texts: Why do I see edges partially see-through on back face (in viewport)?

texts:
Maybe you can help me with a weird viewport issue.

I want to show only visible edges in edit mode. i.e. I don't want to see those on the back side of the model. For some reason I always see partial edges in Solid Mode.

See the first image. There appears to be an 'inner cube' within my model. It occludes backface edges partially.

When I search on this topic people suggest toggling 'Limit Selection to Visible' in edit mode, and when I turn it on I can see all backface edges as expected, but the inner cube is still there.

It shows up in other models as well, like these steps:

Any suggestions?


texts: Blender is playing animation very slowly

texts:
after animating for a while,  my animation started to play very slowly in Blender, I have no idea why. It was playing very quick and smooth before but now it is very slow

A screenshot during one of the playbacks.


texts:
I am using blender to animate a skeletal mesh and then export it in FBX format.

I exported with Z axis as up and positive X as forward

There are certain problems with it.

Importing only the mesh complains for some missing bind poses. I use t0 for bind pose.

The mesh orientation is correct but when importing with animations the warning says imported bone transform is different from original

Then when i play the animation the whole skeleton is lying down while it is standing up in blender.

what am i doing wrong?

Also I would like to choose which animations to export exclusively! how do i do that?

EDIT: When I import the animations there are some other weird animations that get imported each of them just 2 frame long, what are those?

Also please  guide me to a learning resource on NLA and actions editor.


texts:
I'm aware similar question was asked before, but anserws there couldn't solve my problem.
Here is link to my (based on this YT turtorial) model:

https://drive.google.com/file/d/0B_Ws3TRRodiVc2pVWldGSWRCZjA/view?usp=sharing

I was striclty fallowing instructions and when it came to parenting armature with mesh, problem started. Armature didn't afect the mesh at all. I checked the mesh and the the whole amature but it all seems to be like it should be. Even in weightg painting it was showing that all vertecies are asign to individual bones.

Armature modifier also refers to vertex groups and when I uncheak it I could see my mesh reacting to it ( but only in this instance ).

I need some help with this. I have no idea what is wrong and it slowy drives me a little bit crazy.


texts: Blender new versions don't work well on AMD Radeon HD 7570M

texts:
Blender new versions don't work well on my device
Is  video card AMD Radeon HD 7570M working for new blender version anymore ?


texts:
I'm animating slicing up something like this along the y axis:

I'm going to shave slices off the front until the whole block is gone.

My understanding is that the only way to do this is by having many pre-sliced meshes, moving them around together as one unit until it's time to make a "cut".

The above approach doesn't work because of the transparency:

What is the best approach I could take to animate slices coming off the front of this block?


texts: My image renders in black and white and not on the color it shows on the compositor?

texts:
I am making a wormhole like portal that opens up shrinks and grows for a bit and then dissipates. In the compositor it shows that it is a dark purple color but when I go to render the animation it comes out as black and white and I have no idea what's causing this. I used a youtube tutorial in case you want to comb through it
( https://www.youtube.com/watch?v=TWNLOjw5HYc ) (I know it says its for shockwaves, but I'm using it for my purposes)

as you can see when it renders it loses all color. If you also want to see a picture of my node setup just ask and I'll screenshot it.


texts: How can I make objects go through holes?

texts: I made a funnel for one of my blender projects for a rigid body object to fall through but whenever I run the simulation, the objects stops at the bottom hole. It is completely small enough. My only clue is that I had scaled the funnel and object down 10 times before and I'm not sure if that's messing with the simulation. I appreciate any help.


texts: Why can't I pose my armature after setting a keyframe?

texts: I'm trying to use the Dope Sheet to animate a model I made, but after setting one keyframe (LocRot using the i key shortcut) any attempt to move any bone afterwards results in the bone being moved back to the position in the that one keyframe.


texts: Blender 2.82 UV size changes when texture is loaded

texts:
I have this problem: let's say I have simple rectangle like this

When I create UV map for it, it sets the UV dimensions nicely to size of the actual rectangle and all is fine

Now as soon as I load any texture to it it changes its size/dimensions like this

Do you see how ugly it stretches the UV map?
What I want is to let the original UV size untouched so that I can set the image dimensions right to fit into UV dimensions according to it, and not UV map stretches to image so that the actual UV size is not the same as rectangle size anymore and I can never get the actual texture (image) dimensions right.
Basically I want to set the texture size manually to fit into the UV size that must stay the same as rectangle dimensions (the same size ti has when initially created).
I know I can move the handles of the UV map but that is exactly what I cannot do as I am doing/creating it for another SW where it matters what dimensions the actual UV has (it needs to be EXACTLY as the rectangle dimensions)!


texts: I want a fur like the picture below. How can you do this in Blender?


texts: How Can I Get A Clean Topology While Keeping The Normals Smooth?

texts:
I'm working on the star destroyer.
I have created the hunger bay at the bottom of it
but while trying to maintain clean topology. The result ended up with normal's that are a bit warped.
Any idea how to fix is while keeping good topology?
https://youtu.be/fRLFHv2eFCc

I'm also adding the Project file in case everybody can and will to take the time to look into it:
https://we.tl/t-spXh3879N5


texts: What's the point in modelling the base mesh?

texts: On a thread, I saw someone mentioning that sculpting leads to triangle faces which I myself saw happened to me lately but I find myself sculpting for the final touches even after modelling it 60 percent. Is there a point in modelling at all if I can just sculpt the entire thing from start to get the same result (I really don't wanna model the entire ting from start to final product) ?


texts: Changing amount of decimal digits in dimensions, without source code?

texts:
I had a short, but quick question. I was posting this as a bug by going to "Report a Bug" within Blender. It's version 2.79. But when something exceeds 100m or 100', it won't show any decimal digits at all.

So, I was wondering, is it possible to get the decimals back by simply using the Python Console within Blender?


texts:
This is an error message which stops the program. I did a complete delete and reinstall and the problem followed.
This is a windows 10, 2.8,  running on a Lenovo yoga 730 with 8 meg ram.
I also tried installling 2.81

Report error
Traceback (most recent call list)
File “C:\blender\blender2.80\2.80\scrips\bl_operators\wm.py”,line525,in execute value =                 context_path_validate(context, data_path)
File “C:\blender\blender2.80\2.80\scrips\bl_operators\wm.py”,line85,in execute value =                 context_path_validate.%s” % data_path(context, data_path) if data_path else Ellipsis
    File “,line1,
    AttributeError: SpaceError’
   Location :-1


texts:
So I'm trying to morph between three objects: Object A, Object B, Object C. Object is a UV sphere while B and C are meshes created from text. The animation is supposed to start from sphere to Object B. So I've applied keyed physics on Object B which starts from the sphere to Object B. The second morph is from object B to C so I've applied keyed physics on C so that as B disappears C appears from C. The issue B is not seen since it immediately starts morphing to C. Changing the lifetime of the particles doesn't work because it also affects the duration of movement from A to C. When I tried to use the timing settings in the keyed panel, it doesn't affect the remesh modifier on the text. Both object B and C have the explode modifier so that text breaks nicely as they morph. Is there any way to add duration to object so that object stays for a while before it starts breaking into C?

particles for B:
start : 215
stop: 265
lifetime: 100

particles for C:
start : 315
stop: 365
lifetime: 100

Modifiers for B: Remesh, explode (alive checked)
Modifiers for C: Remesh, explode (alive, dead checked)


texts:
I understand I could render out the view my camera and then just that as an image texture, however, I want to try and achieve this effect in real-time.

The idea is derived from an effect present in a handful of first-person shooters:

I'm not concerned with making different objects appearing in different colours within the view, I can figure that part out myself. But is there any way to make what the camera can see projected onto an object in real-time? Essentially, making the camera's view an image texture, but in real-time

UPDATE

I tried using the solution provided in this question: Zoom windows magnification

It definitely achieves the effect I'm looking for, in the sense that it picks up the surrounding environment and 'displays' it on the specified object.

However, due to it being reliant on a refraction node and some complex vector maths that I don't quite comprehend, the screen just picks up on the rifle's mesh. This occurs as the true normal of the plane picks up on the mesh in front of it, and ignores the generated normal (an in-depth explanation is present in the 'Zoom windows' solution)

I will upload images of my results later in the day

EDIT

I don't mind by what means this effect is achieved, provided I can do it using only one computer and can be done in real-time


texts: Change Bone/Arm length on a rigged model

texts: I've recently downloaded a rigged 3D model but the character's arms are too long. How do I change the size of the arm/bones?


texts: How do i unlink a texture from a material?

texts:
I applied a texture via uv mapping editor and node editor for reference, did the job, deleted the image texture node, unticked "use nodes" box, removed the texture from uv mapping editor and that texture still affects the material. When i import the .blend file to unity, the material gets renamed from "wood" to "wood_woodDoor_jpg". I notice that the texture doesnt have a 0 next to it in uv mapping editor and that when i reopen the project, it stays there. How do i  remove this texture from my project?

I did the exact same thing before with no problem. This time around, maybe i did something in a wrong order?

I even selected this in Unity:


texts: How to Return Camera View Back to the Origin?

texts: I know this may seem like a stupid idea, but the view, camera, whatever you call it (the view you see while flying around in the viewport) is very far from the grid. When I try to zoom to get closer, it eventually stops scrolling in. Is there some way for me to instantly bring the camera view back to the origin?


texts: Imported animation from mixamo to unity causes left hand to act unusual

texts:
Edit: I realised after I posted this question that it is on the blender stack exchange and this question is not actually blender related, however, I understand the files I am working with were designed and exported from blender so I feel that this is a relevant location for this question.
Edit: The eagle eyed viewers may realise that the icon shown in the first image indicates that I have added "Animation Rigging" inside of Unity. I added this to try and correct the issue, I can assure you that this is not the cause of the issue.
I am a software developer by trade and have little experience with the 3D modelling, rigging, texturing and animation pipeline.
I am just currently creating a hobby 3d shooter project and have imported a model/animation pack from mixamo in to unity.
Everything seems to have been imported correctly and all bones labelled correctly and in the correct position when in T-Pose in the game.
The problem:
When I start the game with the "Running While Aiming" animation everything works fine, apart from the left hand seems to be inverse in some way, see screenshots below:
This first image is the character in T-Pose showing the hands are correctly modeled.

This next image shows the character when the game is running and the "Running While Aiming" animation is active. As you can see, the left hand is in an unusual position with the "left hand pinky" finger being on the left of the left hand, when in fact the fingers shoulder be the other way round.

I have made no alterations to the model, the armature or animations. I imported everything to get going directly from mixamo as a package. I tried importing as a regular .fbx and as Unity .fbx and it has made no difference.
I would really appreciate some help on this if possible. I am a software developer by trade and am trying to create this hobby project to further my game programming skills.
Thanks in advance for any help or feedback provided.


texts: uniformly repeated image on objects with different dimensions

texts:
I am looking to apply a tile image to various walls in a room.   I have the following result where the tiles seem to be distorted based on the object dimensions, so that (for example) six inch tiles do not appear as such on all surfaces.
Can I not reuse the same Material slot on all objects?
(note that while the captured image shows the planes to be contiguous, there are not contiguous -- the tile should always start at says the lower left corner)


texts:
I wonder how I can achieve emitted particle objects being bended like below?
I tried emitting objects that are straight with the curve modifier and following a curve guide. Though, they don't curve the emitted object.
My only solution so far is to create a lot of meshes manually representing those "strains" and add curve modifiers on each and add a follow path constraint to follow the curve. Though this method doesn't scale well if you want a huge number of strains.


texts:
I plan to fake a shadow from a light using a mask (in the area light's material I mixed a black 0 strength emission shader with another one that actually casts light). However, the result is nothing.
My mask texture is black and white. The shadow is a window frame as it seems.
Is it possible to do this? if so, how?


texts: How do you project a single non-repeating image across multiple UV sections across the originally created UV map?

texts:
The title suggestion told me my question appears subjective. Hopefully it's not.

Specifically I'm trying to go for an effect like in this video of 3D Coat, where a painted texture is projected (mostly) neatly across the UV image.  https://youtu.be/FiNASmArkxA?t=1176 The final product is meant to be used in a game.

Is this possible in Blender?


texts: Blender runs really slowly on my Cintiq 22HD

texts:
I have a computer with a three monitor setup.  One of the monitors is a Cintiq 22HD that allows me to draw on the screen.  I also have an old Intuos 3 hooked up that lets me draw with a pen in the older 'blind' way.

When I start blender and have it displaying on my main monitor, I can draw with my Intuos and Blender is very responsive.  However, if I drag my Blender application over to display on my Cintiq and try to draw with the Cintiq stylus, the response time is so slow I cannot effectively use it.  I would like to be able to use Blender on my Cintiq so I can see the graphics under my pen.  Perhaps for some reason the Cintiq is not using my graphics card to accelerate OpenGL?

Anyone know how to get Blender to run at a useful speed on a Cintiq 22HD?


texts:
[![Permanent Weight Paint][1]][1]

I have a human metarig on a playermodel

I am having problems removing weight paint errors -> I am moving the armature and then editing the weight paint, yet some points of contact still do not go away (while editing w/ weight 0.0). They show up blue but move with the armature, so my playermodel is deformed.

Also some parts of the playermodel have weight paint that I cannot change and these do also move with the armature. I have seen this with the playermodel's teeth and ribs (they have a color of pure red, weight 1.0) but attempting to change teeth and rib weight paints and\or moving the armature then attempting to re-do the weight paint doesn't remove the problem.


texts: I'm using the Sampling generator and has you can see, for some reason, the little branches have these holes at the tips, why is that? And how can I get rid of them?


texts: how to make a handle of a bottle like this one?

texts:
i'm new to modeling

and....

picture 1 is the one i want to make..

and i made something like picture 2

but i couldn't handle the handle

and what i did just don't look the part (picture 4)

please help!

(they dont let me post more than 2 pic so i made a long pic in PS)

this is my .blender file
https://www.dropbox.com/s/o9ngqlsbk2selv1/BOTTLE.blend?dl=0

about how i made this , i made it with a box,with a subsurf modifier ,and extrude many many times.

and i apply the subsurf modifier before using Boolean modifier to cut a hole.(because if i dont apply strange things will happen)

and there is a bottle before apply subsuft modifier in my scene.


texts:
It would be useful for some particular final render to have multiple render layers where the render can choose material features based on a Render ID.   Object ID is a similar precedent.

Is that feature or facsimile already present?

Assuming render layer pre needs to be registered and run

Python Preliminary

import bpy

def renderID2016():

m = bpy.data.materials['UVObject']
n = m.node_tree.nodes
v = n.get("Value")
v.outputs[0].default_value = 5

renderID2016()

Will consider frame_change and render_pre.

Can the materials know the current render layer name or render layer index?

We can set a property for some random variable.  Not for any member the variable scene.render.layers  .

Failed Attempts

Image above.  If you use an Cycles materials as emission,  the setting above affects the Cycles lights.  Sun Lamps, Point Lights, and these automatic lights are not affected.


texts:
I wan't to animate based on an audio track by manually using key frames and shape keys. In the past I have used audio scrubbing. I would place my sound clip into the VSE and it would work perfectly.

But now, suddenly for a reason unknown to me it has stopped working as usual. Instead of just playing the sound for that frame, it plays the whole track whenever I click on the timeline.

How can I revert it to its old behavior?


texts: What is the easiest way to curve a cuboid?

texts:
I am trying to make a model of Richard Hammond's crash helmet from The Great Escapists, but I need to slightly curve a cuboid around both sides. this is what I am trying to create:
and the blender model currently:


texts: How to move multiple faces along their individual normals?

texts: I'd like to grab multiple faces and move each one along its normal. Is there a grab individual command?


texts: Python deleting objects with duplicate location?

texts:
So, I have an imported UE scene with many duplicated objects. Like. 1000 objects and 100-200 of them duplicated 2 or 3 times.

Now my idea was to use Python to compare coordinates and rotation and then delete the "spare" objects. We tried around a few hours but couldn't find any working resolution.

This is the last code we've got:

import bpy
selected = bpy.context.selected_objects
tmp = []
for ob in selected:
    if ob.location in tmp:
       bpy.data.objects.remove(ob)
    else:
       tmp.append(ob.location)

Blender tells me that the object can't be deleted because there are still users left.
Including   ob.user_clear()
Makes Blender instantly crash.

Any ideas?


texts: How to make my hair simulation less messy

texts:
I'm new to hair simulation in blender and I want to do pigtails. I want the hair to be pin straight and thin. When I play the animation, I think the hair is "spreading" too much. I would like the hair pieces to be closer together and spread less. Also, when she moves, it's getting messy and the hair pieces get "stuck" together. At the end it doesn't even look like like pigtails because the 2 tails got stuck together to make one single messy hair clump.
I uploaded a video here to see better what I'm talking about: https://www.youtube.com/watch?v=llk5FcUIlrc

So, is there a setting to prevent this problem? To make the hair spread less and not stick together?


texts:
Currently, when I link several objects, or link a scene, I need to select each object and make them proxies individually. However, doing this results in losing the parent structure of the external file. For small and even medium numbers of objects, this is fine. However, more complex scenes will be difficult and tiresome to set up.

What is the best way to go about this? Is there a way to retain the structure? Can all the linked data be made proxies all in one go as well?


texts:
Hi there I have spent about an hour making some edits to my project only to find that for some reason all the cubes, that I had set to fall and bounce on the plane, now simply hover in mid air.

I have uploaded the project in question below. (or will try to)
I would be very grateful of any help.
Google Drive Blend File

This question was removed as of apparently being solved by an answer given to another question which referenced to reseting the rigid body world cache. This would make sense as I have been editing the FPS. However I have never enabled rigid body world. And it has worked perfectly fine before. I actually originally downloaded this project as a template put have since heavily modified it. I have re downloaded that template and found that it too of course does not have a rigid body world enabled. I can not find out what is wrong because I have realised that I don't know how the cubes ever managed to fall to the ground.

Here is a link to the original template that I used.
Google Drive Original template blend file

Thanks for the quick response that I previously received.


texts: How do I move an object using a csv file?

texts: I am very new to blender and I am trying to move a cube in an environment. I have a csv file with a list of coordinates designated by columns, each column is the X, Y, or Z coordinates with n rows. From this list, I am trying to read the file in blender and move the cube to the coordinates in each row. Any python coding help or tips would be fantastic.


texts: How do I create branching particles like lightning?

texts: Working on a project that calls for multiple lightning-like strands all coming out of certain areas (vertex group-able) on one mesh object at the same time, and hoping I can do this with particles. Can model if absolutely necessary, but would like to avoid.


texts: When I try to use the viewport DoF the viewport just seizes up and when I try to zoom in and out I get this effect, could this be due to an outdated gpu? I'm using Blender 2.76, this was happening with 2.75 as well.


texts: Accessing data in the UV layout in Python?

texts:
I learned how to export the UV layout from here,

but am still unclear how to access the data in Python.

By "access the data," I mean getting an array that tells me where each vertex ends up in the UV map (in other words, UV and vertex ID for each of the vertex above). This is why exporting the UV layout as a rasterized .png, as above, is not acceptable.

The hacky way in my mind...

I can imagine exporting the UV layout to a vector image (.svg and .eps supported by the above-referenced addon), and then extracting the coordinates from the vector image, but this sounds like a hack that requires parsing .svg or .eps. I believe since we can export it, there must be a way for us to directly access the data.

What I tried

I've fiddled with tessface_uv_textures, uv_layers, uv_textures, but they are all either empty lists or None, probably because my material is just a diffuse shader of a color. But this should have nothing to do with the UV layout though, right?


texts: Blender 2.8 subfsurf modifier behave different compare to 2.7

texts:
I tried to learn box modeling using Blender 2.8 while using tutorial that was using 2.7 version.

I noticed that the Subsurf modifier doesn't act just like the 2.7 version when i tried to edit my mesh in edit mode.

Is this intended?
Can I somehow changed it so it can act similar just like the 2.7 version?

Video example on how they behave when I tried to edit them.
https://my.mixtape.moe/ivoyth.webm


texts: I’m having trouble figuring out how a math node influences a texture node. Say you have the Musgrave Texture node and put the output into an add node. Does the node add all the values within the texture node such as Scale, Detail, Dimension, etc?


texts: How to Place the Right Seams for UV Unwrapping

texts:
Where can I read how UV Maps should look and how to know where to place the seams? Here I have a very simple model I'd like you to suggest where the seams should be placed and why. I have attached a picture of my test model and attached the Blend file.

Blend file


texts: This is a 3D view of a 2m x 2m x 2m cube, created by scaling up a standard cube from the grid center. The grey plane are the gridlines. It looks as if the 3D View camera can't pull backward enough. What's wrong?


texts:
I need to push a bunch o rigid bodies using another passive rigid body, but this group of objects should be constraint onto a curve therefore leaving them only with one possible path.
How can this be accomplished?
it has to be done with rigid bodies, I can't use particles or object constraints as I need to interact with volumes.


texts: Get an executable list of executed operators in python

texts:
What is it for:
I’m writing an addon for blender which will have to store operators that have been executed since a custom button has been pressed, until another button is pressed.

What do I need:
If possible I need the operators in a form like this:

bpy.ops.transform.translate(value=(0, 3.89135, 0), constraint_axis=(False, True, False), constraint_orientation=‘GLOBAL’, mirror=False, proportional=‘DISABLED’, proportional_edit_falloff=‘SMOOTH’, proportional_size=1)

In particular I need the Operator with it’s values.

Options I found:

The first option I found is bpy.context.window_manager.operators.

That gives a list of the operators, but not in a usable structure. It’s possible to convert them to the bpy.ops format, but there are around 2000 Operators in blender and I already stumbled across a lot of differences between the properties of an Operator which makes this option possible, but increadibly teadious and uneffective to implement.

The second option is the undo history, which has the problem that it’s not accessible to python.
The third option is the info space, which draws all the operators that I need, but there’s no way that I know of to access them.

It would be great if you could help me find a solution to this!


texts: Animating Image Texture Change in Cycles?

texts:
I have a cube scene for the sake of example, but in my production, I use textures for the facial expressions of my character. The problem is, I don't know of an efficient way to animate the changing of a texture.

Blender insists that I cannot keyframe the changing of an image.

Previously I have been naming all my files sequentially and animating the sequence, but that is severely impractical. Is there a better way to animate the changing of textures in cycles?

Thanks!


texts: How can I model an object that spins around another object like in this picture (ramp around cylinder).


texts:
How can I render a matte (white on black or white on transparent) using Eevee ?

What I ask is a type of render that would render faster than a regular one.
I just need the "shapes", not the materials / reflections / colors.

If it exists, I would like to be able to "switch" to the matte render without having to change every material.

Currently, what I do is that I disable all the lamps and objects I don't need, set the world to black color, and set film > alpha > transparent in the render panel.
It works but I guess that there might be a better solution.

Possible ?

Thanks !


texts:
1My animation has a yellow tint to it after I made it an AVI JPEG file.

What the video looks like.

What the frame actually looks like.

I made this animation by outputing the frames into a JPEG file, then I put the images into an image strip where I export it as an AVI JPEG. I viewed the final animation using the Movie and TV tool that Windows uses.

I am rendering using Cycles.

If you need any more details please contact me.

Nevermind, I fixed it. It was just the movie player that tinted it.


texts: Whenever I move an object a circle appears that also affects other objects

texts: I am not entirely sure how to even describe the issue I am having. I am making a pretty simple animation with two people and a cop car. Whenever I move one object a large white circle appears around it and anything inside the circle is affected by where and what I do with the object I am trying to move. I have looked all over but I cant seem to find a solution if anyone knows what I am talking about the help would be greatly appreciated.


texts:
The Story
I am attempting to make a 3d representation of the following SUPER complicated model in a 3d-printer(.stl) friendly way. (I know it's not great quality, but it's literally the best reference image I could find!)

I've been busting my ass and learning a lot through trial and error, but here's what I have so far.

As you can see, it's curvy as heck and has lots of intersecting/overlapping geometry. I think it actually looks pretty good on screen, but unfortunately it doesn't transfer well to .stl at all.
The Problem
With a shape this complicated, I knew there was no way I could shape the curves by hand. I found some tutorials on using array and curve modifiers and I really just jump in and messed up a lot before I finally figured out how to make it at least look presentable. But now I've run into a whole new problem.
My "clever" approach was to do the whole thing with just a couple winding curves and the mirror modifier then hopefully purge all the intersecting geometry with Boolean Difference modifiers.
The issue I'm having is Boolean difference is giving me frustratingly inconsistent results. I don't know how to troubleshoot it, and I don't know of any other approach to salvage this model I've already sunk several hours of time into.
For some parts of the model, it works great, Especially ones with the curves and the spheres. In other places, specifically that big center cylinder and the curves with each other, the boolean modifier generates extra surfaces and deletes others.
Everything I'm reading now says boolean modifiers only work well with consistent, basic shapes. But how can I do what I'm trying to do without them?
Thank you so much in advance! It's my first post here, but it won't be my last!
(edited to add the .blend file)


texts:
After some tutorials this is my first own object in blender -a race track for unity. The main object should be white, but the road itself should be red, without creating 2 objects.
So I marked all the road-faces and assigned them to a new Material. But somehow the white color shines through depending on the camera angle.. even if I remove the white material, the grey default color also shines through. If I separate the road to an own object, it works fine -but I don't think that this should be the solution :/

(Object Mode)

(Edit Mode)

(Face Orientation)

(Unity)


texts: What noise.types are implemented within blender?

texts:
I am trying to get the hang of noise / perlin noise / simplex noise for procedural generation of models and textures.

I am using mathutils.noise.noise() for getting a noise value. The api is mentioning different noise.types within this module. http://www.blender.org/api/blender_python_api_2_74_release/mathutils.noise.html
For example: mathutils.noise.noise(position, noise_basis=noise.types.STDPERLIN)

Unfortunately there aren't any stated.
Where can I find this information?


texts: How To NOT extend selection with Box Select?

texts:
I'm new to Blender and am having a few hitches.

Each time I use box select on a group of vertices it extends the selection from what was previously selected.

I can avoid this by hitting A to deselect all before using Box Select but I was hoping there was a way to have this happen by default.

Isn't it the desired workflow to select groups of objects and move them independently and only extend the select with Shift?

I must be doing it wrong.


texts: How to merge surfaces that lie in the same plane?

texts:
I guess it's like undoing a subdivision, except it's not always neatly subdivided into even quads. How can you merge a surface made up of multiple triangles and quads/gons into a single one?

Since I'm dealing with a 500mb obj file I'd really appreciate if there's some fast way to do it for the entire model automatically.

Edit: I tried googling "merge coplanar faces" and I got the suggestion to do a "Limited dissolve (object mode: press x, then limited disolve) but this crashes blender. Any other ideas maybe?

I'm running 16gb ram, ryzen 5, nvidia tu116


texts: How to apply a material to a noise zone?

texts:
Hello Blender Stack Exchange people :)

I'm a huge beginner in Blender so excuse my question if it's dumb ^^

I've got this going right now :

This might seem a little dumb, but I'm struggling to change the color of the lens ONLY on the spots covered by frost marks... Please help ? ^^'

Thanks in advance :)

EDIT : This question has been answered, but here's the .blend file with the old and the new (wanted) material :p

Blend file (forgive the name, I didn't have any idea of what I was going for when I started ^^')


texts:
I have script (operator) which should align align all selected objects somewhat.

import bpy
from mathutils import Vector

class VCUTILS_OT_alignToLongest(bpy.types.Operator):
    bl_idname = "object.align_to_longest"
    bl_label = "Align Objects along their Longest Axis"
    bl_description = "Create average vector from the longest edges and align object to have x axis along this vector"
    bl_options = {'UNDO'}

    shortestEdgeEvaluated = 0.8

    def execute(self, context):
        for obj in bpy.context.selected_objects:
            if getattr(obj, 'type') in ['MESH']:
                self.alignObject(obj)

        return {'FINISHED'}

    def alignObject(self, obj):
        mesh = obj.data

        # Apply object rotation
        bpy.context.view_layer.objects.active = obj
        bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)

        # Find longest edge length
        longestD = 0.0
        for edge in mesh.edges:
            v1 = Vector(mesh.vertices[edge.vertices[0]].co)
            v2 = Vector(mesh.vertices[edge.vertices[1]].co)

            longestD = max(longestD, (v2 - v1).length)

        # Find direction as an average of longest edges
        axis = None
        for edge in mesh.edges:
            v1 = Vector(mesh.vertices[edge.vertices[0]].co)
            v2 = Vector(mesh.vertices[edge.vertices[1]].co)
            eVect = v2 - v1

            if eVect.length >= longestD * VCUTILS_OT_alignToLongest.shortestEdgeEvaluated:
                eVect.normalize()

                if axis is None:
                    axis = eVect
                else:
                    if axis.dot(eVect) > 0:
                        axis += eVect
                    else:
                        axis -= eVect

                    axis.normalize()

        # Align the object according to major axis found
        rotQuat = axis.to_track_quat('X', 'Z')
        rotEuler = rotQuat.to_euler()
#        rotEuler = ( 0, 0, 0.785 )
        print("Euler: " + str(rotEuler))
        obj.rotation_euler = rotEuler

        # Rotate the mesh back
        for v in mesh.vertices:
            v.co = Vector(v.co) @ rotQuat.to_matrix()

        print("Obj " + str(obj) + " done")

If I try it with that "proper rotation" it rotates the first selected object and ignores all others. It prints correct rotations for all objects to stdout, however. If I uncomment that line with "Rotation for debug" it rotates all selected objects to that fixed rotation.

I'am screwed now, I cannot imagine, where may be the problem ...

EDIT> Images before  and after . The leftmost selected is properly aligned. Other two selected not.

EDIT2> Added full script, python init and testfile

bl_info = {
    "name": "VCUtils",
    "author": "Vaclav Cermak <disnel@disnel.com>",
    "description": "Various my utilities",
    "version": (0, 9),
    "blender": (2, 80, 0),
    "location": "View3D",
    "warning": "",
    "category": "Generic"
    }

import bpy

from . alignToLongest_op import VCUTILS_OT_alignToLongest

classes = (
    VCUTILS_OT_alignToLongest,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)


texts: Incorrect values when using the color picker?

texts:
While painting, I use the color picker to pick one of the color on my object. However, the color picker does not pick the exact color that I have selected.

What am I doing wrong?


texts:
I'm trying to make an image texture that glows in Blender. An example might be a television or a smart phone. How can I accomplish this? Any help is greatly appreciated.

I haven't rendered the image, but this seems to do the effect that I wanted:


texts: How do I import my Hair emission particles with my object into another blender project?

texts: I just made a feather and i'm trying to to put this into another project i get the quill but not the hair emissions. what am i missing?


texts: How do you model something that looks wrinkled or crumpled?

texts:
i wanted to model something like this in blender..
any ideas?

I have no idea how to manually add wrinkles to a mesh.


texts:
During the tutorial, We unwrap a cup and cut off the handle and the circles. That worked fine. You take UV squares and turn the unwrap into a grid of sorts. That worked great also. Now I am supposed to go into UV Editing and change the grid on the water drops. My unwrap grid is gone. I watched the video again but do not see how Andrew Price is pulling that grid up on top of the water jpg.
Do I have to unwrap all this again? The first pic is what I get when I just go into UV Editing. The second pic is what happens when I start pushing buttons at will trying to bring back the grid.


texts: Extrude a face then cancel with right click create an edge?

texts:
I'm new to blender, and until now there is something that is not clear to me:
I've noticed a while ago that sometimes when I click on a face then click G shortcut to move that face, it's looks like reacting if I was trying to extrude that face.
Then I've seen something just now, that problem (that i've described up here) happens when I click on E to extrude a face then cancel with right click, then try to move it with G right after...
Also, I've noticed that when I do that (E), then cancel with right click, an edge seems to be created.
I'm not really clear here I think...so I've made a video, these are the steps I've done in this video:

Move face with G
Extrude with E then cancel with right click
Try to move again with G (not working like the first time)
Dissolve an edge (yeah I should dissolve the 4 edges of the face, but we still see the effect)
Move face with G

--------------> Video link here: https://youtu.be/8NPMJdZDQro
Can maybe someone explain me why it's acting like this?
Is it normal? And if yes, is there some reason to that (technical or functional)?
Thanks a lot to everyone :)


texts:
I would like to select in python the visible perimeter of a mesh. My idea is to get only the external vertices, not all visible.

Any idea or link that can help me?


texts:
I am doing this Blenderguru tutorial to work on my modelling skills.

Question At about 28:30 min in the tutorial it is demonstrated how to assign a material to a selected parts of the mesh. It should become a black circle and a white circle (green in my image). But I guess my shape is not a circle. I think the reason for that is this loop cut I made and that is not there in the tutorial.

But how to change my shape to a circle ? I have tried deleting edges but that does not work.


texts: The colors of the layers of my first 2D animation are wrong for some reason

texts:
I've just created my first 2D animation and I used separate layers and the "voxel heat diffuse" addon that you can find here.

With it I've been able to make the 2d animation faster. But,anyway,there is a little problem and I don't know if it's caused by the addon. I rendered the first frame and I saw that some layer have odd colors. Can someone suggest to me where could be the mistake ?

This is the first rendered frame of the animation :

and this is how it appears on the 3D view :

You can find the blender file here. Thanks.


texts: baking multiple materials in cycles, UV map overlap makes renderder baked image tile

texts:
PLEASE HELP... i have modeled a wall and assigned 2 materials to it with the principle shader, one for the face of the wall and a separate for the trim

pic:

both materials are SMART UV UNWRAPPED with only the white boards being scaled outside the image texture ( for board alignment, its my understanding this is ok, a way to fake resolution even in certain cases)

now when i create the new UV image for the image texture to reference and bake to, i create a new uv image, and UV SMART UNWRAP the entire mesh, however the UV maps are overlaying.

after baking, and creating a duplicate of the mesh with materials removed and replaced with the baked image texture through a diffuse node

PIC:

PLEASE HELP ME CREATE A MAP THAT WILL NOT CAUSE THIS< IM LOST :(


texts: I'm trying to make a carpet for a bedroom I'm making but when I got to paint it a color very close to white, it comes out dark gray. I set it to the right color in the color wheel and everything but it doesn't seem to be painting like that. Any help?


texts: How do I give the ability in my addon panel to change this options in the particle settings?


texts: How can I make up cloth in marvelous designer and simulate in blender

texts: marvelous designer export cloth is not sew together, and once I simulate in blender they will split and fall down


texts: How to use Light Field tools of Blender?

texts:
I'm studying Light Field Rending with Blender,but I don't know how to use the addon Light Field tools.
Just like this http://hci.iwr.uni-heidelberg.de/HCI/Research/LightField/old_page/,but I don't know how to use it.
Could you please help me? Maybe give me a example or a tutorial.


texts: Blender Select Random Face But Not Sides

texts:
I am making an abstract sphere in blender and am having trouble with the random select feature. Basically I want to only select outer faces and not the "sides" as shown in this picture.

Does anyone know of a way that I can use the random select, but then ignore side faces of my model? (Without having to go through and painstakingly deselect them all by hand)


texts: I have created a circle pipe and converted to mesh and get all the square uv. I want this all uv to me merge or to be overlap on each other to have a single uv island. I want to have a single texture on all island. With the snapping on and grab i can but they are 100 island. Any addon or suggestion to get a single island.


texts: How to toggle to camera view via python?

texts: Is there a way to programmatically achieve the same thing as pressing the 0 key the numpad?


texts: Can blender use the Alpha channel of an image as transparency on a plane?

texts: I was wondering if I used Photoshop to make a portion of my picture transparent, Would Blender be able to use those transparencies while importing the photo using the Import images as a plane Add-on


texts:
The right way to create a rectangle hole with rounded corners on some surface?

I have this one, but my example working pretty bad with subdiv mod.

Solution like this seems well, but without subdiv mod it haven't rounded corners. I want nice corners with and without subdiv.mod.


texts:
There was a couple of weeks before, Blender version which lets you determine boundary loop of seleced faces in edit mode.

I can't find how to activate this addon in todays build.

https://builder.blender.org/download/

Operator was called boundary loop in edit mode.
Could you tell me how to get this ?


texts: How do I import a fbx file into blender from command line?

texts: I would like to import a fbx file (3Ds Max scene file) and save the project from the command line, how can I do this?


texts: How to make a true linear quaternion rotation?

texts:
It turns out to be impossible to make a 360° rotation by using quaternion only with 2 keyframes. So I used three. However, the result appears unlinear, even though the curve interpolation type are all set to Linear. demo file

I wonder if this is something unavoidable. If not, is there any way to achieve a true linear quaternion rotation?


texts: Emission: Red glow while the object itself is white

texts:
I want to make something like this in Blender:

So I created a Torus and I created two emission materials for it (one for the right side and one for the left side) with two different colors and increased their strengths. And then I added a Fog Glow filter (Glare) and a Volume Scatter to the World. But this is the result:

I want the material to be white and a nice green (for the left side) and purple (for the right side) glow around it (like the reference photo). How to achieve this effect? (Blender v2.82 and Cycles)


texts: How to lower the polygon number but keep smoothness?

texts: I might have put too many polygons in the mesh and now it won't compile, so I need to lower the polygon number. Is it possible to do something to create an effect which works the opposite as the subdivision surface, but keeping the smooth surface?


texts:
I'm trying to follow the tutorials, but the program is freezing up and lagging very often and very severely to the point that I can't do some of the steps of the tutorials such as sculpting because I can't see my edits in real-time. Even simple edits, like switching modes, selecting, and duplicating, that happen instantly in the videos, can take up to a minute to do, or even freeze the entire program. I've already followed a few advice threads on here and reddit, but none have helped, and people I've asked in other places seemed stumped as to why blender is so slow. From the responses I got, people are running much more complex projects on weaker specs without any issues, and I can't even get through the donut tutorial.
Specs:
RTX 2060 6gb
Ryzen 5 3600x 3.8 GHZ 6-core
16gb ram
Thanks.


texts: Extrude edges (or a curve) using an offset/inset to create a mitred patch of faces?

texts:
I'm trying to find a way to quickly use a curve or series of edges as an outline for creating a mitred patch of coplanar faces.
I guess what I'm actually asking is whether there's a way to draw a series of edges and then extrude them into faces, but... rather than extrude all of the new edges in the same direction, can they be extruded so that they each remain perpendicular to their respective original edges, creating a mitre where they meet, like what an offset or inset does?
Here's what I mean:

(A) I start with a series of edges; then I want to...
(B) offset those, like an extrusion inwards or outwards but specifically inwards in this case, so as to create new faces; and
(C) Adjust the thickness later.

I will explain how I've already accomplished this, but I'm hoping someone can help me find a quicker way to do this.
Here's what I already did:

Start with a single vertex, and extrude it to create the edges I want => this gives me (A).
Take that mesh and convert it to a curve (while using Keep Original, and setting the new curve to 2D)
Use Object Data > Geometry > Offset set to a negative value -- this creates the main effect of what I mean by offset/inset, because unlike (say) doing a scale, this method does what I'd call "a perpendicular projection" of each edge.
Convert that offset curve to a mesh again.
Join (CTRL+J) the two meshes, hence giving me now an outline for the outside and inside edges of the faces.
Connect the open ends of those two outlines and fill to create one big polygonal face.
Use the knife tool to cut the mitred corners between each pair of vertices.
Now I have (B).
Finally, I get to step (C) by selecting the inside edges and doing an Edge Slide (with Clamping disabled) to adjust the thickness both in and out as I need.

So, can anyone suggest how I might do this more quickly and easily?


texts: how to transfer rig from one model to another?

texts:
I have a rig on a model thats skinned, and I have another model not similar that I wanted to take that rig and transfer from the skinned model and connect it to the unskinned model.

As does Script AutoBiped (Remplace Mixiamo Rig with Biped Rig)

How can I do that automatically, any script or method to do this?


texts: Do I create animations in a game engine (such as Godot) or in Blender after I have rigged a game character in Blender?

texts: If I rigged a game character using Blender, after that do i have to create the animations in Blender and then export it to Godot or do I first export the character to Godot then I can create the animations in Godot?


texts:
I'm in Blender 2.8. Is there a way to move bones while weight painting? It doesn't seem to let me move them by pressing r on the bone I'm painting like in the tutorials :(

Thank you so much for your time!


texts: Background image (movieclip) final render appears flipped

texts:
my background movie-clip final render appears flipped. I have checked whether the camera is mirrored or in the background image options if the 'flip horizon' is checked - I've tried to render with the 'vertical flip' option checked but still the final result is the same, a horizon flipped. The video appears on the correct horizon on the 3d viewer, even on the render result preview. When i choose render active scene, blender renders out the background video flipped.

Please, some one help me out, thank you.


texts:
This is my first time when I'm making a low-poly model for a game and I have problems already.

I will send screenshots to Imgur because I don't have enough reputation
https://imgur.com/a/eABbg

I wanted to make a model of a Maglite flashlight.

Generally I have a problem with that indentation for a button. I tried to use a boolean modifier but topology was very messy.

Then I tried to make that indentation manually. Results in hi-poly model were a lot of better but in low-poly it still was looking very strange. Maybe baking is the answer?

I have also problem with normals. They are in the right direction but still they are looking wrong.

There is also a .blend file https://www.sendspace.com/file/46h8fv

Thank you very much for help.


texts: How to make a semi-realistic metalic texture/material

texts: I just finished my tank 3d model but i dont know how to go with the texture/material.I would like to create a semi realistic metal texture with bumpmaps and other things that come with metal materials.The problem is that anywhere i search online i cannot find a free way to get such a texture/material.Everything i would like to use is behind a paywall,thus im looking for a alternative.How hard is it to create a semi-realistic texture/material with a photo editing software?


texts:
I have a problem with a mesh that moves unexpectedly with a bone, so I thought that I might want to normalize all the bone weights to get a "true" picture of the weights. Normalizing however, moves the mesh around which I didn't expect. (some of the bones are posed when I do normalize).

My impression was that the overall bone-influence result would be the same after normalizing, but since the mesh moves around, it seems this isn't so. Am I doing something wrong, or did I just mis-understand the normalize-all operation? (I tried both with and without any bones selected).

(also, noob-alert)

EDIT: Ok, I may have totally misunderstood something. But I tried making a simple skeleton and object: Two bones controlling a cube'ish thing. Painted all vertices red for both bones (weight 1.0 for both bones), and then picked normalize all. Now one bone had weight 1.0 on a vertex, the other bone got 0.0. I understand that blender has now made sure total weight <=1, but I would have expected the weight to have been shared, something like 0.5 for each bone on that vertex.


texts: Hand scribble effect without using modifier

texts:
I know I could easily achieve this kind of effect using Build modifier.
but I realize I can't export the animation using modifiers into gltf.
Is there any other way or idea that doesn't have to use any modifiers to get this effect?
I tried search but couldn't get any. I would appreciate any ideas.


texts:
I have an issue similar to this problem  when I want to render an 3D .obj, I tried the methods proposed and get the same result as following

Firstly, I deleted the origin cube and import my .obj mesh car, then I shift the view to the local and use "Ctrl+Alt+ Numpad0" to align the camera to my viewport. Finally I click the "Render" button and come to this situation.

And my .blend file is also attached here.

Waiting for your help~


texts: All meshes have different color, but they do have the same texture

texts:
I used the same texture for all these meshes, but why does the "footboard" have a different color (red arrow)?

I'm now working with 2.92 but started with 2.79, could that be related to it?
Also, I have a strange "reflection" when I rotate only on the rear fender / rear fender.

unfortunately, all linked answers did not help.
Blend file:


texts: How do I make knife cuts into a mesh *based* on another mesh? (Not boolean)

texts:
So I have this (selected plane in edit mode below) plane and I want to cut into it with this mesh (the mesh on top):

The crucial bit is that I'm not looking to use the boolean mod to punch out a shape. I just want the curve of this long, thin piece to be part of the plane's geometry. That way, I can select those faces and adjust the Z location (riverbed).
I've tried using the boolean modifiers but have had no luck. Is there a way for me to project this other mesh onto the plane?
Thanks for your attention.


texts:
Well when i select a keyframe, right click it and select copy, and then paste it it doesn't paste?
I have tried searching for this on other websites (reddit,youtube etc...) but nobody seems to be having a problem like mine or everybody knows how to fix this except me.


texts: Simple Addon 50 lines - Crash blender - what I do bad?

texts:
I start to learn Python and Blender. But can't figure out what I do bad here.
The code is :

bl_info = {
    "name" : "HELLO WORLD",
    "author" : "Author",
    "blender" : (2, 80, 0), "version" : (0, 0, 1),
}

import bpy

class LODP_CM_OT_set_cam ( bpy.types.Operator ) :
    bl_idname       = "lodp_cm.set_cam"
    bl_label        = "Set camera brush"

    def execute( self : bpy.types.Operator , context : bpy.types.Context ) :
        obj  = bpy.context.active_object

        bpy.context.view_layer.objects.active = None
        bpy.context.view_layer.objects.active = obj

        mod : bpy.types.DynamicPaintModifier = obj.modifiers.new( "Dynamic Paint", "DYNAMIC_PAINT" )
        mod.ui_type = "BRUSH"

        # CRITICAL ERROR -  EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0
        bpy.ops.dpaint.type_toggle( type="BRUSH" )
        # CRITICAL ERROR -  EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0

        return {"FINISHED"}
# end class LODP_CM_OT_set_cam

class LODP_CM_PT_main ( bpy.types.Panel ) :
    bl_label        = "HELLO WORLD PANEL"
    bl_idname       = "LODP_PT_main"
    bl_space_type   = 'PROPERTIES'
    bl_region_type  = 'WINDOW'
    bl_context      = "scene"

    def draw(self, context):
        layout = self.layout
        layout.operator( LODP_CM_OT_set_cam.bl_idname )
#

classes = [ LODP_CM_OT_set_cam, LODP_CM_PT_main, ]

def register():
    global classes
    for klass in classes : bpy.utils.register_class( klass )
#
def unregister():
    global classes
    for klass in classes : bpy.utils.unregister_class( klass )
    classes.clear()
#
if not __package__ : register()

representative gif :

After trying to get the code of the error or something,
get : EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0, exit code 11
Is a mistake, bug, bad syntaxis, another thing? , but since I'm a newcomer, I have my doubts.


texts: The effect of volume absorption is not visible


texts:
I have a metallic and smoothness map. The metallic is in the red channel, the smoothness is in the alpha channel. (This map is used in a Unity 3D project, by the Standard shader).

The values in the map are as so:

A: 0 - Not smooth; 255 - Smooth
R: 0 - Not metallic; 255 - Metallic

I have the metallic value working now I believe.

I need to invert the alpha (smoothness) channel somehow as the 'Principled BSDF' shader expects roughness. What is the best way to do this?

Here is my node setup:


texts: How can I create a realistic glass material?

texts:
I have a serious problem. I am confused about making real glass material. If you are able to help me, then I will be very grateful. Thank you! ♥

Material that I want to make:

My Shader Editor:

Rendered image:


texts: Blender 2.8 How to edit via the Python API an action and change keyframes

texts:
An object has an action in its animation data, how can I edit its keyframes? When I print the snippet below, I see that there are 8 entries in the dictionary of fcurves (I assume that they are three entries for translation, 3 for rotation (euler) and 3 for scale). How can I edit each specific channel of this action? For example, how do I update the translation for the keyframes for channel Z-axis?

>> for key, value in bpy.data.actions['ActionName'].fcurves.items():
...     print(key, value)
...
0 <bpy_struct, FCurve at 0x7f2299562788>
1 <bpy_struct, FCurve at 0x7f2299562c88>
2 <bpy_struct, FCurve at 0x7f2299562b88>
3 <bpy_struct, FCurve at 0x7f2299562208>
4 <bpy_struct, FCurve at 0x7f2299562a88>
5 <bpy_struct, FCurve at 0x7f2299562f08>
6 <bpy_struct, FCurve at 0x7f2299562888>
7 <bpy_struct, FCurve at 0x7f2299562d08>
8 <bpy_struct, FCurve at 0x7f2299690088>


texts: Arrange selected vertices in a curved shape

texts:
I have a cube and by subdividing faces, now I have a bunch of vertices in each face.

How can I arrange some selected vertices in a curved shape (they are now in a straight line shape)?

Then I want to extrude those curved shape vertices.


texts: How can I edit textures from linked particle systems?

texts:
I have set up a scene and want to use it as a library. The scene includes several hair particle systems to distribute and animate vegetation. These particle systems are, in turn, controlled by image textures for the hair density.

Here is the Particle System from the original library .blend showing

A) The Texture tab in the Properties Toolbox

B) The texture editing icon next to the selected texture.

After linking the various objects into my new .blend file, I realised that I need to edit the hair density textures. But there was no way to do that in the linked systems as everything was ghosted.

So I localised the particle systems, and then the textures.

Now I can select different textures, and even add new default ones, but I cannot edit them because both buttons A and B are still missing.

Is there something else I need to localise to get the Texture buttons back, or is this just a bug?


texts: Can't duplicate a proxy armature with mesh

texts:
My problem:

I have a rigged character as an asset of a master-scene in its own .blend-file. The asset.blend contains the character and its animations. To make use of my character and its animations in the master-scene I link the Character and make its armature a proxy one.

This allows me to access different actions from the action editor and it will always be updated if I ever want to add some more animations to the character or some changes to the mesh.

Now, since I want multiple instances of my linked character, I tried to copy and paste my armature and the mesh.

I expected to have another character (a sheep to be exact) with an individual armature that can have different actions selected.

What happens is that both meshes are only controlled by the second instance of the armature

What am I doing wrong? Is there a work-arround or is it possible at all?

I created a demo project for you, so you can try it yourself.

Download .blend-files (ZIP)


texts:
I'm trying some video editing with Blender and for now just wanna do some simple cuts. Whatever I do the strips keep some frames from what I thought should have been cut as soon as I start moving the strips around.

I know what happens under the hood as documented here for example: https://www.blender.org/manual/de/editors/sequencer/usage.html#moving-and-modifying-strips , but I still can't figure out how to do a simple cut like you can for example in Premiere Elements.


texts:
I'm trying to make a sound visualizer.

I want to use a loop to apply transformations on objects in a group.

I make a loop. Plug the Goup node to it. There are 1313 cubes in this group.

It's my first time using the Group node so as a test I use the Object Output node and set the scale to .2 inside my loop

Only 10 objects receive the transformation. If I use Debug List I see that those are the first 10 objects in the group. If I use a Debug node on Interations in my loop it outputs 10.

Could this be a memory issue? Does Animation Nodes stop at 10 when memory is not enough?


texts:
I've got this object which started as an SVG file.  I've used solidify and bevel on the curve but it will not bevel no matter what I do.
So I converted it into a mesh.  I've converted tris to quads.  I still can't get the edge to bevel.
What can I do?
BLEND FILE:
howdoibevelthis.blend


texts: Convert simply python script to animation node setup

texts:
I created a simple python script which takes the selected object and transforms it in some (partially random) way.

I would love to recreate this behavior with animation nodes but am stuck. Any help would be greatly appreciated.

import bpy
import random

random.seed(12)

for i in range(0,100):
    c = bpy.context.object
    bpy.ops.object.duplicate_move_linked(OBJECT_OT_duplicate={"linked":True, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(c.dimensions[0], 0, c.dimensions[1]),  "constraint_orientation":'LOCAL', "constraint_axis":(True,False,True)})
    bpy.ops.transform.rotate(value=random.random()/2-0.3, axis=(0, 0, 1), constraint_axis=(False, False, True), constraint_orientation='LOCAL')
    bpy.ops.transform.resize(value=(0.98, 0.98, 0.98), constraint_orientation='LOCAL' )

Best regards
blackno666


texts: How can I fix the black parts after I apply subsurf?

texts:
As you can see in this picture I was trying to create a face, but when I apply a subsurfaces modifier you get these black spots. Does anybody know how to fix this.
thanks in advance.


texts: Is anisotropic BSDF different to principled BSDF w anisotropy?

texts: I have a simple sphere. Half of it has an anisotropic BSDF material, the other half has a Principled BSDF material with anisotropy. I believe I have the same settings for the two materials, but they render differently. How do I get the materials to match?


texts: Trouble adding texture to another object from texture panel

texts:
(I use blender render if that is important)
I can add an image texture to an object from the texture. But when I try to do the same thing with another object, the texture panel is blank.


texts: Object keeps vibrating at pinned edge during cloth simulation

texts: Hi, I'm entirely new to blender and have been following a tutorial I found online for 3D modelling. To create a dress, I have created the object above and set it up with cloth physics. However it does not work as planned due to top of the dress getting distorted. The vibration/distortion around the waist happens to be were the object is pinned. I have made sure there is no clipping with the body already. But I cant seem to fix it. I would appreciate some help, thanks.


texts: Objects dissapearing when I press Render, then reappearing after a short time if I go back to 3d view port

texts:
Before I render, this is the screen I have, all objects as they should be.
When I hit render, the clothes don't render, only the body.

When I cancel the render, as it's not rendering what I want it to render, this is the 3D view port image I get:

After a few seconds, the body reappears and it's back to the original image.

Any idea why for some reason it's almost inverted? The Rendered image ONLY shows the Body, then the standard 3D view port will only show the clothes?

The wall is present in both.

I use cycles render, if it helps.


texts: I'm trying to size the mesh outlined to the left object. What is the best way considering that the resizing needs to be proportional..


texts: How can i go about removing this gridding effect from my hair

texts:
i was making a carpet but the hair appear to be tiling  , here have a look

How can i remove it?


texts: How can I avoid crash when adding subdivision modifier?

texts:
I am trying to add a Subdivision Surface modifier to a mesh in Blender but it crashes.
It's really weird because it has only 117k tris so it shouldn't crash for 1 level of subdivision.
Could the problem come from the fact that I made this mesh in an another software and then I imported it in Blender as obj?
Also my PC can handle really high poly scenes, I often do sculpting and microdisplacemnt without any issue but this particular meshes keep crashing my PC.


texts: Can't add keyframe to material displacement node

texts:
I usually go into timeline, select the frame, then into my material node editor, hover the parameter i want to keyframe and press i. This works for the first keyframe, but when I try to input a second one, it just won't let me change the value anymore. regardless of which frame I am on.

Does this have to do with the fact that it is about displacement ? or did I untick something by accident ? I can still keyframe other materials

Context : I'm trying to make a big ocean loop. and so I have OceanA's and OceanB's baked displacement data that I want to fade in one another using the multiply node.
I have tried handling the fade using the scale parameter of the ocean but this parameter does not bake so I can't use it effectively


texts: How to combine 2 objects so I can apply one material

texts:
I'm a beginner to Blender and I'm trying to combine 2 objects in a 3D model. I want to then apply one material to the combined objects so it uniformity covers the combined objects.

I have managed to combine the 2 objects but when I add a material (a Jpeg I have) and switch to UV mode to position the material I see that the 2 meshes are still there, so it doesn't work.

As an example, I have a model of a boat. When I imported it into blender it had part of the side of the boat in one object and another part of the side of the boat in a different object. I want to combine both objects into 1 so I have a complete side of the boat under one object and then apply a material to that object that will cover the whole side of the boat. Can you please help?


texts:
why Imported fbx tga from UE4 look black? I'm a novice, and New to texturing and materials, so Please help me finding what am I doing wrong.

I exported a static mesh from ue4 then the textures as tga. I replaced one of the placeholder textures for the tgs, but everything looks gray or black.

Can somebody teach me how to apply tga textures properly in this case?

Blender file attachment


texts: Joining 2 objects in Blender 2.8 loses UV mapping on 1

texts:
I'm a bit new at Blender, so this question might sound stupid, but I've tried every suggestion I can find here and nothing is working for this.

I have 2 separate objects with their own UV and material. I've named the materials and the UVs to be unique prior to joining them. I've made certain that both objects have both materials. But, as soon as I join them, both objects always try to use the same UV map. I've tried added vertex groups and assigning them prior and after joining, but that was no assistance, either.  Is there some basic step I am missing?

Blender file:
https://1drv.ms/u/s!At__F5mV_pKlgdFMYC3Ivy50t0VZZQ


texts: I’m using blender 2.81 and render in cycles(pretty low samples and resolution) my set up is cpu: amd x4 645 gpu: gts 450 and ram :4gb . So my question is :how can blender possibly use 8400+ mem ? I don’t even have that much Rendering animation as individual images(1-2mb in size) of total roughly 300 frames


texts: Linking object data but not the key frames

texts:
I want to link everything about the objects, except for the keyframes and animation, ideally looking to have scene 1, scene 2, scene 3, where each scene follows on from the next entirely. If your curious why I have choosen to have different scenes it is because I have paths that are followed, and they work easier if I can redo the paths for each scene.
I am pretty new to blender so any advise is welcome.
Thanks


texts: I'm adding a necklace to a character I have. I made a hollow cylinder and need to bend it to fit the model


texts: How to change X location axis for particle system?

texts:
The carrots aren't properly placed to the ground. These carrots were created via particle system.
I want to rotate my particle system X location axis 90 degrees.
Is it possible?


texts: How to create Rave/Strobe (Colour changing, flashing) lights in a Cycles animation

texts:
I'd like to have a "Rave/strobe" lighting effect, lots of various point lights all around the scene while the animation goes on, all rapidly changing colour in random patterns.
Is there any way to do this?
I do only have a short amount of time to finish this, so a easily understood and beginner level explanation would be greatly appreciated


texts: How can I mix two materials based on incoming light

texts:
I was watching the Create a Realistic Earth tutorial by Andrew Price and I was able to follow along in Cycles until I hit the part where he mixes the day and night materials together so that the lights show up on the "dark side" of the earth.

How can I recreate this effect in cycles? I thought I could use the ray information to tell me if there was incoming light but I've found no such node to give me this information.


texts: Is there a way to make vertices not move?

texts:
I have made a robot character, and I made a cut in his arm so that there could be two different materials.

The problem is that when I move the arm, now this new cut acts as new vertices (like another elbow) and now there are too many joints in the arm. Is there a way to make these vertices stiff?

Because this description probably makes no sense, I will post the Blend file for you guys to check out. (Because they take so long to upload it won't be here right away)


texts: Inset faces individually with thickness falloff

texts:
I want create from this Voronoi cells

Structure like this(i made it by hand by Inseting Individually rows of faces with different thickness each time):

[]

I cant make it with scale tool with pivot set to "Individual origins" and proprotional falloff. This gives this result

[]

So, appreciate any advise. Thanks!


texts: Make a mesh/plane deform on collision (and stay deformed)

texts:
I want to create a animation like those "spacetime deformation" ones, but I am stuck on creating "spacetime".  (a mesh/plane).

I created a plane, gave it a soft body, collisions, and a passive rigidbody.

A cube with a rigidbody and collisions will land and deform the mesh, but it snaps right back.

How can I make it so the cube lands, and then leaves the plane deformed, and the cube just sits there?

I googled around and searched this site, nothing comes up.

An image of what I want (after it settles):

The ball depressed the mesh, creating an indentation.


texts: Rescaling rig with same key frame animations

texts:
I want to rescale the rig which already has some animation keyframes.
But when I scale up or down, rig animation runs really weird.
I guess it happens because of the location of the rig has changed.
Is there any possible solution that I can use the same keyframe animation with scaling up and down or do I have to make the same animations again?

Thank you.


texts: Positioning unconnected bones in pose mode using cursor

texts:
I'm still learning and I am currently having problems positioning unconnected bones accurately in pose mode when using the 3d cursor.

I have one bone positioned correctly and I then need to add a new unconnected bone so I select bone 1 in edit mode and then press Shift+A to add a new bone. I then need to align it to a object so I switch to pose mode and then select the object and press shift+S and select cursor to selected, then I select the bone and press shift+S and select selection to cursor. The bone is now positioned correctly but if I switch to edit mode then the bone is in the wrong position. Am I doing something wrong?

Thanks


texts: How to make old nostalgic looking sky in blender?

texts:
I want to make an old nostalgic looking sky that represents the 90s or 80s or even the early 2000s,
you know the exactly like images from an old photo album,
I want to make something like this


texts: Why do scripts work when run from text editor but fail when run as an add-on

texts:
for example auto smooth set angle value fails when pie is run as an add-on

but it works when run from the text editor

this makes no sense to me or I cannot figure out what is wrong.
here is a link to the code of the complete pie script.

https://gist.github.com/anonymous/0abba8f7de314d38659b#file-pie-menu


texts:
So I am thinking of doing an AMD build with the fx-8370 and want to use Blender's video editing component for video editing but I do not know if it will utilize all eight cores.

Should I look to some other video editing software to utilize all eight cores for video editing or will Blender do it?


texts: Weird normals after applying baked normal map

texts:
I created a sculpt, then retopologyzed it via Poly Build Tool and Shrinkwrap-Modifier. Now I'm trying to bake a normal map for the low-poly object but its really not looking like it should. The normal map looks ok to me, but every island of the uv-mesh looks totally diffrent in viewport and render. It looks to me a little like the normals were partially flipped, but I already recalculated them. So that should not be the problem, I guess. Maybe it is a Blender 2.8 problem. What do you think?
Here are some images:

Overlapping Objects

Normal map

The strange result of the normal map. Note that these are exactly the seams of my unwrap.

High-poly (left) and low-poly (right)

Material nodes
Thank you for your time! :)


texts:
My hair particle system always spawns sideways like in the picture.

What to do?


texts: Smoke and fire not appearing in render Mode

texts:
i was making an explosion for m short clip animation, but the explosion in not working properly, besides that the explosion in not appearing in the render mode .
This is the pic of the render mode

This is the Solid mode


texts: How to mark edges on flat plane after shade smooth/auto smooth?

texts: I'm creating a barrel for a game. I was able to mark the seems on the side as sharp (Since there is an angle associated with it) giving the illusion of planks without adding additional vertices. I was hoping to do something similar to the edges on the top to also give the illusion of planks. Mark sharp doesn't do anything, and I haven't found a way to show the edges without adding additional vertices.


texts: How to make a through hole using inward extrusion in Blender 2.8?

texts:
I am trying to make a through hole using inward extrusion.
I enterd into edit mode, then I drawed an outline of my hole using knife tool.
then I turn into wireframe shading, rotate my view an select snap to faces and then extrude the hole outline inward

so the hole is created successfully, but I still have a face at the hole bottom.
I can select this face separately

But If I try to delete it, I siply delete this face (I can't select it anymore after deleteting), but I do not see through hole, so the basic cube face is still here.
So how to remove the hole bottom?


texts: Exporting BezierCurve Animation to a txt file

texts:
I'm actually trying to export a beziercurve animation in a txt file with this python code :

    import bpy

obj = bpy.context.active_object
matrix = obj.matrix_world

file = open("C:/example.txt","w")
if obj.type == 'CURVE':
   for subcurve in obj.data.splines:
      curvetype = subcurve.type
      print('curve type:', curvetype)
      if curvetype == 'POLY':
            for bezpoint in subcurve.bezier_points:
               loc = matrix * bezpoint.co
               x = loc.x
               y = loc.y
               z = loc.z
               file.write("v " + str(x) + " " + str(y) + " " + str(z) + " " + str(tilt) + "\n")
file.close()

But when i press run code button, nothing happens in the txt file and I have the curvetype message in the console (curve type : POLY)

My curve type is POLY, I subdivided the bezier 5 times and I succefully created a cube mesh to create the animation (follow path).

Here is an image of blender :

Please I really need help :)
Thanks.


texts: How to add pause/fast forward overlays in video editor?

texts:
Suppose I have recorded some game footage. I'd like to turn this into an output video where at times I pause or fast-forward the source video. I'd like to add a sort of overlay where I show a play/pause/ffwd flashing icon in a corner.

Can anyone suggest any resources to investigate or ways to achieve this please?


texts: Splitting an objects data_path into hierachal list

texts:
Drivers, and in particular driver variable targets have data_paths that will break in the UI using layout.prop(target.id, target.data_path) an example is a mesh target with  shape_keys.key_blocks["Key 1"].value as a datapath.

def split_path(data_path):
    '''
    Split a data_path into parts
    '''
    if not len(data_path):
        return []
     # remove all collection names
    match = re.findall(r'\[\"(.*?)\"\]\.', data_path)

    namedic = {}
    for i, m in enumerate(match):
        key = "Collection___NAME________%d" % i # surely not lol.
        data_path = data_path.replace(m, key, 1)
        namedic[key] = m

    parts = data_path.rpartition(".")
    props = []
    while parts[0] != parts[1] != '':
        dp = parts[0]
        props.append(parts[2])
        parts = dp.rpartition(".")

    props.append(parts[2])

    # replace the names
    propstring = ",".join(props)
    for key, name in namedic.items():
        propstring = propstring.replace(key, name)
    props = propstring.split(",")

    # reverse list
    props.reverse()
    return props

will return  ['shape_keys', 'key_blocks["Key 1"]', 'value'] for aforementioned data_path

However it's possible for users to name their objects with quotes " and square brackets et al which will break the re.

Any suggestions on how to parse more effectively for names?


texts:
How do i make material like this lampshade?
Let light through, but not be transparent.


texts: Is it possible to "vacuum form" a mesh onto another mesh?

texts:
Suppose you have a mesh with X topology, it might be flat. You now want to "mold" that exact topology onto another mesh with a (maybe worse or somehow unfitting) topology. Shouldn't that be possible similar to cloth simulation? If yes, what approach would you use for this?
Think of vacuum forming of a plastic sheet over a mold see: https://en.wikipedia.org/wiki/Vacuum_forming#/media/File:VacuformVisualization.gif
In contrast to vacuum forming and shrinkwrapping, it would be great, if one could define some important vertex of the target mesh, that supposed to be aligned exactly with certain vertex of the source mesh, so that certain features in the source mesh meet exactly with where the topology should appear on the target. Think like I can define sews for two cloth pieces where they should meet in the middle, but here they would not be on the edges of the flat pieces but in the middle of it so the selected vertex align exactly with the source, like corners of eyes or mouth, fingertips ect.
I seek to create an exact profile for a shell over another mesh.


texts:
I'm modelling a bottle shape. And when I add the subdivision modifier the top and rear of the bottle has its surface seem pinched non smooth (although I have added shade smooth). So I delete the top face, select the vertices and do a grid fill which can be seen in the image attached. But when I increase the viewport quality in my subdivision modifier the top of the bottle seems more square than circle.

What's the best modelling tip so the top of the surface doesnt make that pinched surface?

Thank you.


texts: creating a video of gif of showing different viewpoints of an .obj file

texts:
I have opened an .obj file in blender and want to see its different view and create a video of it minus the black screen behind it. How can I do so in OSX?

Maybe another frame in video is:


texts: Scale keyframes for multiple objects with a script

texts:
I have N objects in a scene and each has baked keyframes on some frame_start, frame_end interval.

Can anyone help me to write a script to scale keyframes for all of the objects along x axis and set interpolation type to constant. I cannot find an appropriate function to scale that programmatically.

thanks


texts:
Background

With Unity, I downloaded this asset (Unity Asset Store link) for a game I am doing. I decided to use the "Army1" soldier for my game, but I needed some animations.
After searching a bit on Google, I found that I needed Blender for doing them and to load the .fbx file on it for adding the rig necessary for models parts to move.

Blender work

When I loaded the model, it already had some bones on it, but those were for moving on a specific way, and did not allowed the model to move on more ways than that one pre-established.
Then, I deleted that rig and followed this (YouTube Rigify tutorial) to learn how to rig from scratch.

Problem

However, when I generated the rig (This is the .blend file), this error appeared:

Question

I have to say that I am very new to Blender, and a bit to Unity too. Any way I can solve this? Thanks in advance.


texts: Texture paint does not render in cycles or is very light

texts:
The texture paint and noise texture on my creature shows up in material preview mode, everything seems to be correct, but it does not show up in rendered mode or in the final render, or maybe it is there but it's super pale. I'm not sure; my eyes might be deceiving me. Any idea what I'm doing wrong or why it's so faint? Thanks in advance.

Here's what it looks like in material preview mode.

And here it is in rendered, and my node setup.


texts: Armature: Clear Vertex Weights of selected Mesh

texts:
I used set Automatic Weights when Parenting the Mesh to the Armature. However the Oxygen tanks are assigned to all kinds of bones. How do I remove all bone weighting from the selected Mesh?

I could go into WeightPaint and select every single bone and make sure the Oxygen tank is nowhere selected. But that would be a terrible inconvenience. And setting Vertex Weights in the right Panel of the 3d-View only sets the weights for a single Vertex.


texts: Creating complicated models using scripts

texts:
I'm new to blender and 3d modeling in general, but I have a python background. While searching I found models created via scripting. These models were good, but the general idea was creating repetitive elements like cubes or toruses to form a different object. So I was curious about the limits. Is there a thing that scripts can't do, but we can do via GUI, or is there no limitations at all?

Edit: I was asking the limitations of the scripts, and couldn't understand how this question was opinion based.

So again let me ask in this way. Is there any way that I can create a human model with scripts? That's the only thing I want to know.


texts: Can anyone tell me why the icing isn't producing an "ooze" effect?

texts:
I have an image showing all of my selected options, which I think are correct? Except, when I try and select a vertex and use "g" to grab and drag to pull the icing down, it clips into the donut instead of sliding down the surface as I believe it should.

I'm a noob here, but any help would be great, thanks!


texts:
is there any tool in blender for Criminalistic analysis?
Modeling a body, see the trajectory of a bullet, etc.
I have seen rigs, and it's very useful but maybe there is a specific tool for this purpose.
Thanks!


texts: Matching pixel density ratios across multiple objects

texts:
Just a quick question.

I have multiple objects that do the same thing and are probably going to have the same exact texture, but they are different sizes. for example I have floor tiles that are going to be 4x4, 2x4, and 1x1 etc. and they are going to be using the same texture. however when I UV unwrap them they have different pixel densities on each object.

Now to fix this what I have been doing is just placing the UV's of the smaller objects over the same position as the larger object and just proportionally editing them to sort of match up. for example I'll take the 4x4 floor tile UV's and place the 2x4 floor til UV's right on top then scale them directly in half in one direction to match the pixel density proportionally as the 4x4.

Is this the correct and only method of doing this or is there a better quicker strategy to tackling this?


texts: Moving along bezier curve is not giving correct bends

texts: I am trying to give a bend to an object along the Bezier curve. But, as I slide the object its leading face and the rings inside the object get dense and the object slide slows down leading to the accumulation of all the rings along the bending path so the desired direction and length of the bend are all reduced to a very small amount. See picture. I am unable to find out why this happens.


texts: How to fake fluid in a jar while moving jar around

texts: I am trying to create a pickle jar, and when the jar moves/rotates, how would I make the appearance of the fluid staying level. I am trying to avoid heavy processing from a fluid simulation.  not looking for hyper realism just a quick fix.


texts: How to make a wind force field, does not affect all objects in front of it (cloth simulation)?

texts:
How to make a wind force field, to affect on some objects but does not affect on the others?

In my case, I want the wind affect on clothes, hanging on the rope, but did not affect on the rope (the rope - cloth simulation)


texts:
I tried extruding a single vert to create a rough skeleton of the capillary network. Then used Subdiv modifier to smooth it out and then used the skin modifier to create the vessels. But this results in weird shading issues.

How can I fix this ? Is there any better method to create similar looking blood capillaries ?
Blender ver.: 2.92


texts: How can I change IntProperty default value?

texts:
I've got 2 properties. My first:

hT = EnumProperty(items=(('A', "None", ""),
                         ('B',"LeMans 40", ""),
                         ('C',"LeMans 45", ""),
                         ('D',"LeMans 50", ""),
                         ('E',"LeMans 60", "")),
                         default='C', name="Hardeware type")

My second:

 fW = IntProperty(name="Width",
             default=838, min=800, max=2700, description="Furniture width")

My first property is for choosing the hardware of my furniture.
Each hardware needs a minimum dimension of its furniture. So, for example, if I choose "LeMans 60", the "default" and "min" value of my second property need to change to 998.

Is it possible to do that or do I need to create a property with its own default, min and max value ?


texts: I'm curious if there's a way to find the corresponding armature pose from a shape key?


texts:
Back in the old days, it was fairly easy to merge windows. They moved in regular steps of x pixels and they always lined up.

For quite some time now I sometimes experience situations like this:

Since they don't line up and the movement seems too coarse, it's impossible to merge the horizontal regions. What to do?


texts:
I've been hoping to recreate some video game characters hair in a more realistic way, but I ran into an issue where I can recreate the hair collecting to a point, but because of the children it separates apart creating a much looser look.

Is it possible to make it a finer point? I want the hairs to group together, as well as the children like a stylized mustache that ends in points, or similar to an anime wig in these examples below. Thanks!


texts: So I'm making a basic car model here for fun, but when I try to add the subdivision surface modifier for smoother body, the side of the car become what it looks like in the screenshot. Is there any solution to make the side look less bulky? Any help is appreciated. :D


texts: Pixels retrieved from Viewer Node are darker than the actually rendered image… Why?

texts:
I am trying to create a pipeline in which I first render an image using the blender python API (I am using Blender 2.90) and then perform some image processing in python. I want to fetch the image directly from blender without first writing the rendered image to disk and then loading it again. I ran the following code within the blender GUI to do so:
import bpy
import numpy as np
import PIL.Image as Image
from skimage.util import img_as_ubyte

resolution_x = 512
resolution_y = 512

# render settings
scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE'
scene.render.resolution_x = resolution_x
scene.render.resolution_y = resolution_y
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = "path/to/good_image.png"

# create Viewer Layer in Compositor
scene.use_nodes = True
tree = scene.node_tree
nodes = tree.nodes
links = tree.links

for node in nodes:
    nodes.remove(node)

render_layer_node = nodes.new('CompositorNodeRLayers')
viewer_node = nodes.new('CompositorNodeViewer')

links.new(viewer_node.inputs[0], render_layer_node.outputs[0])

# render scene and get pixels from Viewer Node
bpy.ops.render.render(write_still=True)
pixels = bpy.data.images['Viewer Node'].pixels

# do some processing and save
img = np.flip(img_as_ubyte(np.array(pixels[:]).reshape((resolution_y, resolution_x, 4))), axis=0)
Image.fromarray(img).save("path/to/bad_image.png")

Problem: The image I get from the Viewer Node is much darker than the image saved in the conventional way. Does anyone have an idea why this happens and how to fix it? Does blender maybe treat pixel values differently than I expect?
Some additional information: Before conversion to uint8, the values of the alpha channel within the dark image are 1.0 (as they actually should be). Background values in the dark image are not 0.0 or negative (as one might guess from appearance), but 0.05...
What I tried: I thought that pixels might be scaled within range -1 to 1, so I rescaled the pixels to range 0 to 1 before transforming to uint8... Did not lead to the correct image either :(

This is the same problem as already posted on stackoverflow


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First post here and I am trying to determine what I would need to do (or try to do) to create a static render that looks more like the 3D cartoons I watch with my kids than a semi-photorealistic render.  I am so much more interested in the 3D cartoons than realistic renders but I just can't figure out how to make my images look like a cartoon similar to an image like this (below).

My renders (which are not great since I am a relative beginner) always end up looking something like this (below).

I am not an artist so I may not have the eye for this but my gut feeling is that the cartoon style has more hand-drawn textures.  Perhaps it is more the lighting.  Can anybody give me some hints as to how I could move towards this 3D cartoon style of modeling and rendering rather than the sort of realistic look?

Here is another screenshot of the kind of render I am hoping to one day achieve.  I can imagine that some of the textures are procedural node-based, ie. seat on tractor.  But what is it about this image that makes it look more like a 3D cartoon than some kind of photo-realistic image?

Any help would be greatly appreciated!  Thank you very much.


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Is it possible to change the camera in the 3d-viewport to something a little more camera-ish. For example in maya the camera looks like this:

Can this be done with python scripting?


texts: How can scene metric scale be used as node input?


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I'm wondering if it's possible to cast shadows from clouds that are on the HDR?

Otherwise it looks kinda odd with big scenes, where everything is evenly lit.

Thanks for your time


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I  added a shrinkwrap modifier to a path to wrap it around three joined cylinders.
How can I make the path follow closer the outer surface? (cf. screenshot)

Thanks.


texts: Exporting OBJs that save alpha information properly, so they look normal when imported into eevee

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When I first tried exporting my model to OBJ, then importing it into another document, the alpha had a weird staircasing effect:

I realized this is because it was still using the alpha from the png, but from the color input of the image, plus it it had set the color space to non-color https://i.imgur.com/A9rOTjk.png

So I made the alpha it's own png image with just black and white, and used that for the alpha, which made it import correctly: https://i.imgur.com/H32ZEnO.png

And it works when importing into a cycles view, but in eevee the transparency is still not visible :

This happens until I go into the settings of the material, and change the "blend mode" from "opaque" to "alpha blend". This setting does not seem to get saved when I export the objs.

So my question is: Is there any way to fix this, or will people have to change that setting manually every time they import one of my objs into cycles?


texts: How do I convert a triangle mesh to a quads one?

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I'm throwing a 3D triangulated mesh into an acoustic simulator.  The simulator instructions say that ideally it wants quads.  If it receives triangles, it will consider them as a degenerate quad (i.e. A B C -> A B C A)

Is there some automatic method of converting most (or all) of my triangles into quads?   Somehow pairing them up...

π


texts: How to create a Eye rig with cornea deformation

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I'm trying to create a realistic Eye rig that uses bones instead of shapekeys to achieve more realistic results. I want the eyelids to deform around the cornea when the eye is moved around.

And while I have the eyelid being entirelly moved by bones I can't make it wrap around the eye because of the cornea. As you can see in the picture below the eyelid is clipping trough the eye mesh.

The eye was made with anatomic references and thus it's accurate, as such it has the "bulge" of the cornea.

Video showing what I want to achieve: https://www.youtube.com/watch?v=TAZIvyAJfeM

Is it possible to achieve this in Blender?


texts: How to add audio keyframes in Blender 2.90? It keeps ignoring the volume level changes

texts: I've just got to grips with using blender for the first time and I got to the audio and in the keyframes it wont let me change the volume for fade in and fade out. It just remains the same default volume. I thought it was a bug problems as I previously had blender 2.83 so I updated to 2.90. I'm still facing the same problem. Can anyone help?


texts: Is there a way to prevent the paint going through the selected mask?


texts: Shadow appear on the middle of the character after the two part have been reunited

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I make my character with the mirror and when i finished, I copied the first part, used mirror and reatached the to partie, but there is a wierd shadow now in the middle and i dont know how to remove it (i tried with sculpt to smoosh the surface but that didnt work.
and i don't know if its linked but when i put the uv texture it's only appears on one side


texts: Edge loop is acting like a Seam when I unwrap UV

texts: I made seams at the top and bottom edges of the cup but when I unwrap my image it gets cut by an edge loop in the middle of the cup. When I try deleting the edge loop it deletes the whole structure of the cup. Any suggestions?


texts: Why I can't select the vertices of both my objects?

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I've created two objects (according to a tutorial) and I would want to select the upper vertices of the lower object and the lower vertices of the upper object in order to create a bridge between them but even though I can select both objects in Object mode (with Shift+LMB - only like this I can select them) only the first one selected can be modified. In the following picture I've selected both objects but only one can be modified:

What should I do in order to create the bridge between the two objects?


texts: Convert satellite image terrain mesh colours to new solid colours

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To attempt to explain - I followed CG Geek's tutorial for converting a satellite / aerial photo to a terrain mesh (https://youtu.be/Mj7Z1P2hUWk) - which worked fine, however I am curious if there is any way to convert the existing mesh colours (which are basically the colours from the photo) to different, more 'solid' colours (i.e. replacing each mesh grid colour with a similar colour within a certain threshold).
I am basically trying to make the terrain look defined. The only aerial photos available are fairly low resolution so when you zoom in it becomes obvious that it's a low-res photo stretched over the terrain.
Any suggestions appreciated.