texts: blender 2.8 texture paint material mode not showing shaded object, just flat color is shown?

texts: blender 2.8 texture paint material mode not showing shaded object. IT just displays flat color for the object silhoutte. LookDev mode is enabled and it shows the flat color instead of the actual shading of the object with all the respective textures for normal, height etc applied.


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I work on 2.79 full release version. I have the sapling tree add-on activated.
All tutorials i can find show the addon under Add>Curve>add tree.
Its not there :(


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Animate a texture / material over a mesh

The material will animate over a plane correctly but when I try and do something similar with a different mesh it doesn't work as expected (it just flashes blue) how can I fix this.

Note: The reason I'm doing it this way is Verge3d can't animate curves over the web so this would be one way to show the growth / path an object would take over time.

File attached.
I'm using blender 2.81 ubuntu 64bit


texts: Cloth simulated object particles don't simulate when start and end emission frames are different

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I have a pretty weird problem with particle systems in blender, been looking for an answer for about 10 hours now. Here's the deal:
I'm trying to model some money effect.
I created a plane with texture and physics (cloth) applied to it, and a separate particle system. But when I try to apply a particle instance to my plane for the particle systems, the physics (that were working perfectly with my plane) now don't work. My particles keep bouncing when falling on the collision plane beneath.
It only seems to work when  I set the start and the end of the emission to 1. When I try to set different values (e.g. start:1, end:50), my physics is gone.
It may be that I'm missing something here, but I truly can't find an answer.
Thanks for each helpful answer.


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I'm currently using a plane to conceal a few meshes in my scene (i'm using Cycles). This plane has a white emission surface, the same color as the background.

Is it possible to, instead of using a white material, give this plane an alpha material? Anything hidden behind this plane should thus not render.
It's worth mentioning that some objects are only partially concealed by the plane, thus I can not simply remove it from the scene.

For example:

In the image, I have a scene with two cubes, a plane and a monkey. The plane currently has an "alpha" shader/setting (this is the thing I want) assigned to it.

When rendered, the scene will look something like this:

Anything behind the plane will disappear from the render, whilst anything in front of it will not be affected.

It's worth mentioning that some objects are only partially concealed by the plane, thus I can not simply remove it from the scene.


texts: No objects or images to bake to error, driving me nuts

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I am trying to bake texture for a model, and I get the infamous error "No objects or images to bake to". I have done a lot of googling to try and solve this, and in particular I have read pretty much every post related to that on this forum. It does not help and I still get the error. Here below are some details - please ask for more if necessary. Any help would be hugely appreciated.

Set up: I have an obj file, in the same folder as an mtl file along with a jpg picture for the texutre.

Import: I open up Blender 2.7 on Linux, default mode, delete the cube and subsequently import the obj file; I can see it alright and I recenter it.

Texture: in the materials and texture tabs, I select the jpg image for texture, so that when I set the viewport shading to texture I see the texture on the 3D model view.

Bake: making sure that coordinates is set to UV and that Map is set to UVMap in the Mappin dropdown menu of the Texture tab, I then go to the Render tab to the Bake dropdown menu. I click the Bake to Color vertices and choose Texture in the rollout. Clicking bake then yields the error.

Details: I make sure that the object is selected, both in the 3D viewport and in the Outliner. In the latter, the icons are on (the eye, the pointer and the camera). I have also been careful enough to open up a second subwindow for the UV/Image editor, and in there I select the jpg image for texture that is in the folder, and I can see the UV map alright. Also, this is all with the Blender Render engine, not with cycles.

What I have in mind after all this, and the reason I want to do it, is that I ultimately want to export the model to a ply file in a way that all vertices are listed together with an RGB color for each vertex, which is impossible currently (because color/texture is associated to faces of the mesh and not to vertices), even if I tick the "include vertex color" option in the ply export.

Thanks a looot in advance. I am absolutely out of resources here.

Gustavo

Edit: the thread How to bake ambient occlusion into vertex colors? is different I believe. My question is more specific. However the answer to that thread does include what I was missing: adding a set of vertex colors under the object data tab.


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I am using Blender 2.8

On my last work I encountered trouble with mirroring my weight paints.
My bones are named correctly with R and L prefixes.
It may look like everything work correctly, I press Mirror, under weights panel,
and my paints are transferred to another side.
   The only problem is I want them to be copied to another side, not transferred,
because my model is symmetrical, and I want same weights on both sides.

Thank you in advance ;).


texts: How to enlarge dynamic paint cache size (Blender 2.8)?

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I try to create 900-frame animation using dynamic paint in Blender 2.8.

When I try to play animation or bake all dynamics calculations are made until frame #250 and that's all.

Does anyone know where the cache size settings for dynamic paint are (if there are any)?

Or maybe there is some workaround to calculate and bake all the animation?


texts: What does texspace_location and texspace_size mean? in the blender Mesh Data

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so I was looking through here

and two of the mesh properties are texspace_location and texspace_size?

i was assuming these were uv coordinates and the scale of the uv map, but there are three floats in each one.

am i correct in my assumption, or am i way off?

also if they are uv coordinates what does the third float in each one mean?


texts: Create different shapes of the same objects with its content

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I was trying to recreate the following screenshot from https://www.youtube.com/watch?v=IzL5GjFjcbU

The cells are quite different from each other and also their content (not visible in the pic) is animated and also variate from cell to cell.
They seem also arranged in an array, but somehow they fit in between the blood vessels. I can get an array of cells that variate but not this complicated. Also external cells are bigger than the internal part.
By using a displace modifier you can obtain subtle variations but not dramatic change in shapes so that they can fill the space nicely.
I don't think they did it manually.
My question is how can this be achieved in Blender? Do you need some python scripting to obtain something like that? I am wondering what's the workflow to do it.
Thanks!
Here is the result after particle emitter suggestion:


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I have created a model of a set of shelves that looks fine in Blender. However, when I exported the model as a dae and imported this into Sweet Home 3D, 3 faces, on 2 identical legs, were missing. These were faces that I had had some issues with when using Knife to alter the shape and I had to recreate them. However, it all looked ok, even in Render.

Any ideas why the dae model would be missing these faces?


texts: Hey is there a way to edit the sound that are baked to f curve. I have baked the sound av it works like I expect, but there are parts of the time line where I like the value to 0, but the sound is at a different value. I know I can sett the main lower, but that effects all the values. I need to set 4 or 5 part with 2 or 3 frames to 0 in the middle of baked sound.


texts: I am making a short film with multiple scenes, and I was wondering if I should keep my previous scene and just duplicate it, or move on and continue editing the same scene. Is one better than the other?


texts: How to rename export animation frames numerally with "steps"?

texts: If I export my animation (into png) the files are named "001", "002", "003", etc.This is good. but when I change the frame "step" in output properties to something like "2", the files are now exported as "001", "003", "005". I understand why this is happening but how can I make it so it exports how it was before, but with the different "step" option?


texts: Blocky Textures around object, Blender render artifacts, possible causes?

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I'm getting weird render artifacts around the edge of a cylinder on the floor, blocky areas that look low-res:

(Edit) Image A: Blocky Textures behind the cylinder

Rendering from other angles shows the same render artifacts. Seemingly around the render box intersecting both the cylinder and floor.

I've tried changing anti-aliasing and other settings with no effect.

(Edit) Image B: Outliner, Viewport, and Render Settings

I'm at a loss. Any ideas?

Other Info:
   Blender v2.76.
   Blender Render.
   This floor texture is rather large, 12.3 MB file and 4288 x 2848.
   But artifacts happen with other (smaller) textures as well.


texts: Cycles: How can I make a plane both emmissive and transparent?

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I have the following situation:

I have a scene lighted by a "sun" lamp that gives me good sharp shadows. But I also want to have a large plane with an emissive material placed above the scene to regulate the "general" brightness. My problem is that while this plane does emit light the way I want it to, it also blocks the sun and casts a shadow on my scene. So I want it to both emit light, and by invisible to the rays of the sun. How can I achieve this?


texts: I can’t get rid of the black lines on a Bezier Curve

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I’m new to Blender and exploring bezier curve objects.

These thin black lines appear around the curves, what are these?


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I need a instance of a class that is shared among nodes (singleton).
Problem is I can't call the methods of it.
Here is the problem isolated:

import bpy
from ... base_types.node import AnimationNode

class Singleton:

    def __call__(self):
        return self

    def bar(self):
        print("bar")

class Foo(bpy.types.Node, AnimationNode):
    bl_idname = "an_Foo"
    bl_label = "Foo"

    singleton = None

    def create(self):
        self.singleton = Singleton()

    def execute(self):
        self.singleton.bar()

  Traceback (most recent call last):   File
  "C:\Users\clankill3r\AppData\Roaming\Blender
  Foundation\Blender\2.77\scripts\addons\animation_nodes\execution\main_execution_unit.py", line 38, in executeUnit
      exec(self.executeCodeObject, self.executionData, self.executionData)   File "execution: 'NodeTree'", line 4, in
     File "C:\Users\clankill3r\AppData\Roaming\Blender
  Foundation\Blender\2.77\scripts\addons\animation_nodes\nodes\serial\foo.py",
  line 24, in execute
      self.singleton.bar() AttributeError: 'NoneType' object has no attribute 'bar'


texts: Problem rigging BB8 in a diagonal direction

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I've been following this tutorial by GiantCowFilms How do I rig a BB-8 robot? and it works fine from a front and back direction starting in the centre of the grid, but when you move diagonally, it starts to rotate almost entirely on the Z axis.  I'm not sure what I am doing wrong here.  I've posted the .blend.

Here's a screenshot of the him moving properly:

And this is the issue moving diagonally:

EDIT: I found a workaround that utilizes the above method with another.  I don't quite understand the math behind it but it works.

1. First, go to blenderartists.org and check out Rigging a Rolling Sphere (BB8) and download the file roller.blend (important: to actually make the sphere move in this file, I had to click "update dependencies" in the driver panel for each axis (W, X, Y, Z)

You should see a screen like this:

And this is where you would update dependencies:

2.  There are a number of ways to do this I'm sure, but what I did was to copy the sphere (ctrl + c) to buffer and paste it into my file with BB-8.

3. Then copy the code in text editor and paste into your file or save it as a text document and open it in your new file. Now run the script (also make sure you have "auto-run python scripts" enabled under file in your user preferences) and update your dependencies.  It's important to note this script can only work with one sphere at a time...you must manually make the settings of your BB8 body the same as the sphere you pasted in your BB-8 file.  This will be outlined in the next step.

4.  Now here comes the tedious part.  To add the correct drivers to your BB8 body, you need to make sure you are using Quaternion rotation or else this won't work.  Go into your rotation options in the Transform panel and change it to Quaternion.  Click in each coordinate and type the # sign and enter.  They should all be zero and purple.

Then in the drivers section of the graph editor go in to each axis  (W, X, Y, Z) and add your scripted expression and variables exactly as shown.  Also make sure that the variable type is set to the Transform Channel and that the object is your BB8 body, not the cube as is shown (that is your original sphere you copied from the roller.blend file). It's pretty complicated to explain every single step, but basically you just need to manually duplicate all the settings of the sphere (confusingly labeled cube) in the roller.blend file in your new file to your BB8 body.  And don't forget to update dependencies when you are done!

5.  If you followed GiantCowFilm's method like I did earlier, just parent the circle empty around the body of BB8 to the body itself.  Everything should move properly now!

Again, if you have a hard time with the instructions, you can refer to the original forum posting I found this from Blenderartists Rigging a Rolling Sphere (BB8)

And for those of you who want to torture yourself with the math behind ezaacque's code:

"I am taking each change in position, and calculate the cross product with a vector straight up, to get the vector perpendicular to these two, to get the axis for a wheel, following that change in position. Also, from the distance the wheel rolls, I calculate the angle the wheel needs to turn, in radians. From axis and angle I create a Quaternion rotation, which is then fed into the rotation of the sphere. In fact, I add up all rotations of all changes in position."


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I'm a newbie to Blender. First, thanks to all that help novices. I'm learning Blender Internal first.

My first project was to merge two existing shared blender files: first was an animation of 600 frames (20th Century Fox Intro). Then I imported shared 3D automobile objects. The merged scene (in 4 layers) looks fine in solid, material and even rendered VIEWS. But when I render the camera image (in BI or even in Cycles), the top half of the 3D scene is gray. Seems I have a solid gray plane (just above my grid plane) cutting off the image. But there is no plane object there. See my screen capture slice below.

I'm on a 2009 iMac with ATI Radeon HD Graphics (512MB), 3.06GHz Core 2 Duo CPU and 16GB of RAM.  Couldn't find a similar reported problem here or on the web.


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In picture 1 I beveled the edge A into a curved one and then added one loopcut aligned with the end of the bevel (red circle).

Then, Pic. 2, I am trying to bevel the second edge in the same way as the first edge. In order to have a vertex to snap to, I had the nice idea of mirroring the first loopcut (arrow a) so that I got the second loopcut (arrow b, cyan dots).

Now, I am still suspended trying to bevel the 2nd edge snapping it onto the cyan circle (cyan dotted loopcut).

Any suggestions?


texts: v2.6 Primitive method Python code to add circle

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I'm trying to set up a workflow which involves as many reusable parts as possible.

I've written a vecCircle module which places a circle but it's not working because the example code I used is from a 2.5 doc source and there is no equivalent in 2.6.  I'm using 2.74 and it looks like the API is a 2.6 API - I presume that's right.

The example from
http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Three_ways_to_create_objects

Includes the code

ob = bpy.context.object

which is an error in my pydev instance due to this being ro in this release. Can anyone tell me how the following should be rewritten? I'm not a python noob but blender Python noob.

def createMeshFromPrimitive(name, origin):
    bpy.ops.mesh.primitive_cone_add(
        vertices=4,
        radius=1,
        depth=1,
        cap_end=True,
        view_align=False,
        enter_editmode=False,
        location=origin,
        rotation=(0, 0, 0))

    ob = bpy.context.object
    ob.name = name
    ob.show_name = True
    me = ob.data
    me.name = name+'Mesh'
    return ob


texts: Is there a tool for scientific visualization using Blender?

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Is there an interface or API that allows using Blender as a tool for mathematical and scientific visualization?  It should allow Blender to read in data (a la gnuplot or matlab, perhaps using scipy) and interface with Blender's primitives and rendering engine to create the output.

Detailed Example:

I was imagining (hoping for) an API that would take matplotlib-like calls (e.g., plt.{x,y,z}label, plt.gca, plt.plot(cos(x in range(0,2*pi,0.01*pi)) ), etc.) but instead of drawing to a canvas, it would generate a scene. It would be fantastic to be able to map data or functions to texture coordinates, to add more sophisticated visualization techniques than color maps allow. Also nice would be to input functions as parameters to textures or meshes, so I could "plot" a catenary path, and then make a polygon follow that path to make a mathematically precise arch.


texts: 2.81 "Alpha" drop down menu in Scene>Film tab missing?

texts: I changed from cycles to evee and back and there is no setting to change Alhpa from sky to transparent, I'm trying to make the background transparent in cycles and nothing is working please help, RGBA is ticked, Scene>File>Transparent is ticked yet still nothing.


texts: Blender addon not appearing in Addon list after importing

texts: I have an Addon I'd like to use in Blender 2.8. But when I would try and import the addon from my files, it wouldn't appear in the addon list so I could enable it. I've tried removing all dots (.) from the source file(s), and I tried manually putting the .py files in blenders file location for it's scripts-addons. Is there something I'm missing? Please help! The "modules installed" message posted below.


texts: Rendering detail on close-up views with lower resolution models?

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How can close-up views of a model have enough detail, be smooth, and not pixelated when rendered without adding a lot of subdivisions?

Increasing the subdivisions of the model works for improving close-up render quality but render time jumps really high with this option. Is there any better way?

(In the example below, both models are smooth and have displacement and bump maps applied, the only difference is the number of subdivisions.)

For example:

Low resolution model close-up

Medium resolution model close-up


texts: How to move selected keyframes to current frame or a specified frame number

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I want to select keyframes from multiple different frames and move them all to a specific time without having to use g or s. I have a specific frame in mind that I want to move all of the selected keyframes to, but am not sure what keyboard shortcut will make this possible.
Steps to recreate:

Create multiple keyframes at frame 1, 2, 3, and 4
Select multiple keyframes from frame 1 and 2
Set timeline current frame to frame 3
(Keyboard shortcut here) to move selected keyframes to current frame

Not looking for this as a solution How do I move keyframes on multiple frames? v2.8
Thanks!


texts: Color difference in saved images vs Render View

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I've noticed that when an image is saved (let's say as a PNG for example), the color doesn't look as vibrant as it does in Blender's Render View.

For comparison, here is an image created by saving as a PNG:

And here is the same scene, but captured as a screen shot in macOS (also PNG):

In case you can't see the difference on your display, here's an animated GIF (only 256 colors):

Color Management settings in the .blend are set to their defaults.

According to the Blender Manual it seems that Blender uses a custom linear color space when rendering(?).

When viewing the Document Profile of the two images in Photoshop they are listed as follows:

screen shot: "Display (8bpc)"
saved image: "sRGB IEC61966-2.1 (8bpc)"

It makes sense that having different color spaces results in different appearances. Although both "looks" can be portrayed in either of the two color spaces. In other words, whether converting to sRGB or converting to Display there is still a visible difference between them. I suppose this is because color data gets lost in the process and simply converting the color space doesn't mean the original color data will come back. But I guess I'm surprised at how visible the difference is, and I wonder, which one is more accurate, or truer to Blender's linear color space? Because it appears that taking a screen shot gives a representation closer to Blender's Render View - or maybe this beautiful display is deceiving me.

Is there a way to save an image from Blender and maintain the "look" of the result I'm seeing in the Render View?

I have a feeling somebody is going to say "that's just how color spaces work" and tell me to play with the Color Management settings... but even if that is the answer I would appreciate getting some clarity on this matter. Thanks.


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I used a boolean modifier with union to add a hand to body, and after doing that and trying to merge them together in sculpt mode, I got holes in my mesh..
I tried to fix this by selecting all by trait - non manifold and then clicking alt + f. that closed the holes.. but also my faces are now green..
I attached a picture. can someone explain to me how to fix this? and if possible how to smoothen the joined areas.

File : http://www.mediafire.com/file/tl2a1p2mnqavpnd/hand.blend/file
Thank you!


texts: Is there a way to exclude parts of mesh from curving when using curve modifier

texts: Is there a way to make parts of a mesh thats bending according to a curve (curve modifier) rigid?


texts: Why are some edges not appearing in my Freestyle render?

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I'm using the FreeStyle plugin to export/create SVG files from 3D objects. But, note that inside certain objects some lines do not appear. Look at the attached pictures.

PS: I tried using only the 'contour' attribute, and also using the others of the Edge types tab.


texts: My water simulation (preview) outline is not clear?

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I am a newbie to Blender, I have followed a tutorial (Blender Guru) on how to make a water simulation. The water has a dark outline instead of being completely clear!

I have set this test render on 20 samples. What have i done wrong? The background is the lighting so maybe the background needs to be brighter/darker?

Is it supposed to be like this? Any help is appreciated!

This was made in cycles render engine, the final render will be on 450 samples..

set my enviernmont texture and used the background as the texture. how is this?


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I've got a simple square plane (Blender 2.83) that is 66 x 66 meters and that I created by first adding a plane, then setting its X and Y dimensions in the n menu ("Item" tab in Object Mode) and pressing Ctrl+s in the end to "(Apply) Scale", so it afterwards also displays the right "edge length" in Edit Mode.
Now I want to extrude the corners to add a small border and make the plane 70 x 70 meters.
If I press e+s+2, the plane grows to twice its original size. To grow it to roughly 70m, I have to calculate the percentage (70 / (66/100) = about 106), then extrude with e+s+1.06, which is of course still a tiny bit off.
How do I extrude with the actual measurement I want to add, instead of the percentage, e.g.: make e+s+2 add a small border to turn a 10x10 plane into a 14x14 plane (hence, add 2 units on each side)? Is there another way to do this without using extrusion, while still easily and quickly creating new vertices on the outside?
Edit: You can find a screenshot what I want to do (but with units, not percentages) here. Please don't mind the glitchy look, I didn't clean up the double faces.


texts: Fluid simulation - Domain, i don't have the options

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I don't see any of this option in my blender file. I'm trying to make a fluid all over the skull inside the cube.
I tried many tutorials, but I don`t have the options for any of that


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Is it possible to animate faces and edges in edit mode ?

For example, set a keyframe for face location and animate it till translated under z-axis 10 units, etc.

Similar question with edges.


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On Blender 2.9 when I change the output resolution also the camera does change, does anyone know why? How to fix it?
I had the same scene on Blender 2.8 and it didn’t had this issue.
Here the image from 2 different sizes of rendering on Blender 2.9

I’ve already tried to re-create the camera and to press Numpad 0 with no results.
Also in the “View Port” the camera looks always right.

Here the first render with showed edges:


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EDIT: Jachym Michal provided an answer that gets very close but doesn't quite solve the issue.  The following screen shot shows that along the top (and bottom) of the large horizontal pipe the texture appears to align differently from where it does elsewhere.

I'm trying to build a generic radiator model that I can resize by adding or removing segments with the Array modifier.  I created a section I want to repeat (I'm calling it a pipe), and two end pieces for the start and end of the radiator (I'm calling them caps).

After some faffing around with the position of the cap origins so that it would all line up properly I think the end result works fairly well.

However, I started running into issues when trying to add a texture.
I projected the front view of the various sections and made the following UV map:

Unfortunately, when I add a texture image I get this:

There is a UV adjust slider in the array modifier, and I got this to sort of work by messing around with it until I got something that looked sort of OK with the test image.

However, it needs to be exact, because if I was using an actual texture instead of a test image it would be quite apparent if the edges didn't quite line up.
Furthermore, the right hand cap piece doesn't seem to get its texture position updated at all and it's very obvious that it's still using the texture from the left of the image.

So I have 2 closely-related questions:

Can I get the U position to be exist based on the width of the pipe?
Can I get the right hand end-cap to set its UV position such that it will match up with the last radiator pipe's position?


texts: Documentation on Cycles BVH traversal and intersection algorithm

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Newbie to blender/cycles here.
Wondering if there are any documents/papers which explain the algorithm used in Cycles for BVH traversal and intersection?
Making sense of the code will be much easier if I can read about the algorithm/math first.
Any pointers will be appreciated.

Thanks much,
Gaurav.


texts: Find the size of an object in camera frame for bounding box creation

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What I am trying to do is extract the bounding box location of a spherical object in the camera frame, in terms of pixels. Using the function:
world_to_camera = bpy_extras.object_utils.world_to_camera_view(scene, camera, tracked_actual_location)

The outputs of this function are:
world_to_camera[0] -> X-location from 0-1
world_to_camera[1] -> Y-location from 0-1
world_to_camera[2] -> Depth on the view axis

My first question that I can't verify is: Is world_to_camera[2] the actual distance between the camera plane and the tracked_object plane? If so, the following code calculates what I want:
apparent_size = (actual_size * focal_length)/world_to_camera[2]
x_resolution = scene.render.resolution_x
pixel_pitch_x = focal_length/x_resolution
width_in_pixels = apparent_size/pixel_pitch_x

I have reason to believe it is not correct because for my object configuration I am getting a result of width_in_pixels = 0.83, whereas zooming at the rendered image it has a width and height of 3 pixels. Any clarification will be appreciated.


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I am trying to make a step-pyramid with hundreds of steps and it is far too tedious to size one step at a time.
My first instinct is to make an array with reference to a scaled object but this yields results with a curved slope.  For example, scaling by .9 produces:
100 x .9 = 90
90  x .9 = 81
81  x .9 = 72.9 ...

Where as what I am trying to simply subtract a value at each step:
100 - 10 = 90
90  - 10 = 80
80  - 10 = 70 ...

The above calculations apply only to the X and Y dimensions while the Z remains constant.
Here is a screenshot.  The pyramid on the left was generated with an array and has a curved slope.  The one on the right is the desired result with a straight slope and was made by hand.

Is there an easy way to generate the pyramid on the right?


texts: Is there any way to get a specific angle using the knife tool?

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Instead of the constrained 45 degrees that happens when you press C, is there a specific angle I can get for example 35 degrees instead?

It's currently cut at 45 degrees in the attached image and I need it to be 35.


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I’m using Blender 2.92 Normally When suddenly the perspective view got distorted as shown on the first picture
1-  The orthographic view works fine as shown on the Second picture.
2-  There’s no camera in the view because I’m in the modeling phase.
3-  When I create a new file, the perspective works OK with no distortion.
What Should I do??


texts: So far I am only allowed to use the pin brush in Freestyle .Were are the other brushes? Do I have to download them ? If so could someone point me to the site that has them .


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I've been trying to make a meshed rag doll, but I just can't figure out how. I need to be able to put an actual texture on it, as I'm using this in a VFX shot. Any ideas?
Edit: I followed this tutorial for making the rag doll. https://www.youtube.com/watch?v=AtaG8EqN_nw
And I haven't started on the VFX shot, I've just been doing some tests. I can't figure out how to get a mesh to deform with the bones.


texts: 3D cursor always placed despite not being selected tool

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At some point in the inbetween versions i started placing the 3D cursor regardless of having it selected as a tool.
I was wondering if there's an option to disable that as i am myself yet unable to find it?
it causes unwanted behavior having to drag the mouse a little bit to activate the tools instead of one click bringing up the submenu. (other tips on how to lodge the submenu in place are welcome)
thanks in advance!

Not having this selected.


texts: Set 3D cursor position while left-click selection is enabled (2.8)

texts:
I decided to switch to the new Blender 2.8 default selection mode, left-click.
But then... How do I set the 3D cursor position ?
left click does nothing, while right click brings a contextual menu.

Thanks !


texts: Blender attachment points for Trainz asset

texts:
It has taken me 12 months to learn basic blender, my first ever modelling experience, an engine shed for end user "Trainz TANE".
Basically model is near completion, and what I want is to attach an existing Trainz asset (a length of track) to my model, thus making a point for the end user to connect their incoming rail track to.

How can this be achieved?


texts:
I want to bake the surface of a sphere to a equirectangular HDR texture. Is this possible?

For baking I did not find an option to bake HDR. My approach was to use a sphere with backfaceculling and a panorama camera inside it, but that results in different lighting as the normals are different:

The surface parameterization should support baking directly to HDR. Am I missing something? Help? :D

Something that I tried was rendering it as a mirror ball panorama, but the conversion to equirectangular resulted in some artifacts.


texts: Why doesn't selecting a UV island select the corresponding vertices in the model?

texts:
I have a model and I selected an island from my UV map with L, but those vertices didn't get selected on the mesh. Why is that?

Is there any way to quickly select UV islands on the mesh?

This is a follow-up question to Where is the "sync selection" option?


texts:
I'm trying to think of ways to fix a circular shape that I projected onto a half sphere and I can't seem to be able to fix it using circle tools or modifiers.  If you look closely you can see the faces are uneven.  Is there a way to fix this, and if not, how can I fill the sphere again in the problem area without having to start all over again?

Here's the problem:

Here are the modifiers:

EDIT:

I may a found a solution...it's tedious, but seems to be smoothing things out.  If anyone finds an easier workaround, that would still be welcome :)

Basically, I find the problem areas like this:

Go into edit mode and dissolve (not delete) the edges causing the distortions like this:

It's not perfect, but it would look like this:

NOTE: It's important to note that removing doubles helps, but doesn't necessarily get rid of these problems, hence why I had to manually dissolve the edges.


texts:
I'm trying to separate a mesh with armature animation into two by selecting vertices and press P in edit mode. But the separate mesh is all messed up and does not animate accordingly.

Is there any better and cleaner way to achieve that?


texts:
I have found this link to a blender ui proposal:http://m.youtube.com/watch?v=UWacQrEcMHk

The link is from 2013, and it seems very convincing. I don't what happened to it, and now in 2015, I can't find any links yo what happened next.
What happened to this proposal? Are there plans to apply such UI?


texts: How do you apply UV mapping and texturing to an object after it has been fractured? If I texture things before I fracture it, things mess up (A bug in blender right now) but if I wait to texture the object until after I fracture it, as far as I know right now I am forced to deal with each separate object one at a time causing not only a headache because of how long it takes, but when I do texturing like this, the texture doesn't line up properly from object to object.


texts:
I am working on an add-on for Blender 2.83.1, which adds a panel to the sidebar. On this panel, the user simply has to press some buttons from top to bottom to achieve the goal (creating an animation of an electron density cloud).
The last button is of course rendering, but I can't get it to work. I am using row.operator('render.render(animation=True)'), but when running the script, the button does not appear. I am doing what is stated in the API I believe. row.operator('render.render') does work, but doesn't give an animation, but a single frame.
The render has to be done using Eevee, I don't know if this makes a difference...
I really hope someone can help me!
full class:
class PT_Make_animation(bpy.types.Panel):
    bl_label = "Animation"
    bl_idname = "PT_Make_animation"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'e- Density Plot'
    bl_options = {'DEFAULT_CLOSED'}

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

        # Create the circle, add camera and set
        row = layout.row()
        row.label(text= "Change the camera settings", icon='TOOL_SETTINGS')
        row = layout.row()
        row.operator('setup.cam_operator')

        # Start rendering
        row = layout.row()
        row.operator('render.render(animation=True)')


texts: How to bake a roughness map from a sculpted mesh in Blender 2.8?

texts: I selected the option to bake the roughness map, but the bake doesn't register anything. I just get a grey image with no detail on it. I baked normals, AO and discplacement and these are all fine, why not the roughness map?


texts: Question Using Drivers, Control the driver at specific frame to either turn off or minimize effect

texts:
I am using a driver in blender that controls a ShapeKey (ponytail moves up)
I am assigning that driver to act on the spine bone in the head. so if the head looks up, the ponytail wont clip into the clothes/body.

I works well except at some parts of my animation, where I would like to turn off the driver, or control it. (changing its strength)

unlike the fcurves and dope sheet, I cannot seem to work past frame 0 (the green cursor is moving around but does nothing) the white little driver cursor in the drivers section is stuck on frame 0, the orange blocks can move around but they do weird stuff to make the driver change strength.. but not at specific frame numbers.

I am lost.

You can see the drivers when zoomed out to insane numbers...


texts: Why does the edge continue to show up on my background mountains?  I'm using alpha but I can't get the edge to not show up.  Thanks.


texts: Can we make Multiple Objects Display to "Bounds (in Context)" in one Click?

texts:
Trying to display multiple Linked objects to Bounds (Context Properties) in one click, can we do that in Blender 2.8?
Currently, we have to do it one by one.

Thanks in advance.


texts: Linking multiple pivot points with object constraints

texts:
This seems quite simple but I just can't work it out. I essentially need to make the image attached function as a single object, so that if I grab either end and move or rotate it the entire structure moves whilst pivoting in the appropriate places (the small circles). I'm thinking that maybe empties are required but I just can't get them to link to each other correctly using object constraints.

Any help would be much appreciated. Many thanks.


texts: A while ago I saw a demo where the f-curve could be scaled from a specific point in the time line - if I remember correctly determined by the 3D cursor - but I have not been able to recreate it. What I want to do is scale the points along the X-axis from a certain start frame. The default behavior seems to be the scaling is always from the middle which is not helpful in my case. Any ideas what I am missing?


texts: I  want to contribute my own codes to the blender community. How do I do this? Can somebody help me out?


texts:
When I render animation and output to mpeg4 it's a very very low res file and quality. How do I fix this? I'm using Blender 2.8 and I'm new. 1920 1080 is what I have entered, I have also selected ff and h.264. I've also noticed it outputs it to an mkv file and not mp4.

Thanks


texts: need help with deforming a mesh over another mesh

texts:
say you have sphere and plane meshes and you want to take the plane and slide it to the sphere without it clipping through but you also need it to deform around the sphere. is there a way to do this?

im asking because im trying to put windows on a boeing 777 and i need the windows to take the shape of the plane's body and i dont want to go editing them to fit each area one by one. i tried the snap function but i need something that can deform it too


texts: Orienting a Camera to Match a Photo to a Scene

texts:
For a couple of years now, I've been playing with trying to create scenes from photos (I've found very few references on this; if you know of any, please let me know).  I've run into an odd problem, though, with some photos of the 1904 Worlds Fair: I can't come up with any camera orientation or position that matches the photo to the supposed positions of objects in the scene.

The blend file at the link below demonstrates the problem. Here's a screenshot:

  http://pasteall.org/blend/index.php?id=44609

The camera contains the highlighted mesh as a child.  The mesh represents the image plane and contains the vanishing lines, which I use to orient the camera.  The mesh also has an image "empty" as a child, which contains the reference photo.  The photo is from the wireless tower's 100-foot platform.

The colored polygons represent ground features, traced from this map (look for "Plaza of Orleans" on the left side):

  http://atthefair.homestead.com/Misc/Maps.html

I just can't get the camera to line up.  For example, I can't get the two strips of grass in the middle of the photo to align with the corresponding polygons.  The camera should be at roughly the right position, but even if I put the camera wherever I want and tweak the orientation, I can't get it to line up.  Although the original map isn't perfect, my research indicates that it should be pretty close.

I'm wondering if there may be some distortion in the photo.  But the lines all look straight, and the sphere on the railing looks circular, so it would have to be a distortion that doesn't affect these.

So, if anyone can figure out an alignment that works (and preserves the vanishing points), or knows of some possible distortion in the photo that's preventing it, I'd appreciate any help.

[Update 1] I installed BLAM and gave it a try.  The angles were similar to what I was getting.  Things still wouldn't align.  Of course, this isn't the best subject for vanishing point based analysis - there just aren't many long parallel features.

I would consider the map being in error, but I compared it with satellite images (using what few artifacts are left from the fair), and it appears to be pretty accurate overall.

Is there any sort of photographic distortion that would only affect the depth?  I can't conceive of one, but I'm no optics expert.


texts:
I've got a weird issue with this model. The mesh is fragmented when rendered, even though nothing of the sort shows up in material or solid view.

It has happened a few hours before and moving the whole mesh around and putting it back into place helped for some reason. Not this time.

There are no other faces in that space, so it's unlikely that it's z-fighting. It also seems to affect this particular part only (side panels and the front splitter are one object, separate from the rest of the body).  Any idea what I can do to fix it?

EDIT

As requested, I'm attaching a screen of my wireframe, together with properties. I'm using cycles.

Here's the download link: borked wireframe

Also, it's working again (don't know for how long this time), even though I changed nothing. I'm starting to think it's my graphic card glitching out, though it's weird that it's affecting only one object


texts: UV Unwrap - random faces chosen to be islands

texts: I used Ninja Ripper to get a mesh for a dress, but when I unwrapped it in blender, it chose to unwrap random faces of the mesh into their own separate islands. I tried putting seams along the edge of the dress to encourage the program not to do that, but it made no difference. What causes this to happen and how do I fix it?


texts:
I am animating a gaming movie (Minecraft ) movie. When I started to use blender I used a character rig and I turned on auto key frame button and I selected a bone and bended it and I took the key frame pointer and placed it at 50. I took another bone and suddenly all key frames get disappeared and when I click the play button there are no key frames not in dope sheet. Please help so that no key frame get disappeared.

Thanks


texts: Output tonemapping to PNG produces gray even for superwhites

texts:
I have a scene that when rendered to EXR, produces a more-than-white background: 1.2, 1.2, 1.2 or thereabouts. When I save a render as PNG, that same pixel is (220, 220, 220) or 0.86, 0.86, 0.86. Why isn't it white?
I understand that saving to PNG applies the "Color Management" settings in the Scene (camera icon). Mine are set to:
  Display Device: sRGB (correct for PNGs, right?)
  View Transform: Filmic
  Look: None
  Exposure: 0
  Gamma: 1.0
  (no curves)

I would expect that a superwhite result would produce a white PNG pixel unless I have some setting seriously out of whack, right? Even if I apply a "high contrast" Look, I still get (228, 228, 228) in my PNG. If I do "View Transform: Raw", then I do get a saturated (255, 255, 255) but the doc says Raw is not intended for final output.
I'm using Blender 2.91alpha recent nightly.


texts: I am trying to make the sensors and actuators work in the script with scene objects but they only work with the main object, how can i make them work with scene objects on the script?


texts: Joining different UVmaps from different objects

texts: I have 7 separated objects with different UV maps, but since i want to export to unity i would like to join all the UV in order to reduce draw calls keeping the objects separated. Is it possible?


texts:
I am working on a low poly model and I would like to texture it with pixelart. The problem is that whenever I aply the textures, most of the pixels get distorted, stretched or compressed. Is there any way that I could get something like this?

Currently I am using this model that I made:
https://skfb.ly/PyuC


texts: Clear Custom Split Normals Data - Many Objects

texts:
I'm struggling with clearing custom split normals data from imported objects. I've found the following script to do it on many objects:

import bpy

selection = bpy.context.selected_objects

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

It works but only if the selection does not contain any objects with already cleared custom normals data. Can anyone help me with it? Does the code need some sort of "if" function in it?
That custom normals data often crashes some details in my renders and I would like to repair them all at once.
I have Hard Ops, Fluent and Speedflow addons but I've only found options to clean the mesh or to add autosmooth to selected objects. Am I missing something maybe?
I use Blender 2.8.
Thank you all in advance.


texts:
This is my first post on here. I've been using Blender for years and a lot of my questions have been answered here but I've been having trouble with something and I haven't found a solution. I'm trying to create a sidewalk for a road. I figured I would do this by extruding out along both sides of the road and then extruding up. However, the road is curved, and when I got to extrude the extrusion is not equal in all directions. I've searched for a way to do this on here but I haven't found a way to equally extrude all sides. Any advice? Or is there another way to do this?

Pic is of the road object.


texts: How to align two curved surfaces of the same object?

texts:
I have a mesh that is folded around an edge and curved. Currently, both curved parts are already aligned very closely, but not perfectly. I would like to align them more precisely with some fixed distance in-between.
Important conditions:

the operation must be non-destructive; the surface must retain its vertices in unchanged order because it has shape keys attached
I don't care which parts of the surface will be aligned - it could be the lower part aligned to the upper or vice versa or even both aligned to some average positions in-between

How do I do that in Blender 2.92 ?
Edited:
All the modifier based solutions seem to be inappropriate because Blender does not permit using modifiers on objects with shape keys, and I really need the shape keys to remain intact for morph animations.


texts: Water reflection malfunctions in landscape scene

texts: I just did a first cycles render of my first landscape scene (see attached). Upon first inspection I noticed a part of the reflection of the cherry blossom tree was too clear compared to the rest of it. I tried messing around with lighting and turning off parts of the model and noticed it might be due to the direct shadow of the trees onto the water. Any advise on how this might be resolved?


texts: I encounter this issue while scaling object, how can I fix it?

texts:
Whenever I scale my object in edit mode, I receive what I want after I scale it but the object got deform if I actually look from any other angles. Here is the picture of the view after I scaled the object:

And here what it actually looks like:

It supposes to look like a bigger bowl but instead looks like a flat piece of paper


texts: car model is deforming on follow path curve

texts:
I have just started learning Car rigged animation by watching this tutorial ( https://www.youtube.com/watch?v=8EQoi4JlCbc&list=PLwOTLVdj6xMb6c-UQltK1Loru0kgJ1BQv&index=3 )

the car on the path is deforming at curved areas. Can someone please tell me the solution or another quick shortcut to animate a rigged car.


texts:
So, I accidentally hit some key, I don't know what, and it took me out of the Game Logic screen. Now I can't get back to it.

Any ideas? Otherwise I will have to start over a long process.


texts: Create Terrain Heightmaps - missing texture mapping (blend) settings in 2.8

texts: In 2.79 i create terrain heightmaps via the Texture Tab (blend option). There i can change the mapping to get the Z heightmap of the mesh. That option is somehow not available in 2.8. (official release) I tried to recreate it from scratch in 2.8 nor is it available when i open the 2.79 file in 2.8. - Does anybody have an idea to solve this? Thank you in advance.


texts:
I'm working on an animation where I want both mist and dof combined with a rather dark world background. The main problem is my mist pass washes out my background, and the only solution I found was rendering the background in a separate pass. What happens then is I get a white border around all objects against the alpha background (I presume the border was always there, but becomes visible in alpha because it doesn't have the washed out background there). It even occurs to objects in the foreground where the mist pass shouldn't be effective. I've looked at tons of tutorials and forums, but can't seem to find a solution for this. It only affects objects out of focus, so it seems like the mist and the dof-defocus somehow have a conflict, where the blurry border around objects out of focus become white in the mistpass.

Does anyone have any experience with this? I'm pretty noob-y at blender and 3d in general, and though I've tried fooling around with nodes and stuff I'm not experienced enough to actually know what I'm doing. Any advice would be much appreciated!!


texts: Can you help me by explaining how to get rid of those black lines in Blender? Thank you very much.


texts: How do I make Freestyle ignore a specific edge, material or object?

texts:
I'm currently trying to use Freestyle with Cycles to render a toon shaded image of a robot. The robot is holding a sword, which uses a separate material, and since it glows, I don't want freestyle to draw edges on its blade. However, I can't figure out how to make freestyle ignore specific edges. The sword does have a separate material and is a separate object, so perhaps I can disable freestyle just for that sword's material/object?

Ideally I'd love to know how to disable freestyle for edges, materials and objects.


texts: Can we copy UVediting colors of an object and paste it into our Layout object

texts:
I am modeling a house and using UV editing now but when I click on Layout the colors are gone
I want the same colors for my Layouts panel so will I have to make individual materials and assign each color to respective object or there is an easy way around.


texts: Rotation gaps happened when blender model imported to Unity

texts:
Rotation gaps happened when exported blender models with Rotation 0 imported to Unity.

below image is thumb of 3D character after importing blender models into Unity.

We would like to keep Rotation 0 though import blender models into Unity.
How do we solve this issue?

BTW, when export model at blender, checked "-Z forward" "Y up" "Apply Transform" on blender.

In addition, tried below url (addon module), but not fixed.

https://answers.unity.com/questions/319802/rotation-when-importing-from-blender.html

Thanks


texts: Having trouble importing SVG file into blender

texts: I am attempting to import an svg file into blender order to create a 3d model. The software recognizes the file but when I try to import I can only see the file name pop up on the right hand side but nothing actually shows up on the canvas. I tried zooming in and scaling the object but there simply doesnt seem to be anything to select. Also when I go and try to click "open file with blender" the software opens for a brief moment and then shuts down. I am using Inkscape but have tried other online converters all to the same result. Any advice would be appreciated!


texts:
I have a simple question about the archipack addon.

I want to create a complex floor with several rooms etc. now I'm trying do draw the surrounding walls, but how can I close the wall system of the surrounding walls?


texts: How to check the code of a Blender Operator?

texts: So we can access UI element of blender's python code,  but what If I want to inspect, check or study the code of existing operator in blender? Is it accessible anywhere?


texts: Why is "Copy Data Path" path different from the tooltip's path?

texts:
Why is it that when I right click on a data field and click "Copy Data Path" and paste, it will paste something like this (example: the "Start Frame" of a VSE strip):

sequence_editor.sequences_all["roomWalls01.001"].frame_start

But the tooltip that can be seen when hovering over the same field shows a longer data path:

bpy.data.scenes["Scene"].sequence_editor.sequences_all["roomWalls01.001"].frame_start

"Copy Data Path" leaves off the first part: bpy.data.scenes["Scene"].

Why does it leave that off? Isn't that part usually necessary when making scripts?

I'm very new to Blender Python scripting but I've tried some scripts and I often end up typing the first part out by hand, which seems like an unnecessary hassle.

I theorize that this has something to do with the fact that many Blender Python scripts start out defining variables like these:

context = bpy.context

scene = context.scene

sequences = scene.sequence_editor.sequences_all

But I don't know how I'm supposed to know what kind of variable like that I will have to define first.

I would just like to know why this is. It seems like it probably makes sense, and I'm just using a bad Python workflow or approach. Any explanations? Thank you.


texts:
I know how shading works with faces:

That's set by choosing Smooth/Flat under Faces in the Shading menu:

But what do the other two options—Edges and Vertices—do?


texts:
As you can see in the picture, I am trying to use Array modifier. All settings are applied as per a tutorial from youtube. But when I am rotating the empty object, it results in stairs as in the picture.

Thanks in advance.


texts: Can a curve object modifier created geometry be used as boolean factor

texts:
This question is related to this question.

Let me use an exemple to illustrate what I mean.

We've created a text object (made of curves). It can't be used in a boolean modifier as it won't appear in the list of usable objects in the modifier because it's a curve object.

But if we add a remesh modifier on the text, geometry is created from the shape.

The object could be used as boolean if we convert it to mesh. The remesh can't be applied on curve object.

My question is : Can we dynamicaly use the remesh modifier created geometry as real geometry or make the boolean modifier consider the text modified object as a real mesh?

The idea behind this is to be able to change the text (or any curve 3D shape) without having to make it a real mesh.

(don't hesitate to edit my poor english to make it understandable :) )


texts:
I have a python script that moves a sphere around. This is basically the start of a snake game. The problem is that the ball stops moving if the keys aren't constantly held down. What I need is for the ball to keep moving in the last direction given by the keys. I think it has something to do with the fact that the script is restarted and the variables reset each tick...

This is the code I'm using:

import bge
U = False
D = False
L = False
R = False
def main():
    global U
    global D
    global L
    global R
    cont = bge.logic.getCurrentController()
    own = cont.owner
    keyboard = bge.logic.keyboard

    wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]
    sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
    aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]
    dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]

    if wKey and (D == False):
        U = True
        D = False
        L = False
        R = False
    elif sKey and (U == False):
        U = False
        D = True
        L = False
        R = False
    elif aKey and (R == False):
        U = False
        D = False
        L = True
        R = False
    elif dKey and (L == False):
        U = False
        D = False
        L = False
        R = True
    if U:
        own.applyMovement([0,0.2,0],True)
    if D:
        own.applyMovement([0,-0.2,0],True)
    if L:
        own.applyMovement([-0.2,0,0],True)
    if R:
        own.applyMovement([0.2,0,0],True)
main()

This is a link to the file on my Google Drive:

https://drive.google.com/open?id=0B6_5f6jmSaHOUW1wTGVlRXFkVUE


texts: How to make a texture transparent in Blender?

texts:
I've been making a scene of an office. I have to put in a office chair that has a mesh, but I'm struggling with the texture as I can't make it transparent. Does anybody know how to fix this? Or where I can find a working texture for the mesh?

Attached is the model so you guys can take a closer look at it.

Many thanks, look forward to your suggestions.

Karl.


texts: Pin allows me to keep parts of a mesh where it is while performing a subsequent unwrap operation. Is it possible to pin objects so they do not move when performing Pack Islands?


texts: My material nodes aren't applying to the whole object

texts: I can't seem to figure out why the sides of my object aren't being wrapped by my material. Here's a photo of my node setup, and the finished result. Does anyone have any ideas? Thanks.


texts: Creating an accurate sodium halide (Monochromatic ) light source

texts:
I'm trying to create a sodium halide light. The effect of this light is that it only shows a single spectrum (out of the full rainbow of visible light), thus any object that isn't yellow, looks grey or black. I wasn't sure how to go about creating this light source.
Using Cycles . Version 2.79 (haven't had time to invest in 2.8, I know I should. Def will very soon).
Appreciate the help


texts: Reconstructing camera panning movement in 3D view using track data for Loc only

texts:
The idea is to do exactly what CG Matter did here but instead keep the empty fixed in the global system, and have the camera move.

The camera is basically panning over a surface.

It seems as if the motion tracking preset "reconstruction tab" has only one of the possibilities covered, the camera being stationary, but what if you're trying to reconstruct the camera movement, which is simply an inverse situation.


texts: How do I get Collection ID from bpy.data.collections["CollectionNAME"]?

texts:
I'm currently creating a script that I'm using to organize a lot of assets at once (I will share it once it works).

I want to use move_to_collection so that I don't have to keep track of all the collections where the asset currently is. But move_to_collection wants a Collection ID, and I only have the collection object retrieved from bpy.data.collections and I would love to get the collection ID from it.


texts:
I was working on an intro and then I managed to click a random button and now, all the tabs on the side were replaced by something that looked like this:

I really need to fix this so I can get back on track. So can you guys help me since I'm just new to this Software.


texts:
Hello all

Is anyone able to advise me on how could I fill in the gap between the outside edges of the two Circles and connect them to the rest of the model


texts: How many dB (Decibel) are at the extreme limit of the Waveform?

texts: How many dB (Decibel) are at the extreme limit of the Waveform, where the Waveform turns red?


texts: How to separate hollow cylinder into rectangular cubes

texts: I have a hollow cylinder shown below. How do I cut them into rectangular pieces? I tried the seprate by loose parts but it doesn't work since all objects are in a single mesh.


texts: How can I create an object that changes from low poly to high poly as I zoom in?

texts:
Basically I want to create a video game like effect where when you zoom in with the viewport the low poly mesh is replaced with a high poly one. I now you can do this in Unity but I have no idea how in Blender.
Why I want to do this? I'm creating a landscape scene where I need close up shots + hovering bird view shots. I don't want to add high poly trees each time I want a close up and then delete them as this is very time consuming. Also mc Pc cannot handle a full landscape full of high poly trees.
I already figured out that in the node editor you can create a texture coordinate and plug the camera output into a vector math set to length and then plug this into a math node set to snap. This will create a mask that follows the viewport camera around and you can then use this mask to for example change textures from low quality to high quality when zooming in.
Is there a way I can use this mask to tell certain meshes to hide and others to show? I was thinking about making them invisible with a shader but this is no solution as my computer gets extremely slow with all the invisible high poly trees.


texts: Overlay two videos and match/track background

texts:
I have two video files with matching background and I like to overlay them. Both are not perfectly stationary, so either one or both need to be stabilized and matched/tracked against each other.
Could someone point me in the right direction of tutorials or keywords to search for?
I've already read up on tracking and overlays, but combining the solutions seems non-trivial.
Some involve 3D objects, some are entirely done within the video editor / node view.
Some additional info:

its actually top-down drone footage of a racetrack and I want to overlay them to compare racing lines of cars on the track
the footage is stable enough that the tracking could be done manually with keyframe animation if automatic tracking is not possible
at least scale and rotate is needed for the backgrounds to match
ideally I could choose a selected smaller area to render into a final video in a later step
being able to use the grease pencil to draw annotations on the video would be a plus


texts:
I am using 2.83a and I am trying to create smoke from a chimney stack of a steam locomotive.

The plan is/was to animate the domain along with the ground surroundings - long story.

I have been tearing my hair out trying to find the right settings for the smoke emitter and domain - I would have ideally liked a small amount of fire and a generous amount of smoke, but I cannot seem to prevent the emitter from spewing it in all directions, any setting less than 1.0 from the surface of the emitter results in no smoke.

A more satisfactory way to animate the smoke is to use the emitter to emit particles. I've successfully managed that in the past but I am not sure what I am doing wrong now.

The Emitter is set to emit particles and die out shortly afterwards - it isn't affected by the domain so I have a wind force field. If the particles emit smoke, it will look spot on.

The domain is set up correctly so far as I can see, buoyancy density is set to -1 so the smoke sinks, heat to 1.5 and vorticity 0.

I've turned off noise for now, turning it on and off made no difference.

What am I missing?


texts: Bevel modifier stops to work for diagonal faces

texts:
Here the bevel modifier works well:

But moving the selected edge, which would perfectly work for a non-beveled shape, makes the bevel progressively enlarge one of its curves, even if the mathematics say that the enlargement should be much smaller:

The object is symmetric towards a YZ plane. The bevel has options loop slide/angle/arc/shape/grid fill. With other options, as far as I tested, it works similarly or worse.

Is it possible to have the shape well-beveled in Blender 2.82?


texts: VSE: Imported audio not in-sync with video after 10 minutes

texts:
I use the Blender VSE for overlaying live video footage from a camcorder (with noisy audio from the camcorder) with good quality audio straight from the mixer, captured at a live event.

I need to manually align the two audio tracks, after which I remove the camcorders' original audio track.

However, after 10 minutes, there's a lag between the two. It slight, but annoying. After 20 minutes, it's symply out-of-sync.

Q: how can I avoid this difference?

Tried so far:
-The problem appears in both the preview and in the rendering. (so it's not just down to the av-sync button)
- The frame rate of Blender's rendering and the video match: 25 fps
- The recording frequencies of both the audio-file and the video file are 48000 Hz
- The video has a constant bit-rate

Camcorder track (video):

Stream #0:0: Video: h264 (Constrained Baseline), yuv420p, 1920x1080 [SAR 1:1 DAR 16:9], 25 fps, 25 tbr, 1k tbn, 50 tbc (default)

Audio track:

Stream #0:0: Audio: pcm_s16le ([1][0][0][0] / 0x0001), 48000 Hz, 2 channels, s16, 1536 kb/s


texts: How to build different scenarios in the Compositor

texts: It is my understanding that you use the Compositor for post-production, after rendering the scene. Now I would like to build several "scenarios" for post-production. For instance a node tree that does some color corrections and a node tree that does all kind of fancy stuff with the rendered image. And I want to chose which "scenario" I apply. Is this possible in Blender ? I had the idea to do that with render layers but that does not seem to work. Currently I can only think of building several blend files but that has clearly some disadvantages. How to build different post-production scenarios in Blender ?


texts: The wire frame cages made from Ico Spheres with a subdivision modifier and a wire frame modifier change during rendering. Happens in both evee and cycles.


texts: Why aren't the start/end/lifetime entries in my external particle system cache being respected?

texts:
I created a synthetic particle system cache using the following python code:

import csv
import gzip
import io
import struct

class BPhysWriter:
    # BPHYS_DATA_* from DNA_object_force.h
    column_words = (1,3,3,4,3,1,3,5)
    column_formats = ("i", "fff", "fff", "ffff", "fff", "f", "fff", "fffff")

    def __init__(self, f, flags):
        f.write(b"BPHYSICS")
        self.f = f
        self.count=0
        flavor=1
        f.write(struct.pack("iii", flavor, self.count, flags))

        self.format = ""
        for i in range(len(BPhysWriter.column_words)):
            if 0 != (flags & (1<<i)):
                self.format += BPhysWriter.column_formats[i]

    def store(self, *elements):
        i=self.count
        f = self.f
        self.count+=1
        f.seek(12)
        f.write(struct.pack("i", self.count))

        f.seek(0,2)
        f.write(struct.pack(self.format, *elements))

#
#
#

fpattern = "/var/tmp/blendcache_particles/bacon_%06d_00.bphys"

print(fpattern)
with gzip.GzipFile("hygdata_v3.csv.gz", "rb") as input,\
        open(fpattern%1, "wb") as out:
    phys = BPhysWriter(out, 3)
    r = csv.reader(io.TextIOWrapper(input))
    count=0
    for row in r:
        mag = row[13]
        if mag == "mag":
            continue
        if float(mag)>6:
            continue
        x,y,z = map (float , row[17:20] )
        phys.store(count,x,y,z)
        count += 1

print(count)

with open(fpattern%0, "wb") as out:
    phys = BPhysWriter(out, 0x40)

    for i in range(count):
        phys.store(0,9999,9999)

If I stop there then it seems fine.  If I move (G) the object the particle system is attached to, then problems crop up.  Once I have altered the object, the particles seem to appear and die as I scrub the timeline.  This is despite the fact that the bacon_000000_00.bphys file specifies every particle starts at 0, ends at 9999 and lives 9999 frames.

How do I need to alter the cache file so that the particles live for the full time and stay in place?


texts: Background picture does not appear in the render?

texts:
I'm using Blender 2.74 and have added a picture as a background in the view , it is visible in the view but it doesn't appear in the render ,why is that ?
here is the picture

Many thanks,
Meri


texts:
The boolean modifier works on separate objects. But is there a way to boolean together multiple pieces of mesh within the same object?

Intersect faces leaves too much messy geometry.


texts: {Solved}(Camera Troubles) Scene Disappears After Using Camera

texts:
I'm mildly new to blender, but I've been having a bit of trouble with the camera. You see, I have my scene set up perfectly fine:

However, Clicking on the camera and pressing Numpad 0, this is what happens:

It has been super frustrating, as it's been like this for days. If anyone can help, I'd greatly appreciate it.


texts: Why does parenting an element deform all of the vertices in Grease Pencil?

texts:
I am trying to rig a 2D character I made in 2.8.  I separated the major pieces (which I was going to connect to a rig) into layers in the grease pencil.

I am using the human meta rig from which I deleted some bones.

However, as soon as I select one of these layers, and then click "parent", the entire GP layer immediately gets messed up (see pictures 1 and 2).

Turns into:

Can somebody explain to me what is happening?


texts: Is there a way to make dynamic paint affect the reaction diffusion from tissue?

texts: I've been experimenting with the tissues reaction-diffusion, but I can't find a way to render the animation so I'm trying to control it with the dynamic paint, using some spheres to paint, but the reaction-diffusion doesn't seem to recognize it. Is there a way to make this work or is it not the best way to render an animation with reaction-diffusion?


texts: i would like to create seamless texture directly in blender,  is there a manner to do it, i tried with offset but the tiling seams not working,may be i do wrong and also in photoshop to blend texture better there's the content-aware feature, is there a similar thing i can do in blender. I  use photoshop, but i would like only use blender. Making seamless textures in blender would be great no? but is it possible, I'm very beginner, so forgive me if the question seems stupid


texts:
I want to make a first-person animation using auto-keyframe method.

How can I increase default jump height in shift+f mode? Changing scene gravity just increases / decreases fall time.

Maybe some python script?

And yeah, I'm talking about version 2.8, not about BGE.


texts: I built a head using the mirror modifier and extruding planes, however I applied the modifier before extruding the body down. Now I have the body build, however it slopes to one side along the y axis, so I can't really cut it in half and then re-mirror it.


texts: Rigid body settings to a group as a whole

texts:
I would like to apply rigid body physics to a grouped set of objects, but would not like that set of objects to be dismantled during the simulation (preserving their relative positions).

For example, imagine two spheres forming a "water molecule":

And I want to bounce such molecules in my simulation without breaking them apart. How do I go about doing that in Blender?


texts:
I am writing this post because after hours of browsing I can't really find what I am looking for... Or maybe  didn't look in the right place...

So I'd like to know how I can simply apply a slide link with a constraint between a tube and a cylinder :

I have both of my objects on blender but I can't find a way to link them...

Thank you very much for your help !

killian


texts: How do I add a panel to Object Properties?

texts:
I'm creating an add-on with a custom object. When I select the object, I'd like to be able to edit some custom properties of the object with a small panel. I'd prefer to put it in the object properties menu, here:

How do I go about creating and adding a panel here?


texts: Solidify Modifier, Subsurface Scattering, and the Principled Shader

texts:
I've read/heard elsewhere that the Subsurface Scattering in the Principled BSDF Shader only works if a Solidify Modifier is present. Is this correct?

If I create a flat Mesh Plane e.g. it would make sense that I need to apply a Solidify Modifier for Subsurface Scattering via the Principled BSDF to have an effect.

However, If I created a Mesh Sphere -- or Cube or any non 2D or non-flat object -- do I also need to add the Solidify Modifier for the Subsurface Scattering via the Principled Shader to have any effect?


texts: Tiny GUI buttons and text on high resolution monitor

texts:
I recently downloaded blender but when I run the program it is full screen but the nav bars are very small including text and icons. I don't know if its anything to do with the fact my monitor is 4K, I have tried going into resolution settings but it means eeverything else will be too big.
Any help would be greatly appreciated.


texts: I was trying to extrude the edges in the z axis using the extrude tool from the toolbar and not the shortcut key. The first time I extruded the edges it was fine. But the second time I tried to extrude the edges I couldn't do it in the z axis. It was allowing me only in the x axis. I was wondering what have I done wrong.


texts: When toggling fullscreen on MB Pro Retina 15 - a red bar appears

texts:
I experience a red bar appearing right on top of my screen everytime I toggle fullscreen on. In addition to that the mouse seems to be shifted by about 50 pixels(the height of the red bar appearing in the top). For example I can click on a button while placing the mouse 30 pixels above the button.

When I exit fullscreen it disappears.

My machine is a 2016 MB Pro retina 15. The machine is running OSX High Sierra version 10.13.3 and Blender version is 2.79 2017-09-11.

I'm helpful for any insights.

creased.


texts: I've just started playing with the add-on and created some simple tree to generate tiles but the it works very slow. Currently I have weak machine and the procedure may not be super optima but even very little amount of geometry (700 verts) take ~1.5 s to generate. I don't know if I did something wrong or the add-on it not optimized yet.


texts: how can i Attach both hands to the same object (gun's main grip and front grip)?

texts:
i already attached the right hand's bone to the weapon's main grip (using select weapon > ctrl+p > to bone ),

now i want the left hand (with the same holding position) to keep automatically following the weapon's front grip. what should i do ?


texts: Does anybody know how to join two different armatures into one armature and blend multiple animations in it?


texts:
I have various problems with baking, especially normal maps. I heard it's better to have a cage, but how do I create a cage?

Here is a picture of how it looks.


texts: Corner case of BVHTree's ray_cast(): ray hitting thru a vertex (not face) of the geometry?

texts:
I'm playing around BVHTree's ray_cast() method.

I pick a starting point, s, and compute the ray direction as e - s, where e is a vertex of the object. Then, I construct a BVH tree from this object and cast the ray.

obj_tree.ray_cast(s, e - s)

There's no other obstruction from s to e, except e itself.

According to my experiments, strangely, there are two outcomes for different vertices being e.

ray_cast() reports an intersection, and the intersection is just e (numerically; difference within, say, 1e-7);
ray_cast() reports no intersection.

Both make sense to me, but I'd expect only one of them happens.

Is this a bug from this corner case, or does ray_cast() have its reasons to report different results?

Relevant snippet of the code:

world2obj = obj.matrix_world.inverted()
start = world2obj * v1 # in world coordinates
end = world2obj * v2
direction = end - start
_, _, face_idx, dist = obj_tree.ray_cast(start, direction)


texts: I am looking for startup.blend file on linux debian. As explained http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout, it should be under config folder. but I did not find it. Any help?


texts: where do i find option to change light bounce?

texts: i'm sure this is a simple question but i've just started with blender. I see that I can change the number of light bounces to reduce render time, but I can't find that option in the newest version?


texts: I have rendered an image from my 3D model and I do some processing on the image and now I add (lets say) a new point on the rendered image. Is it possible in any way to project this point from the rendered image back to the 3D model ?


texts:
I'm a newbie to Blender and I'd be grateful if you could help me to solve my problem.

Imagine, there are multiple objects located in a 2D maze and all of these objects release different odors. Odors are spreading just like Wifi signals and they are visible, and our player can follow these odor signals to detect the location of these objects.

So how can I make objects to release such visual signals? And how can I make the player to detect that there is a signal exist in a specific direction.

Thank you very much in advance for your answers and please let me know if my problem isn't clear.


texts: How do you stop an adjacent face from moving?

texts:
I'm new to Blender, and really need some help.

I'm following a tutorial, where you have a cube, and you use extrude region on one side of the cube so you end up with two cubes next to each other. You then select the top face of one of the cubes and push it downwards.

In the tutorial the cube you don't touch remains as it was, so you have two cubes of different heights.

However, when I do this the top surface of the cube  I'm not moving, adjusts to my movement and slopes so the top half is like a triangle.

How do I stop the adjacent cube from changing it's shape when I adjust the height of the cube next to it?

I'm not sure if it would affect it or not, but proportional editing is disabled.

Thank you for any help you can provide!

Here is an photo of the part of the tutorial, it is from a magazine.

Step 8 says: You can move one face around independently of the adjoining face. Try pushing one of the adjacent faces downwards and notice that Blender fills the space between them with another surface.


texts: Normal map artifacts in Substance Painter

texts:
I am getting artifacts in my normal map when baking high poly to low poly in Substance Painter. I already discovered one thing that can cause these is that the high and low poly objects match too much, so I removed the objects that were extremely similar from the high poly and used Mark Sharp and Edge Split to get the desired affect. However, when I bake the normal map now, I'm getting different issues on the objects that aren't in the high poly.

The rails and main body of the gun are not in the high poly but I'm still getting these artifacts and strange lighting. They look perfect before bake.

I'm also getting this strange projection of the sling hook onto the rail of the stock that shouldn't be there. The models for the sling hook, rail, and stock are all in the exact same location in Blender so I don't understand why this projection is appearing. Here are a few more artifacts on the main body that shouldn't be there as well.

Thanks in advance for any help.


texts:
I am not a blender developer, but a python developer. I wanna create some validation scripts that I can use to assure that we don't keep orphan nodes in the blend file. One thing that I wanna do is to find out if there are any NOT used materials in the file. I wanna implement the is_used method below, that should return True only if the material is used in the blend file, and False if it is an orphan material that is just remaining in the blend file.

def is_used(material):
    pass

for material in bpy.data.materials:
    if not is_used(material):
        print('material %s is not used' % material)


texts: Transforming vertices, edges or faces affects surrounding areas

texts: I can't transform vertices, edges or faces without affecting the surrounding areas as well.


texts: How can I get better results when doing camera motion tracking?

texts: Whenever I do camera tracking in Blender the reconstruction is always zooming out or not on the axis. I have a great quality camera, but the end results of the camera tracking always has the model sliding. If you have a solution please tell me.


texts: How to distort effects with equirectangular projection

texts:
I have a 360-degree panorama(rendered in Blender) and want to composite a glare effect onto it.  The problem is that once it is viewed in a 360 photo view the effect seems distorted due to projection distortion.  Is there any way to compensate for this?

Example:

This is a 360° equirectangular panorama of a simple scene of a sphere with a glare effect

If you then map it onto a sphere, then render that sphere, it looks like this

Because the sphere is the same color as the background is it impossible to see, but if I map bright to red and dark to green to make it easier to see against the background and increase the contrast, I get something like this

You can see that the effect pinches the glare effect towards the poles.

That blend file can be downloaded here


texts: Blender adding unnecessary edges to flat surfaces

texts:
I'm trying to make a beveled "B". I have a perfectly flat B that I'm extruding, but Blender keeps adding unnecessary lines. Scaling to Z 0, limited dissolve, etc will not remove them. Deleting them breaks the face.
These lines mess up the bevel process, even if I only select the 90 degree edges of the geometry. How do I force blender to just generate a flat, uninterrupted top surface?


texts:
First of all, I am really new to Blender so the question might seem dumb but I couldn't find something in the internet.

I've just finished rigging a character with all the bones. My question is how you can add bone controllers (the yellow cube, all the circles and arrows) like in the picture below.

I only find tutorials explaining how to add bones or link them to the mesh.

I am really happy that there is such a great Blender community. Thanks in advance.


texts: Cannot set value 'RGBA' to color_mode in Blender by script (Python)

texts:
I use script to split render scene to smaller pieces (tiles) - by setting use_border = True. Then "tiles" are rendered, and after process finishing, I join "tiles" to final image. To make it easier, I use RGBA setting during render process. It works fine. But sometimes (for some input files) I get error: bpy_struct: item.attr = val: enum "RGBA" not found in ('BW', 'RGB')

I set value RGBA by command: bpy.context.scene.render.image_settings.color_mode ='RGBA'

I get the error message during rendering demo file "Barcelona Pavillion" from this web page: www.blender.org/download/demo-files/

In Blender GUI I can change to RGBA mode for this file - even if I set border (by Ctrl+B) and render part of scene.

Do you have any idea how to set RGBA for this file by Python script ?

I use Blender version 2.79b

Runnable example:

import bpy

bpy.ops.wm.open_mainfile (filepath="pavillon_barcelone_v1.2.blend", load_ui=False)

rndr = bpy.context.scene.render

rndr.use_border = True
rndr.use_crop_to_border = False

rndr.border_min_x = 0.3333
rndr.border_min_y = 0.3333
rndr.border_max_x = 0.6666
rndr.border_max_y = 0.6666
bpy.context.scene.cycles.device = 'CPU'

rndr.image_settings.color_mode ='RGBA'

result = bpy.ops.render.render (write_still=True)


texts: Morph Text from Horizontal to Curve above

texts:
How is the best way to morph text from a Horizontal to an Arc above it?  When I add the Curve Modifier to my Text it instantly get transformed.  Thus, I am unable to lock (keyframe) the start.  Can someone please guide me in the right direction?

Thank you


texts: What does the Mantaflow 'time' setting for noise do?

texts:
Does anyone know what the 'time' setting for noise is supposed to do?
I've made a sim, and I'm trying to make the noise move/develop/scintillate more slowly. Which I'd sort of assumed the 'time' control was for, but my findings would make it appear otherwise...

So here's the same sim, with multiple different 'time' settings for the noise:

https://www.youtube.com/watch?v=HNbeHS5C3xE&feature=youtu.be

It's a bit difficult to watch eight at once, so I knocked it back to four:

https://www.youtube.com/watch?v=4ghOibSh5vA&feature=youtu.be

I can't see much of a difference between them, I definitely can't see a 1000 times difference between 0.01 & 10!

Here's the smoke zoomed a bit:

https://www.youtube.com/watch?v=Z9JsSyI-im8&feature=youtu.be

Still not seeing terribly much difference! Am I using the control wrong?
I mean the tool-tip says 'animation time of noise', which you'd think made the noise faster or slower, no?

I must admit I've only used Mantaflow for Gas sims so far, so this control may well be fantastic for 'wet' fluid sims, but does anyone know how to slow the noise down in a gas sim?

For that matter - does anyone have any docs for Mantaflow in general?!?


texts: What is the best way to bake a hi poly model texture to low poly model?

texts: I have a high rise detailed model and I wish to bake the high poly textures to a low poly model version of the building


texts: i am new on Blender and i have been modeling a sofa with pilows. Just wanted to create some creases on pillows. But when i try that, it sculpts as pixeled and two lines although i want it one unlike in some tutorials. I put the following picture to show it. How can i fix it ?1


texts:
so I'm quite new to blender and am now using the subsurface modifier. However, it seems like it kind of creates holes, which weren't there before. Here are some screenshots:

There are no double vertex and I have no clue how to fix that...


texts: Blender 2.8 - Modal Operator: How to change modifier settings?

texts:
I am trying to change a the "ratio" within a "decimate" modifier with a modal operator, but cannot get the value to update (my guess is I am not passing the right value?)

import bpy, bmesh

class OBJECT_OT_make_proxy(bpy.types.Operator):
    bl_idname = "object.make_proxy"
    bl_label = "mProxy"

    flt_ratio: bpy.props.FloatProperty(default = 0.25, min = 0, max = 1)

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        #TODO: handle the folder selection, saving and relinking here
        return {'FINISHED'}

    def modal(self, context, event):
        bpy.context.object.modifiers["Decimate"].ratio = self.flt_ratio
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        #### add modifier ################################
        bpy.ops.object.modifier_add(type='DECIMATE')

        #self.flt_ratio = 0.25 <- commented this out, because it already has a default value
        bpy.context.window_manager.modal_handler_add(self)
        bpy.context.window_manager.invoke_props_dialog(self)
        return {'RUNNING_MODAL'}

classes = (
    OBJECT_OT_make_proxy,
    )

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

Could somebody please show me what I am doing wrong?


texts:
Noobie here.
I am trying to use a Displacement modifier to emboss a ring. The modifier works except for an unintended displacement along one edge (yes, it is also the edge of the UV map). It seems to be related to the edge, but I don't understand what is different about it. It was originally assigned as a seam but I deleted the seam. There is nothing in the UV map that corresponds with the indent. What am I doing wrong?


texts: I have an object with complex mesh. Can i go to edit mode and change color of some edges/lines, so they will show that selected color in viewport ?


texts:
Using the VSE, I have included a strip of audio, the "scene" that I animated, and other video footage. I have been able to hear the audio in playback, however after rendering I cannot hear any audio.

I have used multiple combinations for codecs, the one in the image below among others. An audio codec HAS been selected for all of them, but none of my rendered results have rendered audio.


texts: Can the sections of quad view be enlarged?

texts:
I can do Quad View Display with ctrl+Alt+Q

Can any of the sections be enlarged or be broader?

Is that possible?


texts: Deleting an unwanted UV mapping and Images

texts:
Just starting to get into Blender and was doing quite well.  This has me stumped though I have two UV spaces attached to an object.

Base and Base.001 and I cannot figure out how to get rid of one!  Worse in my attempts I have created lots of images and I can't get rid of those either.  Where do they go and how do you get rid of them?

These are all black and white as try as I may I cannot paint any colour inside the UV windows.  That I can sort by editing in GIMP, can see no logic as to why it will not work though :-(

Please point me in the right direction if you can.


texts: Does the compositor affect image quality?

texts: I noticed that the compositing is applied after the image is rendered. Does this mean that when working with an 8-bit Output that the compositor can affect image quality negatively? (i.e. artifacts like banding etc.)


texts: Alt-S for shink/flatten is not working in Blender 2.8

texts:
I just noticed this. Have only been using it since the official release so I can't say since when it is not working but it isn't.

Clicking the tool on the left bar works, shortcut doesn't. Yes, I'm in edit mode. It neither works with vertices, nor edges nor faces. The shortcut is assigned but just doesn't respond.

I can't be the first one noticing this ...


texts: It Won't Render: Stuck on the 1st 4 tiles, played with Resolution, sample size and max steps with no luck

texts:
So I'm at that step where I am finally ready to Render my first big project. Aaaaaand it's been stuck on the first 4 tiles for the last 2 hours?

I am using a MacBook Pro
Processor: 2.5 GHz Intel Core i5
Memory: 4 GB 1600 MHz DDR3
Graphics: intel HD Graphics 4000 1024 MB

(I include these because I have no idea what affects a computers ability to render but I assume it's one of them, most liekly the graphics card).

So anyways here are the pictures, as you can see I played with changing the resolution, the sample size and the max steps to see if I got different results but it just keeps getting stuck at those 1st four tiles. I've rendered a few other small projects successfully but this was my first time changing some values. I assume i've managed to accidentally change the wrong values and thats causing some conflict thats either stopping the render itself or is making it just too much for my computer.

My goal was the render this particular picture at a good enough resolution and clarity that it could then be made into a poster. So i wanted the resolution to be good and the sampling to be high.

Since writing this there has been no change to any of the numbers at the top of the render result (the time left, etc)


texts: Blender Import with materials (textures)

texts:
I admit I am a newbie at Blender. (sounds a bit like alcoholic anonymous).

I need to find a suburban scene, (a few buildings, roads, maybe some street signs).

I found this one:

http://tf3dm.com/3d-model/environment-23742.html

Which will do in a pinch.

Download formats are FBX and OBJ (and an MTL file).

But with Blender 2.7, when I import I do not get the textures.

I have gone through the 7 hours of http://www.lynda.com/Blender-tutorials but this one is a bit beyond me. I am probably missing something basic.

What I want is something quick (in terms of my time) and free, since this is a proof of concept.

(Here is what I get with OBJ import, and two hemisphere lights behind the camera).

UPDATE

Ok, I tried again with FBX, textures in same directory.

With the OBJ import, all I had to do was set the VIEWPORT shading to texture.

With the FBX (you can see below) if I set the viewport shading to RENDER it I see the textures, but not with Texture rendering (as I said, I am a newbie). There seems to be a odd difference between the handling of OBJ and FBX. but it is good to get this going.

Unfortunately, this model does not work for me, since I need export to Babylon.js, and that does not work well with this sort of TGA and multi-texture format files (see the firestorm I started in the Babylon.js forum)

http://www.html5gamedevs.com/topic/17001-missing-manifest-from-blend-exporter/


texts: Where can I access Sketchfab upload (and other tabs)

texts:
I'm currently going through the exercises in CGCookie. My latest homework is to paint over an "Axe" in order to learn how textures work.

My problem, however, is that the file that I downloaded from CGCookie (With the blank axe object)  Did not come with that tab to upload the finished and painted object to sketchfab.

I've looked up User preferences and even ensured that the option for Sketchfab upload was indeed clicked.

However, the tab to upload is still not visible.

Any advice in uploading my work to sketchfab?

http://imgur.com/tboZucv


texts: Alpha Transparency Lightening and Volume Scatter

texts:
I am using png images and the Images as Planes add-on to create background trees for a scene. This works fine until I try to combine this with Volume Scatter for a mist effect. The alpha portion of the images lightens, showing the rectangular outline of the image against the sky (hdri). I'm using Cycles Render. I have the density set to .02. If I set it to .005 the effect is not too noticeable, but the mist effect is minimal. Edit: I may have figured out a solution. In the side box of the Add Images as Planes add image window there is an option called Premultiplied, when I chose that, the effect seems to go away.

The outline shows up against the sky with the Volume scatter set at .02. It appears that where the two alpha images overlap the effect cancels out. Maybe a work around would be to add a large alpha plane over the whole scene.

The trees with no volume scatter.


texts: hair particles are not scaling correctly with object

texts: i have tried applying scale, scaling object in edit mode, deleting particle system and creating new. the scale always come out too large


texts: Importing and exporting blender user preference files?

texts:
I spent some time doing a project in two different computers (personal computer and a shared one in the 3d course), and one of the annoying things was that I always had to reconfigure Blender. It seems that not all settings are bound to the .blend file (things like solid OpenGL lights for the viewport).

Either Blender stores the settings in its installation directory or in the user folder, and both aren't that practical to access in a computer that's not yours (some lock the access to the Program Files folder, for example).

So, is there any plugin that can import and export the user preferences to/from a convenient file (a .xml, maybe?) Installing plugins is something I've been able to do even when I'm not logged in as admin the course machine, so it's a good workaround.


texts: Is there a way to paint with selections?  I don't see any features with rectangle, circle or lasso tool selection in texture paint mode, so I guess there is an alternative. Is it possible though?


texts:
The blender shortcut says it's pinned to start as shown in the photo,

but when actually looking through the start menu or the Windows search, it's nowhere to be found.


texts: I've been working on unwrapping a lego minifigure I've modeled and when reaching the hand I've got a problem with the inner part of the hand and the side of the hand's island becoming stuck together. There is a seam completely surrounding the inner hand, so it should be on its own, but the islands don't separate. I've been unwrapping and then hitting "follow active quads" on even, and it's worked so far. Thoughts?


texts: Grass using hair system stops working when I come to render, it just flattens

texts:
As it says in the title when I come to render my scene, the hair system just stops working and looks nothing like the material preview or viewport render.
Not really sure whats causing it, I have another patch of grass in a pot and that works fine, and I can't seem to see any difference in settings.
The only thing I could find it when I turned off children there was no hair at all, the parents didn't render. Also, when I turn on virtual parents it seems to work but with very few hairs and odd shape, so it doesn't fix the problem at all.
I am quite new to particle systems so there could be an incredibly simple fix that I am missing.
Here's the file:


texts: Creating Volumetric lights from a mesh in cycles?

texts:
is it possible / / how do i make an object give off "godrays" so that, for instance you can see it through slits in a wall?

I'm trying to make this, (an icosphere with a sphere inside, the inner sphere gives off a blue glow) into a sort of "disco ball" is the best i can describe it. but i'm fairly new to anything blender and have no clue how to achieve this.

I read somewhere that the only object that could give off volumetric light is a spot lamp, but the thread was like 3 years old.

Edit: thanks for the help, what you said to do worked, just can't have a material output and lamp at the same time apparently :D but that's fine it looks good now!


texts: Evee triangular bad shading, tried many things it wont work

texts:
Hello everyone, Ive been having problem with this recently, It looks great in Cycles but in evee it gives me that shading, Things I have tried;
Recalculate normal
Subdivision
Shade smooth degree modifications
remove doubles
Please let me know if you know what is the problem