texts: particles.location not returning proper frame values

texts:
I'm doing some proof-of-concept stuff in preparation for a script to play with particles, and I've hit a frustrating roadblock.
I'm trying to return a list of a particle's position over time. Using frame_set to set the current frame, the particles.location to append the positioning and iterating. My test setup is a 4 frame long blank scene with a plane emitting three particles on frame 1 with a bit of a normal value so there is visible movement. I'm just running the script through the text editor and watching output in the terminal window.
My problem is that it returns the position from the last frame for all the frames. I know that the frame number is iterating properly (I have added it to the output to make sure). If I hard-code a frame number into frame_set(x) it returns the proper value for that frame, but if I have frame_set(variable) it returns the value for the last frame for all the frames.
Right now my test snippet is only trying to return the position for a single hard-coded particle [0] out of the three that are being emitted right now.
This is incredibly frustrating. I'm not the most practiced coder, so I hope I'm just making a dumb mistake and overlooking something obvious, but if someone else could lend their eyes I would appreciate it.
import bpy
from math import degrees, floor

def comp_data(context):
    scene = bpy.context.scene
    aspect_x = scene.render.pixel_aspect_x
    aspect_y = scene.render.pixel_aspect_y
    aspect = aspect_x / aspect_y
    start = scene.frame_start
    end = scene.frame_end
    fps = floor(scene.render.fps / (scene.render.fps_base) * 1000.0) / 1000.0

    return {
        'scn': scene,
        'width': scene.render.resolution_x,
        'height': scene.render.resolution_y,
        'aspect': aspect,
        'fps': fps,
        'start': start,
        'end': end,
        'duration': (end - start + 1.0) / fps,
        'curframe': scene.frame_current,
        }

def p_list(particles):
    nulls = []

    for ob, _ in enumerate(particles):
        nulls.append([ob, name_particles(ob)])

    return nulls

def name_particles(ob):
    name = "pNull_{0}".format(ob)

    return name

def particle_position(particles, comp_data, p_list):
    p_position = []
    frame = []

    for frame in range(comp_data['start'], comp_data['end'] + 1):
        comp_data['scn'].frame_set(frame)
        p_position.append([frame, particles[0].location])

    return p_position

context = []

ps = bpy.context.object.particle_systems[0]
particles = ps.particles

##a = comp_data(context)
##print (a)

##b = p_list(particles)
##print (b)

c = particle_position(particles, comp_data(context), p_list(particles))
print (c)


texts: How do I crop everything in Video Editor?

texts: I have made a video composed of several videos with transitions etc, but they all have a 80px black strip on the top and bottom, and I'd like to remove it (so that the video's height is 160px less). How do I crop the video?


texts:
Let's say I have some movie footage (250 frames, say), do motion tracking, and solve for camera. Now I want to play  through the tracking and associated background footage at a different pace. For example, I might first run through the footage and tracking normally, frames 1 to 250; then rest at frame 250 for 10 frames; then go backwards from frame 250 to 150; then jump cut to frame 50; then go forward from 50 to 100 in slo-mo. Note that for the 3D-objects I want to embed, normal timing applies (i.e., as if there were a normal animation with total duration of 250+10+100+2*50=460 frames). However, the camera position and the background image from the movie should be kept in sync, e.g., at animation frame 300, according to the above pattern, the camera should be at the tracking position of frame 210 and the background image should accordingly be frame 210 of the original footage (as should be expected for the final result).

How can I achieve this, preferably by defining and editing the time mapping (animation frame -> tracking frame) in a single place?

(This might almost be achievable by first editing the footage accordingly and tracking over the the full length - but I suppose that would not be as reliable and in particular give problems with jump cuts, not to mention that changes in the timing require a complete redo)


texts: Q: Grease pencil, how "Anti-aliasing Threshold" works?

texts:
With: Eevee, 2.8.6, 2.9.0, macOS 10.15.4, Radeon RX 580.
My Temporal Anti-Aliasing is quite bad, it's very anoying.
My TAA is good for meshes through to Film>Filter Size parameter.
If I put "1" to "Anti-aliasing Threshold" it's much better than "0", but not enough. If I try more than "1", it doesn't change anything, it doesn't blur the GP, even if I put "1000".
I've tried to increase Sampling>Render, without success.
In "Hero" by Pepe Land, I can see there is no flickering due to aliasing, so it must be possible.
Here is my file, thanks!
:-)
Link to my file


texts: How to export animation only from Blender's official Rain character

texts:
Much new to blender. For some it might be absolutely nonsense what I am going to ask here.
I wanted to get some animations (Not character) exported from Blender in .FBX format. I have this Blender's official Rain character. It has be 3 days I can't get it right. PS, I am able to export complete animation including but it takes lot of time as file is about 250 MBs.
Below are the settings I use:

Other than that I have tried to select various options from Scene Pane windows but nothing seems to work.

Please suggest how can it be achived.


texts:
Is the last object to be created always the last element of the bpy.data.objects list?
This wouldn't be necessary if all operators which create objects returned the object(s) created...
Right, so bpy.context.object doesn't seem to reliably work:
import bpy
o = bpy.data.objects['Cube']
# clear the selection
bpy.ops.object.select_all(action='DESELECT')
for i in [0,1,2]:
    #select the Cube
    o.select_set(True)
    # duplicate it
    bpy.ops.object.duplicate()
    # this should be the new object (but it isn't)
    temp = bpy.context.object
    #bpy.ops.object.mode_set(mode='EDIT')
    #bpy.ops.object.mode_set(mode='OBJECT')
    # register what we've got
    print('temp:', temp)
    # delete the new object
    bpy.data.objects.remove(temp, do_unlink=True)
    # clear the selection
    bpy.ops.object.select_all(action='DESELECT')

The first time through the loop, temp is an object.  The second time, it's None.
I am aware that I can get a list of all the objects in the scene before and after creation of new objects, and compare them to find out what's new, but this is essentially giving up and saying that blender can't tell me what was just created, in addition to being inefficient.
Additionally, if I try to enter edit mode immediately after the duplication, it's not possible for some reason.  In the context where I am doing this, it is necessary to enter edit mode to modify the created object, but perhaps that deserves a second topic.


texts: Blender crashes when opening the particle editor

texts:
The title explains it all really. I tried to create a sphere with a hair particle, when I switch to the particle edit mode blender crashes. I'm working on an iMac 2017. I've seen other people have reported this problem online but havnt seen a solution to the problem.
The rest of blender works fine for me.


texts:
I have worked on this charactor for a game im making in BGE. But the deformation on the arms mouth and eyebrows are UGLY. It pretty much is all like this example  The way i need it to work is so that the arm bones control the arm part with automatic weighting only the eyebrows control the eyebrows only with automatic weighting and the mouth bones control the mouth part only with automatic weighting. How can i do that?

Oh and did i mention this thing uses automatic weighting for its deformation?


texts: is there an easy way to delete all dead tracks?

texts: I have a tracked out video and a lot of tracks failed. Is there a button or something to delete all the dead tracking points? It's a long process to go through and find all of them and delete them.


texts: Function that prints the location of all the vertices of an active object

texts:
I want to write a function that prints the location of all of the vertices of an active object.
I have a Cube and I want to print out the location of the 8 vertices of the cube.
I started doing this but I dont really know what I am doing.
def printVertices() :
       Cube = bpy.context.active_object
       lemesh = obj.data
       print(lesmesh.vertices[0].co.x)


texts: I exported y design as obj file. Here is the render view. Then when I try to run my obj file in another program ( Vizard), its dark and looks horrible. I attached the screen shot. What am I doing wrong?


texts: How to stop text input affecting movement keys in BGE?

texts: I have set up text input to give orders to npc, but it affects my first person character movement whenever they contain letters a,s,d and w, so how do I "disable" the movement while typing?


texts: How do I force Graph Editor to show drivers for my Materials

texts:
I've rigged this face, adding drivers to shape key values and particle systems. So far so good, but when I add drivers to some node values they don't show up in the Grap Editor when viewing Drivers.

If I create an new empty scene and try to reproduce the issue, it's working as suspected. The material show up beneath the object, and I can expand all the driven inputs.

It's just not working in my previous scene with the face :(


texts: Option flags for custom properties (bpy.props)

texts:
I just read about properties in the documentation. Every type of property can be created with some options. Most of options are self explanatory, but I really don't know how to explain the option called 'PROPORTIONAL'. Example:

bpy.types.Object.example = bpy.props.IntProperty(name='Example', \
    default=-1, options={'PROPORTIONAL'})

I was able to find the following doc string:

  Adjust values proportionally to each other

but it does not make much more sense. Properties can't be edited using proportional editing, right?

Is there any documentation for all of these option flags?
HIDDEN, SKIP_SAVE, ANIMATABLE, LIBRARY_EDITABLE, PROPORTIONAL?

I wasn't able to find any.


texts: Convert materials from cycles to bge as visible in viewport material shading mode

texts:
In 2.78 the material viewport shading mode of cycles is greatly improved. In fact it is even better than BI in some aspects - for example it now correctly displays cube projection textures, something not available in BI or BGE viewport.

Clearly there is some (quite clever) code that converts cycles materials to OpenGL materials.

Is there a way to tap into that code (via interface or python) and get a game engine scene with these materials applied?


texts:
Apologies to bother with this question seeing there were a few suggestions the site tried to give but all of them seemed years old and don't seem to be working.

On blender 2.8, I've been trying to make a simple animation of water filling a cup, and when near the top the water would stop. Yet when adding keyframes of when flow is on, then off, the steady stream turns to droplets and barely fills. Is there any way to fix this?


texts: Trouble getting my character to follow a curved path

texts:
I seem to be having issues getting my character to follow a curved path I've set up. I've been playing around with it and nothing seems to work properly. Whether I parent the bones in Object Mode to the path using Ctrl + P, or adding a Constraint to the bones, my character either just walks on the spot, walks around the path in a diagonal position, or walks but then the animation stops. Even if I adjust the amount of repeated steps, the scale, the amount of frames etc. nothing seems to work. I think the axis are a bit messed up with my rig somewhere.

Can someone please take a look at my file and help me solve this? I'm completely at a loss how to get this working properly. The default frames for my walking animation is 40.

Thanks.


texts: How to see inner structure of an object in blender game engine?

texts:
My goal is to be able to look the inside structure of a complex object in blender game engine. For this, I am writing a python code that enables me to change the transparency of the object while playing. I activated the transparency (z-transparency) in the material tab and I set the backface culling = false.
Now, when I start the game you can see parts of the inside structure of the object even if I set the alpha value equal to 1.
Here are 2 samples tho show what I mean. Transparency mode on the left is set to: Opaque, on the right image is Alpha Sort:

Changing the transparency mode to alpha sort, hides much more the inner structure. But you can still see open parts that let you look inside the object. Why does this happen? What I would like to see is more something like this

When I change the transparency value of the object, I should be able to see more and more through the object, thus showing the inner structure of it. Is there a way to do this?


texts:
Just installed 2.91 and I'm having a hard time finding some really basic questions answered.
Subdividing Primitives.
If I create a cube primitive how do I make it have 3 subdivisions on the X, 5 subdivisions on the Y, and 300 subdivisions on the Z.  Other programs have a dial or something.  I can't find it.
How do I make a primitive sphere with 41 subdivisions.  How can I see how many times the sphere is subdivided and change it when I change my mind.  I can see the number of faces but then I have to think.  I want to be able to ...again...dial a specific mesh density before it's editable.  Is that possible?
How do I select a ring of faces?  I found the grow and shrink selection but for the life of me...
I spent all yesterday doing tutorials and stuff but I'm brand spanking new.  And I think my questions are so basic that they don't get covered as much.  Or maybe I accidently deleted a toolbar.


texts:
I'm trying to find a way to create a stylize hair shader, similar  to the references image below. Specifically the highlighted part and the little details of the hair strand. I used to manually paint them but it not very time efficient  and the details is not always consistent in quality.
Hence, I'm wondering is there a way to replicate it through other methods? It don't need to be 100% identical to the references image just something similar would do.
Thank you in advances.


texts: blender 2.80 AV sync / frame dropping option

texts:
I'm trying to edit a video in the blender VSE and, as expected, the playback framerate isn't realtime, which would be fine in a normal situation; however, the audio plays fine, but the frames don't "skip" to catch up with it, so when I pause the video I'm actually in a different place in the sequence than what I hear.

In blender 2.7 this was fixed by using the AV Sync or frame dropping options, but I can't seem to find those in blender 2.80?


texts: How do I install Blenrig Addon in blender 2.9

texts: I am using blender 2.9 and I want to install Blenrig for my character but there are many python files in the folder and I am unable to find the option "Install from Folder". How do I install the addon?


texts:
i make actually a skin cell simulation, like this video reference : www.youtube.com/watch?v=aYNgLQNpA6E

and I have no more solution for make cells like this ref :

So, I tried making an object with Array modifier and Curve modifier, but it's very limited :

I tried with soft body simulation, the best considering that i intend to make animations where cells are repelled by emerging news :

Except that it works for a few cells but when there are many it is impossible to manage, even with a good computer.

I was wondering how they did it in this film, what methods to use ?

If someone would have other solutions I am interested ! :)

Cordially,


texts: I'm still confused as to why there is yet another rendering engine packed into blender. I thought cycles was pretty good, what does eevee do better?


texts:
I have this PBR set up and working, but I'm getting different results on different objects. I have UV unwrapped the objects (using smart unwrap). The texture itself is working. I have applied rotation and scale.

Per another thread, I added a UV Map node fed through a mapping node in order to scale, but it is not working. I am wondering if the color node and the mapping nodes need to be mixed somehow?

I tried just scaling the UVs in the UV Editor window, but it seemed to have no effect at all.

I also realize that the UV map has a specific UV group specified, so I am not sure how I can apply a material like this to multiple objects (perhaps name the UVs all the same?)

You can see on the cab how pronounced the material is, but on other objects it looks very flat and smaller.

You can look at the blend file here:
https://www.dropbox.com/s/4n7aqyfuik4oy6t/cab.blend?dl=0

UPDATED NODE SETUP


texts:
The problem is self explanatory

https://www.dropbox.com/s/f48syr0p0honsj7/gunlocker.blend?dl=0


texts:
Freestyle Xrays through the model no matter what I try, culling seems to be the option that changes this, but does not. I also need to know how to turn off anti aliasing for freestyle lines. Here's the blend file.

Here's my settings and the issue. Blender 2.8.

https://drive.google.com/open?id=1iL5sGxE63KLnT1piOzmIM6jV3nY6otto


texts: MMB deletes in edit mode instead of orbiting

texts:
This has happened twice recently where I am editing a model and (perhaps sloppily hitting a key that activates this "feature") and the middle mouse button no longer orbits but deletes anything selected.
This doesn't happen in object mode or anywhere else, just in edit mode. To clarify, in edit mode the mmb does not orbit at all - just deletes any vertices I have selected, if any.
Does anyone know what's going on here? What "feature" might I have activated with my sloppy hands and how can I stop this behavior?
also, resetting to default preferences solved this issue, which is why I'm assuming this is due to an accidental key press activating some mode that I don't know how to reverse. I just don't want to keep resetting my preferences on this file...
Thanks for your help!


texts: Error: Object has no mesh data to be used for ray casting

texts:
I'm writing an operator that casts rays from the center towards certain amounts of points and finds the faces rays hit. I'm facing this annoying error, when I change the property of the operator.

I've managed to strip the code down to minimal code to reproduce this, that works on default scene

Code:

import bpy
import bmesh
from bpy.props import *
from mathutils import *

class SomeOperator(bpy.types.Operator):
    bl_idname = "some_operator"
    bl_label = "Some operator"
    bl_options = {'REGISTER', 'UNDO', 'PRESET'}

    prop = IntProperty(name="Prop",
        description="Prop",
        min=10,
        max=50,
        default=10)

    def execute(self, context):

        obj = context.active_object

        if bpy.context.mode != 'OBJECT':
            raise Exception("Please switch to object mode")

        cover = [Vector((0,0,1)), Vector((0,0,-1)), Vector((1,0,0)), Vector((-1,0,0))]

        for pt in cover:
            dummy1, dummy2, faceInd = obj.ray_cast(Vector((0.0, 0.0, 0.0)), pt)

            obj.data.polygons[faceInd].select = True

        return {'FINISHED'}

When you change the SomeProp value, the error occurs.


texts: Cycles or Blender Internal for Game Assets?

texts: I've been thinking about messing around in Unreal Engine 4 for a while and hav begun modelling in Blender. I've only just begun to think about which version I should be using (Cycles vs B.I) Does it really matter when I'm exporting meshes and animations? What about materials? I plan on manually tweaking them in UE4 so Blender is more of a preview for them.


texts:
I made texture for box. But original texture (right) and imported texture on UV editor (left) are not same.
Why this color changing happens?


texts: Mirror Modifier creates the other part of model far away from the original

texts:
I'm doing a girl here (the concept is not mine, I'm just training) and when I click on mirror modifier Blender creates the other part of the model far away from the first one, not close like it should

I have no idea how to change that, does someone know what is the reason it works that way?


texts: Hey if an enemy AI is following you on a nav mesh, he will stop if you get off of it. How could I make the nav mesh be everywhere, and where the AI could keep running even if I get off.


texts: How to Create Cypress Tree With Customize Shape

texts:
I want to make a Cypress tree model. I tried it self-taught at Blender yesterday. And I don't really understand much about particle systems.
Here it looks like my model is almost similar to the original Cypress. I use the low poly method for the leaves. By using images as planes addon. But the shape is less pointed and the leaves also look unkempt making it less similar. What should I do so I can shape the leaves as freely as possible? and similar as in the photo. Are there other methods that are just as simple as this?

Here is some photo and image to explain it better.

And here my particle system settings

Sorry for my bad english and explanation. Not my first language.


texts:
So, i've been messing around with this project for a solid total of 10+ hours. And i still can't figure out why the fire is so weird. It has this bobbly blocky thing even in "decent" resolution at one point (256).
How do i terminate this issue? Any help/tips are truly appreciated!
oh yeah, here's my settings, im in b2.92


texts:
I was recently playing around with bone armatures in Blender 2.9, when I moved the bone in pose mode and it deformed the object mesh. But at some point I must have pressed the wrong key or button in the interface, because now I can't do anything in pose mode.
I can select individual bones but I cannot transform them; they won't move, rotate, or scale.
It's like the whole armature is locked down into its rest position, but I have pose position selected. I don't know how to get armature back to a state where I can pose it.
EDIT: I found that I can still transform the bones from the bones properties panel by dragging or manually entering values for X, Y and Z for rotation and scale (not location for some reason), but not in the view-port.


texts: How can I create a group of non-intersecting objects?

texts:
I'm trying to recreate steel brake cables coming out of a box. I tried to do it using the particle system, but I'm running into a couple of issues.

The ends of the cables are intersecting and I also tried to add variation in when the cables would stop, but that made some cables smaller than others.

Any tips on how I could make this?


texts: Why some vertex on weight paint aren't painted

texts:
I think it's very self explanatory. When I try to paint some vertex in the weight painting mode they refuse to be painted. I have the weight normalized and tried painting with auto-normalice on and off, with mirror and without it, isolating the mesh with face or vertex selection.
Tried in 2.8 and 2.81 Alpha.

https://imgur.com/NP7ovre

Blend file: https://drive.google.com/open?id=1T_33LFSt5vYAAiFWkQ5F7rpAhXdhSMrg

I'm very desesperated because it'sso arbitrary and random.


texts:
Trying to get displacement working on a cube. I found that particularly the edges are receiving a good amount of bump/ displacement vs. the top face of the platform/ cube. I have subdivided the cube plenty.  Is there any other advice someone can give that maybe I might have overlooked.
Again, samples below, no issue on a flat plane surface, but on a cube it seems to not be adjusting too well. Is there a way I can distribute more displacement on the top, can it be done by weight painting perhaps?

This is the result on top of the cube closeup:


texts:
I am trying to figure out how to disable transparency in solid view. I can disable it in LookDev via the node editor, but not sure in Solid...

The transparent surfaces are sitting on top of transparent pixels, but these pixels do have color information (as seen in the image above)...

I like the solid view for ease of Flat shade and other aesthetic preferences, particularly for texture painting...

Appreciate any help!


texts: How would I fade out the edges of a plane, in Cycles?

texts:
So, I have a render I am working on. It has an ocean plane, and then since I don't want really long render times, there is a regular plane that extends out to 10km. I want this plane to fade out to transparent near the end so I have a nice transition to the horizon (sky texture)

How would I set up the nodes so I can get the edges of the plane to gradually fade out?


texts: I have been trying to produce a polytunnel in Blender, without success. Can anyone please let me know how to make a tunnel covered in opaque plastic.


texts: I'm trying to make a galaxy in blender. If I use an image of a galaxy to get the spiral shape it becomes a 2d image projected into the 3d volume. To avoid this I wanted to use a procedural method, but I can't figure our how to get a spiral shape. I've tried searching this and I don't get any results similar to what I'm looking for


texts: My viewport image is not updating very correctly

texts:
If I add a cube and resize it the outline increases but the shape shader does not update with it, this is the same for any shape, if I add another shape a UV Sphere for instance and resize it the previous cube updates to the spheres new size.  If I separate the shapes they go really dark, if I highlight on of the shapes they are only partially shaded with the very dark colour.   I'm having real problems with this, it make me feel the program is broken, I'm using version 2.83.3 but have tried earlier versions and they all have this image update issue, is this normal behaviour, as I have watched You Tubers and their shape updates instantly and is a nice grey colour, it is such a basic operation and does not need vast amounts of GPU or CPU to achieve this, what is happening any ideas?
Sometimes I can go into Edit Mode and back to Object Mode and the image updates other times it will not update?   Is there something I'm missing?  I have looked through the preferences, but cannot find anything that helps.


texts: I noticed Blender 2.79 doesn't show the "save & reload" option anymore.  I used to use that to clear any unused materials.  How can I do this?  I tried making all objects single users, the orphan add-on, nothing seems to work.


texts: How to efficiently instantiate object with memory-hungry modifiers?

texts:
Using Alt + D to duplicate light meshes with heavy modifiers (like a leaf with a particle instance modifier or a trunk with a subdivision modifier) can lead to huge memory usage. Because only the base mesh is instantiated. The output mesh of the modifier, won't be instantiated. If you have 1000 trunks with a subdivision of 6, they will take 1000 times the required place in memory.

How can I instantiate efficiently such objects ?

Applying modifier works but doesn't allow efficient editing and produce big blend files.

Using Particle systems doesn't allow precise positioning. Hair systems allow particle painting, but hair are not visible in top view and if the emitter's mesh is modified, the "hairs" move as well, destroying everything.

This question comes following that question Convert large particle system(s) to one object efficiently, where I had big memory problems.


texts: Can you automatically number each face of a 3d model?

texts:
Is there a way to number the face of your 3d models automatically?
I want to do somthing simler to this -
But automatically  and on more complex shapes.


texts: The problem of distortion on the composite

texts:
Hi all, I have a problem. I will render an object, is simply a box, get the rendering, compositing, then distort it. As a result of rendering over a live video the cube is smaller and renders with a curvature. What do I need to do to solve this problem?

I add more pictures with my problem. I know how to do it in other programs, but I want to learn how to do in a blender. Help me.


texts: I want to select individual visibility keyframes

texts:
When I insert keyframe of visibility or camera it applies keyframe to other objects as well as if they are part of the group. And from that I can't individual modify on what frames these individual objects would be visible as it affects the others who are part of the group.

Any Solutions Please?

Here are the details:

I did this by just pressing I and suddenly 2 other objects were included


texts: rendering frame with image save every .... ( 100?) samples

texts: For a project I'm working on I want to do some test renders to see how many samples I would need for the final image. I want to do this as time efficient as possible so I was wondering if there is any possibility I could set the samples really high, use progressive refine and let the image auto-save every, let's say, 100 samples ( or whatever number you put in maybe ). if someone knows a way of doing this albeit with a script, please let me know


texts: Why does the rotation of the material on my Earth model shift in the viewport Material view? This one uses cycles and nodes

texts:
I posted this question a few days ago; however, I couldn't get an answer. So I decided (at the urging of @Uncle Snail) to do one using cycles, but the same thing happens:
It looks fine in the Rendered view of the viewport. But I would like to see it in the Material view so I can edit it while the material is correctly displayed. Also, there is a bump map applied in addition to the material. The .blend file (with the packed files) is linked.


texts: Smoothing out angular object in blender?

texts:
I imported this object from an .stl file which I created in SolidWorks. I need to export it in a .raw format for further use. But the object is a bit too angular. Is there any way I can smooth it out using blender?

Thank you


texts:
Is there a limit to how small a particle (fluid) emitter can be and still work? I have a character that I want to have a nosebleed with a particle fluid emitter. This means I have to make the emitter fit inside the nostril, which is very small. No matter how I put the settings, the particles are all over the place, and they go beyond the emitter object, making them too big.

Here is a picture of the size in relation to the default grid (the orange dot is the emitter). Is there any way to get a smooth, liquid from this size?


texts: update function in build in blender property

texts:
When I create a new property, I can add an update function to execute every time it will be changed:

bpy.types.Scene.testprop = bpy.props.FloatProperty(update=update_func)

What if I want to call update_func on the update of build in blender property (for example mesh name). I found a similar question here. But it does not work when I change the property from UI.

Thanks


texts: The animation in my timeline is not displayed when I hit the Animation button

texts: I previously animated a short animation. I wanted to redo the animation. So I redid the animation and it can be seen when you scrub through the frames in the time frame but when you hit the animation button it replays the old animation. Can can I force blender to use the new keyframes?


texts:
I would like to create an animated logo.

The idea is to change two letters into a circular object using animations. Essentially, the two converge into one line where the half circles, made by the letters, align to make a circle cut in half by the line. The entire sequence then spins as the line disappears into the middle, leaving just a circle.

I have attempted to search the communities for video tutorials or someone that may have done something similar or any text-to-object animations. Maybe even combining several ideas if need be, but have come short and am stuck on how to even approach the project.

If anyone has any links or experience in doing such an animation, any help would be greatly appreciated.

Any way to remove the extra space? These are supposed to be half circles so I would expect them to fit together without this happening. Not sure of how to prevent this.


texts: Unable to find the input tab to provide the path for luxrender in blender 2.74

texts:
I'm pretty much new to LuxRender engine. I was trying to install LuxRender version 1.4 into Blender 2.74. But many tutorials out there seems to suggest that you need to provide the path to LuxRender after installing the same as addon. They also showed a screenshot where you need to enter the path in Blender 2.5x but I couldn't find anything like that in Blender 2.74 . ..  Kindly help me out.

I have attached screen shot in Blender 2.5x below. . .

I have also attached the screenshot in Blender 2.74 below. . . .


texts: Blender Game Engine - Shadeless Textures?

texts:
Blender has an option to make a material shadeless. If you make a game and want a lightmap from Cycles, you can remove all the lights. But, if you want a normal map or more in your game, it is impossible...The normal map can be lightened by fake lamps and spots which are at the same place as the lights in cycles are. So, if I have 2 textures on my material, one is the pre-baked texture with all the lights and is set to shadeless. The other texture on this material is a normal map, the normal map isn't set to shadeless.

The end result is:
You have an object that is shadeless, but with the normal map you have an object that looks like a render from Cylces, BUT it is in realtime!

Is there anyway to make textures shadeless?


texts: How to add an image in a specific area of the object in Cycles Render?

texts:
I am trying to add an iris to the eye.

I go to Object Data / Vertex Groups/ and I click in + . I select the area where I want to put the iris.

I go to texture/material and I add my iris.
and Blender put the iris in the whole eye.

I know I miss something but what?

Thanks a lot!


texts: Impossible to select edge loops with shortcut

texts: In Blender 2.8 it's impossible to select edge loops with Shift + Alt and left (or right) click. Why?


texts: how can i add emission (glow light) on logo

texts: I am a new in blender and I have made this mobile device that have blue texture. And logo above it.But i cannot figure out that how to add light glow (emission) on logo.. Please guyz help me, this is my first project that i am working on it..


texts: CUDA_ERROR_MISALIGNED_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:769)

texts:
Can't figure out how to  solve this problems.
I'm rendering on Cycles, GPU RTX 2080 Optix mode and the render viewport starts but suddently it crashes anytime.
Rendering works with CPU anyway.
The Vram shows 1.8/8 so I don't know what is the problem! Help
Anyway this is one of lot of error messages that appear anytime
Blender 2.9, Cuda toolkit last version, Optix studio drivers, I think I have all updated


texts: Recalculating and flipping normals not working—but manually re-adding the faces does? (Simple mesh)

texts:
See if you can help me figure out what’s going on with this basic chair geometry with normals issues.

I recalculate normals and—still have a normals problem.

I check the face orientation. Ok, a little mismatching.

I manually flip the normals but STILL the problem persists. (I tried both red and blue sides to be sure).

So I try an experiment: manually deleting the faces and re-adding them. I delete a face, select the adjacent edges and hit F to create a face.

Still a problem with normals.

I try this again but this time selecting all four edges before hitting F to creating a face. Fixed normals—and this works for all the faces. Can someone help me understand why this is?

Why are the Recalculate Normals and Flip Normals functions not working here?
Why must I select all four edges to create a working face? Selecting two edges is (technically) selecting all four vertices,is it not?
Obviously to go about deleting and re-adding every face is needlessly time-consuming to repeat across the entire mesh. How do I go about this correctly?

Thank you for your time,

John


texts:
I've been working on a human for 2 days, but every time I parent the skeleton to the model, the legs bend the wrong way. I rotate the pole as I saw in an instructional vid, getting the skeleton to move correctly. However, when I then paint weights, the model deforms extremely -- as in, when I make it even slightly green, it deforms while I'm painting.

I then tried fixing the leg's pole angles before parenting, but even then, the weight painting always causes extreme deformities. It only seems to paint correctly when the pole angle is 0, but in most cases, having it at 0 doesn't allow for the leg to move correctly.

I saw an instructional video on this, and the artist was easily able to change the pole angle without affecting the weight painting.


texts: Prepare a set of parameters for reuse in multiple panels

texts:
I need to calculate a set of parameters for each draw cycle, which are needed in multiple draw() functions from different panels. Currently i calculate the parameters within each panel's draw() function which appears to be very inefficient.

So i search for a way to add a function which runs once per draw cycle. Then all panels can safely use the pre calculated parameters as needed.

Simple Example:

I need this set in 2 panels:

bones = set([b.name for b in bpy.context.selected_pose_bones])

How can i calculate this set once and then reuse the set in both panels ?


texts: Rendered viewport shading shows my UV textures but my final render does not show textured objects

texts:
I am using blender cycles render and only started recently. I am trying to make a rubix cube type thing with Mario textured tiles. In the preview mode for rendering under the viewport shading menu looking at the cube is perfectly fine. However, when I attempt to render my cube none of the textured objects show up. I have no idea whats happening and have done some googling but have come up empty, please help.

Please note that the textures are handled using different materials for each face (as seen in the properties panel) and UV mapping to control orientation, the materials in question are controlled using nodes [Texture Coordinate->Image Texture->Diffuse BSDF->Mix Shader->Material Output]

Also there is actually a big solid cube there in the center of the 26 other cubes wich you can see is being rendered (and a little in the 3D view). It has only a basic diffuse BSDF surface and is working perfectly fine in the final render.

Please help. ;(


texts:
I know that OBJECT_OT_delete is not in bpy.types, how can i do something before the delete operator is called ?

import bpy

def prepend(self, context):
    print("test")

def register():
    bpy.types.OBJECT_OT_delete.prepend(draw_func_below)

def unregister():
    bpy.types.OBJECT_OT_delete.remove(draw_func_below)

if __name__ == "__main__":
    register()


texts: What is the best way to import images as texture, then render out at original size?

texts:
I'm using Blender as a tool to warp packaging labels, then taking the render into Photoshop for compositing onto the photographed product.

When I load the label as an image texture in the UV window I want to make sure that I'm not sizing the file up beyond the original dimensions. I check this by first importing the art as an image plane, and using this to size the bottle shape to match it.

Is this a valid way to do this? What would a better method be?


texts:
1) I've seen a lot of coders giving their addons for free. Though the license of the GPL states that any derivative works of blender and it's source code is to be distributed under the GPL, Python is not a software as such. So, why would this restrict people to freely giveaway their addon? And Why would blenderguru's pro lighting studios not be freely available then?

2)How is it so that though blender is distributed under the GPL, it can be sublicensed under e.g. CC-ND-BY or CC-0 licenses under sites such as blendswap?


texts: Object disppear when i change to the render cycle view

texts: I am new in blender. I am trying to change it to cycles render but the object I build just disappears! And I an see them when I change it to edit mode. Can anyone help?


texts: Python:Bounding box coordinates of group instance (empty object)

texts: I can see group bounding box so it covers all the group objects but how to get those coordinates ?


texts:
I need help to sculpt the Mawiya mosque depicted below:

.

I tried to do that in Blender 2.81 but I couldn't bring the same spiral walking path. That is what I came out with:

I have used Cylinders to preform that but I was stuck with creating the walking path from the ground to the top of the mosque! I imagine that should be easy for an expert to do in Blender.


texts: Body physics and jiggling for iclone characters

texts:
I want to bring my animated iclone characters into blender so I can add clothes and props and then render 3d VR.
I want jiggling in the chest and butt for added realism but iclone characters have no butt bones.
Is it possible to add them in Blender?
What's the best way to do this for a newbie?
Would I have to rig them again in blender and if I did would that mean my animation and facial mocap becomes unusable?


texts: Switching between textures on the same model

texts: I'm generating a GLTF file that will contain multiple possible textures for the same model, with the same texture coordinates. In GLTF, I can only choose one of these textures as active for the mesh (as far as I know). For example, the model would have the texture of flames as default. But there would be a texture of grass available too. Is there any way Blender would be able to switch between these two?


texts: How to seperate displacements for different parts of the object?

texts: I want to have voronoi displacement only on one checkers, others should remain without application of this texture. How to make this 'mask' seperation. Adding picture.


texts: I was wondering if it was possible for different magnetic fields to have different gravitational pulls or gravity levels? Just out of curiosity. I have 9 in total and want some to move in the opposite direction of the others. If so that would be great, if not no problem!


texts: Assigning a shortcut to hide/show multiple particle systems in Blender 2.8

texts:
I have a mesh with multiple particle systems.

I try assigning the same shortcut to hide/show them but it doesn't work. The key only works the fist particle system I assigned it too, when logically it should work for all of them at the same time.

Is there a way to quickly hide/show multiple particles systems using a single hotkey?

What am I missing?


texts: Blenderguru's Coffee tutorial: Coffee does not reflect correct in Viewport/Rendering

texts:
UPDATE:
So resetting default preferences helped. But I checked the preferences file (not readable with editor). I then screenshot evry settings tab and compared with factory settings. There was no change then 1 addon: NodeWrangler. Deinstalling Nodewrangler didnt help, first the factory reset.
So there must be a different option somehwere else which is also saved in the userpref.blend .
Perhaps anyone else could imagine?

I followed BlenderGurus Beginner Tutorial, and in Part 4, Level 3: Realistic Liquid - Blender Beginner Tutorial I have following problem.
In Viewport (Image right side) you can see the coffee shines more dark through the glass and has dark-reddish reflection on the plate/ground.
In the Rendering the glass looks very greyish and there is a highlight reflection on the plate/ground as if there is some lightsource or coffee won't be rendered correct.
The liquid is sized to fit between the both sides of the glass and I followed all material settings and couldn't find out where the problem is. Could you help me here?

Best Regards
Sören

It should look like this in Render: (from tutorial)

Update:
After the Answer of @Jachym:
Still same false behaviour for me:

Blender File:


texts: Is it possible to animate a fire emitter/domain combo using armature and weightpaint - and if it is, how do I do that?

texts:
I'm working on a school project, and one of the features of the project is a haunted armor with arms of fire.
In this iteration I decided to use a smoke physics object set to fire.

However, now I've noticed that the smoke domain has no faces and thus I can't tell how much weight I'm putting on it, and the emitter in the domain meant to make up the arm itself doesn't accept any sort of weight painting - no weights are altered regardless of how many times I click. For reference and context, the emitter is a part of a multi-object character parented to the same armature with empty groups - premade groups always bug out on me.

Am I doing something wrong or is this something that's impossible? And, assuming I can't weight paint a physics object without removing the physics, is there a way to save the physics and add it again after weight painting?

I'm just trying to animate the domain and emitter with the armature, but am unable to put any weights on either with weight paint. Without weights, predictably, the models do not move with the armature.

It seems to work for the most part. But now the arm overbends off the armature when posed, and I can't tell if it's due to the bone parenting or a side effect of parenting multiple objects into one armature.

For the parenting I used the parent to single bone method, except since the object (in this case, emitter) was encompassing six bones (bicep, elbow and forearm on both sides of the body) I parented the object into all three.


texts: Why multiple blender animations are not showing up in unity when imported

texts:
I have followed numerous online tutorials and no matter how many times I watch/mimic exactly what they are doing, I still end up with ONE animation that plays everything at once. I cannot figure it out. Basically I just have two buttons and I would like them to be able to be pressed separately. I have created a left and right armature to control the left and right buttons, but no matter how many times I link/relink the animations or double check that only one animation is linked per armature, they still both press at the same time. A little insight on this would be greatly appreciated. Here is a dropbox link to the blend, I just want it fixed and to know what I am doing wrong. So lost right now.

Watched this tutorial. Seemed great, but doesn't seem to help me out any.

This is what the import looks like. As you can see, only the "RightButtonAction" animation.


texts:
I'm trying to use booleans to make a fake stylized fire motion . I have two meshes, both are identical, one is just smaller than the other to achieve the stylizied fire effect I'm going for. Both of them have two displacement modifiers, using empties and circles to move the displacement texture. Settings are the same for both of them and under both displacement modifiers I added a boolean modifier to both, tried to the same object so I can create holes for the desired effect I'm aiming for:-

The problem is that at random intervals the boolean modifier makes the mesh glitch out for no reason, I've tried moving the boolean modifier on top of both displacement mods but that only causes it to glitch even further, I've recorded it in motion so maybe it can help understand the problem better.


texts: Python Script: Run two different commands that depend on 3D View update

texts:
I'm developing an addon that need to capture the position of the same object in one and other frame. Actually I had to create four buttons for it, one to put on start frame, other to end frame, other to capture start frame positions and other to capture end frame positions. I tryied to do it in one command:

import bpy

frame1 = bpy.data.scenes["Scene"].frame_start
bpy.context.scene.frame_current = frame1

bpy.ops.object.capture_object_start_position()

frame2 = bpy.data.scenes["Scene"].frame_end
bpy.context.scene.frame_current = frame2

bpy.ops.object.capture_object_end_position()

I tryied to put the commands update() and redraw() but it doesnt works, I read in some places that the problem is in the way of Blender works with the bpy.ops.* commands.

Thanks for the attention.


texts: Model Grayed out when too many subdivisions?

texts:
I have a question I have wondered about for a long time now. Can anyone tell me, why blender has this auto thingy, where you model gets completely grayed out, once you get a too "heavy" model. I know it is a safty from the program, to make sure your video card does not burn out, but when I sculpt or is in meterial view, I can see the model fine anyways. Is there a way to turn this option off?
AND btw, I have tried to google this subject, but I can't really find anything about this subject. That is why I ask here :)


texts:
I have a generated mesh and set of bones from a makehuman model but it created two bones in the shin.

How do I merge the two selected bones into one bone but keep the skeleton intact, i.e. the knee and foot where it should be.


texts:
Is it possible to have motion blur on moving texture via variable mapping location coordinates ? I am using cycles.

I am trying to have ground animated with motion blur, but don't want to change position or size of plane.

(http://i.imgur.com/b752zJX.gif for animation)


texts: Keying and Masking Green Screen but Background Isn't Transparent

texts: I have green screen footage that I'm trying to render with a transparent background.  I create a mask and set up my nodes in the compositer, but the result in the viewer and in renders has a checkered background with distorted colors (see image).  What is the issue? I can see and account for all nodes going into compositing, so there shouldn't be anything else. Film is set to transparent, sequencer is toggled off, and I don't have a clip editor tab open. Conceptually, I can tell that the mask and keying is working, but then it's adding back in the checkered background. I have read everything I could find and watched many tutorials.  I am out of ideas. I'm sure this is a noob mistake and I'm ready to eat crow. Thank you in advance.


texts: How do I get rid of this crease when joining/creating new faces?

texts:
So I'm trying to create the face of a character model by starting around the eyes and mouth but when I try and join the edges to connect it creates this weird crease. I want to smooth it out but I can't seem to get rid of it.
What I'm doing is pressing F with the selected vertices to create a new face to connect and this happens.

Any help to getting rid of it is appreciated, thanks!


texts:
I'm new in Blender and I'm making a jar bottle to start and want to close the top wraping with paper like these ones:

I tried using cloth modifier with a colision object + pressure but I can't find a way to make those folds in the paper like you can see in the picture. I already checked a lot of tutorials and questions but didn't find anything useful to get those folds.
That's the best I get out of it:

Q: Any other idea how to achieve that kind of folds as realistic as possible?


texts: Making grass. Difference between hair particles and emitter?

texts:
In many tutorials and books I read that making grass is better in hair particle mode, but can not find why. Emitter works much faster than hair type.
I try to achieve similar result with hair and emitter in the same scene. The first image was made using hair (grass and forest):

The second image was made using emitter:

I understood only one thing, the emiter isn't as detailed as hair.
What else?


texts: Some small parts of the mesh are unpaintable in texture paint

texts: I am trying to paint this leg blue, but some parts can not be painted(the white stripes on the blue leg). How do I solve this? I used smart uv project to unwrap the mesh.


texts: Eevee multicolor gradient by object location?

texts:
Alright, currently I have a color gradient somewhat hacked together with a Divide node and based on object location like this:

What I want is this - a 4-5 color gradient based on object location (so it can be split among the cubes) and not oddly hacked w a Divide node:

Ive tried plugging Object location directly into color ramp but am not having luck/cant scale the gradient. How can I do this?


texts:
Instead of falling into this sink that I made, the fluid floats above. I'm not quite sure what's causing this. As you can see, my Domain is large enough so that it shouldn't be a problem:

Settings:

My current .blend file can be found here.


texts: How to fix weird edges when doing knife project?

texts:
I am quite new to hard surface modeling but wanted to get into it a little bit. I am doing something like a Porsche 911 back and wanted to cut out the bonnet area. Since I thought Knife project would be easier than boolean modif I used that. I also used edge wight and bevel modif to make harder edges. After making the cut it produced those weird shapes, fliping one of the UVs helped near the bottom, but not completely. I know its something to do with the weird face and the fact that its an N-gon, but connecting the corners to something doesn't help at all.
Any and all help will be super helpfull.

here is a link to the .blend file >
 https://drive.google.com/open?id=1aodNFbnb5AjM3tHgwmuXCke7z6NYVbBY
I dont know how else to add it sorry.

there are also rough background images that I have been building off of. I dont need the whole car, just the back of it that is the reason why it cuts off like that.


texts: Switching visibility (eye) between selected meshes via Python

texts:
is it possible to switching visibility between multiple selected meshes?
I have a mesh and the same slightly modified and I need to switch between them to see what is best for my needs.


texts:
I have edited a script that creates some nodes, but the only problem is, it always created a new material. I want it to either add the nodes on the existing material, or a pre-defined material. Here is the script base I am using.

http://blenderscripting.blogspot.com.es/2013/06/automatic-colour-ramped-shader-from.html

Thanks for the help in advance! :D


texts: How do i copy my user preferences settings and load them into an older version of blender?

texts: Is there a way to copy blender config (user preferences settings) from blender 2.82 to 2.81 version? My blender keeps crashing randomly and i think switching to the stable version is my only option.


texts: Blender Physics constraint implementation sources

texts:
I wanted to know where exactly in sources, Blender implements the Bullet Physics for its rigid body constraint solving. That is, where does it pass the arguments such as Rigid Bodies, their orientation, mass, so on in order to set-up the constraint.

Thanks in advance.


texts: Imported MMD Models are grey, missing textures and cannot be converted because of it's texture nodes

texts: Hello and thank you for reading. I'm using the latest version of Blender with the latest release of MMD Tools and NetImmerse Gamebryo. When I import PMD/PMX models, they are entirely grey and missing textures. I've tried everything mentioned in this thread with no luck. I'm trying to convert models (To NIF format) I've been given permission to use in private skyrim mods. Attempting to convert/export these models fails, with the log stating that the MMD toon textures cannot be converted and to either change the label or remove it.


texts: Why doesn't my simple mesh wall "difference boolean cut" the door away?

texts:
I am new in Blender. I have basically done mesh walls, and I want to cut away doors.

So I select each wall, take boolean "difference" and select the red rectable (that should represent a door)..

But something weird happens. I can see the wall has been slightly changed at the door, but no cut out.

What I am missing?

Download link to .blend file

https://www.dropbox.com/s/apv7gx2394jtu0d/blender.blend?dl=0

I have also done a video

https://youtu.be/hIt52h4-bRs

I can upload the Blender project if needed.


texts: What is the difference between Bone Layers and Bone Groups? Please use blender 2.8 or later for your answers.


texts: Trying to upload project with Mantaflow to RebusFarm getting error

texts:
So I did this little animation clip with fluid simulation using mantaflow inside of blender 2.82a everything is baked but I'm getting an error when trying to upload to RebusFarm. Was not bak... "Liquid Particle System". So I tried to contact them and they basically told me this:

"a simulation is built up continuously. on the farm the scene is distributed on several rendernodes, therefore every simulation has to be baked or saved with a cache file."

Which I feel like I did unless I'm missing a step somewhere. I can't find any documentation on this so some help would be welcome or even some pointers. I did pack all into .blend file so I'm not sure where to go from there. Keep in mind I have been learning blender for only 2 months now.


texts: Baked the duplicate of rigid body object

texts:
I simply create a simple simulation of a monkey (suzanne) falling on top of a grid. Now i just want to make a copy (duplicate) of the monkey and i want to bake the simulation of that copy. So i will then have two monkey with the same exact movement where one is rigid body simulated and the other is keyframed (baked).

The problem is : since they're occupied the same location in space, they will interact each other , so give me the wrong movement. How can i temporarily disable the original monkey so i can then bake the simulation of the copy properly ?


texts: Beveling a rounded corner until the beveled edges meet at a point

texts:
I'm trying to continue beveling this rounded corner until it meets at a point without beveling too high on the z-axis.

If I use percent and set it to 100.00% it only works on the two long sides and not the corner. Could there be something wrong with my topology?


texts: Help on how to create a hologram with particles

texts:
I'm working on a hologram and want particles to flow from the hologram source to the hologram and then fade out.

I have tried lots of things and watched all tutorials I could find but I can not make it work. The closest I seen a tutorial on was to use the harmonious forcefield to gather the particles from Susan to the point where the hologram source was.
2 problems with that. First is that I did as they did in the tutorial but I could not make it work. The froce field did not affect the particles. Second is that the particles flows the wrong way like that. From the hologram to the sorce and not as it should be from the source to the hologram.

I appreciate if someone could help me with how to set this up.

Edit to add requested info:

Almost like this.

In this tutorial the particles flow from the circle below up to Susan. Thats good. But the particles flows from the whole surface and straight up. I want the particles to go from one small point and spread out up to the hologram and that way create the lightcone in this picture.

The guy who made this used several lightsourses to make the lightcone make the ambiance of the image but I need to avoid lights for this project.

The closest I come trying to figure this out is to use the harmonic force field to drag the particles into a cone. I seen it done before but I can not make that happen. The forcefield do not attract the particles.

Tutorial made by MattSmith1995 found on Youtube


texts: In blender 2.8 I want to set a keyframe_insert at a point of a bezier curve by pythonscript

texts:
The animation, that a sphere follows a bezier-path, works as I want. But the sphere needs exact 100 frames to do that.  How can i set keyframes that the sphere has absolved the route from frame 10 to frame 50 ?

I tried the following, but the lines are ignored:

obj.bezier_points[0].keyframe_insert(data_path = 'co', frame=10)
obj.bezier_points[1].keyframe_insert(data_path = 'co', frame=50)

and another try:

obj.bezier_points[0].keyframe_insert(data_path="bevel_factor_start", frame=10)

generates the error:  "bevel_factor_start" not found.

It would be great, if anybody has an advice for me.


texts: Basically, I'm making this planet using a material in the node editor. And I've made the basic "continents" on the surface, but I was wondering how I could achieve small detail on the land's surface. Is there a way to edit the details ONLY on land? I'm mainly using noise textures and wave textures plugged into each other's Vector slots.


texts: Camera follow object and wont allow to move with 3d cursor

texts:
Ok, so when i am doing my thing, modeling a gun, all the sudden, I cant move my part by the arrows! when i move my object by pressing G or clicking it, the 3D View Camera follows it to! I dont know why all the sudden this occured to me. I might of pressed something on accident.

I dont want this to happen. I tried Reseting the settings, but it looks like its just my project. I am new to blender and I know some advanced things, but i dont know how to fix this. Is this a bug? Can this be fixed? It is very annoying.


texts: Adding brushes for sculpting in 2.83, missing config folder

texts:
So I was able to append the brushes and use them in the sculpt mode. However, some of them didnt work properly, so I looked up how to install them properly. From the zip file im supposed to put it in the folder, config. Which I just can't find:
I got my pathway:

I'm not sure finding this folder would help either way.
So the actual issue with the brushes is that they keep drawing squares where they are supposed to draw cracks.


texts: Dynamic Paint - Second Canvas - crash on render

texts:
I have two emitter particle brushes.
I had one canvas (icosphere) and both brushes could paint on it.
I wanted a second icosphere that was identical to the first - and have both brushes able to paint on it - however, when I duplicated the sphere - It crashed on render.
When I deleted the second sphere - it rendered fine.
So I created a second sphere - from scratch - created a new canvas - tried to render - crash again.

I know I'm missing something - tried creating a separate material with vertex paint - tried changing paint map - no dice.  I know I'm missing something.

Ideas?


texts:
Blender crashes my whole PC, usually when i switch out of it and come back into it.

Blender usually crashes when I switch out of it and come back into, and when it does crash, it begins with the whole system becoming barely responsive and blender completely unresponsive, and even if i do manage to close blender, my PC remains unresponsive and crashed afterwards.

Sometimes my PC just freezes and other times it blue screens, in which case I get the

error

dcp_watchdog_violation or driver_power_state_failure.

I already tried re-installing blender (2.8) and re-installing windows
   10 (while keeping files and apps). My PC, as far as I know, only
   crashes when using blender.


texts: Why can't I use a vertex group to control a particle system's density?

texts:
Even with Use Modifier Stack turned on, and the Particle System being above the Subdivision Surface Modifier my Particle Systems Vertex Group Density isn't working.

I'm trying to apply a Vertex Group to the Particle Systems Density, but it seems that every time I do so, the particles seems to group up in one place and completely ignore the Vertex Group.

Example CloseUp (click to see full image):

So if anyone knows how to fix this, please let me know.


texts:
Can anyone help me? I'm doing this lightsaber tutorial (CG Geek) and while unwrapping, mine looks weird:

Here's what it's supposed to look like:

I marked the same seams as him, but it produced different results. I know it's incredibly vague, but any kind of help is appreciated. Thanks!


texts: Unwanted deformation by changing the pose of armature

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I have a mesh (an operation table), like a normal operation table, just the top part(cushion part) can be bent and because of that, I put an armature inside the mesh.
What I want to have at the end is that the top part of the table can be bent, but the bottom part, the cantilever, shouldn't be deformed when I rotate the bone of the top part (x-axis top when you see it at the pic). The problem is that when I rotate the top part, the bottom part of the mesh is actually moving along the deformation of the top part of the mesh. How can I set the armature so that the bottom part isn't deformed along?

Blend file

This is the bone (It won't show even with the X-Ray mode)

The bottom part (the reverse T part of the table shouldn't be deformed - Just stay like it is).
  How should I put the weight or edit the armature? I haven't got the hang of weight of the armature.


texts:
I made a model and it renders fine in Blender Render, but in Cycles, the whole image seems to be covered in black spots.

How can I fix this?


texts: Use custom properties (variable values) in the node editor

texts:
An object's Custom Properties panel looks like a great way to inject variable values in the Compositor:

However, there does not seem to be an Input that defines a reference to the Object Data's Custom Properties.

In the above image, I wanted to reuse the same Material Node setup for two different objects. The difference being one has transparent checkers (to create a dashed line) and the other is solid.

Without using Python, Drivers, Empty objects, or Animation Nodes:

Is it possible to pass variables (such as numbers and colours) into the Compositor?
If not, how would you reuse a Material Node setup across multiple objects, but vary it depending on some value?

I thought about using the Object Index, but that seems like a lot of work just to toggle a multiplication factor.

This is a general-purpose question. I'm not asking specifically how to make a reusable dashed or non-dashed line (i.e., Transparent shader and Checkered Texture). I'm asking how to reference various types of variables within the Compositor so as to program Material Nodes with different capacities.


texts: How is it possible to make a procedural snakeskin texture?

texts:
I've seen some posts like this one showing snakeskin procedural textures.

How is this possible? From what I've gleamed on reddit, a voronoi texture is used here? How would you morph that texture into a directional "scale" looking geometry?


texts: Diffuse color in viewport displays corrupted texture

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When I follow the steps below, Blender shows a corrupted texture:

Start new file-Add Mesh-Plane
Scale the plane in the XY axis to a value of 10
In the property panel select Material properties-New
Deselect Use Nodes
Select the Base Color and reduce Alpha value

Is anyone else experiencing this behaviour?
I'm using Blender 2.92 - Windows 10 Pro 20H2


texts: Armature doesn't stay connected when moving mesh in object mode

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Problem: I have created an armature that attaches to my mesh, but when I move the mesh in object mode, the armature doesn't come with it after parenting with automatic weights. This is obviously due to the parenting position (Mesh to Armature) but I don't know how to get around it. Parenting the Armature to the Mesh doesn't give the Armature Deform options, so I can't do it that way.

Here is my model. The armature works correctly with the mesh like this, as it's parented correctly with automatic weights.

The problem arises when I want to curve my mesh into a circle using the Curve Modifier. I added a Bezier Circle and using the Curve Modifier to the mesh, attached the circle. I then merged the ends of the mesh so there are no gaps. The problem you can see is that the armature doesn't keep its position with the mesh, and grossly distorts the mesh if I leave it where it is. I would prefer not to add the armature after adding the curve modifier as that would be very time-consuming, so much easier doing it flat to start, or so I thought.

How can I get the armature to remain inside the mesh after moving it (or making it into a circle shape) in Object mode? Thank you.


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At the moment I´m working on a model with many different Image Textures.
To publish it on Sketchfab I need UV Maps that fit the texture.
My unwraped Object is however bigger then the texture itself.

How can I make a UV Map out of a repeating Image Texture?
Do I need to manually reapeat it in Photoshop unil it fits?

(I know that you can press Ctrl+A and Ctrl+P to make it fit to the texture. The mappping changes though)


texts: Particle system not working with geometry nodes

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I was working on a scene, and I wanted to try the new geometry nodes with rocks. I already had a particle system on the same plane. The problem is, when I enabled the geometry nodes modifier, the particles (grass) didn't show up any more. I think the the reason why it doesn't work is because the particle system isn't part of the mesh. I could convert the particle system to mesh, but that will just kill my computer and the pebbles will probably also go on top of the grass. So I want to know if there's a way to add the particle system in the geometry node modifier, or maybe you have another way!
So my question in short: "how can I add the particle system to the object while also having a geometry node modifier active?"
Thanks in advance!
Ravi


texts:
I am a beginner in using blender. I imported a svg file in blender. It is a house plan and I would like to extrude the different walls. I tried to take quick suggestions from different manuals but it seems almost impossible to transform each wall in face and to extrude it.
Thank you


texts:
I have an object like so with pointy spikes:

And there's a lot of them all over the object.  Also I have no control over how they were created/the object modelling.  I'd like to get rid of them all at once and "smooth" them, but when I use the smoothing tool in sculpt mode, it often makes them worse:

I can go after each spike individually and in edit mode remove the vertices, fill the holes, etc...   but is there a tool I don't know about?
Blender 2.92


texts:
I posted this a while back but no one has replied in months so I am reposting.
When I click on a vertex it moves one "triangle" (I'm new ok idk what the proper word is) and the rest stay in the same place. I'm trying to lips sync and it's proving to be impossible at the moment, due to the vertices being unconnected.
Here is my blend file: http://www.mediafire.com/download/8nt27wz1lc414g0/newtester.blend
Any help would be largely appreciated ^^
I have tried:
right clicking and then pressing G
Pressing H
Pressing C


texts:
remember in the first matrix film, where Trinity does that jump kick and time stops? Yeah, and then the camera does a full 360 of here. Well I want that effect.

Now I know you're probably thinking "Why don't you just locRot all the animating for like 100 frames?"... Well because it's got a fire sim in it. And I want the the explosion to start. then "pause" while the cameras fire off in sequence down the room. So it looks like time has stopped. Yes, I could bake the simulation to a specific frame, I know. But I then want the simulation to continue when the camera gets out of the room.

One of you genius's must know a way to do it. Also, I cannot duplicate the scene 100 times (Already 238mb as it is), and then add a camera at every frame. This will cause the universe to explode, I already tried duplicating the scene at it crashed at 8. Also, each frame is on average taking about 15 mins to render. And I can't go to the computer every 15 mins and select the next scene and render the frame.

Any help would be massively appreciated and if your idea works, you'll 100% be credited for it in the animation credits. (short animation student work).

Regards,

Rich


texts: How do I transform triangle polygons into quads?

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I'm trying to learn Blender. I started modeling this "easy" exercise, but I can´t make step 5 in the process, please tell me how do this. I've got everything up to this step.

Thanks!

Marko.

(Full size image)

the model I done in blender


texts: Change object.color property of multiple objects at a time without scripting?

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Is it possible to change the object.color property of multiple objects at the same time without scripting?
For a lot of stuff in the properties tab, even modifiers, you can hold down ALT while toggling a certain property and all selected objects will be affected, but I can't find a way to do it for the object.color property:

I'm aware you can also use materials and just link materials, but the question is about object.color.


texts: Why does applying rotation cause my object to rotate?

texts: I have a simple cube which is scale and rotated. When I try to apply rotation and scale. Its get applied but why the cube rotate from its angle. It was rotated in 63 degree. After applying the rotation and scale it in the vertical direction.


texts:
I am on the final step of the character creation process for my model of Master Chief (Halo). I have made a simple rig (nothing fancy, like IK bones) and I am trying to set up some automatic weight paint on it, but it comes up with an error message going somewhere along the lines of "Failed to find weight heating for one or more bones".

Here's a few things I know about the model which may help in solving this:
There are a couple finger bones barely jutting out of the mesh.
I made the hands and head separately from the rest of the project, the mesh had a sub surf modifier applied to it.
I have textures (colors) applied to the mesh.
I have re-calculated normal's, and I have also used and applied a mirror modifier.

I'm sure there's more, but that's all I can think of right now.


texts: How to do an Equirectangular texture transformation in an Image Texture Node?

texts: To be clear I am not putting this into the World material. Instead I am projecting a 3d image from a locator onto the geo surrounding it. I have had success in lining everything up when using an Environment texture with the location set to the camera location. I split this environment image into multiple layers with alphas. The issue is the environment texture node doesn't give me the alpha to cut it out in the material so I've had to swap to the Image Texture. I can't get them both to match as there is no Equirectangular option for the Image Texture node.


texts:
Is it possible to composite multiple .exr files into a single .exr file?

For example, if one .exr file contains several passes and another contains only one pass could they be combined to contained all in one file?


texts: How do I turn off "smart" multiple selection? (3ds Max UI preset)

texts: I'm not sure if this is something to do with the preset or a default setting that I can't find the switch for. I'm trying to finally learn Blender after years of 3ds Max and I was extremely glad that it now ships with the Max and Maya style UI options. In edit mode, when I CTRL-Click to select multiple objects, Blender will try to automatically select any points in between the two I select, unless I go back, unselect the auto-selected point and try selecting again. And if there's multiple points between my two selection points, forget it. I see where this could be a useful feature but not as a default, so how do I turn it off?


texts: Problem with array modifier, incorrect orientation and deformation

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I am having some issues with this file I am adding. I want to place the cube around this ring but the cube is being deformed (stretched along the larger radius) also the face orientation is wrong. I don't understand what wrong am doing.
Any help will be appreciated. Thank You.
link>>>>  https://drive.google.com/file/d/18bmQSoUdcYCo3ynGP01CEFIM2MGSswCA/view?usp=sharing


texts: Physic simulation hitting non existing face

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I'm trying to make a simple animation: ice cubes falling into a glass. I modeled my glass, my cube and applied Rigid body behavior to them (Active/Passive). But for some reason (probably me being stupid), the cube is stopped in its fall by a non-existing face at the top of the glass. I tried to switch the collision shape (tried pretty mush all the possibilities) and it didn't solve the issue.

What am I doing wrong here?
Thanks in advance !


texts: Fill a hole with a new vertex and then triangulate

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Hi have a mesh where each internal vertex has 6 neighbours. However there's a hole in the mesh I'd like to fill by creating a new vertex and then join the 6 closest neighbours, see picture below. Any suggestion how I can do that?

Basically I want to pass from a situation where I have the stuff in the red circle to a connectivity like the one highlighted in green.


texts: Choosing the image on which the baking goes

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The problem I have is really simple: even though I select one image in the UV Editor window, when I try to bake the render results on it he overwrites another one (which is one of the textures I use) with the baking results. Perhaps this is due to using the Material Nodes in Cycles, which I'm using since a short time.
How can I choose the image on which to Bake?


texts: When I know the vertex's coordinates, can I choose a vertex as the coordinate and paint a color for each vertex? I want to color each vertex

texts: I know the coordinates of every vertex in the model. At this time, I want to color each vertex. I am curious how to select a vertex through coordinates and how to paint a color after selecting a vertex.


texts:
I try to change my workflow from Blender 2.79 to Blender 2.8, but I struggle with the new layersystem. In previous versions you could go to the 'Outliner' window an say to each object by click if it should be shown in the viewport, if it should be restricted from the viewport selection or if it should be renderd. Simular option I also discoverd in 2.8, but how this works together with the new View Layers and how to get renderlayers from different View-Layers. As far as I discoverd it, the 'View-Layers', as a kind of a group of objects, work simular to the old 'Layers' in 2.79. In the Propeties-Window in previous versions you could find the tap 'Renderlayers', an there you where able to group different Layers to one Renderlayer, and use the different Renderlayers in the Compositer, but this last steps, beginning with the creation of Renderlayers I couldn't find in 2.8 and also how to use layers as masklayers like in 2.79.

Is there anyone who had the same problem and could finaly solved it?
Thanks in advance!


texts:
For some reason, in Blender I cannot smooth part of my mesh in Sculpt Mode-

I tried to smooth it by pressing Shift and smoothing, and tried smoothing it with the Smooth option in sculpting. But nothing seems to work... does anyone know how to help?


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I'm using mp4 video projected onto a 2d plane in the 3d viewer, but cant get them to animate or scrub through timeline in texture or material mode unless I open up an extra window with cycles render on. Is there a way to simply allow it to animate without having to open up an extra render preview window?

PS: Thanks for the support on my last questions. you Blender Gurus are the best!


texts: Blender doesn't recognise Middle Mouse Button?

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so I got myself a new mouse (Logitech's M560), and I've found out that Blender kinda ignores its middle button (as in, rotation, panning and other functions that need this button don't work). But only with this mouse, and only in Blender.

The mouse was originally set so that the middle button acted as an app-switcher, but I was able to set that to MMB in the SetPoint software.
I tried the button in Firefox and couple of mouse testing programs and they all recognised it just fine. But Blender still doesn't read the middle button. The Left and Right buttons work properly.

Which is weird, because when I switch to an older and simpler 3-button mouse, there is no problem.

I'm thinking it's happening because Blender has some problem with Logitech's fancy Unifying drivers that apparently work differently than normal mouse drivers, or maybe the whole SetPoint business? (I don't know, that's only my speculation).

So I thought I'd ask here while waiting for a response from their support. I'll appreciate any advice, thanks in advance.


texts: How to select components through the Transform Gizmo?

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I have Blender installed on 2 PC's. On PC (a) if I go into component mode and have the transform gizmo visible, I can select a vert and then individually select the neighbouring verts through the transform gizmo. The gizmo does not block selections...    on PC (b) however, I cannot do this. It will instead try to trackball rotate the first selected component, even though I am not dragging the mouse, but stationary clicking. The transform gizmo is blocking the selection.

I have compared, by eye, all the preferences etc and they are identical.  Is there an option or a toggle somewhere that would cause this behaviour? being able to select through the gizmo is pretty necessary for me.


texts: Appending a scene and materials do not come through

texts:
So I spent several hours making this blender scene for school:

I figured I would be able to append it into my current project:

I entered a separate layer to try and add the text to the snow.blend, but when I added it, it appeared with no materials/different lights/nodes not coming through etc.

It appended and appeared like this:

HELP ME PLEASE!!


texts:
I'm trying to get rid of an artifact in my compositor setup:

I get these rings:

Is this a range problem with the information coming out of the nodes? Or is it a limitation in the image type/display?


texts:
I am modeling a gun and from a concept that I found on the web. The gun has little strips of cloth around its handle. I'm not sure what the best way to model them is. As you can see, the straps are overlapping each other, bending, curving, and folding.

How can I model this? I would rather not use a cloth simulation.

It's suppose to be high poly model


texts: Blender 2.8 Mac OS , modifiers tab missing?

texts: Hi I was using previous versions of 2.8 and now version available today, does not show the modifier tab on the right. I might get lost on UI updates?


texts:
I am working through a tutorial and modeling a couch. I'm at the stage where I have been sculpting in fabric details and wrinkles (I am not using Dyntopo). I've noticed that when I sculpt with anchored alphas, this weird checkerboard pixelated effect occasionally shows up that I can't get rid of. Smoothing doesn't remove it, and even when I add an extra 1-2 layers of subdivision it won't go away.
Here is a picture of my sculpt:

Here is an image of the cushion from the tutorial's file without the problem:

Here's the wireframe of both my mesh and the tutorial's mesh:

I thought at first that it was because I'm using a low quality stencil, but it's the same alpha that came with the tutorial.
I then thought the problem was that I didn't have enough geometry, but subdividing further doesn't solve the problem either (it helps, but minimally). Also, the tutorial's version of the same cushion has the exact same amount of subdivision / density.
Furthermore, I've noticed that the effect is exaggerated depending on the rotation of the alpha when placing the stroke.
Does anyone have any possible ideas as to what this is, and how to get rid of it?
Thanks much.
Edit: I've uploaded the .blend file for you all to look at. Both my mesh and the tutorial mesh are side by side in the scene. I've also updated the wireframe image to include both.
Edit2: Just added a +100 rep bounty to the question.


texts: How can I make a glossy BDSF shader reflect the true color of an emission?

texts: I have a red glossy shader on a car and a different object with a blue emission shader, the blue emission is reflecting off the glossy shader as yellow. How can I make the reflection the true color of the emission instead of yellow? An image of the problem is below, thanks for any help I appreciate it.


texts: How can i change the color/ texture of the coffee foam?

texts:
I am following a tutorial to make a coffee cup. Here is what it should've looked like https://imgur.com/a/kf9UY7S, I copied the nodes but I think I missed something because my output is way too different (both the foam color and the texture/ feel). Here are my output and the blender file:
oh, the condensation effect is not visible because i used another computer to render the image. do i have to physically have the reference image (the droplets) in the pc when i render the image or it's enough to have it visible in the Shading tab (at nodes)? Thank you.


texts: Blender crash on startup on older Lenovo Thinkpad E520

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I'm total Blender newbie, trying to get Blender 2.91.0 to run on my Lenovo Thinkpad E520 Edge (bought at the end of 2012). I just made clean install of Windows 10 (Home 64 bit) after replacing Lenovo's original Toshiba HDD with brand new Crucial MX500 500Gb SSD.
Other hardware specs of my computer:
CPU
Intel Core i5 2450M @ 2.50GHz
Sandy Bridge 32nm Technology
RAM
4,00GB Single-Channel DDR3 (9-9-9-24)
Motherboard
LENOVO 1143GVG (CPU)
Graphics
Generic PnP Monitor (1366x768@60Hz)
Intel HD Graphics 3000 (Lenovo)
2048MB ATI AMD Radeon 6600M and 6700M Series (Lenovo)
CrossFire Disabled
Storage
465GB Crucial CT500MX500SSD1 (SATA (SSD))
Optical Drives
HL-DT-ST DVDRAM GT50N
After double clicking Blender icon on Windows desktop, Blender shows this information and stops:
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x000000006E7F241B
Module  : atio6axx.dll
Thread  : 00001744
Writing: C:\Users*XXXX*\AppData\Local\Temp\blender.crash.txt
I have installed Lenovo System Update -software, but it found hardly any drivers to update. Is my computer totally outdated to run latest Blender even for simple modeling tasks? If I understand right my Lenovo is equipped with Intel HD Graphics 3000 AND ATI AMD Radeon 6600M and 6700M series GPUs. On Lenovo forums I found info that Lenovo has not updated their hybrid drivers for these GPUs for years. How ever Speccy-software tells that Radeon GPU should support OpenGL 4.2.
I have not installed Python, if that has something to do with my startup problem.
Thanks for your advice.


texts: Texture disappears when "Render Image" is clicked

texts:
The main screen before clicking "render image":

Page 1 of the options (pages made by scrolling):

Page 2 of the options (pages made by scrolling):

I am very, very new to Blender, so bare with me.

I had a friend make a model for me.  He assigned two textures to two objects called "Cube" and "white."  Each works properly when the render view is closed, but when I generate a render, no matter what pose, all textures disappear, and the model is solid black without shading.  How do I fix this?


texts: How to import VMT (valve materials) to blender materials?

texts:
i need to import or reproduce VMT to blender materials.
i know how to deals with texture but i dont know, for exemple, $bumpmap
does there is an actual documentation how to reproduce valve materials into blender?


texts:
As a follow up question to my previous question:
How to obtain the following topology?

Question

I start the with topology that resulted from the previous question:

How can I use a pivot circle instead of a pivot point, so I can obtain the following (of course I did it manually and inaccurate), where the distances, highlighted with red arrows, are equal and blue circle indicates pivot circle:

What I already tried

I tried scaling the inner and outer circle and use keyboard to type the same value, x and 1/x respectively


texts: I have a vector image that I want to animate in Blender. I imported the image from file but it does not show up on the Blender workspace. Do I have to tweak some settings in order for it to show up?


texts: Weird stepping in bump map despite using 32-bit bump map image

texts:
i am trying to get rid of these steps in my bump map. Someone told me these steps occur because 8 bit isnt enough because it only contains 256 colors. So I increased the bit depth to 32 and tried several noise removing and gaussian blur methods but these steppings are still there and I don't know how to smooth them out. Even setting the Texture interpolation to Cubic only removes some steppings but not all.
How do I get rid of these steppings?

This is my problem. This is when interpolation is set on Linear

And this is when interpolation is set on Cubic or Smart. Only a few steppings got smoothed out but not all.


texts: Joining instead of Cutting with BoolTool Ctrl Shift - Shortcut

texts:
I have been using Blender to edit STL files for resin 3d Printing.
I have an object that I want to cut and I create the shape I want to cut out of it, but when I give the ⎈ Ctrl+⇧ Shift+ - command, the two objects are joined.
I select the cutting shape, hold ⇧ Shift and select the part to be cut, then give the ⎈ Ctrl+⇧ Shift+- command, and about 50% of the time it will join the items. The other 50% it will cut the way I want it to.
Why?


texts: Cannot Replicate Shallow Lake Shoreline in 2.8

texts:
Have vested an unruly number of hours trying to learn Blender. Tried replicating the tutorial on:
https://www.youtube.com/watch?v=WgFJ5ER-elg
Seems that Evee was unavailable at the time when this Tut was published. That alone took me 3-days to figure out. We now have the "Principled BSDF" which is throwing off all possible Node translations from previous versions out the window.
Any assistance would be greatly appreciated.
Kindest Regards
Nino


texts: Mesh is not rendering, I can only see a background image (or nothing)

texts:
FILE:
https://drive.google.com/file/d/1vdiEmix_mWpaWA5m_V9n8wBDobLRzSB2/view?usp=sharing
I'm doing motion tracking scene and the objects that I put in are not rendering. They are rendering in viewport and in other places but not in the final render. The shadow catcher seems to not work too. I didn't pack the background movie, it's too heavy.
I tried:

most of this

realated question from
blenderartists

FIRST Image is how it should looks like (taken from viewport)
SECOND is how it looks


texts: I just downloaded the release candidate for blender 2.74 because it said on the release notes that it has  "Support for hair collision with meshes" and I would like to make it so that my hair particles stay inside of a hood that I modeled for my character. If anyone could give me insight on how exactly I can accomplish this effect it would be greatly appreciated.


texts: I have two scenes in a blend file. How do I move a object from one scene to the other? Not between blend files, but within one blend file but two scenes.


texts: How do I choose the next item after using Autocomplete in the Python Console?

texts:
The list that populates below bpy. after using Autocomplete (Ctrl+Space) in the Python Console is: app, context, data, ops, path, props, types and utils.

I'm trying to select ops. The video just shows click and move on any suggestions?


texts: How could penetration between human models be avoided?

texts:
In a fight scene I have several actions where the movement is only limted by the freedom of movement of the rigged bones. When a punch hits the body of the other character it shouldn't penetrate the body hit it should rather push it away or stop when the collision is detected.

Can this be achieved with rigid body constraints?

The two characters are linked into the scene and have proxies,
I tried several settings in this dialog but whatever I do it seems to have no effect.


texts:
I'm trying to build a tree using multiple tiers (circle, extrude, scale), like a pine tree and their layers, and then animate it.  Any suggestions on how to proceed??
Thanks.


texts:
I am trying to model car light for my game in blender. I want to change light's color when car stops or starts. I have tried couple of things such as changing emit color of current lights to emulate light source but as they are static material property ,it did not work for me (I can not access them through game engine controller ). I also tried placing half transparent object (which i can change their color through controller) in front of object whose emit property is set. But this did not also work as i can't manage color of half transparent object.

Is there any way easy to do this (changing emitting color of object dynamically)? Or am I missing something in my half-transparent object?


texts:
I have bought a few files from turbo squid, unfortunately for my needs some of the files look faceted.

Generally I will import them as OBJs.

I have tried using the the smooth and relax tool, but they don't help enough. I want to really add more nodes/vertices - at least i think that's what i want to do.

I have only ever used CAD programs before so Blender is completely new, if anyone could point me to the tool name or a tutorial I would appreciate it


texts: Fill the volume area of one mesh with another mesh

texts:
I would like to know if it is possible to fill a mesh, using it as a bounds area to then fill it entirely with a polygon(the shape) mesh.

The idea is I’ve blocked out a level design. But i want my level to be all polygons just like Vavle’s the lab archery level.

I have made various block sections of the level and now want to make it look like the section is made up of multiple individual polygon meshes. So I want them all touching but would still like to modify them individually. For example I am wanting to add details to the outside polygons

Edit: linked solution doesn't work for a hexagon. The rigidbodies never settle in the animation.


texts:
I'm new to blender, and this is my first model that I have made. I have just finished texturing my model and have combined the objects, and I would like to bake it onto another model to keep the materials to a minimum. I have followed this tutorial step by step:
https://www.youtube.com/watch?v=Aq2tUT0iyCQ

The bake works, but every time I try to bake it the result has many imperfections and mixed colors and whatnot:

This is my final baked image, and if you look closely (especially on the top left blue thing which is the hat, and brown circle thing in the middle which is part of the dress), you can see clearly the random strings of color.
These are the main problems I have:

I don't know what is happening, I have searched online everywhere and I can't seem to find the solution. Please help!


texts: Can someone explain to me the basic concepts behind why one would want to use the Node Wrangler add-on?  Thanks for the time!


texts: Artifacts in render preview after adding emission/volume scatter shader to world output volume

texts:
I am following a sword tutorial and when i try to plug in either a Emission shader or Volume Scatter shader in to the world output volume node weird overexposure and artifacts appear in the render preview:

When i actually render the image it is fine. It is just the preview that is having problems. The render engine used is Eevee and i'm using blender 2.90.1.

Now i have tried to look at the different render passes to see if i can pinpoint the problem. The render pass bloom shows the same effects so i have tried to disable it but then it just show less glowing artifacts so i'm guessing that wasn't it.
For Emission it seems the render passes Volume Scattering and Volume Transmittance show a rather overexposed picture but only in preview mode.
Does anyone know what is causing these differences between the render preview and the actual render?
Update: Added blend file:

Also added


texts: How restore the right normal-axis once for all faces?

texts:
I try to study Blender, especially in connection with the collaboration of Blender and After Effects.
My question, as it can be seemed for you, is to simple or obvious, but I can't  find answer.

So, I have some lowpoly mesh (consist of few faces). Then I split this mesh on separated faces - each face is a separated object.
I need to restore right orientation of norma axis for each face - with the normal axis coinciding with Z-axiz (perpendicular to the surface of a face).

When I create a new mesh/plane and turn on "Transform orientation" - "Normal" - Z-axis is perpendicular to the surface of this plane and X,Y-axis lie in a plane.

When I separate some lowpoly mesh on faces - I can restore a center of mass for each faces ("Origin to Geometry" once for all faces), but I can not restore a normal-axis for all separated faces - when I go to the Edit mode I see the so necessary for me right normal-axis (perpendicular to the surface), when I return to the Object mode - normal-axis has a different orientation.

How can I restore the right normal-axis once for all faces? (may be, some script needed).

Thanks.


texts:
Yesterday it was working fine and today it is not

I imported my obj file and it is not showing up or it is too small I guess but I can see it on outliner.


texts: After extruding the face where i extruded from is missing

texts:
this is probably something simple so i'll explain in short :

after extruding , if a delete this face(pic 1)

you can clearly see that the face where i extruded from disappeared(pic 2)

but i want that both faces stay there , undeleted

basically i want to have both picture 1 face and picture 3 face when extruding
but instead i get 1 and 2 .

Thanks in advance .

Note : i used to do this 2 years ago (i can tell because i've loaded some of my models from 2014) but i can't remember how i did .


texts: How to make the chacter detect stairs and react to it

texts: I don't know much of python, and I would like to make my character detect the stairs and look down (2 degrees in x axis) when upon it. I've tried using a Near sensor in the stairs (like a beacon) sending the Message "stairs" and make my character detect the message, activating the Motion Actuator to rotate in X. The problem is when the Message is detected by the character, he starts an endless rotation - a loop. I guess he is rotating 2 degrees again and again. How can I make him look down while upon the stairs and get back to the default rotation (0 degrees) afterwards? Thanks.


texts: How to i add a gradient to particles, normal to the emitters surface?

texts:
This is a very special question i'd imagine ;)

I have a base shape, that uses a particle system with pyramids on it.

Im triyng to add a gradient to the pyramid-spikes.

This efffect by itself can be easily done in a material for the particle.

BUT: The fade on the pyramids will only be a part of a more complex material for the whole shape.

Currently i convert the particles into a mesh and then join them into one object to achieve this.

I currently have no way to achieve the gradient on each pyramid, but also have control over the material of the whole shape.

So im emulating it with this node setup, someone shared with me.

But this only works partially, since i dont have a sperical shape.

Any ideas on how to solve this problem are well appreciated.

Thanks in advance :)