 / A", "", 21),
    ("SNAP", "Snap", "snap A", "", 22)]

class EnumPropertyTest(bpy.types.Node, AnimationNode):
    bl_idname = "an_EnumPropertyTest"
    bl_label = "EnumProperty Test"

    def operationChanged(self, context):
        self.recreateInputSockets()
        executionCodeChanged()

    operation = EnumProperty(name="Operation", default="MULTIPLY",
                         items=operationItems, update=operationChanged)

    def create(self):
        pass

    def execute(self, write):
        pass

    @keepNodeState
    def recreateInputSockets(self):
        self.inputs.clear()

Now I have just this:

In case a quick link to the Math node helps:
https://github.com/JacquesLucke/animation_nodes/blob/master/nodes/number/float_math.py


texts:
I have a bunch of planes with a laser beam texture applied, from the CGCookie tutorial.

I want the beam to fade along the length of the beam. Unfortunately fiddling around with the color gradient node has the fading action along the wrong axis (side to side instead of end to end).

How can I fix this?


texts: What are those black spots on my ambient occlusion bake?

texts:
I wanted to bake an ambient occlusion map to my model, but on the baked texture, there are two big black dots on the sides (on each side one).

I don't have much experience with baking and textures altogether. I tried recalculating normals and removing doubles, but nothing helped. The dots are more or less circular, placed symmetrically and they don't copy the faces of the model (they have a  different shape). Here's a picture:

The part with those dots is selected. The model is made with mirror modifier and should be symmetrical (now the modifier is applied).


texts: Delete internal geometry for bezier curve converted to mesh

texts:
I have a bezier curve that I converted to a mesh.   It has overlapping faces and internal geometry because of the extruding I did.

I tried to create cuts at the overlapping faces with intersect knife self intersect/cut and then select all internal faces.   But it doesn't seem to work.   How can I delete all the internal geometry that was created?


texts:
My models are black in the material preview and render view.
The problem arised when I turned on my project. Everything worked before.
I added the screenshot below.


texts:
I want to add fog to a blender scene (in Cycles), so I created a cube and applied a Volume Scatter Shader. I changed the color to white, but the cube is black now.

When I change the color to red, it's becoming blue.

How can I change the settings so Blender is rendering the color that is shown in my Volume Scatter Node?


texts: Why am I unable to extrude/translate along the Z-Axis?

texts:
I have a 2D mesh plane dividing into numerous faces. I have x amount of faces selected and I want to extrude or translate them along the z-axis to create a 3D model. I am trying to do this:

From the 5:30 mark to the 5:50 mark in this video

http://www.youtube.com/watch?v=mbm9lPB5GPw#t=5m30s

My object will not move along the z-axis. The faces don't move at all, even if I type in the amount to move along the z-axis and press enter, it continues to just remain a 2D plane.

I can't figure out if I have a setting turned on or off that is causing this or if its something else. It seems it should be straightforward, but I have not been able to solve it.

EDIT:

I cannot get the selected faces to extrude/translate outward from the plane along the Z-Axis.

EDIT 2:

Here is my .blend file

http://www.pasteall.org/blend/29706


texts: How to make Blender use the gtx1050ti as compute device in linux?

texts:
I checked if the nvidia display drivers for gtx1050ti for linux OS are correctly installed and they are. (checked with nvidia-settings, glxinfo and lspci)

However, when I go to user preferences -> system, the compute device is set to CPU and I can not choose anything else.


texts: I beveled a curve grid with the built-in bevel option. The problem is, it's only beveling half of the circle... it's such an annoying little thing, can someone help? Here is a screenshot of an intersection on this curve, only the left half of the circle appears!


texts:
Is it possible to have a custom Blender camera shape?

Like when rendering, the camera image outputs as a "triangle" shape? Or a polygon shape?

Is there a trick to making a custom picture shape without actually rendering a rectangle or a square?

The reason I am wondering is because this tutorial shows how to do it in OBS studio. So it might be possible to do in Blender.

If you know an answer, please share. I would really like to know.


texts: Viewing node-editor-created project on 3D view

texts: I created a blend file which is sun lens flare created in Cycles render. I can access the lens flare in node editor but not in the 3D view's rendered mode. Can anyone tell me how to view it on 3D view mode? Or if it's just created in node editor so it can only be viewed in node editor? Thanks!


texts:
First time I use the expression controllers. The near sensor works, I tested it. The keyboard sensor is just triggered by E. So since none of the actuators work I guess the mistake is in the expression controllers. Any idea where the mistake is?

Edit: Fixed the expressions. But it still does not work as I intented to used it. It activates the actuator with the true pulse from near sensor or e sensor only. So can I add something to the expression to make it activated by the combination of both the 2 sensors?

p.s. duplicate thread me on blenderartists


texts: How can I remove a reflection onto an object but keep the shadow?

texts:
I tried isolating the two objects via layers, but that removes the shadows as well:

When I don't isolate, I get these little single-pixel reflections on the image material for the background object:

See them?
They're annoying. Is there any way to remove them without removing the shadows?

Blend file


texts: I need help as the blender installer is failing

texts:
I'm trying to install the most recent blender build on my Win-10 PC and keep getting the error:
   Blender Setup Wizard ended prematurely

Blender Setup Wizard ended prematurely because of an error.  Your system
     has not been modified.  To install this program at a later time, run
     Setup Wizard again.

Click the Finish button to exit the Setup Wizard

I've checked the event viewer and not seen anything generated by this attempt.

Can anyone help me?


texts: How can I solve this problem, while baking a high poly to a low poly one?

texts:
I'm trying to bake textures to a low poly, and here is a glitch I can not understand:

My low poly unwrap is fully split, and the high poly use object mapping (cube map)coordinate which is a small cube.

Developing with OpenGL, I could imagine it comes from a bad texture coordinate for this particular vertex, but how could I verify that in blender?

Thanks in advance.

edit

Here is the uv's:

I've set The island margin of smart uv, to make sure no overlapping occurs, but the glitch reapears
.
edit

here is the .blend:

edit
Maybe theres a trick with Object Mapping Coord, or a bug.

I've tried with generated mapping, no problems, But I would have preferred object mapping, for uniformity across models.


texts: Sculpt brush not orienting to mesh surface correctly

texts: For some meshes when I go into sculpt mode the brush does not orient to the surfaces of the mesh correctly, essentially acting perpendicular to the mesh.  This causes my sculpting to occur in tightly packed lines, instead of a nice circle on the surface.  This happens with and without Dyntopo enabled.  Below you can see a screenshot of the brush which should be a circle on the surface is instead perpendicular to it, and the strange vertical sculpting as a result.  My meshes all have correct face orientation as well.


texts: What is the best view to sculpt in? Is it in the persective or orthographic view

texts:
I tried sculpting a human head and according to the tutorials I watched, they normally sculpt in orthographic view and so I did so and in orthographic mode, my head models actually look good but once I switch to perspective mode then the model looks terrible, nothing is in the right proportion. I also tried exporting it to Unity in order to find out if it's only in Blender and in unity my model still looks weird.

I then tried to model in perspective mode and in that mode its extremely hard to sculpt so I want to know which mode is the right one to sculpt in so that I can continue sculpting.


texts: How do I put a texture on top of a normal map?

texts:
I recently downloaded a model and it came with two images, a normal map and an image for colors. How do I put both of them on the model.

These are the two images


texts:
So I made this cushion but it has this weird clipping or shading on the cushion part.

Here it is without subdivision smoothness and also with it. Any ideas how I can begin fixing this?

This was after i went through and deleted any double faces individually. Not sure why remove doubles didnt catch them. Still doesnt look right.


texts:
Quite impressed by all of Gleb Alexandrov's scenes with some amazing dust floating around.

(To see what I'm talking about > http://www.creativeshrimp.com/lighting-tutorial-atmospheric-effects-dust-book-10.html)

And I started working last night on a scene that is going to need the same sort of atmospheric dust in the air. But when I looked around on how to create dust particles in the air there was nothing there. Not even anything I could adapt from a tutorial. Everything was from 2009 before volumetrics was even introduced.

Someone in an older tutorial did use a particle system and used a scaled down icosphere as a mesh for each particle, but experimenting with that made everything look really tacky.

Is there a way to do dust particles that I'm not thinking of?


texts: Brick texture stretches in vertical direction

texts:
I have extruded plane (texture is fine on it) edges 1 by 1, and applied a simple brick texture.
For some reason nor re-unwrapping nor applying transforms deals with the issue.
Normals are correct and making seams does nothing, even splitted or separated faces remain "untexturable".


texts: Is there a way to make comments in the node editor?

texts: I'd like to have a node like the Frame node but one that can have lots of text, not just a header. I've looked and it looks like there isn't any such capability so far, so I was wondering how easy it would be for someone to create a custom Comment node as an add-on or script (I don't know the differences between the two). I myself would love to leave detailed comments in complex node trees so that I can figure out what I was doing/what to do when I come back to them months later.


texts: How to divide an object with Blender 2.8

texts:
i am trying to divide an object:

in Edit Mode, i select "Loop Cut". But the selection is only possible in that way that it divides the object in half. I didn´t found a solution to change the selection. If i wont another selection, i have to repeat that step.

But that is ok, i can live with that.

My question is, when i selected the region with the "Loop Cut", how can i process the cut? Found no possibility. The region where it would cut is shown but i can´t execute it. (I know, this is a rudimentary question...)


texts: Tracking very long shot with no points in common between first and last frame

texts: Is it possible to track an handheld shot (there is already an answer on here about tripod shots: Tracking long panning shots) that doesn't have any visible points in common between the first and the last frame? As an example, imagine a shot of someone driving in a car for thirty minutes. Obviously everything from the first couple of seconds won't be there anymore at minute 15.


texts: Changing node structure during an animation

texts: After doing some quick research on animating nodes, all i could find was that you can animate values, but changing the structure was not addressed. I would like to change the order that i composite the layers in since the view changes necessitating this a rearrangement of the node structure. I know i can render select parts of the animation separately and restructure the nodes before doing the next segment, but if i could get it to do that on it's own I could render it all at once while i'm at school or asleep instead of checking in every hour or so to doctor it.


texts: blender viewport is rotating around an unknown point

texts:
In blender 2.73 , when i scroll with my  MBP trackpad to rotate around my cube , it does not rotate around the cube as center. but it rotates around another point not too far from the cube.

I checked online for how to set pivot points and found menu->object-> transform->geometry_to_origin,  and a few more options , but the rotation point is still not the center of the cube itself.the only way for me to get back to normal  is to close this file and open a new file from start.

i want to rotate the view , with the cube as center , just as it did when you open a new file. what is the trick to fix this ?


texts: Weirdly pixellated faces only in object mode?

texts:
I've been trying to model a boot, but I've run into an issue with the topology. When in edit mode, the faces appear normal to me;
But when I go into object mode, I find the faces to be weirdly pixellated;

Even with smooth shading, the faces appear all stretched even though they aren't stretched in edit mode.
I've tried removing doubles and recalculating normals several times, as well as adjusting vertices, but nothing seems to help.
Any help would be appreciated. Thanks!


texts: Lighting in Cycles is not working properly

texts:
When I try to work with Cycles my lighting doesn't show up and I see nothing in my viewport.

But when I switch to EEVEE everything works properly:

But when I try to render I get my model lighted but not by my light set up:

I am pretty new in Blender and I know I must be doing something wrong but I have no idea where is the problem.
You can download the file in this link https://drive.google.com/file/d/1b6gHCYrIMrZFlJPKN0PrO1KmQaP2eyqV/view?usp=sharing


texts: Add custom shortcut to toggle "Maximum Draw Type"

texts: I´m trying to add custom shortcut "E" in Object mode to toggle between Maximum Draw Types (wire, solid, textured, bounds) for selected object, but my attempts were not successful. I read some similar topics from this forum, but unfortunately I do not understand enough to be able to solve it myself.


texts: Tracked video not showing in the 3D viewport in rendered mode

texts:
When I try to composite this with my cg object it doesn't work. After completing the tracking I have set the tracking scene, but the video behind doesn't works or shows while in render mode(cycles).

but as you can see it does shows the tracker point but both things doesn't composite.

This is my node setup in the compositor.


texts: How do I merge smoothing shaders seemlessly without joining objects?

texts:
I'm having an issue with creating a game asset for the Creation Engine.

I am trying to have two objects, a head and body, match seamlessly together without joining them. They don't and it's because the normal vectors have a mind of their own, unless I join the objects and weld them together (alt+m).

The smoothing shaders look like a complete mismatch between the two objects. I've tried editing them both, by having two selected and entering edit mode, and then trying to calculate the normals based upon selection, but nothing I've tried seems to be working. Does anyone know how to fix this?


texts:
Working on the retopology of this mesh I lost the info about the hair. If you notice the strands in picture 1 looks non linear and picture 2 look linear. I don't know if blender updated and change this or  I just don't remember where to change it. ... I think the issue was in cycles hair rendering-> primitive-> line segment / Curve Segment but I don't find it anymore in the new update. how can I do then to get a more defined strand?Can somebody help me?
Thanks in advance


texts: Bake a giant UV with multiples materials and textures tiled?

texts:
I'm working on this project:

I needed to bake the house structure, so I joined all objects, created smart uv project and started the bake.
It succeded, but the texture result wasn't correct:

The UV shrink
So seeing the UV (yes, it's a mess because of the object join) I think the problem is because of the scale:

If I create a bigger image texture, then the UV and UV canvas scales with it, so that's not really working
I'm pretty lost, I already tried packing islands (it still requires to scale UV outside limits so the tilling textures are displayied correctly and the bake keeps failing)
What could I do? Should I do a smallest bake? I tried searching how to increase the size of the UV canvas but I don't know if that would be correct or even possible
Thanks for your time


texts:
How can I get the Z Pass from an animation to After Effects?

The normalize node is only usable for Stills, so that's not it.

The map value node seems to sort of work, but I find it pretty tricky to setup, and I would love to find a solution that can be setup within a few clicks.
Also, it would be great if the focus point can be controlled by an object(empty) this would normally be the focus object in the Depth of field panel, but I cant get it to work with the Map value node.

In our company we use AE for compositing, otherwise i would just use Blender.

Also, the Mist pass works great, also the way you setup the limits.    fortunately there is no way to turn of the Anti-aliasing.


texts:
I would like to make object from a child so i can edit it, there is a way to do this?
I use the Duplication to a sphere from a plane, i want to make object from the result (the new sphere created).

sorry for my english i will put a screenshot for help, i read i have to select the parent and do Shift + Ctrl + A     but its not working.
Thanks :)


texts:
A comment in this thread ( https://developer.blender.org/T73756 ) mentioned "enabling subframes".
How can I enable and work with subframes?