texts:
Blender rookie here. I'm learning about baking normal maps in 2.80 with some pretty basic setup.

I'm getting strange results on a smooth metallic flat surface. You can see it on the following screenshot. I'd expect the surface to be completely smooth, but it looks sort of like alligator skin or something :). Any idea what can cause it?

Things I did (roughly):

Created a low-poly cube and UV unwrapped it (for this basic example I assumed "Smart UV project" is good enough) onto a 4K image (seems like overkill but I thought the problem originates from too low resolution - it doesn't seem to be the case though).
Created a high-poly copy with Bevel, Subsurf and a slight Displacement modifiers, which I then applied.
Set Smooth Shading on both objects.
Added material to low-poly cube (metallic) with Texture Image node (Color space: Non-Color).
Baked normals from hi-poly to low-poly.
Saved image, selected it in Texture Image node and connected the node to Normal Map and then to Principled BSDF's normal input.

Here's how the meshes look:

Normal map image:

Things I tried:
Adding more detail (loop cuts) to the hi-poly doesn't fix it. Setting resolution of normal image to 4K didn't help either.

Here's the complete .blend file with the normal map image: cube.zip

Thanks in advance.

Update

After attempting to UV unwrap the low-poly mesh according to hatinacat2000's answer below, I ended up with following normal map:

However, baking that in did not remove the weird effect. To be sure, I mean that the metallic cube looks like there's some transparent net spread over its sides, not the displacement which I applied intentionally on the hi-poly mesh, and it seems to work fine.


texts:
I got a problem about normal map baking which is annoying.
When i try to bake normal map from high poly to low poly baking ends so bad.
To inform you about what i did for resolve this problem.

These steps that i tried;

objects are mirrored for using uv space efficiently.
auto smoothed low poly objects, then i marked sharp edge to which
sharp angles(30 degree).then i marked seam them.
tried cage object with duplicated low poly object with displacement
modifier (0.025 strength)
tried 8 bit and 32bit float image.

these are steps that i tried to bake appropriately but none of these didnt solve this problem.

If there is someone who got enough knowledge about normal map baking i would so appreciate.
And if anyone show up i will share my model files to check my model because i will go crazy about these normal map baking problems. :/


texts:
I just created a scene in blender with some 3d models, but when I tried to render it, I just got the error
Cuda: out of memory.
The scene is really small, just 5 models, which are not high quality. I got a RTX 2060 Super and when I render, it doesnt even use the whole memory it could. I already checked the settings, its set to unlimited.
So, has someone an idea?


texts: Store and keep the value of a number through loops in an animation node loop

texts: I would like to know if there is a way i could store a number through animation node loops, to incrementially add some value to it, without it beeing reinitialized every loop.


texts: Blender Python cache addon property data

texts:
I have a script with a UI panel.  In the UI panel there is an bpy.props.EnumProperty select dropdown.
I want to populate this Enum with data downloaded from an API.  However I don't want the user to have to re-download the data every time they start up Blender.
I've tried putting the data into an addon preference field, but the problem is that the Props seem to get loaded before the addon preferences (so I can't get the cached data from the preference field to load it into the prop).
Is there some other way I can cache the data for my EnumProperty to prevent multiple downloads?


texts: How to Bevel the vertical edge of a rectangle?

texts:
Am trying to remodel this :

And thought the best way to start is the with the interior part of the head, and started with a cube and "bevel it", the top part went fine but the sides are giving me this weird rectangle effect :

What am i doing wrong ?

Thanks


texts: Is it possible to display volume of a mesh object?

texts:
How can I display volume of any mesh object?

I can display length of an edge, the area of the face, but nothing for volume. Is it possible?


texts: Saving/Exporting an Image (Directly from 3D View)

texts:
What if I want to save an image, but not actually render it?

An ‘unrendered’ image.

It’s important to note (I think) that the window captured in the screenshot was the UV Editor, containing the rendered image—as well as the option to ‘Save As Image’ (F3)—right up until I selected ‘3D View’ from the popup menu at lower-left.

Now that I’ve selected that, and have the image I want, there is no option to save or export it.

Please help.


texts: How can I create 3D graphics like this in Blender? (Vintage 80s/90s 3D graphics)

texts:
How could you achieve this look (simple, 90s 3D with minimal lighting and shading) in Blender? Rendering it at a small size is a given. Any other ways to make it look like this?
https://www.reddit.com/r/vintagecgi/comments/mo97aj/mallflyfli_1992/


texts:
I want to render this creature:

The problem is that it is made out of edges, is there a way to somehow render these edges?

thanks.


texts: Dynamaic Paint Not Spreading Blender 2.79b

texts:
Following the tutorial Freezing/Frost Text Effect. I get to the 9 min 03 sec. where we test the spreading of the paint.  I can only get 3 of my letters to paint (see gif below).  The tutorial only uses 2 letters I have 19 letters.  I have completed the exercise twice now making sure I follow all the steps.  The one step I could not find in the manual was the speed of the dynamic paint spread.  The author sets the value to 2.5 (1 is the default value).  Not sure what that value should be for me?

Two things are painted the plane and the text. Both of these objects have been joined earlier in the tutorial.
All of the plane is painted and beginning of the text is painted.

I can see in the folder where the sequence images are stored that the last image only has 3 letters painted.

What will cause the dynamic paint to stop spreading?


texts: Is it possible to snap a forcefield to a given vertex ? I want to assign different forcefields to different vertices of a cube so that if the cube moves, the forcefields move with it, but I don't know if it can be done...


texts:
A ringing artifact is one where edges will have a sort of high-contrasting banding pattern across them. https://en.wikipedia.org/wiki/Ringing_artifacts

Even better would be to have multiple ringing bands, as seen here using a sinc filter:

I already have one way of adding this type of artifact by resampling it with a windowed sinc filter in ImageMagick, but I would like to be able to add this in blender directly. How do I do this?


texts: Specials Menu/Deleting Doubles in Edit Mode

texts: I just downloaded Blender 2.82 and when I hit the W key I get the select options and not the specials menu.  Can someone tell me where to access the delete doubles function as I can seem  to find it in any of the menus.  Thanks


texts: Animated Curve Modifier + Cycles Motion Blur = Weird Render Artifacts

texts:
I'm trying to render an animation which involves two animated objects which have curve modifiers attached to them. After making a test render, I found some odd render artifacts, and I was hoping there's just some button I need to push to make this look normal.

I have done some tests and it appears the artifacts won't show up if I disable motion blur, but I want to leave it enabled for this animation.

Here's the animation

And here's a still frame where the artifacts are clearly visible:


texts:
I seem to be unable to find any information online about how to define a pie menu operator position. They seem to change a lot - for example the three button section flips position between 7 and 3.

Is there no way to force a button to only show up on a certain position?


texts:
I am trying to bake the AO from a high poly model to a low poly one, however I keep getting a horrible looking texture, I have tried deleting other meshes that may be overlapping with the models but it still seems to be happening (My model is UV unwrapped properly).

I have also tried baking from AO directly and also plugging an AO node into diffuse and trying to bake that.

The Steps I have followed are:
1) Turn on ambient occlusion in the world tab.

2) Hook up an ambient occlusion node to the diffuse of high poly material

3) Create blank texture map
4) Select the High Res, then Low Res.
5) Select newly created texture.
6) Then Select 'Bake'

Is there something that I am missing, I did a similar process for my normal and cavity maps and it worked fine.

I am really struggling with this and would appreciate any ideas as to what I could do. Thanks in advance.


texts:
I have a basic sphere and with freehand addon i have created and arc and bevel that with the circle. To the arc its been bevel like a tube shape.

Tube shape

Adding shrinkwrap modifier the tube shape became flat

Tube flat

Whats wrong why the tube gone flat after adding shrinkwrap modifier. Any suggestion or help thanks.


texts: Theme option for changing relation line for constraints?

texts:
I found the current color for constraint relation line is hard to see a little bit.

I've tried to change the "wire"color in the Theme setting panel, but it seems not work for the relation lines.

Thanks for your guide.


texts: I can't find the solutions for this one. Basically the object are not showing up when I switch to render view ( the legs in cycles , the round base in Blender render )


texts: Is there a low-level version of 'duplicates_make_real()?

texts:
Is there a low-level version of the operator bpy.ops.object.duplicates_make_real()?
I really want to avoid using ops in my script for efficiency.


texts:
Is there a way to loop-cut a Square based Pyramid, so that there is multiple bands around the sloped sides?

Edit: Sorry, my bad, but when I said triangular prism, I was thinking about a pyramid, Changed that just now. Sorry again! Though the prism answer was a nice knowledge to know.


texts: "Updating Objects Flags" -- Best ways to get around long rendering times?

texts:
I'm currently trying to render an animation that taking 15 minutes to render one frame. Whilst watching the render, I can see "Updating Object Flags" stage seems to be the main culprit. The scene is not that complex but has two particle systems.
Q: Could anyone give me some tips on the best ways of getting around this and reducing render times?


texts: Fluid, type liquid ignores domain when inflow

texts: Just to start off and explain things, I have two objects one is a ico-sphere which is the fluid emitter and the domain is a skull which I baked both setting and mesh. when I hit play it works fine, the skull disappears and the fluid emitter emits fine with the exception that it ignores the domain. Because domains disappear, I had duplicated the skull (see image). The skull normals are looking outward, and I notice that the small cube that appears when ever an object becomes a domain appears outside, instead of inside, is that the issue?. Thank you


texts: Sometime when writing a python script I will run into an error such as syntax or some Exceptions. The script will partially execute, but not everything. This is frustrating because I have to manually undo what the script executed before I can run the script again. Is there a way that I can have the script undo what it has done if it fails. I want the script to only make permanent changes if it ran without error.


texts:
I finished modeling the cast of a daft punk helmet, but how do I go about filling in the visor? Any tips?

The bottom image is what I want the result to be.


texts: Animation Nodes sockets stopped connecting

texts:
I was playing with creating objects on a spline (following the Dominoes.blend example file) Something I did crashed blender. I reopened the file and I can no longer connect the purple spline socket to a purple spline socket. ???
I tried closing blender and starting from a new file. I opened the dominoes file and added new nodes (spline from object, get spline length) and was unable to connect the purple sockets.

What does it mean when a socket is faded (transparent)?

Thanks


texts: To limit the memory usage of my scene(which is more complex then given below) I wanted to  use camera cull, but the option seems to be greyed out. How can I use this feature?


texts: How do I make a copy of an object without coying any of its dope sheet data? So the new object should have an empty dope sheet.


texts:
Probably a silly oversight on my part but I'm having trouble with using inset.

I'm constructing the mug from this video [Blender Beginner Tutorial - Part 5: Modelling] The image shows where I'm up to (screen shot is of my model).

I'm trying to do an inset circle on the top face before extruding down inside the cup. However, when I press i for Inset Blender changes to inset mode and I get the dotted line from the centre of the selected face out to the cursor, along with the Confirm: Enter/LClick... in the bottom bar, but the inset doesn't actually work.

No scalable inner circle/face appears. It feels like I have something switched on that shouldn't be but I have no idea what it is.

Any help would be much appreciated. The Blender file is here: Donuts & Coffee Cup


texts:
when I copy a pose (ctrl + c) and then flip it with this shortcut(shift+ctrl+c) the I see some weird result don't know why.

then this happens after I've pasted it

You can check the blend file if you want. I've uploaded it in my google drive.


texts: Mirror modifier creates new vertices in weird ways

texts:
I'm a Blender newbie and I'm trying to use it to make a simple model for a 3D project. I'm trying to edit a cube with a mirror modifier to make a symmetrical shape, but when I drag some vertices to a side in edit mode it creates new vertices on the other side instead of moving the symmetrical equivalent:

What am I doing wrong?


texts:
I saw this in a tutorial but i can't find it anymore.
I want to save my render information like the amount samples and time IN the rendered image. but how?


texts: Internal recording from camera 3D in Blender, is it possible?

texts:
by chance in blender is it possible to make an internal recording from a 3D camera located in position ''x'', for the performance of the activity in progress? He is then able to exploit the shot for possible compositional timelaps, from a certain angle without interruptions or turns of view, from an internal vision of the program. (obviously on / off ).
Thanks.

What I meant is if there is a method (not rendering) to record via a camera (and therefore from a certain location of your choice in the program's 3D space, [like a small GoPro in reality recording what happens from above] ) inside the 3d viewport. An alternative method instead of doing the normal screen recording, do it from within the program, recording at low resolution and only in Solid mode for example. Imagine a timelaps posted online recorded from within 3dviewport while creating something from scratch.


texts:
I want to make character animation in blender.

and, I also want to rendering character object with Ctrl+0, Ctrl+1... case by case

but, I have a problem with UV border.

you can see my problem in the image.

I think the problem came from Subdivision uv border treatment.

Blender's subdivision uv is like 'Pin Corners' in Maya. but I need like 'Pin Borders' in Maya

Is there any function in Blender or any addon?

Thanks!!


texts: Holes appear in object mode but not in edit mode

texts: As I was working on making a rendering better I change some settings on blender and ended up with holes in my object that do no appear in edit mode. Increasing subdivisions helps but does not clear it, any ideas?


texts: bpy.context.scene.objects.active = obj returns None when object exists

texts: As the title says, I am trying to set a specific object as the active object. Everything I have read says that bpy.context.scene.objects.active = obj, will do this. After setting the active object, if I call print(bpy.context.scene.objects.active) all that comes out is None. If I call print(obj) I get <bpy_struct, Object("Container")>. Also, if I call print on the active object before trying to set it, it happily spits out the current active object.


texts: Rabbit creature's facial features are not moving with the face

texts:
So I recently modeled a rabbit character and joined all the different pieces (like the eyes, arms, legs, etc.) and then rigged it, following this tutorial.
When I finished rigging, I went into pose mode and rotated the top bone. But the eyes, blush, and left ear didn't move with it. Only the face and the right ear rotated, as shown in the second picture below.
I have searched this up and read this question, but nothing helped. Here are some screenshots of my project:
Picture 1: Rigged character in the t-pose

Picture 2: Rotating the bone

Picture 3: Rotating the spine (Front View)

Picture 4: Rotating the spine (Side View)

Note: Picture three and four are rotated differently so you can see the eyes blush, and nose aren't moving with it.
I was wondering if I had to do some weight painting?


texts:
I just installed Blender for the first time, never used this software before and when I tried using it, it had a big delay between when I click something and the response, everything is lagging, moving the cube in the scenery takes 5 seconds before showing on screen. I get this error :

 Failed to set 44100hz, got 48000hz instead

I don't think this is the cause of my problem, but I hope it helps.

Thanks for helping.


texts:
Sometimes In order to get the effect I want I'll subdivide more than I need, then use Limited Dissolve to remove unused areas.

I just noticed that it sometimes (or maybe always?) leaves the separate edges/verts that were there from the original subdivision.

Is there a way to prevent this or clean up verts that do nothing?

Thanks!


texts: When rendering a video, it is always desaturated and grainy

texts:
I have used AVI Jpeg, AVI raw, FFmpeg Video, with Matroska, Mpeg4, with H.264 and Webm, at the highest bitrates samples, ect from a 4k png strip, and they never increase in quality. The uploaded images are stills from the png strip (left) and from the highest possible quality video I could render (right).
[


texts:
When loading any file, the sun_position add-on/plug-in, although enabled in User Preferences, is disabled in its panel. When trying to dynamically render a scene, using a python file:

blender -b blenderfile.blend -P pythonfile.py -o //outputfile_ -E CYCLES -F PNG -x 1 -f 1

the sun_position plugin is not enabled.

I've tried to invoke the function bpy.ops.world.sunpos_controller() from pythonfile.py, but to no avail. I've also tried to change the sun_position configuration files to be enabled by default, but I couldn't manage to get that to work either.

Does anyone have an idea on how to render a scene from a terminal with sun_position enabled?


texts:
I am planning to log operator usage in blender. For that I found this operator - bpy.ops.ui.reports_to_textblock() collects all the info data into a text block.

I need to clear the info screen every time after collecting the data.
Pressing A & then X , helps clear the screen , but how can I do it with python script ?

Also I want to do it once every 5 mins. Is there a way to setup time recurring tasks in blender?


texts: Blender 2.8 - Can't get weight painting to work as expected

texts:
I'm trying to follow a weight rigging tutorial on YouTube, everything works fine until I get to weight painting. I'm trying to "draw" over parts of the model but I don't understand the results. Maybe I'm not in the right mode or something.

To add to that - the display looks funny. In the tutorial, when you switch to weight painting there's a gradient between hot red to cold blue to indicate the armature weight over the model.

Here's how it looks on my machine:

And here's hot it looks in the tutorial:

What am I doing wrong?
Thanks.


texts:
Hi. I'm doing some particles following guided line work.
And I was wondering the function of "Z Direction" in force field which is applied to curve(=guided line).

What is the exact function of z direction? I assume that might be the direction of the force.
But when I change the direction from +z, -z, I don't know exact difference there.

Any answer would be great. I'm so curious about that but no one could answer me...
it bothers me.. a lot....

Thanks.


texts:
I want to merge two mesh that has the public points in both objects. The relationship between two objects like a circle and a circular ring that can perfectly contain the ring.

I have tried the Boolean operation, but it fails to do it.

How to combine two objects and do not produce any break face?
Could someone give advice about how to do it?

Thanks in advance.

Some supplements,

I loaded the two .obj files in Blender, and they would be combined to a light bulb. The first mesh is a glass container and the second mesh is a metal thread.
They share the same edge on the top rim of the metal part(blue arrow). Both of them are not enclosed.

I had attempted to combine them using union operation(boolean operation). But, they couldn't join together, and I also tried to use join command, they could join together, but there was a round hole in the connection area(Blue arrow).


texts: Can I use images rendered with blender for commercial use?

texts: If I make a scene and then render it with BR or Cycles, am I allowed to use that image in a commercial project? Do I need to include any copyright notice or license?


texts: How to output numpy array from the animation script node

texts:
is there a way to output a numpy array from script node in ?
Or do i have to make my own output class types in the socket folder of this addon ?


texts: Cycles renderer crashes at random moments

texts:
I have a problem with cycles engine. While rendering any scene (no matter how complicated it is) my Blender just crashes at random moments with black screen for a few seconds. I've searched so many forums and threads and now I feel like I am the only one who have this trouble. I've tried basically everything, from reinstalling blender to updating all drivers on my PC, but nothing works. So, I need to know how to solve this and what could be the problem.

Thank you in advance!


texts: blender --python-console result in a blank Blender window

texts:
I wished to use gnome-terminal running a python shell to do things in blender. Is this normal?

Ubuntu 14.04, Blender 2.69, installed from Ubuntu software center.


texts: Use Blender Python Libraries Outside Blender

texts:
I'm writing a file import/export plug-in for Blender and would like to work a lot of the file-handling pieces in ipython outside of Blender. Is it possible to
import mathutils

without running inside of Blender?


texts: How to change the python version in blender

texts: I'm using Blender 2.71 and it comes with Python 3.4.0 even though the most recent version is 3.4.1. Is there any way to change this?


texts:
Is there a way to manually enter the parameters for inset distance and depth?  I have normalized my scale but the inset is still uneven.

For example, any way to specify a distance from a plane border.

Also, how do I get to the Operators options for inset. If I go into Inset no operator options appear.


texts: I can not make the normal map bake in cycles

texts:
I can not make the normal map bake in the blender cycles 2.79 I already did the UV mapping right, I tried everything, the result is all rough as in the image below

How can I fix this?

here is the .blender file


texts: Rigid body falling through conveyer belt

texts:
I made a conveyer belt and then I tried putting a cube on top of it. The belt carries the cube like you would expect, but about half way through, the cube falls through the belt.

Video


texts: Why does the mirror modifier create a new object instead of mirroring the object?

texts:
When I mirror my object it seems to create a new object instead of just mirroring.
I've changed cursor to selected object but it's still not helping.
Please someone help me.


texts: How to properly compose anamophic wide angle shot (3600×3000)?

texts: I have to compose wide angle shot (3600×3000 from red camera) and it looks squeezed. In render settings I made camera same size and just set aspect x to 2 and it's ok. But in composition I can't find similar node or solution. Can you answer, thanks.


texts: Why does moving one side of my rigged character move the other side as well?

texts:
Hi I'm new to Blender and I was trying to animate a character. I set the mesh parent to the armature with automatic weights, and when I tried to move the left arm the right arm moves in the same way (same situation with every symmetric body parts). The armature on the other side doesn't move, just the character. Could someone please help me with making each body part move independently?

Thank you very much.


texts: Separating objects causing material disconnection issue

texts:
I am very new to Blender but recently picked it up and forced myself to learn the program. Currently, I have taken a logo of a friends company, sketched it out via bezeir curve and made it 3D. Now I am making an animation where the different parts come together to complete the logo. I have the logo looking somewhat metallic and satisfied thus far with the results. Now, the issue lies with when I have taken a part of the logo, separated it from the main mesh/object (which constitutes the logo). Reason being, I noticed for a keyframe to register a moving part from my logo the individual parts had to be separated. However, when the parts come together each separated part’s material does not look unified with the overall logo/object. As each small part has a weird swirl.

Hopefully that made some sense as I am new to all of this… If this is a common problem I would love to know how to get around it.

Thank you!


texts:
I am writing an addon popup that shows all the current shortcuts. This is context sensitive and I have it mostly done. However, I am not able to get much information from the other python addons.

Below is some of CoDEManX's code that collects a lot of the info I need.
However, it does not seem to collect anything for Python addons.

Is there a way to collect the same info that the tooltips do from within python?

mod, opname = idname.split(".")
idname_c = "{!s}_OT_{!s}".format(mod.upper(), opname)
idtype = getattr(bpy.types, idname_c)
description = idtype.bl_rna.description


texts: Animating judo throws and working with two animations at the same time?

texts:
I'm trying to make a shared animation between two characters, and I am not sure about how to do it correctly. When I mean shared I mean that both characters interact in the animation, not that the animation is used by various characters.

I wanna make a Judo throw, in which case I figured after reading some tutorials that the best approach would be to make two animations, Throw01Caster (the player throwing people off) and Throw01Target (and the target being thrown off).
This is the gif of the throw I wanna make (not with the follow up to the ground, just the throw)

I tried to put an animation with two sets of skeletons to animate, but when I try to animate one the other just stays in rest pose all the time.
Considering the nature of the movement I'm gonna need to work with two bodies being visible all the time in order to avoid constant clipping.

What would be the most efficient way to do this? or is there any way to make both animations at the same time and then separate them? I'm open to suggestions.


texts: Operator docstrings displayed on buttons, not in search mode

texts:
When hovering over an operator button in blender, a nice box pops up that shows at least the docstring of the operator. However, if I find the same operator with the search function (pressing space in 3dview) and hover over it, no popup is shown.

Why is that? Is there a setting to enable this?


texts: How to prevent the file browser from showing folders before files?

texts:
I've set my file browser to sort by Modified Date, but it always shows all of my folders (sorted by date)  before any files (sorted by date). So when I want to choose a file, which is the whole purpose of the dialog, I always have to scroll past all the folders.
Is there any way to get the file browser to intermingle files and folders, sorted by date?
Bonus question: is there any way to permanently move the Volumes and System lists to the bottom of the file browser's left panel?


texts: How would you create this glass material in Cycles?

texts:
I am working on a project where I need this glass material that has frosted glass on the outside. I have tried numerous node setups but they all seem to look off. I have tried glass bsdf with just about all roughnesses, glass bsdf mixed with translucency, glass shaders downloaded from the internet (like chocofurs node groups), but I can not seem to get the materials right.

Here is an imgur link to two versions that I have tried and rendered.
https://imgur.com/a/kyuQ4Aj

Here is an imgur link to the actual object I'm trying to recreate. https://imgur.com/a/WpVmPJT

Any help would be greatly appreciated.


texts: User preferences shutting down blender; program not opening anymore at all, which causes this?

texts:
How can I access 'User Preferences' when clicking on it closes Blender immediately?
I read this one while searching for a solution. Now that I try to even open Blender there comes a white flash and the program does not open. Is there any reason why this is happening? It only showed up after I tried open user preferences because my walk navigation was not working correctly with the collision when I enable gravity in the materials viewport of "large 3D View" UI selection. The collision itself worked with the normal interface I use for working with Blender usually. This feels like a big fish hidden somewhere. Should I report a bug or is it already known, is it an error I can fix myself? I hope someone is able to help me. I feel a little lost in here...
I was already considering as an error caused by my graphics card. I am going to get a better one soon, if this keeps occuring, I will inform here. Blender snapshot: 1.79
OS: Win10 64bit, CPU: Intel i5 generation, GPU: NVIDIA GT 610


texts: Is it possible to block the Ambient Occlusion impact for several objects in scene?

texts: It`s Cycles, Ambient Occlusion is turned on in the scene, some objects benefit from it but others look way better without it. I thought about turning off Ambient Occlusion for the scene and add it individually but having too many materials for every objects I would like to know a better way. Thanks.


texts: What is the difference between action editor and dope sheet?

texts:
They look really similar and the timeline is too.  When I insert keyframes, they appear in both editors and the timeline.
I know one probably overlooks the other, plus there is an action editor for shape keys too.  Are there any specific documentation of what each should be used for?


texts: How to make a force field concentrate only on a specified area?

texts:
For example if I use 3 different object emitting particles, I only want 1 of them to get affected by the force field.

I tried adjusting the area to be concentrated, but the force field affects everything which is in the same layer.

These are the settings that I’ve done to adjust where the force field should take effect.


texts: I'm newbie and tried to do a tree in blender, basing on YT tutorials. Unfortunately, it's looks like most of leaves disappear, when i render it, while the rest, are completely dark. In object-mode view, all leaves are normally visible. What is the cause?


texts:
Cannot apply the roof to opposite side with mirror modifier
Its rotated somehow , Is there a way to reset it?


texts:
I managed to import a SweetHome3D room into Blender and now try to get the walls look as if they were painted using "sponge technique" i.e. covered with "ingrain wallpaper", painted with a basic color and then again using a sponge and a second color.

Any idea where I could find an existing material or how to create one myself?
Images on the Net are usually not seamless and neither are ones that I could create with GIMP. Could Blender generate this effect procedurally?

Example:

Edit:
Screenshot of not working node setup

Edit:


texts:
I want to create a Smoke Ring as the outer ring for a portal.

Example 1:

https://en.wikipedia.org/wiki/Vortex_ring#/media/File:Vortex_ring.gif

Example 2:

It doesnt HAVE to be a vortex ring.

A revolving smoke ring would be enough for a start

Example 3:

I tried to to a torus smoke ring, affected by vortex force fields, in different ways. But that got me nowhere.

Does it even make sense to do it with actual smoke ?

Or is there a better way to do it with particles ?


texts: How to make wheat stalk stiffer in Cloth Physics?

texts:
I am making a wheat field that uses cloth physics to help each stalk move realistically with the wind. However before I convert the particle system, I need to look for the best numbers to plug into the properties of the cloth physics to ensure that the grass stays upright and springy. I have tried setting the tension and compression to 10,000, but it still bends sharply around the upper segments of the wheat stalk.
The hairs for the wheat also still seem to flail around like the strands of a mop. Is it possible to add specific nodes to the tension/compression properties to make these two areas stronger? If anyone has any suggestions, please let me know.
The images below are of the numbers I plugged into the Cloth Physics.


texts: How can panels be rearranged / order be changed?

texts: To avoid the need of scrolling I'd like to move MHX Layers between Transform and Grease Pencil. Once I saw a video tutorial where this was done but I can't remember which one it was.


texts: How to create a bottom for this rock to make it a whole mesh?

texts: I've tried boolean with union, but that copies the whole object and when I go to retexture the copy, it turns out wrong. I need to create a bottom so I can shape it and then copy the rock texture to the bottom so the rock appears whole.


texts: Why Blender 2.9 crashes after adding a Basic meta rig?

texts:
I am using Blender 2.9.0 to create a character. I was successful in creating the character and shading done with substance painter. But when I add a basic human meta rig for doing some animation , Blender 2.9 keeps crashing.
I am able to create a pose, but could not render a jpg image from the pose. Should I use Pose mode to render a jpeg image?

I uninstalled the Radeon software


texts: How to cut at vertex position of another object?

texts:
I want to cut the top face of the cube exactly along the bottom edge of the plane. What would be the best way to do that? When I use the knife tool on the cube, it doesn't snap to the vertices of the plane, so it never ends up being precise.
In this example I have both meshes in one object, but it would be even more useful to just cut one object based on another objects vertices/edges without having to combine them.
Is there something like 'cut edge at cursor'? That way I could set the cursor to the vertex first.
Thanks!


texts: Exporting a Blender image sequence animation to unity

texts:
I am a beginner with both blender and unity. I have created animation in blender using an image sequence and a displacement modifier (attached image).

i want to export this animation to unity. currently i am exporting as fbx with only armature and mesh selected when exporting.

When importing this file (fbx) in unity, i can see the result however it is not animating. i want it to be in an animation loop when imported in unity...

Any help in this direction is much appreciated..


texts: Run 2 "instances" of blender at the same time?

texts:
I was wondering if it's possible to run two "instances" of blender at the same time. As in installing blender twice and running both, using them for different projects. I ask this because I have blender rendering a project right now and it's taking quite a while. I'm being a little cautious here because I don't want any corrupt system files or anything. Thanks in Advance!

My Rig Specs are:

Windows 8.1 Pro

i7 6700k OC to 4.7GHz

Dedicated harddrive for programs

nVidia GTX 1060

AMD R7 370


texts: If I try to make an armature for my model and I extrude the bones and then deselect the extruded bone, I can’t select it again,what should I do?

texts: I have been making a character and I want to give it an armature (I did do it once) but if I extrude the first bone, and then deselect the second bone, I can’t select the second bone again. The only bone I can select after deselecting is the first bone. Does anyone know what to do?


texts:
I'm new about blender. And I was to run a script  and have a problem when run.
the code are like this:

import os
import numpy as np
import bpy
from imp import reload
import morph_template as morph
from tools import blender_tools as blender
reload(blender)....

when I run it blender  it comes the ERROR:Import error : no module named "tools"
 (I used blender2.79, python3.6, Python IDE: Anaoconda it Installed nearly  all the common Python libs)
Would it be probably and module of blender of different version? If it is what version of blender of python should it be.If not which it might be?
thanks a lot.


texts: How to make modifiers not auto-apply or update live while changing parameters?

texts:
I have a very big piece of mesh that I want to apply modifiers to. Let's use the example of Laplacian Smoothing.

Here's what I'd like to happen:

Import my STL mesh and select it
Load the "Laplacian Smoothing modifier."
Change some parameters, e.g. change "Factor" to 0.5, "Repeat" to 10, and uncheck "Preserve volume."
Hit "apply," wait an hour for it to compute, and see the result

However, here's what actually happens: when I load the modifier, it immediately automatically applies the modifier to the object based on the default parameters. This takes a long time because my mesh is huge, and meanwhile I never even wanted to see what my object looked like with the default smoothing, I wanted to change the parameters first. Then I change the "Factor" parameter, and as soon as I click in the next box to change another parameter, it automatically updates/calculates again - no, please stop, I still need to change another parameter! So I have to wait another hour before changing the next parameter. Basically this results in numerous lengthy, undesired computations, and it seems unnecessary to me.

So is there a way to suppress the calculation of a modifier until I say so? I.e. make it NOT apply in a "live update" sort of way, but instead, let me change the parameters first, without updating the mesh, and then only compute when I hit "Apply"?

I've seen some questions around here regarding using python scripts to apply modifiers. It seems like a python script may be one way of doing what I want. If it's the only way then I'll have to learn me some python scripting.

But to be clear - and this is why I think this is not a repeat question - I'm wondering if there's another way using the GUI to achieve this. Some kind of checkbox or option in Blender that says something like "don't auto-update when using modifiers, only compute when user hits Apply." I looked around and didn't see anything like that in Blender.


texts: I’m trying to figure out how to destroy any object into cube shards. As in small cubes. Similar to the derez effect seen in tron legacy when the identity disc is thrown through the player. Ive looked for tutorials but none of them show how to do it. They all show how to destroy just a cube into smaller cubes or how to destroy an object into random shards. Say you were destroying a sphere in the way im describing. The outer cubes would have one curved surface matching the curve of the sphere and the inner faces would just be flat, cube like.


texts:
I have a network of roads here that I want to give texture, but I have no idea how to do this seamlessly. I gave it a noisy gray texture for the asphalt but I don't know how to put the yellow lines/ white lines on certain areas.

Here is the road network:

It's a lot bigger than what you see, the width of each road is 3.7m.
Also, UV mapping is one of my weaknesses so if it is needed for this I might need a bit more explanation to understand it. Thank you.


texts: How can I assign an image texture on a Circle?

texts:
I was recently working on a project of modelling the "Solar System",every thing was alright,but when it was time for Saturn I couldn't assign the ring texture on the model (Circle - rings of Saturn).

I Couldn't Uv-unwrap the Rings correctly.So What is the best way for assigning the texture on the circle (Rings) ?

Here is my Rings texture :

Thank you in advance ! Please In The Answer Explain With Photos.

Wanted ring shape :


texts: How to make walls with the same thickness?

texts:
I m noob in modeling and I have one problem with thickness walls of my shopping bag.

I wanna make walls the same thickness, actually I can't do this using E (External) or Solidify modifier. It doesn't work.

Every distance is different size, can you help me fix it ?


texts: I have been useing Archipack with 2.8 for a while. I mooved to 2.83 and it stopped working

texts: After so long with 2.8 i decided to switch to 2.83 I treid to install Archipack and it game me this error.


texts: Is it possible to export both an animated object and camera from Maya to Blender together? .mmd can export the object and collada can do the camera. Is there anything that can export both?


texts: Can an object ever "own" an AN node tree or are the trees always independent?

texts:
I'm a Blender noob.  Came from C4D where I made a lot of custom tools ("CSTools") using the Xpresso system.  In C4D, the Xpresso was "owned" by the object because the Xpresso tag lived on that object.

So if I import that object into another C4D file or duplicate it, the wiring for the object animation and followed it wherever it went.

I'm trying to wrap my head around what "owns" AN node trees.  It appears it lives in it's own free space and one has to directly ref the specific objects that it acts on (opposite of how C4D works where the object refs the node tree)  So if you copy the objects, then they don't have the animation anymore.

And I tried appending objects and collections into a new file and the AN nodes did not follow along.

The dream for AN to me is that they can live "on" the object and be part of it almost like code has an instance as a component on each object in UNITY.

It seems weird to make tools when AN appears to be completely independent and you have to manage them separately. It seems cumbersome to have all-in-one tools that are fully encapsulated.

In C4D I could have nicely packaged master object with custom controls on the front page of the inspector and all the 3D parts and node stuff lived happily tucked away "inside" it (folded in parenting).  Looking for this with blender and AN.

Hope this makes sense.  And forgive my extreme newness to the blender universe and AN.  Any guidance would be helpful.

EDIT:

Could an AN node ever live as a modifier?  Would be cool to be able to instance in the mod stack and set your targets there where if the target is "self" you can duplicate it and it re-refs whatever object is "local".


texts: How do I select all objects without materials applied?

texts:
I have a complex scene with CAD exported files and other meshes.
There is a big amount of objects (> 200) and many of them are missing a material.

How do I select all the objects with no material so that I can apply one to them without affecting the other objects?

Shift+L + Material does not work because these objects do no share the same material.


texts: Blender 2.90 - how to simply add an existing texture to the material

texts:
How do I simply add one of my existing texture to the material?
How do I delete the existing texture?
This used to be so simple, I can only add new textures or add a texture to the brush.
I cannot find any explanation nor tutorial for such a simple use case


texts: Blender installation package not opening

texts:
I have tried to install blender 2.76 multiple times, even on different accounts, i have no trouble downloading the installer package but when I go to open it the same message comes up every time.

I tried searching up the problem, but the closest I could get was to create a new account and try it again, that didn't work either. I also tried downloading it from other servers, as I live in Australia and there isn't an Australian server, but the same message appeared every time and I have no idea what to do.

The questions I would like to ask are, can I fix this problem and install blender?, if so what do I do?


texts:
I would like to export some shape key animations to Blend4Web. How should I do it?
I tried several times. But those were not work. Of course I checked "Export Shape Keys" before exporting. Please teach me how to get a success.
Thanks! ;-)


texts: How can I create this type of lighting effect in Blender Cycles?

texts:
I recently came across this image:

(source: makeuseof.com)

How can I recreate this style in Cycles? I can manage with the modeling part but I have no idea with such lighting. I have tried a glossy shader, a powerful point light and a white background, but it is no where near the realism of the above photo. Currently, I have managed this:


texts: Camera intrinsic parameters in blender python

texts: How to get the camera intrinsic parameters matrix? By intrinsic parameters, I mean the focal length and principal point. Thank you!


texts: Is it possible to relink all the objects in a project?

texts: I am working on a scene with some objects linked from other projects, but suddenly everything appeared unlinked, and I can't see my objects anymore. Is there a way to relink everything?


texts:
I'm still quite new to blender so this might be an easy fix but I'm really not sure. My problem is that I would like to see how the base colors I apply to my objects look like, so I switched to render mode.
As you can see in the video, some weird stuff is going on while rendering the image, I can't even really describe what's happening there ':)
I read about wrong camera settings and wrong camera focus already, but I don't even use "Depth of field". At the end of the video I show my camera settings as well. The light source is the standard point light on 1000W.
Even if my camera or light settings are set wrong, this shouldn't explain the mess with the partly visible objects, right?
Would be cool if somebody could help :)
thanks in advance!
youtube link to video
PS: I'm sorry that it's a youtube video, but I think it's important to see the whole video and not only images or parts :)


texts:
hello is it possible to remove these poles on the wireframe and somehow structure the wireframe differently? ive tried deleting faces but it still draws the looks to the pole of the modelled sphere.
my aim is to have the object in a wireframe but have it look even and smooth without drawing the viewers eye to one part of the object.
does anyone know something?


texts: Error when deleting an object (custom properties)

texts:
I am developing a small script that should store some object custom properties assigned through a panel. Then the script prints these properties when a button (operator) is pressed. Generally, everything works fine. I just have two small issues:
1)When I delete an object, I get an error in the console saying: AttributeError: 'NoneType' object has no attribute 'temp_prop'. It's not a big deal, as everything still works fine, I can correctly assign properties to objects and print them. However, it's just a bit annoying, and it would be great to know why this error pops up every time I delete an object.
2)The other thing is related to the line del bpy.types.Object.temp_prop (commented line at the end of the code). I have seen similar codes using this line, what does it do? My code works fine also without it.
import bpy
from bpy.props import FloatProperty

class MyPropertySettings(bpy.types.PropertyGroup):
    my_property1: bpy.props.FloatProperty(name="prop1")
    my_property2: bpy.props.FloatProperty(name="prop2")

class MyPanel(bpy.types.Panel):
    bl_label = "Details"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "objectmode"

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

        layout.prop(context.object.temp_prop, "my_property1")
        row = layout.row()
        layout.prop(context.object.temp_prop, "my_property2")
        row = layout.row()
        layout.operator("addonname.myop_operator")

class MyOperator(bpy.types.Operator):
    bl_label = "operator print"
    bl_idname = "addonname.myop_operator"

    def execute(self, context):
        print(bpy.data.objects['Cube'].temp_prop.my_property1)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(MyPropertySettings)
    bpy.utils.register_class(MyPanel)
    bpy.utils.register_class(MyOperator)
    bpy.types.Object.temp_prop = bpy.props.PointerProperty(type=MyPropertySettings)

def unregister():
    bpy.utils.unregister_class(MyPropertySettings)
    bpy.utils.unregister_class(MyPanel)
    bpy.utils.register_class(MyOperator)
    #del bpy.types.Object.temp_prop

if __name__ == "__main__":
    register()


texts: Animate camera alternating constrained paths

texts:
all, I am new to blender, so sorry if my question seems dumb.
I just animated a camera to follow a bezier path. Now, I need to keep animating the camera, but I would like to either free the camera from the path or to follow a different path.
So, this is my question: is it possible to animate camera alternating among different bezier paths?
Thank you!


texts: Where i can find latest compiled Animation nodes for windows 7 32 bit?

texts:
I tried my best to compile Animation nodes for my OS (windows 7 32-bit) but as i am not from programming backgroud and neither i am a techie guy, I found it quiet hard to compile.
Is there is anyone who has compiled AN for the same OS i have? If yes, then please upload that to github or other link for me.
I am stuck with version 1.6 of animation nodes.


texts:
Can Blender be used to simulate the transmission of sound waves through a medium (most likely air)? What kind of additional scripting, if any, would be needed to actually render the collisions as sound?
(Has anyone ever constructed a functional acoustic musical instrument using Blender?)


texts: Is it possible to pass parameters to blender via run command?

texts:
for my project, I am working on a GUI to load an object and get a rendered image from them with the parameters given within GUI.
I am using python and Tkinter for development of my GUI. Currently, my solution is to edit the python script file and then load it in blender via subprocess command.
Is there any way to pass the parameters the user wants via run command of blender?
Thanks in advance.


texts: Use alpha of one texture node to mask another texture node

texts:
I have two texture nodes for my object. I'm using the "normal" node to create a bump map by connecting the "color" output of texture1 to the "normal" input of the "normal" node and taking the output to the "displacement" in "material output".

Now I need to apply the displacement only to those areas that are transparent in texture2. How can I use the alpha channel of texture2 to mask out texture1 before it goes to the input of the normal node?


texts: I created poses for opened and closed book. But when I'm going to create a keyframe with (I - whole character) this error occurs:


texts: I'm on Windows 10, Intel i7, GeForce 1070. A while back I had Blender on this PC, working fine. But my RAM was corrupted, and after a couple months the problem was fixed. I recently decided to get back into Game Dev, and decided to get Blender again to do a little modeling. But all that happens is the program flashes grey, and it shuts down. I've updated all my drivers, Windows 10 is fully updated, run_debug_gpu is doing nothing anymore. I've uninstalled and reinstalled countless times, including older versions. It just will not open, no matter what. Are there any alternative solutions?


texts: Align Active Camera to View - Not working in 2.9

texts:
Align Active Camera to View
I used to do use this command all the time in 2.79. Now in 2.8 it's not working anymore - greyed out in the menu.

Why might this be?
For anyone who doesn't know - this operation is useful because you can use the Viewport to approximate what you want framed in the shot, then place the active Camera there (as a starting point before fine-tuning its position). I mean, was useful when it still worked.
Additional info - camera settings:


texts: Yet another smoothing question - still too many facets

texts:
This may be a subject that is over-hashed, but I can't seem to get this nailed on a particular model I'm doing which as a some rather complex curves in it.  A rather silly thing (that I can't get it right), but, there it is. Maybe I've over-thunk it.
Caveat:  still quite the Blender noob.
I simply can't get rid of the faceting that occurs with this particular piece.
I've done:

tris-to-quads.
subsurf, using simple (catmul-clark destroys the piece), which doesn't go quite far enough.
edge split modifiers.

I built the triskele's using bezier curves which I then changed to a mesh in order to build the solid.  I'm not too familiar with the bezier functions and whether then can be used (in this case) to make the proper solid (I've saved them so can revert to them).
The ring & triangle are also bezier parts (the triangle made via the cutouts), and also converted to a mesh.
I'm open to suggestions.  Two images attached to show the faceting problem.
Thanks!!!
Sincerely,
//s// Jon C. Munson II

wireframe:


texts: Solidify Modifier and Rim Surface Normals

texts:
I’ve built a character surface and I’m using the Solidify Modifier to give that surface thickness and turn the surface into a shell for 3D printing.

The shell must be divided into sections to be rejoined after the 3D printing, much as you would build a hobbyist’s plastic model to be rebuilt by the hobbyist.

The modifier can create the interior normals in addition to the exterior ones, but what to do about the generated rim surface, which after the modifier, evidently has no normals or selectable surface at all? My fear is those will create problems for the 3D printer. Does anyone here have experience creating assemblable plastic models with Blender?

After further experiment, I can create the shell with faces along the exterior, interior and rim, if I apply the solidify modifier with these options active: Even Thickness, High Quality Normals, Fill Rim, Adjust Edge Cage to Modifier Result, Display Modifier in Edit Result and Display Modifier in Viewport (lower right image)

The result is that all surfaces appear to have an individual normal face. But note the absence of rim face edges in the top two images. Selecting any given face (if adjacent to the rim) selects three faces (the exterior, rim and interior). If not adjacent, only the exterior and interior faces are selected. I think that qualifies as a closed-manifold mesh, as I understand those. But it’s not exactly how a normal solid would be like that built entirely by extrusions (lower left image).

Any way to achieve that with the solidify modifier or steps afterwards?


texts: hotkey "I" for insert keyframes does not work in pose mode

texts:
Hotkey "I" for inserting keyframes does not show up in pose mode although, I has not activate "keying set".  "I" works in object mode though.  Using Blender 2.8.
How can I fix this?
thx


texts:
There's a bunch of import/export formats common to both Blender and Maya, but which of them support animation? FBX is supposed to, but for now our addon doesn't support that yet.

Specifically, I need to get animated cameras from a Maya scene into Blender.

One way would be to export a file for each frame (which would need markers and attaching cameras to them to make each frame's camera the active one for that frame) but that wouldn't work with motion blur.


texts:
I have a model with bumps and it also has a color if I want to export the bumps and also the color there is a way to massage it in one texture or two textures and then just connect them in the same software I use for example I use unity and there connect the two textures if possible explanation How to do it
I followed this video
enter link description here
My question is if I say I built a model and the model has color and bumps and I transfer the model to another software with its texture in each software I have to re-connect all the textures to one image or it is possible to pre-connect everything to one image


texts: So i have downloaded an object, when i open it on blender, it shows gray object (no texture). There is a file called "character texture.psd", how do i apply the .psd file on my object? I'm new on blender, glad you'll help.


texts: Blender Scale and Unit problem, how to fix?

texts:
Just a brief info about myself, I am using Alias AutoStudio professionally for almost 5 - 6 years at my work to model yachts and in rare occasions cars. I used Rhino as well, so I have some knowledge about nurbs modelling. I have always wanted to try polygonal modelling for it's sculpturing workflow but after brief tries with tutorials, I have always given up.
This time, I didn't. Last week I started modelling again in Blender, following millions of tutorials and designed a very detailed, beautiful watch with it's strap, exactly how I wanted and not how It was shown (design wise) on tutorials by mixing techniques that I have seen on many tutorials and forums. Once it was done, I moved to model a shoe of a friend's shoe brand and so far so good. I actually never liked the modelling part of my job but I should admit that I am having so much fun modelling with blender because I find it more attached to design experimenting in a faster way and that was the reason I wanted to learn it. To make some fast "mock-up" models before moving to Alias or Rhino to make a very precise version. Ok, here's my question:
I am having trouble with the units system of Blender. I mean, since the objects that I am modelling are relatively small in size, I changed the unit to cm instead of meter from the Scene Options and the unit scale is 1.000000. Then I set some planes with the sizes that I wanted as a reference as if it was a ruler to model a relatively "precise" modelling, at least proportion wise. Everything was ok on my watch modelling because there I had not changed the units, but on the shoe one, I encountered two problems:

Whatever I add to my scene with shift + A is huge, so everytime, anything, I have/had to scale down to make it useable on my shoe model. Is there a way to fix it?

When I was modelling the watch, I found a tool that I loved using, proportional editing. I have a problem with scale again on the shoe. When I select a vertex and activate proportional editing, when I am using 0.01 it is not effecting any other vertex, when I am using 0.15 it is effecting even the vertexes on the other side of the shoe, so I have very little control on the step size of the proportional transform. When I was modelling the watch, I had not changed the units and kept everything as it is and instead of modelling a 42 mm watch, I had modelled 42 m watch, just to learn the basics first and when I was using with it the proportional transformer, I could play between 2 to 25 proportional size value which gave me a greater control to fine-tune things.

I am encountering a problem in the Merge by Distance as well. when I raise the value just a little bit, it is starting to merge vertexes close by whereas again with the watch model, I had a much broader range of values to play with and choose more precisely.

Searched google, forums, youtube..etc about it and could not find anything, so I finally decided to post here. If you could help, I would appreciate it as I am really enjoying using Blender and it is unbeleivable how powerful this tool is at a free cost compared to some much more expensive options. Thank you Blender team for giving us this opportunity.
Kindest Regards,
Astonish


texts:
I am creating a stack of 3 block letters on top of each other as a logo in Inkscape.  When I save as .svg and open in Blender to make it 3d, 2 of the letters remain red with black outline.  The 3rd letter turns black.

I am not sure if it is just the letters I am using, but I tried to do separate Red letters, each Object to Path, then saved as .svg. Then open in Blender but they are black.

I tried clicking texture, does not change.  Letters are 3" tall and I scrolled down the text type to find various ones that fit my theme.

My project has background solid color, other small text, boarders and everything keeps it's color, but that one letter.

Also tried saving as Plain .svg, Inkscape .svg, png.  Doesn't fix the problem.  I manipulated the other 2 letters and not the red C, so I went in, manipulated the red C, object to path, saved as .svg, opened in Blender and just that letter is black.

BTW I did make sure to check the original fill, stroke, etc. and they are all the same in Inkscape.

Thanks in advance


texts: Blender Internal Noise Texture not showing in Normal channel

texts:
I'm using a Noise Texture (shader) with the Normal influence channel (in BI). And it doesn't show in render. Something does show when I check the Color influence, but not Normal influence. I think I tested every possible setting, with no success. See the attached images for my settings and the render result. The blue tip should show some bump. What am I doing wrong? Maybe it has to do with scale. The tip is just a few millimetres thick, but I also tested different scale values and nothing shows. The noise does show in the preview though.

I'm attaching another image showing the vertices.


texts: I'm trying to make a wire frame around a box have RGB colors emitting from it, well they don't have to emit, just 'glow' with the colors Red Green and Blue, RGB. it's for a small project, I wan't a RGB lighting strip kind of like they show on Strix boxes for graphics cards. I'm doing all this in the Cycles engine


texts:
I have an ocean at night and would like to put lights shining across the waves or on them etc, but all lights work fine except the "point" lights that I am trying to use.

Why would only point lights have I think zero effect on ocean surface and others are fine, but the point lights do shine on all other surfaces?

Is it an ocean modifier issue?


texts:
So I updated Blender from 2.80 to 2.83. Now I have both versions on my computer but I recognized that i cant accsess my files when I work with Blender 2.83. They are nowhere.
Can I import these files so i have them on my list when I click on Open?
Thank you.


texts:
This is a render (with Cycles) of a building entrance hall.
First, I need a cement walls painted white. How can I do it using only nodes?
For lighting I'm using two point lights on the roof and one emission node inside the elevator. How can I improve de lighting of the scene to achieve photorealism?


texts: Place of subdivision surface modifier in the workflow

texts:
Good evening everyone.
Following BlenderGuru´s donut tutorial, i´ve repeatedly found the same error. These spikes appear around the time i start sculpting.
My guess is that it has to do with the subdivision surface modifier (solidify is the only other one), either the values used or the place in the workflow- whether i used/applied it too soon or too late. Could anyone please clarify for me?
Thanks a lot!


texts: How do I switch form Object mode to Edit mode, Weight Paint, Vertex Paint or Sculpt Mode mode in version 2.8?

texts:
Pressing the ↹ Tab key does not toggle object and edit mode in 2.8

How can I access and exit edit mode?

How do I access Weight Paint, Vertex paint or Sculpt Mode mode in version 2.8?


texts:
I'm trying to extend an edge from the existing roof face axis.
How can I do this? I want it to go all the way down to the lower part of the building. It must connect there (I want a edge there too so the remaining right part of that lower building will be cut off).


texts: Is it possible to scale and rotate the 'image for clone tool'?

texts:
I have the same question as the user hooliganzo from blenderartists.org, I copy his question here.

"In the UV editor under paint menu with clone brush selected. I can select an image under the paint menu, move that image around over the UV and click on the UV map to paint that texture on the UV texture. The problem is that I can't figure out how to scale or rotate the clone source image.

Here is what I am talking about

I can move it by holding RMB and that is it. I've tried pressing S and R by itself and I've tried it while holding RMB. I don't know if it is even possible but it seems like something that would be implemented."


texts: beginner using v2.81 basic script format error please help (creating poses) compile error

texts:
Im ultra new to blender and am using v2.81 to create some poses for a game mod.

Can someone please correct this script below so that it will compile in v2.81 as it wont compile based on the format..and i have no clue after reading up for hours about the known script error in v2.8 i just cant get my head around the issue. i do not understand scripting or coding very well despite trying to fix this all night. Also i cannot understand the blender versions below 2.8  for creating poses seem so clunky compared to the newer version,no camera navigation without pain!!!no easy way of moving bones without a nightmare .. otherwise my script would compile in earlier versions but i just cant create the poses anywhere near as accurately or as fast as in v2.81

This is where the compile error is in the log:

SelectedObject = bpy.context.scene.objects.active
Armatura = SelectedObject.data

Appreciate any help Thanks


texts: Error zooming in to selected vertices using the "." key

texts:
I am an Adjunct Professor teaching Blender for the first time. I am following through the exercises in BlenderBasics_4thEdition2011.pdf and have gotten to the section on texturing. The book goes through the creation of a Lighthouse and now I am texturing it. I want to have a closeup view of the roof of the lighthouse after partitioning it as the lesson describes on page 54.

In order to get a close up view I selected the roof and want to center the screen on the vertices of it so I pressed the "." key on the numerical key pad. When I do that the view zooms so that the roof is off the screen.

I was given the following answer by Ray Marilot:

While in object mode (as you are) the . key zooms to the centre, or object origin, of the object. In your case the object origin of the object is positioned at the bottom of the lighthouse (the small orange dot resting on the red 'X' axis line in the 3D view).

Two options are to either press . while in edit mode with the vertices you want to zoom to selected or you can change the origin of the object with Ctrl+Alt+Shift+C> Origin to geometry.

I tried Ray's answer and was able to move the origin but pressing the "." key after that still did not work. The centering was still on the bottom of the lighthouse, as if the origin was still there.

I still don't know what is wrong here.  Can you help?


texts: Why this node composition doesn't blur the Material.018? What am I missing?


texts:
Using knife project I have created a custom mesh for a modular Unity asset so it works for my use case. I now have a n-gon that creates a really ugly topology in Unity:

I would like create quads from my ngon. It should be simple but I can not find a way to do that. The knife tool does not snap to vertices initially. Once you start the first cut it seems to snap to vertices but then I would have to start cutting again to start at any other existing vertex.
If I right-click a edge I get teh Knife topology tool which lets me snap on a vertex. I ended up with this topology, not too bad for a noob?


texts:
I'm having trouble baking textures: I want to bake my textures, since I'm making a simulation out of them, so I can't just render the entire scene.

I set up my UV Map and unwrapped the materials using the Smart UV Project option. I included the nodes in the pictures below just in case that might help.

So after the baking was finished, the actual texture seemed a whole lot darker than the render, as well as the shadows seemed misplaced.
The scene looks like the one on bottom left:

However, in the texture viewport, the scene oddly looks like this one at the bottom left:

In my bake settings, everything is checked except Selected to Active and Cage, with a margin of 16 px.

Is there something I'm doing wrong? I appreciate anyone's help in advance.

NOTE: This happened to all of the materials, I'm just showing the Dark Green material out of the 14 materials I have in this model.


texts: Action actuator: how to get the "frame property" go back to 1 when the animation ends

texts:
I have an action actuator that plays an animation (in "play" mode) and stores the "frame property" in a property called "frame".
When the animation ends, I believe the "frame property" should go back to 1 (I've seen this behavior in some tutorials), but this does not happen. Why is that so?


texts: How can I make some shaders more sensitive to light than others?

texts: I'm lighting my scene with an HDRI and a point light. I want some shaders to be more affected by the HDRI than others. As in, I want some shaders to be more sensitive to the HDRI and absorb more light than others, without them being emissive! How can I achieve this? Thanks in advance!


texts: Construct surface model from atomic force microscope data

texts:
I am trying to reproduce in blender the sample surface imaged by atomic force microscope (AFM). I found the link below but cannot get it to work yet. Here is what I did (in windows environment):

Convert the AFM images to ascii files in the same format as the example in the attachment in the link below.
Copied the 'io_import_mesh_afm_ascii' folder to addons folder.
Run the .py files by the text editor in blender.
Import -> ascii text option

Now I see the error 'init.py' line 61, "system error: parent module '' not loaded".
Any idea what the problem is? Also, is there alternative ways to do this?

Thanks in advance!
JT

http://blenderscripting.blogspot.com/2012/06/atomic-force-microscope-ascii-loader.html


texts: Possible bug? Parent object (empty) moves along child (camera) when using Walk Mode

texts:
I'm not sure if to report this as a bug for it might be me just not properly understanding a basic feature.

So I setup a camera and an empty, parent the camera to that empty (so I can freely move and rotate the camera without affecting the empty), and it works just fine.

BUT if I then enter into walk mode to adjust the camera, the parent object in this case the empty, moves along with the camera, behaving as if it was a child?

Any idea, am I missing something?


texts: Not being able to rotate or scale in blender 2.79

texts:
I'm working on a model right now but it seems I have accidentally pressed a bind, that locks the rotation and scale to be changed in the 3D-View. I can still change it through the Properties menu though.
I have searched on YouTube and found a video that has the solution in it, but only for blender 2.8.


texts: Why is the boolean modifier not working with my model?

texts:
I want to cut the hole with the boolean modifier but it's not working. Anyone have any ideas why?

Also, how can I trim a part from the model.

Here is my blend file:


texts: Making Image as Plane slightly transparent

texts:
Is there a code in python perhaps, to make an image imported as plane slightly transparent. I have seen tutorials how to make the background of a PNG image transparent, but that's not what I am after. It is easily done if you drag and drop the image as an empty, however I need the image to be a plane, because sections of it need to be cut out. The actual image, not the background, needs to be semi-transparent.
Any help would greatly be appreciated. Thank you in advance. Oh, and the photo itself is an image of someones face. I guess we need to make the image texture transparent?


texts: What am I doing wrong with Alpha Transparency, Mist, and Z-Combining?

texts:
Context
Hello, so, currently, I'm working on a project to practice photorealism and other stuff. And about a week ago, I've received this problem where the Posters and Graffiti (which are planes with alpha-masked textures) trigger the Ambient Occlusion node on the wall.
This is NOT a question about Ambient Occlusion, I'm just giving context.

Someone on the OpenVFX: The Blender Hub discord server, by the username of jocafa#6695 suggested me this method of using the Compositor by Z-Combining the Posters and Graffiti (That are rendered separately with Indirect checked) on top of the render.

Here's another example he gave me, if you want to check: https://cdn.discordapp.com/attachments/185590609631903755/809934310453936158/phantom_01.blend
Actual Question
Anyways, so, it took me about nearly a week to finally get somewhat-wanted results.
And this is what this question is about.

So, there, you can see that the Posters and Graffiti are partially stuck in-between the wall.
Fyi, I'm using the Mist Pass 'cause Z didn't like Alpha Transparency or something, I guess.
My compositor setup has been changing a lot 'cause I've been constantly trying to figure out a way to fix the problem, but it's usually like this:

So far, the only thing that've sort-of helped a bit was changing the values on the Map Range. Which is weird in my opinion, 'cause I assumed it's the same as what I placed on the camera, 0-100.
But even if changing the Map Range's values would help, another problem is that part of the background (HDRI) can be visible. Last time I tried putting the Film to Transparent, the posters and graffiti got right on top of everything, like nothing worked. Gave a bit of a stroke, really.

Question
So, what am I doing wrong with the Mist? I honestly can't seem to figure it out. I'm quite confused myself, so apologies if it's any obvious.
Tried finding workarounds, but none have been well so far. I always seem to get "Just Skip AO because Cycles ray-traces shadows already."
Speaking of which, if anyone is going to say that AO isn't needed because it's Cycles, well, I dunno, it looks weirder without it, in my opinion.


texts: Why are some edges not visible/ covered by mesh?

texts:
So i am watching a blenderguru tutorial (Blender Beginner Modelling Tutorial - Part 4: Final Touches), but some edges are not visible. I am at a point where i seems to affect the workflow and i´m making mistakes.
I followed the tutorial accuratly, but i can´t explain why this doesn´t appear in it/ isn´t an issue.


texts: Adding simple details to a model symmetrically

texts:
I'm creating a model which is intended to be mostly symmetrical. So far, I've simply gone about being careful to keep things even on both sides; most of what I've done so far has involved loop cuts and straight cuts along one or two faces, so doing it manually has been pretty easy.

I'm not even sure where to begin with this task though. I want to add some cylindrical dials to a face, but I have no idea how I'd go about doing that properly just once, let alone doing it symmetrically. The only way I could do this using what I currently know would be to hack and slash a circle out of the face with the knife tool and then extrude it, which would likely be messy and very difficult to replicate in a clean and symmetrical fashion.

I apologize if I'm asking a very basic question here, I've looked about for a while but I haven't found a solution for this yet.


texts: Adding a keyframe to a constraint influence

texts:
I have an object with a Limted Rotation Constraint applied to it and would like to keyframe the influence. Here is the script I am using. I have tried bpy.context.object.constraints[‘Limited Rotation’].keyframe_insert(data_path=“influence”) at the end. I can't get it to work.. ?

bpy.ops.object.select_all(action='DESELECT') #deselect all object

bpy.data.objects['ForwardPath'].select_set(True)
obj = bpy.context.window.scene.objects['ForwardPath']
bpy.context.view_layer.objects.active = obj

to_add = bpy.context.active_object

add_constraint = to_add.constraints.new('LIMIT_ROTATION')

target = bpy.data.objects['ForwardPath']

bpy.ops.object.parent_clear(type='CLEAR')

bpy.context.object.constraints["Limit Rotation"].use_transform_limit = True
bpy.context.object.constraints["Limit Rotation"].owner_space = 'LOCAL'
bpy.context.object.constraints["Limit Rotation"].use_limit_x = True
bpy.context.object.constraints["Limit Rotation"].min_x = 0
bpy.context.object.constraints["Limit Rotation"].max_x = 6.28319
bpy.context.object.constraints["Limit Rotation"].influence = 1


texts: Is there anyway to convert an animation, to an older version of blender, from blender 2.80?


texts: Is it possible to record/save the the Joint positions information (from the rig) of an animation?

texts: Is there any way to save the the Joint positions information ? For eg:from the rig, how to get 3d position of the  body joins like neck, shoulder,knee,..etc of an animated character in Blender and how to save them?  I need the positions of the joints of interests saved in a file, corresponding to each frame.


texts: How can I make text appear on the screen in the game engine when the character enters a certain area?

texts: I am making a game and I want text to appear when the character enters a invisible cube. I have tried to make a overlay scene, but I can't make it work. Thanks!


texts: Rigify Error Bone cannot connect chain bone

texts:
Using rigify when generating the rig I get this error message Does someone know how I can fix this I don´t want to start it all over

bone spine004 cannot connect chain bone position is disjoint. incorrect armature for type chain_rigs


texts: Why is my alpha texture repeating as a triangle shape?

texts:
I've been designing a 3D intro where a logo, split up into 64 squares, comes out of the bottom smoothly. I used an online tool to split up my logo into 64 squares. For example,

 is the top left corner piece. I added this as a texture and made a material, but for some unknown reason, it displays like this:

If anyone knows how to fix this, it would be greatly appreciated. Thanks


texts: cycles material -- change color based on position

texts:
I'm (ultimately) trying to make a big static group of people using the hair particle system, and the same mesh is (obviously) being repeated (and random sizing is great using hair particles), but I want their clothes to change color based on where they are (a.k.a., for each of them to have a different colored shirt etc.)

I was thinking about going about this (WITh using only 1 mesh) by somehow making a big colorful noise texture and have the color in the cycles material choose a point in that big noise texture, so that depending on the position, the color will change.

I know a similar thing can be done with the displacement modifier using global coordinates (and obviously the result being a different DISPLACEMENT), but I'm not exactly how to do a similar thing with nodes to the color of a cycles material.

Anyone>?


texts: Is it possible to add a parameter or attribute in the geometry node tab to affect shape keys?


texts:
How to animate these DNA bases that are being added one by one .
How to assemble them?
Do we have to do this with keyframes only, or we have any faster method?

Youtube Video [Timestamp: 1:25]
TIME = 1:33 TO 2:00


texts: How do you stop the sliding of rigid body objects?

texts:
I have some simple tile like boxes that fall onto a plane. The tile boxes have a rigid body shape of "Box". However even when I think the simulation would be done, the boxes continue to slide off at shallow angle. What attributes in the rigid body physics controls how much an object grips another object. I tried increasing the friction of all the objects to 1 with no effect. Also turned off bounciness and increased damping. But the objects continue to slide until the point that they are all lying flat on the plane. I would think that friction would stop this.

I recreated the scene from scratch and set the friction of all the objects to 1 before running the simulation.  Below is the blend file that I created.


texts: Model Deforms after applied the Mirror modifier

texts: I just applied the mirror modifire to move forward to the shapekeys but everytime when i try to move the mesh then the applied side from the mirror modifire deforms without selecting it.


texts: When I want to import projects I click import button, then opens import menu, but when I press again for example folder to select in import menu then import menu changes in to export menu. Also when I just press for example 3d model cube in editor then export menu opens even thought I haven't pressed export button. Is it bug or I need just change things in settings?


texts: I'm modeling a phone and need to have a camera positioned where the phone camera is, when I try to join the camera and object it fails with a message telling me the camera doesn't have any mesh data. And all my google searching just brings up how to make a camera track an object which to be clear is not what I am after - I need to simulate the constant position and rotation of the front camera on a phone with respect to the LCD display when the entire phone is moved.


texts:
I have a list of 12 'elements', where several check-boxes will relate to each element. The best way I can think of to handle this type of situation is to draw the check-boxes without labels, then manually draw the label on the left side of them, with header labels over the boxes:

        X    Y    Z
  One: [ ]  [ ]  [ ]
  Two: [ ]  [ ]  [ ]
Three: [ ]  [ ]  [ ]

But I would like to show information about an element when the user hovers the label. Is it possible to do something like this? Maybe I can draw the text as something other than labels to achieve this?

Appreciate any advice


texts: Why does my water turn into a cube at the end of the simulation?

texts: I'm new to blender, I'm trying to learn water simulation, but after the end of the flow it turns into its domain shape. Why and how solve this?


texts: Why does mirror modifiers mirrors on the same side of object that is to be mirrored?

texts:
the image displayed is mirrored one but it is mirrored on the same side of the object that i want it to be mirrored on the other side of the axis

I just added mirror modifiers from modifiers option in the properties .

I even tried duplicating and adding mirror from the tools , it somewhat works but there is not merge limit and came to know it isn't mirroring properly...because moving half part of the character doesn't make sense to the half mirrored one....morevoer joining and merging those two disables mirror modifiers

otherwise just mirroring it from the tools panel makes half part to disappear


texts: Saved The Image, But Forgot To Pack The Image To The Blender File

texts:
I finished texture painting some cargo pants onto my 3D model and saved the texture as an image, but forgot to pack the image to the blender file.

Once I realized this, I went back into the project and could not get the recently saved image to re-apply or show up on the 3D model.

Is there anyway in Blender to re-apply saved textures to their parent model?


texts:
Am using Blender 2.82A    I have done this before... using same material... I've gone through everything and even deleted the plane and added a new one.. same issue
I put a lake material on the plane... can see the material on it in Material Preview but when it's in render mode, much of the lake material not showing...  I've moved the lighting around, different direction and it doesn't change anything...  eventually, I want only the lake material at the right side of the plane...  but got it on all of the plane right now trying to figure out why it is not showing up...  I have done a few other scenes using the lake and not had any issue.. did the same thing in this one but for some reason not showing up all of it...
Any idea as to what I might look at and see why this is not showing up...  Doesn't matter where the sun is, it is not showing up properly on this scene...  I have even tried a plane as an Emission above the scene and same issue...
thanks   I tried to put a picture of what it looks like and it would not post with the image


texts:
In edit mode, with the bones set to wireframe view, I'm simply trying to select one bone, and then shift select another bone, in order to parent one to the other.

The issue, is that the target bone is inside/behind another. and I cant seem to select through it? Each time I go to shift select in inner bone, it selects the larger outer bone.

I believe this should be possible in wireframe mode by selecting the bone outline? But it doesn't seem to be the case?

I can work around it using the outlier, but the issue of selecting bones inside/behind other bones is something I'm looking to solve.


texts:
How to make that hair, coat & similar things animate automatically?

Example:


texts: Video Sequence Editor: change all data/files paths with python

texts:
I want to create a short animation from a series of png image files rendered in another animation program with VSE. I add the effect strip Alpha Under with several transparent overlays PNG files that contain title information, watermark and logo to achieve the desired look. This structure works well and gives the desired result.

I have to repeat this process for a twenty different animations. The number of images imported is always the same, and they are always the same x and y dimension, just different in appearance with unique titles overlays. I would like to use Python to update the data/files paths for all of the assets used as inputs to the VSE, and update the animation output directory.

I am pretty new to Python, but have coded in C++ in the distant past. I am unsure how to programatically select a track in the VSE and bpy.ops.sequencer.change_path() and bpy.ops.sequencer.reload() to update the VSE structure.


texts: VSE: Clip with different aspect ratio, speed up and transformed

texts:
I would like to import a 1920x1080 video into a clip that is rendered at a different aspect ratio, e.g. 800x800.

If I add the movie clip it is automatically scaled to 800x800 - which can be changed by setting the Offset of the clip.

It is also possible to add a speed transform to this clip or to add a transform effect to move the viewport (e.g. to only look at the left half of the original clip).

When adding a transform effect on top of the speed effect the image gets distorted again.

Do I have to set Offset for the transform, the speed effect and/or the original clip?

Thanks, Oliver


texts:
So i made these funky cool material ;) with a custom node group and an input value, which i like to animate. Works. But...
I cannot see in any animation-change editor the fcurve so i cannot change it which i would like to do. Is this possible? if yes, how?


texts:
I created material with some parameters animated. I applied different copies (with unique names) of this material to different objects, but for some reason animation parameters are still in synchronization, like I edit exact the same fcurve in different materials.
How can I disable this and made fcurves unique for each of the materials?


texts: How do you delete part of an intersected mesh from a certain direction?

texts:
When there're 2 objects intersected like this:

If I wanted to remove only the part above the green line, how would I do it? the Boolean Modifier doesn't seem to have anything to be used in cases like this.

Better view of both objects:


texts: Export model and textures from CityGML to UE4 through Blender

texts:
In Blender Render I'm facing a problem with imported CityGML building models. I used the Rotterdam dataset available online and used this very good script from batFINGER to import XML files in Blender. The models are already textured.

This just works very well, the thing is that the way it use textures is quite messed up, and I can't figure out how to export that properly with textures to a game engine such as UE4.

The model use a bunch of texture images (around 300) that are all listed here:

When I select only one building and check its UV's, it is all over the place and the UV's are overlapping each other. For some reasons this seems wrong to me, but in view mode the model looks fine. I feel like each building from the model is using textures from different pictures.

I used ctrl+J to join everything, but when I look at the UV's it's even worse:

If I zoom I can see every single UV crossing each other:

Baking the textures seems very promising, but after few try outs my model turns white and the final picture stay black:

*note that I've tried that without unwrapping because I think the model is already "unwrapped" and anytime I try to unwrap it again it crashes.

I've tried many options, without any success:

Unwrapping model causes crash
Packing islands causes crash
Baking the textures makes the final image black, or the model turns white
Auto unwrap from texture atlas causes crash
Exporting glTF doesn't export the textures embedded

Even if the UVs and textures looks messy the model is fine in the 3D view but there is no way I can export this properly with one single texture that I can use in my game engine.

The best would be to find a way to combine all theses different texture images into one single image witout losing the texture application, that I can easily import to UE4 (proper baking?).
Or find a way to export the model as it is in the view mode, with embedded textures, without modifying anything in the UV editor. I guess there must be a way...

Any help would be much appreciated!


texts: Why aren't all my duplicated spheres getting the material of one of the spheres?

texts: In the tutorial I am following, the guys spheres all changes when he creates a material for one. mine did not. why??


texts:
I am watching this tutorial on Light Path Nodes and in the image below the Light Path node is connected to a Mix Shader.

When connecting the "Camera Ray" socket to the Mix Shader the lower Shader is selected as being the Camera Ray. Why is this ? Why is not the other Shader selected ?


texts: Giving Shapekeys a random starting value?

texts:
I love the "random" input in the shader editor; it makes it so easy to randomize duplicated objects by changing the color and offsetting textures and all that. It would be crazy useful to be able to do a similar thing with shapekeys, so the geometry can vary as well.
I can control the value with a driver, and I tried the method in this fantastic video, but that changes the shapekey value on every frame (as happens with every "random" solution I've tried so far), which means in an animation it's a jittery mess (he suggests "muting" the drivers to fix this, but the scene still runs super slowly, since I think it's still running the randomizer for every value for every frame, even if you can't see it).
So my question is, how can I give that shapekey a random static value? I figure something like multiplying the object's ID by a wacky number or something, but I just can't figure it out.
I feel embarrassed posting this, because I feel like this is a fairly basic thing that's probably answered elsewhere, but I've been searching obsessively for a couple days and just keep finding the same few threads over and over, so hopefully someone here knows?? Thanks in advance!


texts: How do I give a keyframed object a bit of vibration/shaking when it's at the destination point?

texts:
I made a robot with moving parts on it's body but when the parts move from the starting point to the ending point, I wanna give it some vibration like it moved with a certain force. How can I do this?
edit:
In the picture below u see a dummy wheel keyframed going to the left. But when it snaps in place on the stop point I want it to shake a bit, a bit of knockback, like it moved that way with a force but suddenly stopped.
edit2:
Look at youtube video I added below. The rotorblades are spinning (moving) with a certain force but when they snap in place, it keeps shaking for a split second, that's what I need.
rotorblades snapping link


texts: Problem with Fracture Modifier deleting changes to mesh

texts:
If I create a cube, plane or grid and then Edit the vertices so that the vertices are displaced, applying the Fracture Modifier deletes those changes.  The object returns to its original form.

It doesn't make any difference if I apply the Fracture Modifier before or after the changes to vertices.

Any help?


texts: My custom timer is cancelled when loading a *.blend file

texts:
I have implemented a ModalTimerOperator, based on the sample in Blender's Python templates. At the moment it can be started, stopped and restarted by buttons (located in a menu added to the Info header for testing purposes). Later it should be started automatically when activating the addon I am working on. Important: The timer is intended to run until Blender is closed.

But now I observed that the timer's cancel() function is called as soon as a *.blend file is loaded, and it stops working therefore (I fear there may be other events doing the same). Putting a return statement into the cancel() function before calling wm.event_timer_remove() does not help.

So my questions are:

How can I prevent my timer from being cancelled?
Is it possible to restart the timer automatically if cancelled? (My try to restart it from a kind of Python watchdog thread causes Blender to crash as the API documentation's "Gotchas" chapter predicts.)


texts: How do I offset the start of a cloth simulation?

texts:
I have a cloth simulation that I'm using to drape some cloth over an object. I'd like to be able to offset the timing of it so that at a certain frame where I'm happy with how it drapes, I can offset that frame to frame one, and then continue the animation from there.

How would I achieve this?


texts: how to set frame range for layers. for example layer 1, start frame should be 1 and end frame should be 10. layer 2, start frame should be 20 and end frame should be 35.


texts:
In a quite large addon I have enabled some event handlers to check some things and everything works fine so far. But I'm struggling a bit with scene updates. They get triggered continuously and repeating relatively fast even if nothing obviously (like deleting an object) is changed in the current scene. Even if the mouse didn't move they get triggered multiple times in a second (I'm assuming something with draw cycles is happening here or some kind of time properties in the scene got changed).

I would like to know if this is an expected behaviour and how to determine if something of interest is happening? My goal is to hook in if a camera, a light, an object  or a material has changed (if possible without iterating over many or all objects). Thx.


texts: How to repeat an image which uses Sphere mapping in Cycles

texts:
Cycles now supports Sphere mapping for image textures - but how do I increase the scale of the image (so that it gets repeated)?

If I use a mapping node and increase the scale like I normally would, the texture gets all distorted.

Both the cube and the sphere are using the same image texture, with a Mapping node between the Texture Coordinate and Image Texture nodes. The Scale of the Mapping node is animated from 1.0 to 5.0. The cube's texture is using UVs with the image node using the default 'Flat' projection. The sphere's texture is using Generated coordinates with the image node's projection set to 'Sphere' (as in the screenshots below).

Scale = 1:

Scale = 2.5:

This is the desired result, which was made by manually repeating the image texture in Gimp:

I would also like to be able to scale it only on the X-axis so that it does not appear so stretched in the middle.


texts: Matcap materials as a material for render?

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Is it possible to use Matcap materials as an actual material for a model so that I can render with it? There are certain parts that I want to apply specific Matcaps textures to but I want to actually use them to render and not just for sculpting purposes.

Is this at all do-able?


texts: Erratic apply-scale behavior with vert groups and displacement modifier

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When trying to scale an extruded and assigned faces vert group back to zero on the Z-axis after applying a displacement modifier, it either seems to work correctly, or the entire mesh goes flat, as if I'd never applied the modifier in the first place. I know individual origins is supposed to be selected, but sometimes it works, sometimes it doesn't. Any help would be deeply appreciated. My workflow:

Add plane –>
apply two array modifiers with one offset along Y-axis –>
UV unwrap –>
E RMB faces to extrude and hold geometry –>
assign these to a vert group for displacing –>
apply displacement modifier and adjust as needed –>
tab into edit mode and select only that faces vert group from individual origins
S Z to 0

Am I missing something here?

The first image shows the error. I've added and applied the displacement mod; selected only the faces vert group; then scaled that group to 0 along Z.

The below image shows what's supposed to happen, but often I can only get this to work after switching back and forth between the indiv. origins and 3D cursor tabs, and toggling between the faces/vertices tabs.


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I want the circle to keep the distance from the outside circle but it has to bisect to the point I marked in the image. in the gif image, it looks like almost same angle but I'm pretty sure both sides are not the same angle. Is there any way to do that?

Thank you


texts: BPy Image_Editor - remove Image completely problem

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i have a big problem in the Image_Editor/UV to remove completely a Texture. her a screen:

I don't think I have to say anything more about that.

i hope anyone can me help.