texts:
This happened to me before but I don't remember how I fixed it. You can see the sprinkles' original size and as particles. Yet they are so small in the render. I'm guessing it has something to do after the render but what?

I rerendered it and now it works. Do I just rerender it next time it does it or what?


texts:
I found this effect but don't know how it is called, but it reminds me of plasma (don't know why):

I'd like to apply this effect to a mesh to create something ghost-like. Something like this, but less opaque:

How should I for a workflow to create something similar? Should I try modifying the final mesh? Or should I use particles or smoke simulation?


texts:
How can I make video that show the process of my model making?
How do I rendered steps of my model making and then combine them into a video?


texts: When I add more robots equipped with cameras, something is wrong

texts:
Now I am working on the simulation of coordination of a fleet of robots underwater. Each robot is equipped with one or two cameras for acquiring information. The problem is that when each robot is equipped with two cameras, the maximum number of robots is 4; when I try to add the fifth robot, something is wrong,
"
OSError: [Errno 98] Address already in use
Python script error - object 'Jack.004', controller 'Python1':
"
Similarly, when each robot is only equipped with one camera, the maximum number of robots is 7; when I try to add the eighth robot, something is wrong, not just the errors mentioned before, the color of environment rendered also changes and the environment could not be used.


texts: If I spend a couple hours baking a smoke simulation and then realize that I want it to happen several frames later in my animation, is there any way to shift what frames it occurs on without having to bake it again?


texts: Render slows down in the last couple minutes

texts:
Beginner here. I started a few days ago and began using blender 2.8 yesterday. I'm not sure if it's normal but I notice my renders slow down in 2.8 when they're almost done. It didn't happen in 2.79. It's so much that the last 1 minute of time remaining takes 10 minutes. The image is also almost completely rendered, with almost no tiles showing any noise.

I have GPU and CPU rendering set up, my GPU is a gtx1080 and CPU is in i5-4670k at 4.5ghz. Not sure if that's relevant but thought I would add it.


texts:
So I'm trying to create a flat 3D world map from a .svg file which I grabbed from this site: https://www.vecteezy.com/vector-art/169563-vector-3d-global-world-map

I've imported it to Blender and did some research on how to create a 3D object from this by filling with shape. However, it does not fill all the countries only a bit on the top and I am wondering what's wrong?

This is how it looks (when the "curve" layer is not seen, note there are two layers "curve" and "curve.001" if you try this yourself):

I'm also wondering if it would be possible to create each country into it's own 3D object?


texts: Adding already animated armature to a model

texts: I made a Manuel Bastioni model. I wanna add a downloaded animation to it. But the animation armature's rest pose is a T-pose while my model is an A-pose. so I can't add that armature to my model. What should I do? If I change the rest pose to match my model, the animation keyframes of the armature get messed up because they are relative to the original rest pose.


texts: Actual Constant Offset for "Follow Path" Constraint

texts:
Actually quite an easy problem, but I seem to be unable to find any solution for it.

I want to move objects along curves while moving the camera on another curve pointing at the objects; for this, I'm using a "follow path" constraint (with another "track to" constraint for the camera for the rotation) while animating the offset. Obviously, the rotation, location and speed of the objects/camera don't match up perfectly right from the start, so I'd like to manipulate the curves they're moving along on the go, or work on segments, perfecting them, then extrude the curve and move on.
However, the "follow path" constraint seems to only feature a sort of "0-100%" offset, so whenever I manipulate the curve, objects move along with it, basically making it impossible to work properly. Is there any possibility to make the "follow path" constraint use a sort of "distance" offset, where extruding the curve won't affect previous segments of the curve (making the object keep its position) - like, an actual constant offset? It would be really painful/impossible having to have a perfect curve first in order to then line up camera/objects.

I appreciate any advise on how to achieve this kind of "live-tweaking" offset function.


texts: How to apply (make real) a curve generated by modifier in Graph Editor?

texts:
I need to apply (or make real) modifier used on IPO curve for next adjustment.

In my case I have curve with three keyframes plus Modifier (type Cycles) that repeats eight times this step.
I have many similar animated objects with modifier. And I need to edit each curve individually later (after applying modifier).

Does exist function in blender that make this modifier real?
Thank you for help


texts: Python: bpy.ops.uv.smart_project doesn't run on newly created UV Layer but on old one

texts:
I want to create a new UV layer and have the UV's smart projected. This way I can be sure the UV layer has usable mapping. I've written the code below to do this. It creates the new layer just fine and makes it active. However, the smart_project operator runs on the old uv_layer, not on the new one.
When ran in seperate scripts, it works, but together in one script like this it doesn't. I'm assuming Blender didn't actually refresh the uv-layer for the operators?
Anyone have any ideas?
import bpy
obj=bpy.context.active_object
mesh = bpy.data.meshes[obj.name]

obj.data.uv_layers.new(name='NEW_UV')
obj.data.uv_layers['NEW_UV'].active_render = True
bpy.ops.uv.smart_project(angle_limit=66, island_margin=0)
```


texts: Object too big to see? Can you change the limitations?

texts:
I reached a satisfying goal on a certain project and decided to stretch the main objects to a realistic size (in metric). Finaly it was so big, that it disappeared when i set the camera in an appropriate position. I tried and it wasn´t visible in the render too. Is it possible to change the limitations?

The project is some kind of temple shaped like a giant head with the mouth as an entrance which would be at least 10 meters tall. This is how it looks before i size it up.


texts:
I'm totally new to blender and I start trying to do a wizard hat. Since I started, I manage to do pretty much every thing I wanted to do. But I'm starting to struggle.
So what I'm trying to do is pretty obvious, I'm trying to "glue" my plane star on my 3D hat.
I tried "Boolean Union", big failure. And I didn't try to merge on vertices because I don't know how to create a 5 vertices stars on my rounded 3D model.
I didn't find any tutorials or documentation, that's why I writting here, I tried to do it my way but maybe it's not a good one.
If any of you got an idea on how to do that, I'll appreciate !
Cheers.


texts: Armature Export to FBX with strange Rotation Values in Unity

texts:
I am having troubles with a fairly simple armature. It is basically a Cylinder that has an armature that allows to move the top and bottom plus aim them and I also have a center bone that can keep the geometry between top and bottom.
I want to use this as a kind of "portal" where I can place the top and bottom as i like and the center is positioned via constraints. Top and bottom aims are unity aim constraints.
Here the simple setup:

With this hierarchy:

When I export this to blender using FBX I get the following rotations on the axis:
TopPosition: -180 / 0  / 0
Center: 0 / 0 / -180
Bottom: 0 / 0 / 0
(I used the trick to rotate x -90, freeze rotations, rotate x +90 before exporting)
And those messed up rotation axis now mess with my aim constraints in a completely unpredictable way.
Is there any chance to export that simple armature with zeroed rotations? I am really desperate after several days with such an obviously easy task.


texts: Why does cycles render this scene as black, while evee renders it like I expect?

texts:
https://www.dropbox.com/s/cn17ibk3u8xpaw7/zwart.blend?dl=0
I probably changed some setting, but I've been looking everywhere and I can't find what I've done.
I deleted everything from my .blend file and added just a cube, so it's not in the materials or objects. Some cycles setting I guess.
I realize this is probably some stupid thing and I feel a bit anxious to ask other people to solve it for me, but I am so annoyed that I can't find out what it is...
So If it is not some obvious beginner mistake, please don't waste any time on this, I'll just append all collections into a new .blend file if all else fails...


texts: Convert mouse movement into rotation value (not in bge)

texts:
Trying to produce similar behavior to the standard Blender rotate operator, for a modal operator I'm building. This stackoverflow post seems to be on the right track but I'm confused as to how I might implement the math. Also, limiting the rotation to a single axis at a time (as the locked axis image below displays) would be fine. Basically want to emulate what Blender's rotate operator does once you've locked an axis (doesn't seem like it should be to hard).

I've got everything else worked out, I just need a bit of code that takes, mouse_x, mouse_y, object_x and object_y and spits out a corresponding angle for say Y rotation of the object.

EDIT: Though the title reads (not in bge) I'm not at all opposed to importing something from the bge module to use it if it can solve this problem (just meant that this is for use directly in Blender, not for the game engine).

Below is what I've got so far. Thought it might help if I traded out the direct object 3D coordinates with those from the screen (only found region coordinates via bpy_extras.view3d_utils though). Currently, the mouse rotation does not correctly equate to the y axis rotation. Any ideas? Another approach perhaps?

import bpy, math
from bpy_extras import view3d_utils

#Call from Space menu in 3D View. For this example
#you would want to be looking in front perspective.

class custom_rotate(bpy.types.Operator):
    bl_idname = "transform.custom_rotate"
    bl_label = "Custom Rotate"

    def modal(self, context, event):

        #Grab active
        ob = bpy.context.object

        #Region context for view3d_utils
        region = context.region
        rv3d = context.region_data
        coord = ob.location.x, ob.location.y, ob.location.z

        #Convert ob loc to region loc (maybe would work with screen loc
        #if I could get it some how?)
        ob_region = view3d_utils.location_3d_to_region_2d(region,
        rv3d, coord)

        val1_x = ob_region.x
        val1_y = ob_region.y

        val2_x = event.mouse_x
        val2_y = event.mouse_y

        #Get rotation angle and update object rotation
        alpha_angle = math.atan2(val2_y-val1_y, val2_x-val1_x)
        ob.rotation_euler.y = alpha_angle

        #Print angle in degrees to help with testing...
        print('alpha angle:',math.degrees(alpha_angle))

        #FINISH
        if event.type in ['LEFTMOUSE','ENTER']:
            print('finished')
            return{'FINISHED'}

        if event.type in ['ESC','RIGHTMOUSE']:
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Particles not rendering on sheepit render farm

texts:
I uploaded a blender file with particle animation on sheepit. However none of the particles actually appear. Rather, the particles just stay at the source(i.e the emitter).
On searching, I realized we had to bake the animation. So I did that, and zipped all the baked '.bphys' files along with the '.blend' file and uploaded it again on sheepit. But I'm getting the same results.


texts: How can I make a script to make Cycles load a new texture each frame?

texts:
I need to load 6 cubemap images each "frame" and apply them to a cube and render that as equirectangular panorama frames via Cycles (camera inside cube, nothing else in the scene).

How would you do it?


texts: How can I animate object properties in Blender?

texts:
I was wondering if there was a method to alter object settings at a set point in an animation in blender.

For example, I want to make the color of an object blue for the first 20 frames, but after 20 frames I want its color to change to green. Is there any known method of doing this? I could not find anything when I searched.


texts:
Main question:

in my addon, i create a python-thread, for do not blocking UI. (1) its wrong?)

thread created on checkbox-"on", and destroyed on "off".
problem when checkbox is "on". when i close blender, blender does not close :)

i find this solutioin, but not work for me, callback not fired

i need thread for "filewatch", and do something on os "file-modified" event

how can I solve this problem?

sub question

i have a class extends from bpy.types.PropertyGroup and

checkbox-property = bpy.props.BoolProperty(
    name="Switch",
    description="",
    default=False,
    update=checkbox_update_handler
)

default=false not work in some cases.

how i can set always false, when blender\or new file startup

Thanks!


texts: How is the bone matrix/axis orientation/roll defined?

texts:
Bones in Blender must not have zero length. That way, the bone axis is always defined, which is the Y-axis of the bone's local coordinate system. This is explained here.
But how are the X/Z axes defined? This will then define the orientation of the local coordinate system when the roll is set to 0.
When I move the head or the tail, Blender automatically re-orients the bone, but according to which rules? Is this explained somewhere in the documentation? I assume that internally, this is equivalent to using the Bone Roll->Recalculate operator everytime the head/tail moves. But how does Blender decide the operator settings (e. g. Type=Local +Z tangent etc.)?
Or maybe Blender calls sth like the MatrixFromAxisRoll method. But how is this method defined?
What's also unclear to me: When I move the head, Blender changes the roll value. Why?


texts: Printing special characters and latex using python script for geometrical diagram labeling

texts:
I am trying to create figures such as this:

Or this:

This clearly requires text to be linked to objects. In addition, there is a large requirement of special characters which would most easily be handled if latex could be used to render the font used to make the text object.

I have found the following links which point me towards a direction:

SE python script text

Latex python text

However, the latex solution does not appear to work for me. I am unable to find the settings php file they claim is installed under the root folder in my ubunutu desktop, and windows is unclear as to where this file may be.

The second, perhaps minor requirement is that I would like to do this using a python script, such that the figure can be recreated easily without the ble der file, and some text performs all of the required steps.


texts: I was trying to bevel some corner vertices on a plane mesh. I hit some key accidentally (not sure what) and now instead of shaping my corner, the bevel tool makes a grid of vertices when I use the Ctrl+Shift+B shortcut. I'm not sure what I have done, but I'd like to undo it.


texts: I can no longer rotate a object. Can anyone please help me? I don't know what shortcut I pressed because now I can't rotate any object in my scene.


texts: How can I trim an object by an exact mesure?

texts:
Is it possible to trim an object by 1mm from each side?

Scaling isn't really an option, because I don't exactly know the factor. I just want the model to be 1mm narrower from each side (each vertex should be "pushed" inside by 1mm).


texts: I simply want to delete those things that are selected, edges and face. I removed doubles, tried every option which offers when I press "x" but with some options nothing happens, and with some all mesh above this gets messed up.


texts: Export-Paper-Model-from-Blender Add-on in 2.80?

texts:
Does anyone know why the Paper-Model add-on is not in the Beta 2.8 ?
And Will it be back in the final version of 2.80 ?


texts: Is there a way to make word per word filling text effect like in AfterFX?

texts:
Is there a way to buy a plugin or make a good text transition with the video editor, like the ones that after effects make?
Specifically a word per word filling text effect, like a text machine from the 70s.
I'm using blender 2.82.
Thank you in advance, I cannot pay the after-effects program.


texts: Cannot get black around mesh to be transparent in Blender 2.8

texts:
I was following this tutorial:
https://www.youtube.com/watch?v=sbiuwaJ6PT4
and I couldn't get the rips in the flag to become transparent instead it kept showing up as black on the edges:

I tried to use nodes but nothing really change, is possible for an object to look solid and have transparency where needed in blender 2.8?
Also, I'm using the Eevee render and plan to import to unity, here is my photoshop work just in case the problem lies there:

Here is my Blend file:


texts: Vertex Color not showing up in Cycles Render

texts:
very strange problem:
A SpeedTree model comes with vertex colors for shading control.
These vertex colors show up in Shaded Mode / EEVEE Render, but disappear when switching to Cycles. They are neither rendered in color, nor are they being used in my shader which I made for color variation.
This is a consistent problem with 2.83 and 2.90.1.
Is this a bug or am I doing something wrong?

I also attached the file below, maybe something is off there?
https://filehorst.de/d/dlymjper


texts: Principled volume is not rendering emission when colorramp used, works with single color

texts:
I'm fairly new to blender but I've played around with smoke simulations a couple times now and it's the first time that I've encountered this problem.
I have the following setup in a material for a smoke domain,

And in the viewport, with cycles, this renders correctly

But when I render the image, the emission is gone

Based on this I unplugged the colorRamp from the emission color input resulting in this image in the viewport:

And when rendering, the emission gets rendered again

I would really appreciate some help on this, I have done a bit of googling, but haven't been able to come up with someone having the same problem.
[edit]
So I've messed around with nodes a bit more and it seems as if the attribute node is causing the problem, when I use the density value from the Volume Info node as the Fac input in the color ramp, the material gets rendered correctly again.


texts: Image blurred background to remove black bars

texts:
I am using the Add Images as Planes add-on and I would like to achieve the effect here i.e remove the black bars at render and replace it with the image blurred in the background.

Does anyone have any ideas how to achieve that in Blender or know any good tutorials?

Thanks.


texts: Finding the source for "API Defined" custom properties

texts: It seems that I have a couple plugins automatically creating custom properties with API Defined values on every object I make. Now that I'm starting to make drivers with custom properties, I want to get rid of these junk properties by just uninstalling the plugins that are creating them. Is there a way to trace back the origins for these automatically created custom properties?


texts:
I would like to join two faces which are in the same mesh by using bmesh.utils.face_join(faces, remove=True), and the details from blender 2.78c  API documentation show:

Firstly, I had a square plane whose vertices are((-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0))

Secondly, I used the following codes to add a triangle plane whose vertices are ((0, 0, 0), (2, 2, 0), (2, -2, 0)) to the mesh containing the square plane.

And then joined the square plane and the triangle plane together.

import bpy
import bmesh
from mathutils import Vector

# Setting scene and camera
scene = bpy.context.scene

# All objects in Scene
objects_in_scene = scene.objects
# get the square plane
for obj in objects_in_scene:
    if (hasattr(obj.data, "vertices")):
        squareObj = obj
        break

# vertices of the triangle plane
verts2 = [(0, 0, 0), (2, 2, 0), (2, -2, 0)]
# add vertices
squareObj.data.vertices.add(3)
squareObj.data.vertices[-3].co = verts2[0]
squareObj.data.vertices[-2].co = verts2[1]
squareObj.data.vertices[-1].co = verts2[2]

# change mode to editmode
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(squareObj.data)

# add the triangle face
bm.verts.ensure_lookup_table()
set_of_verts = set(bm.verts[i] for i in range(4,7))
bm.faces.new(set_of_verts)

# update the bmesh
bmesh.update_edit_mesh(squareObj.data)

# join the two faces and print the new face
print(bmesh.utils.face_join(bm.faces, remove=True))

However, I got the error message bellow:

  TypeError: face_join() takes no keyword arguments

I modified the codes in the end line and use print(bmesh.utils.face_join(bm.faces)) instead.

The script could run but I got feedback, "None", which meant failure according to blender API documentation.

In fact, I am trying to merge two faces into one face with python like this.

I found this operation in blender 2.78c API documentation and tried it.

Please tell me if you have any suggestion about why can't use bmesh.utils.face_join(faces) and bmesh.utils.face_join(faces, remove=True), or how to merge two faces into one face with python.

Thank you in advanced.


texts: Cryptomatte is showing the same color for different materials?

texts:
I am using cryptomatte. That mostly works fine for me but I found it uncomfortable sometimes. As you all know, the pick color of Cryptomatte depends on the name of the material. The problem is that sometimes Cryptomatte gives the same color for materials with different names.

Please see the attached example:

I deliberately renamed the material to reproduce the extreme case. Notice that the pick colors of all six cubes in the Cryptomatte node are all white. This is on the easy side. Imagine a situation where you pick adjacent materials that are adjacent and have the same pick color in a much more complicated scene. You can change the name of the material to avoid this, but I think it's not a good idea to rename a material that's named according to the rules that make sense for any project.

Q: Is there any solution for this case? Has anyone else experienced this inconvenience?

I've written more about thibsert's comments below.
My viewer node's display channel option is set to "Color and Alpha" rather than "Alpha".
The new GIF below shows that.
In addition, it shows that the color of the cryptomatte pick color changes when the material is renamed.
A new color has appeared but still pick colors that have the same color in two adjacent cubes in the top right corner.
In particular, in my experience, the pick colors of background objects and small props were often displayed in the same color, which was inconvenient.


texts: Keep texture shadeless, but recieve shadows?

texts: I'm working on a VFX shot where I have created a clean plate that is motion tracked to go over a store sign. I made some 3D text to put in its place, but because the clean plate is shadeless, the text does not cast a shadow on the clean plate. Is there a way to keep the material/texture shadeless and therefore seamless with the original video, and allow it to receive shadows?


texts: How to temporarily hide armature for other mesh?

texts:
I'm trying to make a fight animation between this two.

But I'm having hard time positioning their body because the armature of the other one is being mixed to the armature of the other.

How do I hide the armature of the other one temporarily so I can position the other one properly?

I don't want to completely hide the mesh, only its armature, so I can see them both while working with only the armature of one guy being shown.

.blend file.


texts: I am trying to create a beam of particles shaped like a cone.  When I do this from the face of a cube, for example, I get a beam that is normal to that face but I don't know how to make that beam diverge as it travels farther away, sort of like the beam from a flashlight. Thank you!


texts: How to transfer weights of some bones from one armature to another one?

texts:
I have such question. Let's say I have 2 models. First armature it's hands, and second one it's jacket. I want to tie hands to jacket.
I already tried to join these 2 armatures, but when I create IK rig that hands & sleeves move a little differently.
Then I tried to transfer weights from Elbow bone of hands to Elbow bone of jacket. I did this with Transfer Weights & Elbow hand began to move behind Elbow sleeve. But since I switched armature of hands to armature of jacket, fingers stopped moving.
"Copy Vertex Group to Selected" doesn't work. It displays message "Copy Vertex Group to Selected: 0 done, 1 failed (object data must have matching indicies)".
As I understand, need to combine these 2 armatures & somehow copy weights of Elbow hands onto Elbow jacket. But when I tried to do so, it didn't work correctly. Half of hand stopped moving behind bone.
Renaming bones & vertex groups to the same name also didn't help.
In general, please tell me how to combine 2 armatures so that subsequently weights from necessary bone are added to weights of another bone so that in the end it would be like one armature? Or how to make single IK rig from 2 armatures so that it works well?


texts: Is it normal to have these reflections when full global illumination on?

texts:
Please see the both renders below with limited and full global illumination, I like the way full global illumination brighten up the things and details, but I am having weird reflections on the glass surfaces? is this behaviour normal and correct realistic result or i am doing something wrong? thanks for the help

Blender file here,

I am using cycles, Subsurface modifier at 3 for the glass objects to render


texts:
I'm having troubles when trying to add a bevel to an extruded svg, anybody know why this is happening? Totally new to blender and still have little to none experience in Blender / 3d software.

Thanks in advance.


texts: Proportional Editing is not working, object is moving

texts: Have a question about Proportional editing. When I choose the vertice, then press O, and press G - as result my object is moving completely unstead of editing. Please advise what can be wrong?


texts: Animating vertices from coordinates in "frame" files

texts:
I have coordinates of vertices in datafiles ("frames") with filenames 000.txt, 001.txt, 002.txt, …. The files have rows like this (vertex: ID, X, Y, Z):

15   2.525695e+00 -4.162952e+00 -2.020646e+00

I am not sure how to modify the answers here (which generate the coordinates within Python) for the case of reading in coordinates from "frame" files.

Here is how I import all the "frames"/files into one giant array data:

import glob

def fileNameToData(filepath):
     file = open(filepath,'r')
     lines = file.readlines()
     data=[]
     for i in lines:
         data.append(list(map(float,i.split())))
     return data

files = glob.glob('*.txt')
files.sort()
data=[]
for f in files:
    for i in fileNameToData(f):
        data.append(i)

How could my data be used to animate the vertices?

cf. ch. 7 and 8 of 3D Scientific Visualization with Blender


texts: How do I make spikes show wherever you would see solidify lines with flipped normals?

texts:
Using Cycles, for a cartoony animation character I need spikes to be seen only from the character's edges and behind the character but never seen in facing angles. I want to avoid having to render the scene twice to be composited after.
For example: 2 meshes,
1 skin color, smooth, rigged,
1 blue spiky mesh sticking out, rigged, never seen in front.
I have no idea how to accomplish this.
Do I have to account for camera angle and normals of the spike's base?
Can I just layer one over the other with nodes?
Default look:

Approximate Desired result done in Photoshop.


texts:
I have a 4 point plane (quadratic) that I would like to use as a mask when rendering.I need this so the mask will be transformed correctly when I move the camera. This plane is covering the area I would like to mask.

I was thinking to maybe render a mask scene and feed that into the final scene as a mask. But since Blender now has masks, it would be easier if we could convert a mesh into a mask.

**EDIT
I'm using Blender 2.68a with Cycles.


texts: How do I create a transition from a curved surface to a flat surface?

texts:
I'm currently clueless as to how to morph a curve smoothly into a flat surface. As you can see in the image below, the black area has a flat surface, but changes into a curved surface in the red area. How can I model this smoothly?

Thank you.


texts: How do i get rid of this "blocky" effect on my mantaflow explosion?

texts: I followed https://developer.blender.org/T74559 and still no luck. Any ideas?


texts: Should I fill the mesh between two objects?

texts:
I am creating a 3d character, I would like to know if I must close this area for a game?
The boots are different object from the pants, however the pants are like jeans.

I would like to know if I must put the boots inside the pants for good animation in game?


texts: How small can you make a model realistically?

texts: all! I have a model that I want to add to a THREE.js scene on the web, so making it as light as possible is the main goal. I'm not an expert, so I have no idea how 'small' one could make a model. Right now, I have a model with ~65k verts and faces, with ~129,000 tris. The smallest I've been able to get it so far is ~500kb with Draco compression (.glb format). without compression, it sits at about 5MB. How small can one reasonably get a model with Draco?


texts: Incorrect Context error for bpy.ops.view3d.camera_to_view() only if looking through active camera

texts:
I am writing an operator to create a new camera to capture one frame renders, thumbnails etc.

It works if you are in a 3D View and not looking through an existing camera. However if you are looking through a camera it fails here:
'RuntimeError: Operator bpy.ops.view3d.camera_to_view.poll() failed, context is incorrect'

I'm confused as I believe the context should be correct? Any help much appreciated.

import bpy

class OBJECT_OT_make_test_camera(bpy.types.Operator):
    """Make a test camera"""
    bl_idname = "object.make_test_camera"
    bl_label = "Make Test Camera"

    @classmethod
    def poll(cls, context):
        return context.area.type == 'VIEW_3D'

    def execute(self, context):
        cameraName = "SimpleRenderCam"
        cam = bpy.data.cameras.new(cameraName)
        cam.lens = 90
        cameraObject = bpy.data.objects.new(cameraName, cam)
        bpy.context.scene.collection.objects.link(cameraObject)
        bpy.context.scene.camera = bpy.data.objects[cameraObject.name]
        area = bpy.context.area.type
        print(str(area))
        bpy.ops.view3d.camera_to_view()
        return{'FINISHED'}

class VIEW_3D_PT_test_camera(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test Camera"
    bl_label = "Create camera to test area"
    # bl_context = "object"

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

        area = bpy.context.area.type

        row = layout.row(align=True)
        row.label(text="View type is:")
        row.label(text=str(area))

        row = layout.row()
        row.operator('object.make_test_camera')

def register():
    bpy.utils.register_class(VIEW_3D_PT_test_camera)
    bpy.utils.register_class(OBJECT_OT_make_test_camera)

def unregister():
    bpy.utils.unregister_class(VIEW_3D_PT_test_camera)
    bpy.utils.unregister_class(OBJECT_OT_make_test_camera)

if __name__ == "__main__":
    register()
```


texts: Noob Question: Unable to Weight Paint my Mesh

texts:
So, I made an armature for my bipedal model and successfully rigged it in Blender 2.7. Since then, I updated to 2.9, and then added some Mouth bones to my armature. Now I want to weight paint my model to the Mouth bones, but I'm unable to select bones in the armature. I cannot click it!

Link to my .blend file:
https://drive.google.com/file/d/1XkwYgJpSaftngevlgV5yr7aEJITty4LG/view?usp=sharing
Thank you for any answers and comments. :)


texts: Set Array modifier to duplicate the object in both directions

texts:
I modeled an object and want to have it 5 times in a row. I am using the arraymodifier, set the offset in my desired achsis to 1,1 (for a small gap) and the count to 5. My problem is now, that this extends the object to one direction only. I want my modeled object to stay in the center, 2 copies left, 2 right. I tried adding another array modifier with the negated offset, but that modifies the output result of the first one, obviously.

Is there a way for doing this? I could of cause apply my modifier and move the object back to where it belongs, but i dont want to apply yet and also i'm curious now if there is a solution for this.


texts: Python: Check if object exists in Blender 2.8

texts:
How can I check if the object exists in python?
I want to create an add-on but I'm unable to find any reference.
For example how can I check if "Cube" exist? If yes I will make another object green, if no I will make it red.


texts: What is the weighted normal modifier for?

texts:
I always use the autosmooth option every time I make my models shading smooth but then I found this modifier and tried to use it. The only thing it did was make it darker in the edges? I'm not quite sure what it does but why you would use this if the model looks similar without the weighted modifier.

This is the model with only autosmooth on.

With both autosmooth and modifier enabled. The only difference I see is that around the edges it gets a little bit darker, it looks similar with only autosmooth. The seat couch didnt changed at all so I just disabled the modifier.

So when is this modifier useful?
Thanks


texts: How can I Extrude Objects According to Their Colors?

texts:
I am Now making a model for an electrical component (Arduino) , I have an svg image for it , I inserted the image to Blender and I now want to extrude it to be 3D, but I do not want to extrude every object Manualy  .. I want to extrude object by colors.

This is the image :

Note :-

I do not want to use a material which give a 3D Shape
I Want this Via Anything Python,Blender....

This How It looks After importing :

[Its not Seen Clearly visible  because many objects are in the same position]


texts: Seeing Construction History for use in python

texts:
I know that operators can be copied for scripting by ctrl-c if you mouse through whatever menu item you are at.

What I was wondering is if there is a way to see the construction history. In Maya's scripting panel you can turn on construction history, and then as you select an item or press any operator (like create polygon cube) it prints out the internal construction code to a window.
(That actual prints Mel scripting for Maya).

I am sure the construction history is stored in some data object, so another spin on the question could be phrased . What is the name of this object and can I run a print loop through it?


texts:
I am having problems with my particle system. It just doesn't appear to render but works in the 3D view. I will try to provide as much detail as I can.
The object that is being duplicated for the particle system does not have it's renderable turned off, neither do any of it's parents. I'm using 2.73. Here is the particle system's settings:

Emission:
Number: 200
Start: 0
End: 360
Lifetime: 15
Random: .3
Emit from: faces
Random: true
Even distribution: false
Enumeration parameter that doesn't have a name: random
Use modifier stack

Cache:
all the default settings

Velocity:
Normal: 1
Tangent: 0
Rot: 0
Emitter object: 0, 0, 0
Object: 0
Random: 0

Rotation:
false

Physics:
Newtonain
Size: 1
Random size: .05
Mass: 1
Multiply mass by particle size: false
Brownian: 0
Integration: Midpoint
Drag: 0
Timestep: .04
Damp: 0
Subframes: 0
Size deflect: false
Die on hit: false

Render:
Emitter: true
Unborn: false
Parents: true
Died: false
Object
Duplicate object: anobject
Global: true
Rotation: true
Scale: true
Size: 1
Random Size: .05

Display:
Rendered
Display: 100%
Size: true
Velocity: true
number: true
Color: material

Children:
none

Field weights:
all on default

Force field settings:
all on default

Vertex groups:
all on default

Screenshot:


texts: How do i change just one side of a mirrored model?

texts: I'm working on a model of a cat and i wanted to give it an earring on one side and a cut in the ear on the other. The problem is i've only created one half of the model and used the mirror modifier. so how will i be able to change one side?


texts: Problem with partially UV-unwrapping a simple object

texts:
Blender 2.8/Eevee,

As I've proven to myself time and time again, my texturing knowledge and skills are  abysmal...

I want to texture a part of my object with a custom texture but I can't seem to get it working. I've tried reading and watching tutorials but I believe I'm doing exactly what the tutorials say and still nothing.

Im trying to put a custom texture ONLY on the top of the counter (as indicated by the names of the material slot and UV map), I've unwrapped only that portion and used nodes to create what should have been a working material (the rest of the object is divided into other materials, by the assign button). However, nothing but the default color can be seen in rendered view. What am I doing wrong?


texts:
I am making a white curtain and want it to be somewhat see through. I am using and image texture that is jpeg and not png. and wonder if this makes a difference. I have seen others make objects transparent but I just can't get the nodes to work with this white curtain. Thanks

I should mention that I am using Cycles and Blender 2.79a


texts:
I do the following:

I start a new project
I add a new material to the cube
I add emission volume

Then the emission appears with low resolution. If i add the material to a sphere, the emission appears cube-shaped.
How do I get a high resolution or a sphere-shaped emission?


texts: Squished armature after deleting animation

texts: I am having a problem where my aramture seems scaled down on the y axis after deleting an animation action. Has anyone experienced this and know how too fix it?


texts:
So, I'm working on a bit of concept work for a story project, and rather than drawing it I decided to model it in blender. It's going to be an Anglo-Saxon era sword with a garnet cloisonne pommel that will end up something like this:

So, as you can see there are shaped pieces of garnet set inside cells. Additionally, inside each cell is a piece of stamped foil. This foil is rotated at different angles, which affects how the light interacts with each cell. I'd like to replicate this effect in the model I'm working on, and plan to model the cells with a normal map at the bottom of each one, rotated in slightly different ways, for the stamped foil effect.

I'm running into two problems making that happen:

The first is keeping my shading smooth, and the second is maintaining the corners.

So, this is what my topology currently looks like:

The red line shows roughly where the cell walls will be. The mesh has a 1x SubSurf modifier applied. A mirror modifier is also being applied so I don't have to do the entire thing at once.

This is the mask I'll be using to cut the cells:

So clearly there's going to be issues with how the cuts affect the topology, which will contribute to problem #1.

There's also a matter of the corners, and keeping them properly sharp. ESPECIALLY that front left corner, which has a tendency to overlap from the subsurf, though in tests I've done in advance of doing the entire thing adding supporting loops can clear that up.

I'm of two minds how to proceed. One solution would be to add more edge loops before cutting. However in which case, why bother with the subsurf?

Which brings me to thought #2: Simply apply my subsurf to the mesh and add one at the same level to the mask BEFORE doing the knife project, which will give me those additional loops, anyway. Downside being now I have to work with a lot more polys at once.

Anyone have suggestions on the best way to proceed?


texts: Blender Object (Exported As FBX) Slightly Transparent And Poor Quality When Imported into Davinci Resolve

texts:
I followed this tutorial by Blender Guru and finished creating a 3D donut: https://www.youtube.com/watch?v=rKPSB8tcXhQ
It was really good and looked photo realistic but for some reason when I exported the donut as an FBX object and put it in a Davinci Resolve 3D scene it looked poor quality and slightly transparent.
Here is the donut rendered in Blender (with the Cycles engine and a noise correction node):
https://imgur.com/a/pc802aB
Looks perfect!
Here is the donut after I exported it as an FBX object and put it in a 3D scene composited with real footage of my basement floor in Davinci Resolve:
https://imgur.com/a/MSjr28T
Looks really Bad...
So what and I doing wrong here? It seems like the textures are not getting exported correctly.


texts: Baking multiple objects to keyframes resets their orientation by their origins

texts:
I made a breakable object and the simulation is fine. But when I bake the simulation all the pieces of the breakable object just stack in the same place in space.

The pieces are driven by a cube the first 60 frames, then the simulation makes the rest.

.blend in a zip file: https://copy.com/qo3Rx2dNz0xn


texts: Whenever I move an object the entire scene is re-rendered

texts: Whenever I move one of the objects in my scene, blender automatically re-renders the entire scene as if I had pressed the render button. How can I turn this off?


texts: Shoulders wont rotate correctly (Problem Solved)

texts:
The shoulder wont rotate like in the tutorial video. (link here: https://youtu.be/nK2F-l8Wjbg?t=208 )
How do i fix it.


texts: How to increase visible area of a camera without side effects?

texts:
I would like to increase visible area of my perspective camera, so that more content could fit in. I tried increasing FOV, but high FOV values made my image bend at the vertical edges. It seems that higher resolution values give me the desired result, but I want to keep default 1920x1080.

Is it posible?


texts: Blender FBX Export Error: KeyError: ((nan,148.5),15) & location: :-1

texts:
Blender worked fine a few weeks ago I come back and now this happens seems to be just this model but I don't even get why.
I'm not doing anything that should confuse blender it's just a model set for some stairs

Made this on 2.90.1 but tried this on 2.92 (Latest version as of writing) and same issue.
This is saved on my local drive.
This has worked 1000s of times before so I'm pretty stumped why it hasen't today.
Here is a link to the project.


texts:
I'm asking in relation to the vse as a standalone, as well as the 3d viewport.

Where can I specify what chroma subsampling I want for my output? i.e. 4:4:4 vs 4:2:2 vs 4:2:0?

Are presets applied to each of the render options that aren't otherwise visible? What are these options?

I feel like I'm missing something. Is chroma subsampling a "physical" film only thing? I know you can select the sampling for your 3d renders, but I mean that's variable whereas chroma subsampling is like 3 main options. I'm guessing those are different things.

Do 3d renders not follow the convention of chroma subsampling. And when just using the video sequence editor then, do I not get the option of specifying a chroma subsampling? Is the chroma subsampling of the input video respected when output from the the vse?


texts: In Linux Mint pressing the Alt+LMB moves windows. How would I select an edge loop in this situation?


texts: How do I disable click-drag-click behavior in blender?

texts:
I am used to moving things with "click-drag-release" (holding down the mouse button and releasing it at the desired location).

How can I get Blender to emulate that kind of behavior?

(right now i have to click, then move, then click again) I wish to instead just hold down the mouse button.


texts: How to get normal/displacement/ao maps for a part of a photo

texts:
So I used a tool to create maps from a photo, turned out that the map of a cut out shape of the photo completes itself with the rest of the photo.

This is very bad, is there another way to get maps for a part of a photo?

Just the photo:

Normal map from it:

The cut out shape:

The normal map of the shape with autocompleted parts and a strange border on top:

An example with another shape which I only imported like this:

Its normal map is as it should be:


texts: How to view the python command triggered when an action happens in 2.8?

texts:
In Blender 2.7 you could drag down the info area and view all the python commands that are being executing when you run an action.

How can you do the same with Blender 2.8+?


texts:
I can't get comparable results between Eevee and Substance. The texture maps always look way too shiny.

I've used the Principled Shader quite a bit and know all its nuances (non-color data for the channels that need it, ect.)

Here are some screenshots of my issue. I'd love to know why I can't get this to work. Any help here would be much appreciated! Thanks.


texts: Where is the "Manipulate Centers Only" button in Blender 2.8?

texts:
I have looked just about everywhere on the Internet and I can't find the answer to this question. Where the hell is the "Manipulate Centers Only" button in Blender 2.8???? It's the the double arrow icon here:

I seem to have enabled it somehow and I can't scale or rotate my object.


texts:
I think I accidentally pressed something to make it like this:

See how the XYZ arrows are at the 3D cursor instead of those vertexes I've selected?

How do I fix that? Whenever I select on a vertex or something, those blue, red, green arrows would always be where I selected, now it just keeps going to the 3D cursor.


texts: How can I convert and add hair particles to the animated rig? Video example

texts:
https://streamable.com/joif3i

I used hair particle system to make leaves for my tree that i rigged and animated. I only rigged the trunk because adding the weight paint to the leaves seems not very efficient. It seems like there would be a better way considering there are 500 individual leaf meshes. Anyways without applying the particles the animation works and looks nice but once I convert it to a mesh it loses the animation. When I try to them to the tree same thing. I even tried to parent the leaves to the tree and nothing. Thank you ahead of time.


texts:
I am trying to scale many objects that are in a circular formation around (0,0,0) but have them STAY in their respective coordinates. When I scale or transform all of the objects now, it changes the distance away from center.
In photoshop there's something like Object --> Transform Each.
Is there something similar in Blender?


texts:
How can I let an object follow a path? In this case, it's a cart following a track on a rollercoaster. I have done it before and I would like to recreate it. I could move 'G' the cart along the X-axis and it would then follow the path. At the moment the object does not move at all along the x-axis.

Any ideas?


texts: Applying transforms automatically before I export an FBX?

texts:
I'm currently working on a game project using MonoGame, and I have been using Blender as my "level editor" in a way:

Now, in that image, you can see I use the same bush and tree model multiple times. Unfortunately, each of those is a different mesh separate inside the same object, instead of all being linked dubplicates of an object. The reason for this, is because when I export a .fbx, all my transforms (position, rotation and scale) get cleared, so I'm left with all my objects in the middle of the stage at 0,0,0.

Is there any way to have it so that when I export, Blender temporarily applies position+rotation+scale to each object. It would really save me a lot of time in editing if I could just move objects around instead of vertices as  I am now.

Thanks in advance for any help on this matter!

EDIT: More info:

At the moment, the way that currently works is like so [1.] (I've selected one object). Note how the origin of the object is at 0,0,0, but its vertices are offset to where I want them to be.

If I were to separate them like I want them, and have the origin be in a useful location relative to the mesh [2.]

Then when I load the FBX into my game, this happens (the position of the objects doesn't get exported, so they go to 0,0,0) [3.]

EDIT: I found out that there was nothing wrong with Blender's .fbx exporter. I could get the transform of each object by using: ModelMesh.ParentBone.Transform


texts: Camera won't move to new location when animating

texts:
Probably a simple solution. When trying to animate the camera between two keyframes, I'm unable to change its position except from the sliders under object transformations in the dopesheet. For example, when I hit G and drag the camera around, it constantly resets to its position on the previous keyframe.
Here's a short video to better demonstrate what is happening:
None of the transformation sliders are locked, and under tool options the origins, locations, and parents tick boxes are unticked.
Thanks in advance


texts: Change settings like 'limit selection to visible' or 'trackball rotation' with python

texts:
My original intention is to transfer settings with a .blend file, but as far as I know, ordinary blends don't store everything.

I have tried to understand the API documentation for a while now, yet since I'm not a developer, I have a hard time closing the 'assumed knowledge' gap.

So far I've found bpy.types.SpaceView3D.use_occlude_geometry but no sample code or link and I just get error messages.

Blender's Info window output isn't revealing much either when I push the button manually, at least not to the untrained eye.
bpy.data.screens["Default"].(null) = False

So, here are my needs:

Switch MMB with SHIFT-MMB
Turn on trackball rotation for viewport rotation
Disable Limit selection to visible


texts:
Although the normal vectors of the faces looks correct, the way the object is illuminated by the light source is wrong:

As you can see the light source is very close to the left side of the cube, yet it's not fully visible, but the front face is fully visible, and if I look the right side of the cube, I see this:

Which is also...weird.

What am I doing wrong? What and where should I check? If it matters, I generate an .obj file which I import later into Blender.

Here is the .blend file I'm using:


texts: How to get rigid body to collide with inflated soft body?

texts:
I have a mesh that inflates, that is meant to land from a short height onto a floor, which is a plane.
This sets the scene as a kind of inflated balloon/pillow on the ground.
Then I want a rigid body (actually a parented group of rigid bodies? they are all parented to one mesh) to land on the pillow, deforming it, and sort of bouncing up and off of it.
I have scoured this website and others and cannot get specific answers to my problem. Here is my current setup which allows the pillow to land on the ground, but the rigid bodies to land on the "pre-inflated" shape of the pillow mesh.
Floor-
Collision
Rigid body passive, Shape - mesh
Pillow
Cloth - Inflate
Rigid body passive, shape - mesh, deform enabled
collision
Parent of several objects
rigid body - active, shape - mesh
This is for a product animation, so i could maybe recreate a version of this if required but i dont really want to share this particular .blend.
Thanks everyone


texts: Fluid animation seems to disappear in some frames

texts:
I wanted to create an commercial ad for a juice brand and was testing out fluid simulations.. for now my simulations seems to work properly but as I render the animation the fluid seems to disappear in some frames. I've added a boolean modifier to the fluid sim after baking it and it also has a animated material on it.
(https://drive.google.com/open?id=0B_wUjqWn82HtWmlwdEZyU0RXZkR3eEY4T3cxQ1ZkZjBqMGFB)


texts:
I created a model in another program, and imported it to Blender to map the UVs. Parts of the model are symmetrically flipped mesh planes. I noticed in Blender that the mirrored objects display as darker, and on further checking, I find that the face and vertex normals are in one direction and the "vertex-per-face" normals are opposite.

I've tried the Recalculate Outside and Flip Normals commands, but that just inverts them without unifying the direction. How can I flip JUST the "vertex-per-face" to get them all in the same direction, as they are in the original un-mirrored object that was copied?


texts: How to convert textures into materials per each triangle in blender

texts:
Okay so, to be exact
Every model is made up of triangles right?
then when you add a texture to the model, the texture wraps around the model and becomes textured
Now what I want to do is get each triangle and get the texture applied to each triangle and then set it to the average of the texture colors
so let's say there's a triangle which has red and yellow texture
now what will happen is that the orange and yellow will convert into the average of both of them and then turn into a material
so if I load in the model without the texture, i'll still see that there's some representation of a texture
of course, I could assign the color to each triangle individually but that'd be a really long and painful process considering that the meshes are made up of thousands of faces and more
note: forgot to say earlier, im planning on exporting it as .OBJ


texts: Select all the last vertices of every branch

texts:
I'm modeling a tree trunk with the use of the skin modifier. Is it possible to automatically select the last vertex of every branch? Preferably with Python.

Top view of the tree trunk with several last vertices selected


texts: Assign cycles material to mesh in script

texts:
I have a mesh object, and I want to fiddle with its material properties in Cycles through a script. I have tried this:

I created an object:

g_d = bpy.data.meshes.new(name="GroundM")
g_o = bpy.data.objects.new(name="GroundO", object_data = g_d)
scene.objects.link(g_o)
g_o.location = (0,0,0)
g_o.select = True
scene.objects.active = g_o

Next I define the material to be made, and what to do with its nodes

def create_cycles_material(name):

    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes

    node = nodes['Diffuse BSDF']
    node.location = 600, 120
    pass   # Some more node-engineering here

Next, I define a function that should link a material to a mesh object:

def setMaterial(ob, mat):
    me = ob.data
    me.materials.append(mat)

Finally I make the material and assign it to the mesh object g_o:

ColoredGround = create_cycles_material('GroundCol')
setMaterial(g_o, ColoredGround)

The object appears as it should be, and the material with all its specified nodes is created somehow, but I still have to go to the object afterwards and manually add a material and then select the material that I scripted, to assign it to my mesh.
I did look into this answer applying to Blender Internal render as well but I still can´t figure out why my script does not work.


texts: How do I properly select part of an object to separate?

texts: I am trying to separate the highlighted area from this object. I have pressed B and then P to separate which works to an extent but it does not separate the whole area. I have rotated the object in the second picture. You can clearly see that only one side of this area has been selected. I basically tried to fix this by 'coloring in' the section by constantly pressing B and drawing little boxes over the black areas however, my molecules still look really patchy when I drag it away from its natural position and the framework underneath the molecules were also not selected.


texts: i need to animate a cable being moved trough a machine, ive tested ways to do this with the curve/bevel and playing with the start/stop of this, problem comes when i have a texture on it as this ends up deforming when moved around a bend, which it needs to do, not to mention moving the start/stop of the curve doesnt actually give the illusion of moving unless you see the ends of it, so close ups just end up looking like a stationary tube.


texts: What is the problem with this surface shading?

texts:
I am recreating this broken mesh on the right with another built with primitives, but the lighting looks off:

There appears to be a "white spot" where the shading isn't working properly. All normals are facing the correct way and the mesh is set to use Smooth shading and Auto Smooth is enabled.

From another angle:

Flat shading:

Normals:

What is going on here?

EDIT:

After I joined the new mesh to the existing base mesh (CTRL + J), the auto smooth shader picked up a new shading angle form the base object and it returned to normal:


texts: Why do I see hollows in a cycles renderer after solidify & shrinkwrap?

texts:
I'm worried about result at a viewport. I see hoolows at pants then I turn on cycles renderer, but everything is ok at each other mode. My steps before:

added a cube. name as "Pants"
added a boolean modifier with an intersection (cube with body). apply
shrinkwrap & solidify.


texts: How to fix ngons overlapping wire edges?

texts:
I am trying to make a retopo of my human head. But it seems that I already have several ngons because I couldn't create an edge loop.

So I checked it with mesh lint and it showed me the ngons

But the ngons are really quads as far as I can see.

Any idea why this is happening?

blend file


texts: Blender 2.81 hollow model for 3D printing

texts:
So I am playing around with Blender and it's wonderful.
Great software, very intuitive but complex.

Basically, I create a shape, a box, a toroid, a cylinder. I perform some simple deforms, stretch and twist it a bit and I use the 'screw' modifier.

GREAT!

Now I'd really like to print this shell.

I use the slicing software but it's full of internal geometry.

THE QUESTION:

Are there any actions I can perform to slice this thing up into pieces, select the outer shell and copy it, or delete everything internal that is not visible?

I'm not the only one asking and there has to be a simple way to do this, I am very sure.

We 3D-print people are desperately looking for a way to intuitively create some shape and just print the outer shell, what's visible.

THE PERFECT SOLUTION:

That would really be a button that says: 'extract exterior' or 'copy exterior' or just any way to select the outer shell.

This object is just a bunch of faces and the slicing software does a perfect job with this model, all that's in the way of printing it is all of the internal geometry.

I have performed this action of removing all internal geometry on another model I downloaded but it was already chopped into separate vertices I could remove.

The problem really is that the exterior is connected to the interior so I'm really looking for an easy way to deconnect that and seperate the external from the internal..

Thank you in advance.


texts: How do I create a CacheFile object for a Mesh Sequence Cache modifier?

texts:
I’m very new to the blender API (so forgive the noob-ness) but have experience with python and the maya API.
I’m trying to write a simple batch script to attach alembic animation caches to a series of geometries using the mesh sequence cache modifier. It’s a simple for loop that needs to create the modifier then set the parameters.
import bpy

anim_cache_file = 'C:/Users/example/Desktop/cache/example.abc'

for geo in bpy.data.collections["geo_collection"].objects:

    object_path = "/{0}/{0}Shape".format(geo.name)

    bpy.context.view_layer.objects.active = geo
    modifier = geo.modifiers.new(name="cache", type='MESH_SEQUENCE_CACHE')
    modifier.cache_file = bpy.ops.cachefile.open(filepath=anim_cache_file)
    modifier.object_path = object_path

Currently, i’m working through the documentation here:
I need to supply a CacheFile but I have been unable to initialize an instance.
It’s mentioned here (under heading Data Creation/Removal) that new data-blocks in the bpy API can’t be created by calling the class. Instead data is added and removed via methods on the collections. The problem is I cannot find the relevant method to create a Cache file.
If anyone is across this I’d really appreciate some guidance.
Cheers


texts: Blender API - Repair meshes, similar to Windows 3D Viewer?

texts:
I have a question about repairing an stl, particularly after a Bollean union. I've been working on a script that allows me to make customizable game pieces for 3d printing. It involves combining a number of meshes (Usually a ground object, walls, windows, rocks, etc.). I've been playing with different ways to combine the objects into one so they can be exported and 3d printed. The trouble is, something is always a little off after combining the objects. When I use a Boolean union (usually with the booltool addon), I almost always get some non-manifold geometry when I import the combined object into my slicer.
Just combining the objects (ctrl+j) works, but I usually get intersecting meshes that can cause problems when printing.
Now, when I open those stl's in Windows 3D Viewer, I get a warning that there are problems with the mesh and 3D Viewer will automatically repair it. When I load the repaired file into my slicer, everything looks great!
So my question is, does anyone know what windows 3D Viewer actually does when you click "repair"? And more importantly, is there anything similar in Blender?
**Edit: Here are the pictures

When I first load the model in Cura
Loading the model in 3D Viewer (After which I click repair)
The repaired model in Cura (no problems)


texts: Select more with the distance n vertices in edit mode

texts:
The usual select more will add the nearest vertices to selection.Is there a way that I can add the distance n points in loop directions to selection ? (the nearest is distance 1,distance 2 means skip one vertice) Also can we do this via a short cut like ctrl + ?
There are two situations.
We start from this
First one:

Second one  :


texts: Export animation to FBX with paranting and without rigs

texts:
I'm currently learning blender. I made a simple animation with several objects. Animated objects are parented, transforms are animated by using relative transforms (some kind of a very simple character).

I tried to export this animation file to FBX and then reimported it in Blender. It seems that the transforms of all objects are broken. As I understand, this is because I didn't apply transforms of my objects before exporting. But if I apply transforms my relative animations won't work.
I understand that the correct way to animate such "characters" is by rigging. But in theory is it possible to correctly export this animation to FBX?


texts:
New to Blender, no idea what hotkey I've pushed. The wireframe/vertices in Edit Mode have all disappeared. Effectively, Object Mode and Edit Mode are now look identical. If I move to "Modelling", they're all available. Additionally, when I select an object in Object Mode, the orange border that appears is now no longer there.
I'm assuming there's some way to hide/unhide or a preference of some description but I've got no idea how to find it.


texts: Textures in cycles render becomes "spotty"

texts:
I am trying to render a scene in cycles. It looks fine in render preview (first picture). However, after rendering in cycles it comes out pretty awful (second picture). I have no idea why this happens and would appreciate any help.
It has been suggested that this could be due to displacement nodes, but I am not using displacement nodes.

Edit: added node setup and render settings


texts: principled bsdf shader suddenly not available in 2.79?

texts:
so i'm on my desktop computer and because of an outdated plugin, i'm having to work in blender 2.79 or below (i've chosen blender 2.79). strangely though, unlike when i work in 2.79b on my laptop, i'm not able to find the principled bsdf shader anymore?? I've tried downloading every conceivable iteration of 2.79, from the alpha to the beta to the official final release, all the way to those midnight releases or whatever they're called, and i'm just not finding it. i've tried enabling node wrangler, disabling node wrangler, disabling ALL my plugins, and still no luck in finding the principled shader. on my laptop where i have the regular 2.79b release, i can use it just fine.
so for now, i've deleted 2.79 on this computer as i'm struggling to use it without the trusty principled shader. do any of you perhaps know of a potential fix for this? because having to migrate all my relevant obj files that are relevant for this project would be an absolute nightmare, so i'd really rather not have to resort to that.
thanks a lot :)


texts: How would I deselect an item from the A keyboard shortcut to select all? Like if I wanted to deselect the plane (pic below)


texts: I want to know if there is a tool to make a degrade effect , i say the start and finish and weight to weight or something like that ..


texts: Scale a UV mapping to fit a exact rectangle

texts:
Because I'm making tileable mesh, I have to resort to some programming hack in order to automatically generate missing textures for having them tileable without to adding too much pressure on my artist (later he can repaint some junction pieces if he want, but I'm pretty sure the image blending algorithm will be fine for the 95% of the cases).

However to do that I need to place UV coordinates with pixel perfect precision.

Here's actually my 3D model:

If you look carefully to the above picture you will see that the UV mapping is not fitting exactly in 1/4 of the original texture.

I want to align the UV mapping to have extreme corners at a texture corner and at texture center (basically => fit inside 1/4 of the final texture)

Most UV vertices need to be placed manually snapping to 1/64 increments. (think to the texture as a chessboard with 64 cells on each side: there are 64+1 possible coordinates on each dimension). That's also because some UV maps are deformed by Blender, so I cannot just "scale" those to fit in exact areas.

I need either to know:

How to enter manually UV coordinates in UV/Image editor
Or how to snap UV coordinates to 1/64 or 1/32 grid.


texts:
I am trying to make a brick wall from this reference image:"Danish Brick wall.jpg" by Grey Geezer CC-BY-SA-3.0

I drew the mortar lines in sculpt mode, but the lines looked too jagged:

I changed the shading to smooth, but then the bricks looked blurry and there were dark spots in the mortar lines:

I can't even get the model to look right, nevermind the texture. How would I make this look proper?


texts: Baking a particle system in Blender to use in Unity

texts:
I am using Blender(2.77a) and Cycles render.

I have a particle system set up in Blender which emits 3D Blood cells. Now, Unity's inbuilt particle system is different from Blender's. So exporting a particle system made in blender to unity is not possible.

But I'm in very much need for this to work. I browsed the web and came across a tutorial for baking 3DsMax particles to Unity and hoped it would work with Blender as well.

But no luck there as well. These are the steps I follow,

Set up the particle system
Save the blend file and enable Disk Cache
Click on "Bake all Dynamics"
Export as fbx and import in unity.

Where am I going wrong? Is there any other way to achieve this?


texts:
when i use my GPU to render an Animation it only uses about 5% of it. I enabled CUDA in the Preferences and selected my GPU but it is still not working.
I have a GTX 1080 Graphics card.
Any answers ?


texts:
For a project I'm working on I need to be able to move around a city I made in Blender using Walk/Fly Mode.

Is it possible to have the city or room prerendered or in some cache so it doesn't need to re-render the display after each movement I take?

Currently what I've tried to do is set the viewport shading to rendered then going into Walk/Fly Mode, unfortunately, it has to re-render after each movement which can awhile consider I'm using a slower mac laptop.

If it makes any difference I'm using Blender Version 2.49b


texts: Bokeh defocus not working on certain frames

texts:
I'm currently working on a short animation (Blender 2.69 r60995) for an expo and i'm having a problem with bokeh defocus that it isn't composition on some frames, here's a gif clip:

As you can see, the defocus is working right, but certain frames don't get composited (the compositing pass doesn't even show up).

Here are my compositing nodes:

I have toggled "Use Z-Buffer" several times and the fStop, also tried not to use the Z-Buffer, and the problem is always the same, certain frames don't get rendered.

EDIT: Here's the defocus keyframe graph.


texts:
I'm new to blender apologies if this is a silly question, however I am trying to create a octagon face from the middle vertex of a cube, this is done in a video I was watching. I believe its an 'inset from vertex' however I'm unsure... can anyone help.. the picture below shows what I want to do, the selected face seems to be originating from the middle vertex.
Video I was watching is here and the timestamp is 0:22 https://www.youtube.com/watch?v=_7noD3zrk7Y&t=49s


texts: Why are hair particle endpoints inhibited from getting close the the emitting object?

texts:
So my issue is that I'm unable to get these hair particle endpoints to sit flush with the object they're emitting from.  There seems to be a forcefield limiting how close they can get to the surface.  How do I fix this :0?

Thanks for your time.


texts: In the Shader Editor Add>Converter>Combine/Separate RGBA is not available

texts:
Blender 2.8 Manual at:
https://docs.blender.org/manual/en/2.80/render/shader_nodes/converter/combine_separate.html
shows that the combine/separate shader nodes uses RGBA and not just RGB

my install of Blender 2.8 only allows for combine/separate of RGB. Did I miss something? or do I need to hit some checkbox somewhere? or what?

BLENDER MANUAL

=====================

=====================

MY INSTALL

=====================


texts: i need to add a logo to an intro. i have put the psd onto a plane but need to get rid of the white cube around the logo so that it is just the logo with no bg. how do i go about doing this? i am yet to try and solve this alone because i found nothing online to help me do it. I have added a pic of the logo i need to be cut out.


texts: Darker and less contrasted 3D viewport and 2D canvas - Latest build of 2.8

texts:
I just downloaded the latest build of 2.8 to try out the new grease pencil curve feature, but I've noticed something off.

The 2D canvas is significantly darker (an off grey), whereas the last build was a solid white.  I tried changing the canvas colour but nothing seems to change.

I opened a sculpt I made in this new version, and in a previous version of 2.8, and I've noticed that the brightness has gone down there too, and the contrast has also been lowered.

I went to my preferences and tried adjusting some things, but nothing seemed to help.

I understand this is an early build still.  Should I report this as a bug or is there something I can do to fix it myself?

EDIT: I should probably have mentioned that I've got the viewport colour in the shading toolbar cranked all the way to white in the 2D canvas, and it's still significantly darker than the last build.


texts: Promblem with creating sharp glossy glossy material for metal drinking bottle

texts:
I'm trying to recreate this drinking bottle

which as you can see has quite a sharp reflection, so I first tried to use just a sharp glossy shader

which doesn't look like any real object at all because it doesn't interact with light really.
So instead i tried two things: I first mixed it with a normal glossy shader, which just created a weird high light, so then I mixed it with a diffuse shader which created a better result, but looks still is a little off, especially on the edges

So, now to the actual question: how could I create the sharp reflection of the bottle, while still letting it interact with light normally, without creating diffuse high lights?


texts: Could someone please show me jow can i make a hole to the middle of the sphere on the equator?


texts: How to stop Blender from simulating smoke when doing some things

texts: So I have a scene with a smoke simulation but when I hide the domain it still calculates the simulation which slows down my computer fro what it would usually be able to do at 30fps plus to 2fps. So how do I stop blender from simulating


texts: How to fix exterior faces Blender thinks are interior faces

texts:
I use Blender to create 3D models for printing. Occasionally when I select mesh by trait - interior faces, the results shows some exterior faces selected.

I tried to use Mesh > Normals > Flip to fix this but nothing happens. Same for recalculate exterior faces.

I've also tried the 3D model plugin to "Make Manifold" but it removes the selected faces.

The solid model looks correct but will not print correctly.

Is there a way to fix this?


texts:
I need to paint textures by hand in Blender (I currently use the 2.8 Alpha version).
I created several brushes from image texture, with different settings and now I would like to save them for later use in other scenes.

What's the process for exporting the created brushes (if possible)? Is there any way to create a brush library in texture paint/sculpt mode to view and select them easily? Kind of like in Gimp or Photoshop.


texts: What do the bars between keyframes mean?

texts: Between some keyframes a bar is drawn, when is a bar displayed?


texts: How to sharpen edges on part of a cylinder

texts:
So I'm trying to make the edges of that little rectangle sharp, something like how it is in this screenshot. This was using edge loops but the 4 loops that run the length of the cyclinder create weird lines as you can see in the picture. I tried dissolved all the edges in the loops except the ones around that area but it didn't seem to work.

This one was done with creases all around but those 2 highlighted edges were jutting out instead of following the curve of the cylinder which doesn't look very good.

I uploaded the blend file to google drive, not sure if you guys will be able to access it: blend file

Any tips would be appreciated.


texts: add object at specific location with python?

texts: This might be a really stupid question-I'm working in bpy right now and want to add a plane at a specific location...I know that How to add an object at a specific posistion in Blender Game Engine works for bge but am not sure if it'll work in bpy...


texts: I have an object which I'm trying to render, when I render it appears during the process of rendering but then disappears, not sure why?


texts: Access to actuators in external object.blend file

texts:
I'm loading scenes via logic.getBlendFileList and that's fine, I can access objects in it, set sensors and properties, and wire them with python modules. But I can't seem to access their animations: When I create an action actuator and select an animation (this object is an armature, appended in the scene, I can include the individual .blend file if needed) that this object has in the list menu, when I launch the game I get a rather laconic Failed to load action: MyAnimation.

On the other hand, I tried to create a "Property" actuator to toggle a boolean with a "pulse" sensor and it worked..?

Is it a limitation of logic.getBlendFileList, or are actions simply not available in python? Please excuse me if this is documented somewhere, in witch case can somebody please z-orient me to it?


texts: i want to learn 3D Animation who can help me

texts:
I want to learn 3D Animation. do anybody know good resources to learn Animation in Blender
I am beginner in this also resources should be free cause I don't have money


texts: When I open my project all shadows have gone

texts: I am using blender 2.9 am creating a room with chocofur model manager for furniture, etc, it looked nice with all the shadows and lighting but I have saved it every step of the way, but now when I open it all shadows have gone and nothing happens when I try to add the process again. I have watched tutorial again and again and everything is right.


texts: What is a good file type for campatibility with blender

texts:
I have written a program for segmenting fluorescent microscopy images in java. The result are triangulated meshes. I would like to export the meshes to a filetype that is compatible with blender.

My main criteria is an open API or file structure that I can use.

How can I save mesh data for multiple meshes into a file that blender can read?


texts: I can't remove dark blue lines is't mark sharp?

texts:
I got a problem with the dark blue line, I thought this was a sharp sign, but after I pressed the Ctrl + E Clear Sharp button, but nothing happened, the dark blue line was still there.

I'm using Blender v2.81.16


texts: Way for save or store by StringProperty (Preset) all the class PropertyGroup

texts:
I'm writing a script, now I'd like to understand how these properties can be saved, the properties are stored in a class PropPerSet(bpy.types.PropertyGroup), I put a StringProperty as input to give a name to the preset, 1 button operator for save 1 button operator to delete current preset, and an EnumProperty for a list of options, the class is based on Scene.scene_check_set = bpy.props.PointerProperty (type = PropPerSet), it is possible to save in a text file, or better other solutions ?

Edit 1:
This is my idea input is StringProperty, dropdown menu is only example i put manually in enum "My preset 1":


texts:
Different Scenes can  have different resolutions. But a lot of the time, you'll always want them to be the same. Its a big hassle to have to update several other scenes all the time, especially while still working on things. And for whatever reason, you cannot use Drivers on the resolution fields.

Is there any workaround to have my secondary scenes always have the same resolution as my primary?


texts:
I was playing around with smoke simulations and saw that something was wrong. I've narrowed it down to a very simple setup. It simply involves applying the "Quick Smoke" option to the default cube. As you can see, the smoke is starting offset from the supposed emitter.

Does anyone know what's going on? I've tried restarting blender and I've also tried in 2.82 (with mantaflow) but I have the same problem.


texts: Creating even more photorealistic rendering of this 3d print I actually made

texts:
I hope this isn't too open ended, but in the style of this question I found on here I figured I'd go for it.

I run a 3d printer in a hospital, and as a result I 3d printed this model showcasing the work done on a particular patient:

I've blacked out the name of our hospital, though I think it'd be hard to identify the patient just based on the image.

Anyhow, as a side project, I've been trying to use Blender to see if I could "fake" that photo.  I.e. get a rendered image to the point where the casual viewer didn't know it wasn't real.

So far, after following BlenderGuru's tutorial on wood found here, this is my best attempt:

So my (hopefully not too open ended) question to you all is:  what changes would you make to this file if it were up to you to make more realistic?  Specifically the look of the clear plastic or the lighting.  I'm not too worried that the wood grain is slightly different than the one on my desk.


texts: Transparent section of png causes unsightly / different refraction in glass

texts: If you look at where the label's edges are notated in red, and then look at those same edge areas in the other bottles you'll see an unsightly / different refraction when rendered. Why causes this? How can I get rid of it?


texts: How to rename an object's mesh data with Python?

texts:
I know how to rename the transform node.

But I don't know how to access the object data node.

import bpy

obj = bpy.data.objects['Cube']
obj.name = "test"

A
What should I do?


texts: Why my textures are moving on an animated mesh

texts:
I'm recently working on a project. I'm using the ironman 3d model and I animated it with Mixamo.

After I added the Materials I found the scratches and smudges textures on the mesh were moving all over the Mesh whenever the mesh is animated.

I'm using the generated coordinates through a mapping node, however, the texture moves whenever the mesh is animated. I'm using blender 2.8 beta.

This is the link to my video.
https://youtu.be/b4eegh76wiw


texts:
I've got a tentacle, made from a cube with an array modifier (fit curve modifier) and a curve modifier:

I'd like to add an armature to the tentacle and incorporate it into a character.

Is it possible to add an armature to my current setup, without applying all of the modifiers?


texts: Repeated frames in image sequence render

texts: While rendering an image sequence in blender I encountered a problem: the sequence outputs as a series of repeated frames. Trick is that the frame is of a stationary ball and chain that is supposed to be a swinging rigid body. The only correct frame is the first one, after that it breaks and starts repeating. I'm not sure if this is a physics issue or a render error, but any help would be much appreciated!


texts: Are the Arcmesh materials broken? If so, how do I fix this?

texts:
The materials for the Window Arcimesh (Using the Archimesh add-on) were all black.
I entered the Node Editor to check it out, and found this material organization.

I'm unfamiliar with what is trying to be accomplished here, as these nodes imported with the add-on.
What are they trying to accomplish here? Is the node format outdated? What was trying to be accomplished?

And...
How would I go about restoring the previous settings? If I can't, how would I go about redefining these textures to look at least similar to what was intended?

(Apologies if these are too many questions; I'm looking to learn).


texts: Create a mesh from image with transparency

texts:
Is there a way to create a flat mesh from an image that has transparency, so that the mesh matches shape and does not include the transparency in the geometry?

I have tried converting my image in an .svg with inkscape and adding a bitmap, but the results get very messy.

Here is my image:

Thanks.


texts: See attached image. I'm not aware that this object had special settings.


texts: Blender automatic weights distorting mesh

texts:
I Need help with blender automatic weights. When I click automatic weights it moves parts of the head that doesn't have weights example on the last image, also when I do automatic weights it doesn't cover the correct area for the mesh example image 2.
Problem 1

Problem 2


texts: Why does Automatic Weights paint distant vertices?

texts:
I have a face mesh with several lip bones (upper/lower left/right + corners) all parented to a head bone. There used to be eyelids and nose bones which I deleted because I thought it would help Automatic Weight paint accuracy (clearly it didn't). The upper right /lip/ bone's weights are highlighted in the below image and the bone itself is very small and around where the red weights are. Why did AW paint vertices so far away, e.g. clear into the lower AND upper eyelids??? Is there some way to limit how far away from the bone AW paints?
The only related question I could find mentions needing to fix origins and apply rotations/scales/etc. That didn't help my issue, and I'm not sure where origins should ideally be placed. I don't know how to use the Vertex Proximity modifier.
File:


texts: Building Blender from source with static linking

texts:
I'm following these instructions to build Blender from source as a Python module. As I need to share my build with others in a different runtime environment, I need to build it with static linking.

I did

cmake ../blender -DPYTHON_LIBRARY="/home/anaconda3/envs/project/lib/libpython3.6m.a" -DPYTHON_INCLUDE_DIR="/home/anaconda3/envs/project/include/python3.6m" -DOPENIMAGEIO_LIBRARY="$HOME/blender-deps/built/oiio/lib/libOpenImageIO.so" -DOPENIMAGEIO_INCLUDE_DIR="$HOME/blender-deps/built/oiio/include" -DWITH_PYTHON_MODULE=ON -DWITH_PYTHON_INSTALL=OFF -DWITH_STATIC_LIBS=ON
make -j; make install

and failed at the very end

[100%] Building C object source/creator/CMakeFiles/blender.dir/creator_args.c.o
[100%] Building C object source/creator/CMakeFiles/blender.dir/buildinfo.c.o
[100%] Linking CXX shared module ../../bin/bpy.so
lto1: internal compiler error: in lto_tag_to_tree_code, at lto-streamer.h:1005
Please submit a full bug report,
with preprocessed source if appropriate.
See <file:///usr/share/doc/gcc-7/README.Bugs> for instructions.
lto-wrapper: fatal error: /usr/bin/c++ returned 1 exit status
compilation terminated.
/usr/bin/ld.gold: fatal error: lto-wrapper failed
collect2: error: ld returned 1 exit status
source/creator/CMakeFiles/blender.dir/build.make:319: recipe for target 'bin/bpy.so' failed
make[2]: *** [bin/bpy.so] Error 1
CMakeFiles/Makefile2:7690: recipe for target 'source/creator/CMakeFiles/blender.dir/all' failed
make[1]: *** [source/creator/CMakeFiles/blender.dir/all] Error 2
Makefile:162: recipe for target 'all' failed
make: *** [all] Error 2

This error is too obscure for me to figure out what is wrong.


texts:
I am trying to make a cake stand. Here is what it looks like:

And here is it in wireframe:

The thing is, when I use a reflective material, I can see these lines running along the face of the cylinder and I can't seem to get rid of them (I've tried adding additional edge loops to no avail):

To be specific, I'm talking about the lines that kind of look like the old Japanese flag:

What are these and how do I get rid of them?


texts: Increasing size of uv map within blender

texts: How can I for example double size of my uv map? Just add 1 more empty "block" of space of the size of my original map? I tried just doubling image in other image editors, but then i can't line up "islands" perfectly.


texts: Having issues trying to import extremely large files

texts: I'm not sure if I'm doing something wrong or if my computer isn't up to par-I just bought a model off of CGtrader for an animation I'm working on, and it's huge-3GB obj with about 14,000,000 polygons. Whenever I try to load it into blender, it devours my RAM and sits like that forever. I didn't think I had a bad rig, 16 gigs of RAM with Blender running on an SSD (model is stored on an HDD if that helps). I'm not sure if there's a way to reduce polygons before importing them to Blender, or what I should do to get it to work. I don't have any other 3D applications because this is mostly just a hobby for now, but I'm not sure how to tackle this problem.


texts: How to add current state to history by script?

texts: I'd like to know how can I add current blender state to history stack over script? Thanks


texts: Why does an object with a particle system not appear in the render?

texts:
I have a project, and it has an object that has always rendered correctly, but one day when I open the project and make a test render, the object has disappeared. All the settings are normal, the object, and all of its children render display in the object outliner set to true. I really don't know what happened to it. Can someone tell me what I should look through to diagnose it?
Sorry I cannot provide much detail. What I've explained is all I know.
Edit: I am uploading the .blend file at http://www.pasteall.org/blend/34719
This is a Minecraft scene. It is the wolf that doesn't render. At one point it did, but now it just won't. The wolf has particle properties. I don't know if that matters, but it could. Look through all the wolf's properties to try and figure it out.


texts: I've been here for 6 hours now trying to find out what's wrong, this hand doesnt rig properly, all other objects I try work, so I have no idea whats wrong. I have redone the rig 6 times, and I'm new to blender so I don't have much knowledge.


texts: How can I create an irregular, marble-tiles surface?

texts:
I'm trying to create a marble-tiles procedural texture for a bathroom's pavement like this:

What I already did was creating the surface for the single tiles, but I can't get to do two things:

Creating an irregular shape for the tiles (I'm using the brick texture but I can't create irregular mortars like the ones in the picture);
Making the gradient-like pattern.

So basically I first created the reddish tiles' texture using this node structure:

I then tried to use the gradient node to recreate the pattern of the real pavement, but the result is this:

As you can see, I've linked the color channel of the gradient node to the bias channel of the brick texture node, but I don't know why the black part that should show ONLY red tiles still has some white tiles on it, something that does not happen with the white part. Besides, some of the red tiles are witheish, but I want only white and red tiles, not something in between, and I'm not sure why this happens.

For the asymmetrical mortar I still have no clue, I tried to use the wave texture and attach it to the "mortar size" channel of the brick texture node nut it didn't work so well. Any idea?


texts: I want to be able to see through a cube, but not what is inside it. I would use this for text that seems to be being created from nowhere, but it is actually coming out of the bottom of the cube. 1: is this possible? 2:is there a better way to do it?


texts: Can the community help to know if Blender is suitable for my project. I'm looking to create a 3d shape of xyz vector components that oscillate in size out of phase. The phase shift between vectors to initially be 120degrees but with the potential for varying. The ultimate goal is to get a probability distribution vector for each axis.


texts: How to create inward curve with edge crease?

texts:
I build the hull and use a subdivision surface modifier.
I know that if I want to sharpen an angle on the outside, to use Shift + E.
But how can I sharpen that angle so that is inward?
As you can see in the picture, there is a curve. I have tried but can't find a solution.
I would like to remove the curve in the picture and turn it into an angle.
I am grateful if anyone can tell me how to do it!


texts: I am trying to get rid of this white dot, but can't seem to... does anyone know how to help?


texts: Way to temporarily draw a uv grid over blender meshes?

texts:
I have a scene where all of the objects have a material assigned to them.  However, it would be useful if I could temporarily assign them a special material which simply a texture map of a grid square.  The point of this would be to let me see the UV lines to help me make editing decisions.
As far as I can tell, Blender does not allow you to do this.  Am I wrong?  Is there some way to temporarily view my scene with this grid material and then switch back to the materials I've assigned?


texts: Is there a quick way to make all bones in a rig use Euler Rotation rather than Quaternions?


texts: applying automatic weight deforming my character

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I am a new learner and i have been struggling with this, trying to apply an armature with automatic weight but after i applied With automatic mesh, it deforms the character. I have tried the tips i have found when searching , but nothing helps.

Any help would be greatly appreciated.

here is the blend file


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Gotta question about Eevee rendering.
Normally, Eevee uses screen space ambient occlusion and screen space stuff obviously generates lots of artifacts, like the one on the picture, where the occlusion on the building ceases near the edge of the estacade, which is closer to the camera. Is there any way to use more realistic AO rendering method for Eevee? Something that might be called "world space ambient occlusion"? Something closer to Cycles, at the obvious performance cost?


texts: Why is the colour in my image texture getting washed-out?

texts: This is my project file. I'm modeling a banana. When I use an image texture the colour becomes fake.


texts: Some parts of my objects are invisible in camera view

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I tried to change Clip start in the camera settings  but it doesn't seem to change anything.Those parts are not rendered.How can I solve this?
Edit:
I have adjusted Clip end so the objects become entirely visible,but now there are weird artefacts on the object
1:https://i.stack.imgur.com/gdNjN.png


texts: UV Unwrapping so that every face takes the whole UV?

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Trying to make so that when I unvrap each quads takes the whole UV squard; i tried scaling down to 0 then scaling up but somehow loosing information ?
Is there a faster way to individually select all faces and make them fit ?
Thanks !


texts: How to get this Facial Rigging? see attached image

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I saw this youtube video on facial rigging that did such a wonderful job. However I don't know if it's based on an add-on or some advanced amature rigging. Please let me know either way. Thanks in advance!

https://www.youtube.com/watch?v=wfL8VD7vGGs


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So I have a small shack made out of Legos in blender that I want to animate to fall over, the only issue is that the z rotation doesn't work as expected. Here is a explanation in pictures.

This First Picture just shows my little shack, all the legos making it there need to fall.

In this picture I thought that rotating around the z would help solve the issue, nope it moves the same way moving around the x does! I can make the brick sit where it is supposed to but when you play the animation do to all of the different axis movement it does a pirouette in mid-air, I just want it to fall flat.
Thanks for your Help!
EDIT: Here is a simplified blend, the walls fall in and then need to tip and fall over.

EDIT#2: That totally works for rotating the object in the correct manner, thanks Markus von Broady! But the issue is when I put a keyframe into the animation, this happens.

So its all good except for it swings out to the side in the animation! Do you know how to fix that?


texts: Weird refractions appear when I use the Emission BSDF with Cycles

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Im working on a material for a visual effect i want to recreate. It divides the surface of the object into squares where some light up randomly (comparable to this: https://www.youtube.com/watch?t=16&v=SSKVYP3jSLs).
Current State
This is how it looks so far (Cycles Render):

It also randomly changes color and turns squares on/off like in the video.
How I made this
My Material uses noise textures to determine the color of a square and whether it should be on or off. For the "on" squares i use an Emission BSDF mixed with a Translucent BSDF and for the "off" squares I use a Principled BSDF. You can find complete screenshots of the material here: https://imgur.com/a/mquBpQ9
My Problem
The problem is that on some frames some of the squares that should be turned off show weird refractions/artifacts (when rendered using cycles). Here is the same frame rendered using Eevee vs Cycles:
Eevee
Cycles
What I tried so far
I've been debugging this for hours now. Steps I took (that did not solve the problem) include:

Turning off the displacement
Exchanging the Principled BSDF with a Diffuse BSDF
Using a black/white squares instead of colorful ones

Exchanging the Emission BSDF nodes with other BSDFs did in fact solve the problme, but for the effect i want to create i nedd the Emission BSDF.
Thank you so much for your help!


texts: Are themes for Blender releases prior to 2.77 compatible with 2.77?

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I ask this cause most themes I find are are from version below 2.73, and I want to avoid messing with the UI.

I need insight on the compatibility of those themes on BlenderSwap.


texts: How to add a face between two faces that connects them?

texts: I'm having a bunch of trouble with this. I have faces going in a circle, but I want to add a face in between two of the faces to create the closed circle, but whenever I select the 4 vertices or the 2 sides, it selects every single side or vertices between the two... Making my problem.


texts: No fluid generated when baking data + baking mesh (2.90.1)

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trying to create an effect of blood dripping that will be late composited into a video.
I've tried changing the scale, resolution, particle min/max, but no matter what i do, baking the data+mesh on the domain does ostensibly nothing.
here is my .blend. Any help is appreciated
https://drive.google.com/file/d/1e79pF90GDRhpCRtXR6Dy1S4-1wWk0pV7/view?usp=sharing
there is another object below the inflow object thats meant to throw the blood outward a bit, although i dont think that it is a factor
screenshot of workspace:


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I don't succeed in selecting a group of faces and deselect with Checker Deselect.

Consider a cube that has been looped cut ...

Select all the faces of the top side ...

Click on Checker Deselect ...

What does it mean ?

(I am using v2.78c)


texts: Making a smooth transition from full alpha opacity to full transparency

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My question is - how to create a shading setup that will smoothly interpolate between full opacity to full transparency. I'm trying to do this on a simple plane with somewhat partial results.

In the image above you can see that the rendered image is partly invisible only on the background of a different plane, and not where the scene background is. Is there a way to solve it so that I have alpha everywhere?
What I simply want to achieve is a linear gradient from one color, to a transparency, something like that:


texts: (Cycles) Transparent object casting shadow issue

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I'm trying to make an animation of a fade in, but when using transparent shader, glass with 1 IOR, Alpha, anything casts shadow.
I just wanted to make the object disapear from the scene, and smothly apear in order.

Here is the evidence.


texts: I am having some strange problem with this battering ram as when I turn or move the object the handles just get messed up please help


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I have a problem with my rig. As I put a IK constrain on the two bones, the constrained one is just offsetting as shown in the screenshot below

Is there anything I did wrong?

Best regards