texts: Refresh Viewer Node's image data when pass index of ID Mask node has changed in python

texts:
I followed the answer of this question in order to get a bounding box of visible area of an object in a rendered image. Since I have multiple objects that I add in the scene dynamically through script, and assign each of them a different pass_index, I use the following function (again, adapted from here) to get the bounding box of each object:

def getVisibleBoundingBox(objectPassIndex):

    S = bpy.context.scene
    width  = int( S.render.resolution_x * S.render.resolution_percentage / 100 )
    height = int( S.render.resolution_y * S.render.resolution_percentage / 100 )
    depth  = 4
    #set the index to the object's pass index
    bpy.context.scene.node_tree.nodes['ID Mask'].index = objectPassIndex

    #render.render is very slow, try to find alternative to update the Viewer Node
    #bpy.ops.render.render()

    pixels = np.array( bpy.data.images['Viewer Node'].pixels[:] ).reshape( [height, width, depth] )
    # Keep only one value for each pixel (white pixels have 1 in all RGBA channels anyway), thus converting the image to black and white
    pixels = np.array( [ [ pixel[0] for pixel in row ] for row in pixels ] )

    bbox = np.argwhere( pixels )
    (ystart, xstart), (ystop, xstop) = bbox.min(0), bbox.max(0) + 1
    return xstart, xstop, height - ystart, height - ystop

The problem is that the Viewer Node image data does not update when I change the index of the ID Mask node with:

 bpy.context.scene.node_tree.nodes['ID Mask'].index = objectPassIndex

and it contains stale data from another object's pass index, so I get the same result all the time for different objectPassIndex when I try to take the pixels with:

pixels = np.array( [ [ pixel[0] for pixel in row ] for row in pixels ] )

This is not the case if I change the pass index in the GUI, where the Viewer node updates immediately. A workaround I found is to call bpy.ops.render.render() after changing the index and before taking the pixels, however, this operation is very slow and therefore not applicable for my use case. I also tried calling bpy.data.images['Viewer Node'].reload() without success.

So, the question is, is there a faster way to refresh the data of the Viewer node?

If not, another alternative that might work for me is to get a combined image containing in each pixel the pass_index of the particular object. I noticed that this image can be generated in the GUI by rendering and selecting the pass to IndexOB (image attached). But I do not know if it is possible to change the pass to IndexOB from python and grab the rendered image.

So the alternative question is if there is a way to get access to the pixels of this image in python?


texts: Determining the optimal suspension location for jewelry

texts:
I'm creating jewelry with Blender and I'm wondering about finding/calculating the optimal suspension location.
Looking at the image I uploaded, you see a small eyelet.
I've used the chain simulation with rigid body physics, using higher than default iterations, etc.
However the chain keeps dangling like crazy even after a few thousand frames.
I would love a few hints to create a more quiet 'gravity simulation environment' to see what happens when I move the eyelet further to the centre or to the outside. What do you suggest?
Thanks in advance,
Wim Roskam


texts: Problems while creating a City using the OpenStreetMap maps

texts:
I've found this blender tutorial :

How to Create a City Covered with Fog

and I've tried to do it. And then I've chosen the map of the city where I live and I have selected a small area,but when I have imported it in blender I have seen that something hasn't worked correctly. Please check the screenshots attached to understand better where could be the problem,thanks.


texts: UV-mapping. How I can get the correct scale on the x axis?

texts:
Does someone know how I can get the x-scale of the selceted faces of the UV exactly like the x-scale of the faces below?

.blend file: http://www.mediafire.com/file/d23anan0jl1y6mp/U-Bahn_Save_55.blend


texts: How can I scale object to fit another object that shares the same shape but are diffrent size.

texts:
Please teach me how to scale precisely to fit another object.

I am trying to combine two objects that are made based on the same octagon.
I want to make these two object into one connected object. I am scaling looped edge, and am trying to fit that to the other object (see GIF attached). How can I scale it precisely to fit the other object?

If this process succeeds, I can use "remove double",and can combine these two objects.

These are two objects I am trying to combine.

Process I am trying. But I cannot precisely scale to fit the other one.


texts: Hydraulic Cylinder with Damped Track Constraint not aligning (2.8)

texts:
trying to make a cylinder..watched several tutorials and did the following..

Center the axis for Rod and Cylinder at the pivot points
Add an empty plain axis for the rod and the cylinder
Parent Rod to its Empty Axis and Cylinder to its Empty Axis
Add a damped track constraint from cylinder to rods empty axis
Add a damped track constraint from rod to cylinders empty axis
tried to adjust on the settings but cannot get the two components to align....

Appreciate any help

Here is the Blend file (added after FFela answered as it still does not work unfortunately).


texts: How to make blurred smoke enough visible with an orange background

texts:
I'm trying to learn how to make the smoke in blender and I found this tutorial. I tried to apply the tecnique to my specific situation. Infact I'm creating a 2D animation with a man that brings his hand / lighter to the mouth/cigarette and he lights it up. The author of the tutorial used a black background and with it the blurred/smoke is very well visible,BUT in my scenario,I'm using an orange background and my smoke is not clear. But if I make the background invisible,I can see it. I think that I should adjust some parameter but I don't know which and where it could be. Check the attached blender file to understand. Thanks.

In the pic below you can see where the smoke is,but with a lot of difficult :

instead,on this pic,you can see it very clear :

and here you can see the picture of the node tree...


texts: How do i activate 'rendered view' in Cycles. Shift z is not working

texts:
How do I activate rendered view? The hotkey is 'shift z' but this does nothing.
when I press 'shift z' it just goes to wireframe mode.

What am I doing wrong? I am using a mac - blender version 2.9


texts: I am using metric system in Blender but bevel properties (Amount) is in blender units

texts: Why I'm having blender units in bevel properties even thou I am using metric system? Please see the attached image.


texts: Landscape Cross Section of Real Locations

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I'm trying to use Blender create landscape cross sections like this one

I have to use heightmap data of real locations.
Creating the distortion just on the top face of the box is working fine, the issue I face are the sides as the texture does not extend along the distortion as you can see in the image below.

Any idea how I can make it look like the example I showed above?


texts: How to install matplotlib for use in Blender 2.79?

texts:
Mac OSX 10.11.6
Blender 2.79
CellBlender 1.1
MCell 3.4

I recently installed Blender, CellBlender and Mcell as described here:
http://mcell.org/tutorials/install_cellblender.html     http://mcell.org/tutorials/install_mcell_linux_osx.html

I have been working my way through the tutorials (http://mcell.org/tutorials/) and had success with diffusion and unimolecular reaction simulations, but when I tried to plot the results of the unimolecular reaction simulation with the MatPlotLib Plotter (see http://mcell.org/tutorials/unimol_reactions.html), it does not produce a plot.

I suspect this may be an issue with the backend associated with whatever version of Python and Matplotlib that Blender/CellBlender is accessing.

Until now I have done all of my python/matplotlib work using a Macports installation of Python 2.7/matplotlib 2.1, but I don't think my Blender/CellBlender installation is touching the Macports installation since I did not install Blender through Macports.

So is Blender just using the system Python? How do I find out the version/location of Python and matplotlib that Blender/CellBlender is accessing?  If the backend is indeed the problem, perhaps I can fix the problem by switching the backend in the appropriate matplotlibrc file?

UPDATE
The python interactive console in Blender tells me I am using Python version 3.5.3.  It appears that there is no matplotlib available for Blender to use.  For example, in the python interactive console I can find the version of numpy by typing

import numpy as np
print (np.__version__)

and I get 1.11.2 as an output.  But if I try the same for matplotlib:

import matplotlib as mpl

I get the following output:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
ImportError: No module named 'matplotlib'

So now my question is how to install matplotlib for use in Blender?  As I mentioned above, I already have Python 2.7/matplotlib 2.1 installed through Macports, but that is apparently a sandboxed version that is not touched by Blender.  Can I install a separate version of matplotlib that will only be used in Blender, and still use my Python 2.7/matplotlib 2.1 outside of Blender?


texts: Vertex paint strange artifacts on big object

texts:
I'm experiencing difficulties with vertex paint mode. I got a really huge object (huge in display-size and in vertex-amount) and thus need to zoom out very much to paint it. Looks like this:

(see the small square at the bottom of the image - its blenders grid at the coordinate systems center)
Now i take another color and paint it on it. Looks quite good:

The problem now is, that it isnt good at all. When zooming in, very strange artifacts occur:

It seems like only one quad of vertices per pixel of my monitor got painted. Do you have any idea on how to get around this annoying effect?


texts: When applying Metallic maps what Color Space should I select?


texts: Create height/ displacement map from texture?

texts: i must add for my model a lot of hard details. I have a lot of references photo 4k, it is possible to genereate height map from picture, like this :


texts: Dope sheet keyframes: select every nth frame

texts: I've got the following dope sheet keyframes setup. I want to automate the process to select every 2nd keyframe of an object. It's sort of an edge loop selection on keyframes, but slightly different.


texts: Game Engine: Object with character physics shakes for some reason

texts: I have recently started to make new racing game. I downloaded and imported smooth detailed car model(.obj). I added Character physics for it, so I can add W, A, S and D controllers to it. But, after I put my Character physics on it, it began to shake, when I pressed "p". I tried to check Physics only for 1 of all materials it had, but it did not help. I even unparented cameras and lights off it, but it still shakes. And I can not add controlers that can move it(they don't work). Who can help me?


texts: Having problems baking normal texture for large object

texts:
I'm using Blender 2.93 nightly on Windows, and I have a kind of large model (500k triangles) that I'm trying to bake to a low-poly replica. I created the low-poly cylinder, positioned it on the model (just a bit larger), selected the model and the low-poly cylinder last, with the normals image already selected, and hit Bake. Blender sits at 0% for a while (about a minute?) and then with no errors, the bake status note vanishes. And the normals image is still all black (unmodified).
If I look at my task manager, I can see it's using 50% of my CPUs (16-core) and 30+ GB of my 32GB RAM, so it's hammering it pretty hard.
I tried both CPU and GPU bakes, same result. Any ideas what I'm doing wrong? Are there hidden places I should look for errors?


texts: Hello is there anyway to export parts of a mesh only and not the whole thing.For example.I have a chest piece that is made on one character mesh.I can duplicate that chest piece off of that mesh.But I want to export that chest piece only,for another character in a totally different file.How can I do that, please help?.And I like to thank you.


texts: Why is the GPU not rendering normal map correctly?

texts:
I'm encountering this strange problem where if I render out my image in Cycles with a gpu the normal map is messed up. Perhaps inverted.

It renders fine with the cpu (top image is rendered with CPU, bottom with GPU)

Machine: Predator G9-591
CPU: i7-6700HQ
GPU: GeForce GTX 970m
OS: Windows 10
Version:Blender 2.77a

screenshot of the jean material node.


texts: My object mesh have some sort of serious tile pattern glitch

texts: I think the problem I have has something to do with overlapping faces, because the pattern becomes more repeated each time i subdivide the object. I have tried to delete double vertices and recalculate normals to no end. However, the pattern disappears when i go into Sculpt mode, and the pattern stays no matter what material I assign to it. The pattern is still visible when the object is rendered.


texts: How can I link one face data to multiple faces for uv mapping?

texts:
I am trying to UV map a tire. It has multiple spokes but all spokes instead of being separate objects are joined with join tool to form a single object. And I am wondering if I can copy one data of spoke to  all the spokes?

CTRL+L copies the data in the object mode but since all the spokes are part of an object, I want to copy one spoke data to all the spokes in edit mode. Or is there any other way?

Thanks!


texts: Is there a way to subdivide a face without using ctrl r and creating unnecessary polygons?

texts: Blender beginner here, I want to add some stairs to the front of my model and my initial thought was to subdivide the currently flat staircase face and then translate every second edge running down the face so that it forms a staircase. However the only way I know of doing this is to use ctrl r and loop cut the entire model which would create numerous unnecessary polygons on the rest of the model. My question is: Is there an alternative way for doing this which doesn't create so many polygons, while keeping all of the stairs evenly spaced? Thanks in advance for any help!


texts:
I have been using the internal Blender fluid system for a while now and it has been very frustrating so I'm hoping it'll be better with Mantaflow.

How do I enable Mantaflow in Blender?


texts: What is an efficient way to rig a character made of 2 meshes?

texts:
I've already tried rigging this character a few times with little success. A little background if the picture isn't completely clear: I have 2 meshes, one is the painted model, and the other is the outline around the character (a mesh with the normals reversed and a shadeless black material). I want both meshes to be rigged identically (or near identically) so the outlines isn't warped too much as the character moves. It sounds simple, but my previous attempts have been to no avail. Should I join the separate objects together and then rig them as one hardly cohesive unit? Or just wing it and rig each one individually with the same armature?

I'm sorry if my question seems like something I should figure out on my own. I'm just wondering if there is a solution outside of my experience level. Also, since outline a character the way I have done is becoming more popular, this question could definitely help you, or others in the future.

If you need for information on my character let me know. I would be willing to share the blend file, but I will exclude the painted textures. Thank you in advance for your time.

[


texts: Having issues exporting FBX Character mesh and rigg into UT4

texts: I'm working on a project and we're making custom models to use in UT4, however when ever we export we're getting an issue with the bones. Saying there is more then one root or it will import with nothing there.   I've followed a few other tutorials and I'm not sure where we're going wrong with this.   Any help would be greatly appreciated.


texts: How can I remove a node group from my startup file?

texts: I wanted to import some node groups into a new project to save as my startup file so that I will always have them. I accidentally imported one of the nodes I wanted, as well as a junk copy that I had created. I've tried everything I can think of to delete it, and haven't found anything helpful online. The node was originally a copy of the Rectangular to Polar node group, but is now empty and has been renamed Untitled. I suppose I could simply use it next time I need a new node group, but I'd rather just get rid of it. Is there any way to do this?


texts: Increase the contrast of shadows like you would using a color ramp

texts:
Is it possible to increase the contrast of shadows the way you would with a color ramp, but without effecting the colors themselves? I don't want hard edges, and color ramps allow you to have a middle ground

The reason I just want to affect the contrast of shadows, is that I would like to try combining higher contrast shadows with other types of shaders, or things like subsurface scattering.


texts: Why is my Cycles scene so bright even with no lights?

texts:
Apparently cycles has some kind of built insane glow that causes everything to be brightly lit in a scene even with no lights at all and all light sources removed. How do I turn this insanity off?

I tried setting World > Surface > Color to fully black, but it does nothing at all. I also turned off Ambient Occlusion under "World" but no change either. Of course every single light in the scene is deleted but it still renders bright as a floodlight shining directly in your face. >:(

What am I missing here?


texts: Blender file size increses drastically after joning duplicated object and performs very slow

texts: When i join (CtrlJ) duplicated (ShiftD)  multiple object or mesh then blender performs very slow and file size increases too from 100mb to 1gb. Does anyone have solutions for this issue?


texts: Automatic Top / Middle / Bottom Alignment for 3D Text Object

texts:
I think 3D Text object misses basic features like Middle Align and Bottom Align (Currently we have Left, Right, Center, Just and Flush, but they are for horizontal adjustments; The default vertical alignment is Top Align only). Unless I missed something, I'm afraid it is only possible by scripting or driver?

Top Align (Default behavior):

Bottom Align:

Middle Align:

P.S.: I know we have Offset X/Y for in-line adjusting (that's what I used to mimic these GIFs), but that's not automatically calculated by line count.


texts: Why if i subdivide a "piramid" it will be distorted?

texts: I have make a cylinder and i have reduced the mount of vertices to 4 and i have tried to subdivide it but the problem is that  it distorts.


texts:
So I have a object with a ray sensor to it. I've made it that when it hits the object with the property "prop", it will end that object.

The problem is that when I put a few of the "prop" objects on the ground and hit only one of them, the sensor ends every one of them, instead of just the one I shot.

Is there an easy solution to this? Or do I have to learn python?

Thanks!


texts: How to imitate LAMBERT diffuse shading and COOKTOR specular shading in 2.8?

texts:
I'm new to blender and was working on updating some code for a project from 2.79 and 2.8. But it appears that the LAMBERT shading and COOKTORR shading isn't supported anymore because Blender doesn't use the internal rendering engine anymore. I was wondering if there's any way to replicate the effect this has in 2.8 using Eevee? I used to get a white background and the renders had some sort of depth to them but it seems flatter and the background is grey for some reason.
def makeMaterial(name, diffuse, specular, alpha):
  mat = bpy.data.materials.new(name)
  mat.diffuse_color = diffuse
  mat.diffuse_shader = 'LAMBERT'
  mat.diffuse_intensity = 1.0
  mat.specular_color = specular
  mat.specular_shader = 'COOKTORR'
  mat.specular_intensity = 0.2
  mat.alpha = alpha
  mat.ambient = 1
  mat.use_transparency = True
  mat.use_shadows = False
  return mat

I wanted to use nodal shading and eevee but I didn't know how to do this.
Expected output (2.79):

What it's returning now (2.8):


texts: I'm having trouble understanding how to work with nodes using python

texts:
I think I'm close but there's something I'm missing or not doing right. Im trying to create a new material, and then change the metalic value in the Principled BSDF Node.

newmat = bpy.data.materials.new(name)
newmat.use_nodes = True
node_tree = newmat.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
bsdf.inputs[4] = 0.9

The error message I'm getting is:

TypeError: bpy_prop_collection[key] = value: invalid, expected a StructRNA type or None, not a float


texts: Create Indian dish 'idli' texture and rough edges?

texts:
This is the image of the dish I am trying to make in Blender, I am having hard time with the texture and randomness of it as all the pores are not exactly circular.

I also needed help with the rough and irregular edges.


texts:
I would like to animate a jet of smoke as in this video clip (from the movie Interstellar). Here's a short preview:

Note the important elements are:

The smoke is translucent
The smoke is very fast at the exhaust
The smoke is turbulent and its "radius" increases away from the source, becoming more turbulent
The smoke has quite a well defined "contour" - it is not washed out, but ends abruptly in sort of sharp turbulent blades towards the end

I would also like to be able to toggle the jet on and off via a parameter that can be keyframed, simulating the jet firing/shutting off.

So far, I can get a washed out (4 not satisfied) and fairly uniform (3 not satisfied) jet of smoke using pretty much the default Quick Smoke properties together with a particle system flow source. However, I am unable to get the rich turbulent texture of the smoke in the above video. I also do not know how to turn the smoke on/off efficiently such that when it is "off", render time is fast (I don't want to just set the material to nothing, because the physics simulation will then still take up a lot of time).


texts: Merging vertices at the center point when using a mirror modifier?

texts:
When modeling a 3d image using a set of 2d reference images, I use the mirror modifier to speed up modeling. When I work from the center to the outside edge, I'm fine.  When I work from the outside edge to the center, I either end up with a small gap right at the threshold of the mirror edge or I end up extruding the vertices until they overlap. I can't join or merge the vertices because while I'm using the mirror modifier, I can only select vertices on one side.  Any help would be much appreciated.

thanks,

Matt


texts: Disable ambient occlusion for a specific material (eevee)

texts:
How can I disable ambient occlusion for just a single shader? I’m rendering with Eevee.
For example, I’d like everything but the grass to have ambient occlusion enabled.
I’ve enabled ambient occlusion in the Scene properties in the first image.
I read in a separate thread that it’s possible to move the grass and duplicate the lights into a separate scene. There we can disable ambient occlusion and then combine the two scenes as separate render layers. The same thread also mentioned an “ambient value” that could be disabled but I wasn’t able to find this parameter (it could be for an older version, or cycles?). https://blenderartists.org/t/exclude-an-object-from-ao/433584

material


texts: Array/Curve: How do I fix array modifier overlap when combining "Fit Curve" Setting with a Curve modifier?

texts:
I am attempting to create an arena using the Archimesh addon and the curve modifier. I created a set of archways and columns with Archimesh, using the built in "create an array of elements" checkbox. I then set the Fit Type of the array modifier on the created objects to "Fit Curve", then add a curve modifier set to a bezier circle using the default settings.

My problem is that the start and end points of the object arrays overlap.

Any help fixing this would be greatly appreciated.


texts: Python: How to highlight invisible object in outliner?

texts:
Using python, Is it possible just to highlight the object in outliner even if it's hidden in viewport ? i mean without making them visible in viewport first.
Actually i don't need to 'select' them, i just need to get them highlighted in outliner so i know where they are in the structure. Hope that make sense.


texts: how to make a text object have underlined text

texts:
So i am using the code

T.text = 'sample text'

Where T is a text object. What I want is for part of the text to be underlined and the other part to remain plain. Can someone tell me how to make the word 'sample' underlined but have the word 'text' remain the way it is?


texts: SCULPTING: Is it possible to keep base mesh vertices in place while subdividing?

texts:
What I'm looking for: a way to stop the starting mesh from melting into an unidentifiable blob of vertices when applying a MultiResolution modifier.

Background: I'm currently following a Game Design course, which involves Maya, ZBrush and Substance Painter.
Soon or later I'll run out of trial/student licenses, which means I'll have to either buy these softwares or find cheap/free alternatives.
Now, allegedly, Blender can easily replace Maya for nearly everything, and Substance Painter is actually already quite cheap (only 20$ a month for the indie license).

ZBrush, on the other hand, is a bitter pill to swallow, because it costs a lot!
Fortunately, Blender seems to integrate a sculpting feature that might even be good enough to efficiently replace ZBrush.
My concern, though, is with the subdivision method/results: I've just tried to subdiv a cylinder by using MultiResolution, and now it looks exactly like a hot-air balloon.

The lump-ish result was expected, but I'm a bit upset because I can't seem to find a way to revert this result to something that even just resembles the original shape.

In ZBrush, by using "Morph Targets", one can easily revert the most deformed/shrinked model to its original volume, while still getting that nice, smooth look subdivisions usually bring. A final touch of Crease here and there where needed and you basically have a smoother version of your original model, but without any loss in volume/shapes.
The routine is: store target, subdiv, down to previous level, restore target, move onto higher level, store target, subdiv, etc etc....

So my question is: is there any way to emulate the same process in Blender? Is there a way to achieve the same result?

[UPDATE - 2018.04.13]

As you can see, there's nearly no difference between Maya's, Blender's and ZBrush's smoothing, they're all a basic application of the Catmull-Clark method.
BUT! If you store the vertices' position in a "morph target" before creating a new subdivision level, and then re-apply it on the same source-level, the new level's vertices' position is recalculated on that scaffolding, hence restoring the previous volumes and shapes.


texts: Why does my Eevee render look completely different then my viewport render?

texts:
I set up a 3d-Room with a hologramm for rendering. I was nearly finished and rendered a Test Picture in Eevee for the colorgrading. But then I saw this Picture as render result! I tried rendering in Cycles too, but it looked the same. I attached some Screenshots of my Settings. Does anybody know why this happened?

P.S.: Sorry for my bad english


texts:
Hello everyone when rendering my coffee cup form the blender guru tutorial I run into this issue. I don't know if this is a lighting issue or if there is something wrong with my mesh. I tried resizing the liquid to match up with the glass. I have also checked and ensured my normals are facing the correct way (Blue).
Any advice or help would be greatly appreciated.
Thanks


texts: Help fix texture distortion in texture paint

texts:
I modeled a low poly futuristic tank. I want to texture it using pixel art.
After creating the first UV of the side of the tank using ortho right view and project from view, I created a few lines in the UV editor but noticed a distortion.

I made a cross to show the distortion. On the left window is the edit view with all the faces selected. Note that the top line is not straight as it goes downwards to the right. On the right window is the UV/Image editor where in paint mode I painted a cross along 3 triangles. As you can see, in the middle triangle the cross is distorted.

Can anyone help me fix this?

Thanks!

EDIT:
Here's another cross showing that the error is in that triangle.
I'd like to add that I can't paint in the 3d view, if I press the left mouse button and drag it, trying to draw a line, it doesn't do that and draws a single pixel, then nothing then another pixel far away. Sorry, that's the best I can describe it. So I paint in the UV/Image Editor.


texts:
I'm trying to Object Data Properties > Geometry > Bevel some SVG imported curves, but it doesn't work as expected.

It looks the bevel (either by parameters or Object) are projected in 2 dimensions instead of following the curve as it does with native Bezier or Path curves.

I tryed some solutions like:

Converting SVG to Mesh then back to Curve, but it creates too many points and I lose the actual curve.
Setting different types of curve: Poly | Bezier |  Nurbs
Recalcultating Normals

It may be a noob question but I can only find posts about the another problem with SVG and the another Bevel function (round/ chanfer edges).

Thanks


texts: Weird selection problem, selected the unselecting one

texts:
I have no idea why I select goes wrong like this. Especially when I meet the situation is that I did not even touch any of its, it still selected by me.
Would anyone meet the same problem as like I do? and how to solve this, please?
I reinstalled and re-download the newer one, still the same. (using 2.79 and 2.79a)


texts: I have a scene set up with several layers. Everything is lit correctly and, when I change the shading mode to rendered, everything's just great. The moment I actually render the image though, only one layer shows up. Is there a control panel for setting the layers to render?


texts:
I have problem with lighting of my scene in Blender Game.

I need a lamp that light object on its layer and the objects on the layer ray shadow on all layers. But object on other layers do not ray shadow of the lamp and do not specular of the lamp (only receive shadow from object on layer where the lamp is).

I'm including simplified blend file to show the problem.

https://drive.google.com/file/d/0B2UVoJDM1cz9NlZCUUFiNTRKeDQ/view?usp=sharing

I have there 3 layers:
Layer1 - white objects
Layer 2 - blue
Layer 3 - Red.

Lamp from layer 1 should light only white objects, but the object should cast shadow on all objects (red and blue cube)

Lamp from layer 2 should light only blue cube, but the shadow from the cube should be casted on all objects.

The same for layer 3 with red cube.

Is it possible to handle this? If not, meybe u know any alternative?


texts: Bezier Curve - Cant select anchor points

texts:
This is a really simple question but I am new to this.

I just started using blender on my Mac and I created a Bezier curve while following along with a tutorial.

I have toggled to edit mode, and am trying to select the endpoints in order to manipulate the curve. However, I am unable to click the endpoints to select them. I can rotate (using R) and move the curve (by pressing G) but I can't select the endpoints to drag them around or the tangent lines.

Is there a quick fix for this? I am totally stuck :(

Thanks!


texts: I've tried increasing all sorts of samples yet the lighting looks terrible (Even on render!) How do i fix this? This is eevee 2.81.


texts: How to create a thick border around lines?

texts: This is a cube and I have subdivided it. I want to delete all the faces and create a thick border around the lines. I am not too sure how to do that. Any suggestions?


texts: Is it possible to use SublimeBlender on a MacOS?

texts:
I tried installing the blender addon and the sublime 3 package (https://github.com/svenfraeys/SublimeBlender). Installing went all well and I can enable the blender addon to start the connection. But within in Sublime 3 when I press Alt+P nothing happens.

Any thoughts? Anyone the same problem on a Mac?

Thanks in advance!


texts: I created an extrusion via a font art svg and tried to create a mesh from the model so that I could select the closed loop edges, ideally from one face to the other, and fill those holes as shown below. The Mesh-->Cleanup-->Fill Holes method did not work for me. I then tried to extrude from one closed edge loop to the backside but did not know how to point at the two reference planes (front and back). I am new to Blender, so there were probably steps I missed from the documentation/tutorial. Thanks!


texts: How can i build a texture similar to a tennis ball

texts: i am trying to make a texture similar to either a tennis ball, or a towel. I know they are quite different, but I was wondering if something in between the two were possible to create as a procedural texture. I don't want to use the particle system, and I'd rather not use an image texture. does anybody have any other recommendations?


texts: Audio Frame delay when pausing playback in 2.76 (already tried A-V Sync and matching frame length)

texts:
I'm trying to animate some low poly shapes to a song on Blender 2.76 and when I finally went to compile everything my actions were all lagging behind the actual sounds.

When I went back into my keyframes and clicked just before the action the action and music would sync up perfectly, but when played from the beginning my actions would, again, be out of sync.

Initially I tried to re-load the program and click the A-V Sync button, then re-animated. This did not help.

I then made sure my audio and animation times finished on the same frame as per: Blender's video and audio don't sync when editing second comment, then re-animated. No luck.

Finally to see if there was a disparity between playback and music I baked the song to an F-Curve and sure enough when I played it from the beginning my music and f-curve matched up the whole way through. Alternately if I hit Alt + A at any time or used Shift + Space to watch full screen, I would lose 15-25 frames between the music and the F-Curve. As you can imagine, this makes it really difficult to sync up my stuff.

Is this a bug I should be reporting to blender about a fault in the A-V Sync or am I just missing something simple altogether that I need to do beyond using A-V Sync and matching my ending frames?

P.s. My audio lags BEHIND the baked frames that it's supposed to be playing on.


texts: I want a set of preset Materials, such as glass, metal, stone, etc

texts:
I would LOVE to have a set of open source preset materials to choose from so that I don't have to figure out all the physics properties for each substance each time I create a material.

For example, I would love to have presets for:
water, gas, glass, metal, stone, clay, fabric, leather, skin, plastic, fire, etc.

Ideally, the physics properties of the presets would be true to life, using the same technical data physicists use.

In the short-term perspective, such accuracy will guarantee the most realistic renderings/simulations.

In the long-term perspective, the accuracy could be of great importance when 3D scanning & printing become more mainstream.

Is there a way to have these presets ready for me whenever I start a new project?


texts: Difference in Appearance - Blender vs 3JS Transparent Materials

texts:
I have been using three.js to display a model aircraft created in Blender. I used the program to add a transparent propeller to the model, using a built-in three.js texture called Basic Material and using a png file to create the propeller.
I am now trying to replace that propeller with an animated propeller created in Blender which uses the same png file (using the Principled BSDF shader).  However, when I display the result in three.js, the propeller is much darker.  Even worse, it becomes even darker when viewed in the direction of the light source - as if it is a shaded object.  Is there a way to make the Blender version look more like the three.js version?

Note that the three.js version seems to get brighter and more transparent when viewed in the direction of the light source - which is what I want.
EDIT: The description of THREE.MeshBasicMaterial says that it is not affected by lights.  Is there a way to create the same kind of material in Blender?


texts: I have made a script which I wanna activate with that M button. I've seen tutorials on how to do the simple buttons but I can't seem to figure it out how to make a button there and how to add an icon to it.


texts: ¿How to place a vertex in the same x position as another one?

texts:
Im trying to use the vertex snap tool in order to place one vertex in the same x position as another one. Technically are in the same position but in the 3d view they are not displayed properly.

Vertex 1:

Vertex 2:

In Front Orthographic mode vertices are dispalyed properly.I don't know if it is a possible bug.

Thanks in advance.


texts:
I'm trying to model a custom guitar pick. To create the curvature along the top of it, I created a series of edge loops and used proportional editing to pull the middle up.

Now, I'm aware that I can simply use the same loops to repeat the process at the tip, but as a beginner, I'm curious - is it possible to merge all the edges so the preserve the width of the pick along the y-axis, creating a single edge rather than averaging all the vertices along both the x and y resulting in a single point?

The picture below probably better conveys what I'm trying to ask. Thanks in advance!


texts: Is there any way to get rid of too many polygons in mesh?

texts: I am trying to edit my mesh in edit mode, but because of its polygons numbers, I can barely move the screen. I was sculpting the mesh and applied my multi resolution modifier at level 4... after I figured out my mistake at puting it at 4, I couldn't get the modifier back... is there any way to join meshes?


texts: Rotate text with curve modifier without spiraling

texts: I'm working through this watch creation tutorial, and I have text with a curve modifier added to it, using a bezier circle as the targeted object.  The problem I'm having is that when I attempt to rotate the numbers into correct position, regardless of whether I rotate either the bezier circle or the text object, the text begins to spiral.  Is there a way to rotate without the spiral happening?


texts: Rigify is seems to be a popular plugin for rigging. If a person is using human rigging based on the Rigify, are there any pre-defined poses or library for posing?


texts: How to position light source so it reflects off gold Celtic knot on the sword guard, into the camera?

texts:
How do I find the perfect position for the light so that it will reflect off the Celtic knot? There are 3 light sources I can't find the sweet spot. I've tried moving them around of course. I've tried spot, point, sun at an angle about = to the camera angle to sword face. I either bleach out the scene or it just has no effect if I play with size and brightness. I need that sweet spot angle, and I just can't find it. Here is blender 2.79 file, https://www.dropbox.com/s/evlsqvdtpet39ml/anvil2blend.blend?dl=0
Thank you:)


texts: How to achieve a microbe/bacteria material?

texts:
I want to make this texture:

So far I have done:

This is my adjustment:

How to improve my material?


texts: I have looked for an answer for 2 hours now and I can't seem to have found the answer. 'd once found it but I've forgotten since it was a long while ago


texts:
I changed my Blender Units to Metric System, but when I'm building things, my meshes are transparent, i.e. I can see through faces like in wireframe even though my wireframe is turned off. All faces have a light white in non-wireframe mode, but I can still see through them.

How do I reverse this?

Another issue I get is this

Looks like clipping is not working properly.


texts:
and thank you for taking the time.
I have been struggling with my object for some time now in an attempt to solve this issue by myself, but now I feel that relying on help from others is something that I must. I appreciate any feedback that leads to a solution.

After a long time I decided to pursue one of my old works to make something of this object, a pity leaving it behind really. I encountered an issue I recall having managed to deal with before, but no matter what thread or video I have looked up has not managed to bring a solution to this matter:

The middle line is a big pain to me.

This object is a single and merged object. It has already been smoothed out, even from what looks to be a Sharp Edge? The surface is a single one and my texture covers it as one surface, but lightning is distributed differently on either side.

Blue lines are running along this supposed edge, but even after smoothing/removing these, the line remains. No matter what feature I have tried to dwell into the line remains. I can't remember what I did in the past, but with a command I was able to remove the middle line and make lightning as one unified surface.

Help appreciated :) thank you.


texts:
I'm having trouble with this project I've been working on. I've been directly following this tutorial youtube.com/watch?v=9Q8PwcDzb8Y , however at 43:33 when he uses an alpha over, I'm not getting the same results. The glare works before I add alpha over, but after I add it, it disappears.

This is what mine looks like
https://imgur.com/a/riMq8GG


texts: Geneal Question About Creating an Add On

texts:
I am a .NET Engineer. I don't know Python though. I am trying to find out of this scenario is plausible. Could an add-on be created that could take an ID map that was created in Blender Render and multiple imported diffused textures (maybe as many as 20) and then could "bind" a color (from the ID map) to each one of the imported textures and create a single diffuse map from the 20 textures. I am wondering if the Blender API surface area exposes the functionality to handle these tasks. I understand that this maybe too vague, but if you have experience writing add-ons and you think it is possible I could write up the required stories with acceptance criteria for a more specific response, just let me know.
Here is and example of the ID Map using red as the color "bound" to a given diffuse Map.


texts:
Something that I missed and not understand too well is how the Matrix apply in Animation Nodes, and whether it is similar to Sverhok or not?

Kind of want to emulate Array Modifier stacks, using AN.

So basically I start with "object duplication" just to make like a 360 FAN. Just a simple rotation.

Then, I was thinking, ok maybe I can Group this setup. Which I did. But the Object Instancer cannot be within group.

Next, I was thinking, ok this Group needs to be duplicated, but here I stuck. Suddenly, this is not working.

Any idea?


texts: Animating facial expressions when using a Normal map

texts:
The human face is very organic and when using a normal map, things with animation get a little tricky. I’m trying to animate a blink with an eye where this wrinkles appear on the face as the eye closes. Not just the eye, but this wrinkles are needed for other expressions as well. Something like this example - https://www.youtube.com/watch?v=mc7ADD4b8_0

Any ideas how this so called "animated normal maps" can be accomplished with Blender, because in the UV's I know to work only with still images?


texts:
I have animated character (animation made with mixamo) when im exporting it without blender participation - it's ok but when im going to edit animation in blender and then export it to md animation doesn't work correctly(animation just flies and not going to do anything else). pls help
I tried to export as fbx and abc, fbx problem explained above, but abc file doesn't has problems with animation but it has problems with coordinates imported animation(character) it lies(like a sleeping people)
I think i have problems with export settings (they are default) pls help me.


texts: How can I change an objects scale, and rotation using an Empty?

texts:
So I previously asked a question on how to separate the faces of an object like an Icosphere. I decided that this next part would be best for a separate question.

Taking that Icosphere and an Empty, how would a best be able to achieve the results shown in these tutorials? Here is what my object looks like:

So I need to be able to drag an Empty through the sphere and have the triangles scale, and or rotate inward or outward as seen in the image.


texts: How can I create a diffuse map that looks and reacts like a Vertex Weight map?

texts:
Goal: Create a animation of the gradient pressure map on the top of a seat as the user sits down.

What I've tried: Dynamic painting works well, but I can't figure out how to get the gradient colors along the borders of the paint similar to the surface type:"weight" setting in dynamic painting.

It would be perfect if I could figure out how to create a series of images that look like the vertex weight paint mode with surface type:"weight" setting in dynamic painting to use as a diffuse shader.


texts: Making a HDRI map more subtle creates a drop shadow

texts:
I tried following cegaton's answer here to make a HDRI map more subtle, and the result produced generates a darker edge / drop shadow between the 3D objects and the background:

I am not sure what causes it.


texts:
I'm trying to render a glassy flac. The problem is, taht it makes black reflections on sides or corners. I don't know where these reflections come from, almost white world and in the example the flac is in white cube and still there is black left side.

What can I do to get rid of these black spots?


texts:
I am trying to create an truck exhaust mesh with blender.

Currently I am using a smaller size cylinder to cut inside and then using some other cylinders to cut every hole with boolean modifier.

Problem

As you see, the original mesh has many holes and cutting every single one of them with this method will take forever and if suddenly I decide to change the amount of holes in perimeter or exhaust diameter , I have to restart.

Question

Is there  any easier way to do this?


texts: so I was wondering if there is an easy way to add camera focus to your scene in internal? I have tried adding nodes and a plain axis but it just is really hard to control. Is there an easy way to add focus? Thanks!


texts: How can I create a profile and rotate it to create a mesh using Blender 2.72?

texts: I am having trouble finding a way to rotate a shape to make a mesh.  I found Youtube examples using older versions of Blender but none for the one we are using in the class I teach.  We are building a Civil War scene. It includes Ft. Sumter and a Steamship plus various items including a cannon.  I've decided to show my students two ways to make a cannon, if I can.  Here attached are some images that show my approaches.  I can show them how to do the modeling using a UV Sphere, but I think it is important to show both methods.  There should be some kind of menu option that asks for a line that would act as a rotation axis.


texts: How can you render backfaces depending on whether the camera can see them?

texts:
I have a scene where I'm using a geometry node's backfaces input to mix two shaders. I like the fact that the camera can only see the inside walls of my object (as it is rendering backwards normals), but there are a few issues.
I would like the front-facing normals that the camera can't see to be rendered, and the backwards facing normals of faces the camera can see to not be rendered (as they influence other objects). I have rerouted all rays except the camera rays from before the front faces are cut-out and frankensteined them back on to only the camera rays of the image after the operation so that I can preserve the caustics coming from the correct area.

The main problem I need to solve now is the fact that the backfaces of the faces closest to the camera are rendering and casting a shadow on the object in the center of the cube.

The red arrows in the second pic show the light coming from the part the camera can't see reflect on the center object. The blue arrows show what actually creates the reflection of the cube sense the backfaces of what the camera CAN see are transparent. Although in the image, the bottom of the cube is being reflected due to my node work-around. I still would like to make it so the backfaces of the faces being deemed transparent to not render. Any help is appreciated!


texts: Error when trying to mirror vertex group, to get symmetrical weight paint

texts:
This is my first character model. My mesh has had its limbs and centers weight painted (one leg, one arm, its head, its body) The mesh is symmetrical on the x axis, and im trying to mirror the weight paint from one arm to the other based on this tutorial: https://youtu.be/m3izfPRnS7Q

It says to clone one of your vertex groups and then use the little arrow next to the list of vertex groups and with the clone selected, press mirror vertex group. When i do this i get an error saying "0 Vertices mirrored,  4180 failed". 4180 is the number of verts in the entire model. I have looked at similar questions to this and tried their answers with no luck. I'm completely out of ideas.
Edit:


texts: I have made a svg file just a normal circle of 6.489 cm x 6.489 cm and made the svg file in coreldraw. As there are no option while making the svg file. And then i imported in blender i get 53.092 cm x 41.017 cm i didnt get a circular shape. And when importing in blender there is no option for any scale, etc. How can i import the similar geometry made. If u want to check my svg file... https://drive.google.com/open?id=0BwiTD4qoMzsZcjdqdmNPVnlpTWc


texts: What is the Alpha Convert node used for? I've never seen any tutorials on it. Also, if there are several good uses for it, examples would be great!


texts: Is there any way to change the location of the left side toolbar (show/hide with T)

texts:
I'm getting into sculpting, and I don't like that brushes are on the left side (I'm left handed and find it weird), I would like them to be on the right side. I haven't seen any post on that in google so I really have no clue. Any tips on that?
NB : I know that you can bring up the menu with  Shift  + Spacebar but if I can change the toolbar's position I'd like it more.


texts:
Blender n00b here so sorry this is probably a simple question to fix.

I'm trying to unwrap a slightly domed triangle fan circle, but its breaking it up in the UV map instead of keeping it as a circle (which is messing the checker shading test up).

Any ideas what i'm doing wrong?

Many thanks.


texts: Where did the Hidden Wire feature go in Blender 2.78?

texts: I don't see mention anywhere of the removal of the Hidden Wire feature but no matter what I do I no longer see the Hidden Wire option is the Shading Panel of the Properties Shelf (N). Does anyone know where it is or how to get it working? I would like to filter out the backfacing polygons while retopologizing.


texts: Property Update function for properties inside a collection

texts:
I have a PropertyGroup Class called PPP, like the Collection Example on this page: http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.props.html

The problem is that one of the properties in the PPP class, pfloat calls an update function "update_func"

I need to be able to tell which ppp has been changed when the update_func is called, normally you would use self to determine it but that does not seem to work it just returns: PPP("")

Any Ideas / what am I doing wrong?


texts:
I'm trying to create a mirror in X and Y axes with a circle like this:

But I can't fill all the circle, there are some edges that doesn't create. I've looked many manuals and it is supposed to work well as I'm doing. What am I doing wrong?


texts:
I am trying to learn how to animate, and is currently working on a "casino themed video". However I am in general strugling a lot with colors & texture. Espeically understanding how it works with blenderrender & cycles render.

My problem right now, is that I found a free 3d model for a deck of cards that I wanna use. I have appended multiple objects before, and they usually keep their texture. However, these do not, can anyone see why?
I can see in the objects comments that no one else seem to have this problem.
Thanks in advance.
I have set a few pictures to show what I mean. (I have testet both blender render & cycles render)
https://i.stack.imgur.com/41ncW.png
https://i.stack.imgur.com/GswQs.png


texts: Blender Freezes my whole system on startup

texts:
Yesterday i installed an Geforce GTX960 into my system, since then When i starup Blender my system freezes i have installed the newest driver and even tried older ones.

The last thing in the startup console says:
updatedeviceparams failed to set 44100, got 48000
alcmmdevplaybackmixerproc wait for single object ex 0*102

Everything else seems to work on my system.

Windows 10
AMD-FX 8320
24gb ram
GTX 960


texts: Render shadows over a transparent background in cycles

texts:
I'm trying to make a logo that will be on the header of a website.
What I'd like to achieve, and the reason I'm using Blender, is the projected shadows on the background looking perfectly real (as opposed to doing a drop-shadow in Photoshop).

The only thing is, the background has to be transparent because the website might use different background colors / gradients that make it impossible to match with the exported 3D background.

I made this dummy file (not the real logo... duh!):

If I use the file as is, the grey borders of the image will be impossible to match with the website's background color.
Here what I want:

So obviously, I tried masking the plane, which made the shadows disappear. I tried having a plane set to glass, which didn't work either.
And I looked around for a similar question, but didn't find one.

I am not trying to render an object without a shadow, or a shadow without the emitter object. I've seen this question which has a very difficult solution to this problem, and this one that is very similar but in Blender Internal. This one is similar too but has never been solved.
I'm only a beginner at Compositor, and I'm trying to learn more any chance I get, so any solution in Compositor is welcome if detailed enough. Although if there's a simpler or faster way, it's welcome too!

.blend file:


texts: Double-Click-rename on a list item does not call __setattr__

texts:
I have a custom list to show some Groups to the user like this:

class RenderGroups(bpy.types.PropertyGroup):
    image = StringProperty(
            name="Image",
            description="The image-texture of this group")

    def __setattr__(self, attr, value):
        _name = "name"
        print("Hi", attr == _name)
        super().__setattr__(attr, new_value)

class RenderGroupUIList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            row = layout.row()
            if not item:
                row.label(text="", translate=False, icon_value=icon)
                return
            row.prop(item, "name", text="", emboss=False, icon_value=icon)
            if item.image not in bpy.data.images:
                row.label(icon="ERROR")
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)

The problem now is the following:

When I access an element of the list (C.object.test_list) with C.object.test_list[0].name = "New name" it prints "Hi"
When I set the name of an element of the list via double clicking on the item in the Pane I show the list in, the Info-Header tells me bpy.context.object.test_list[1].name = "New Name" but "Hi" never shows up in the console (Yes, the System Console in this context)

EDIT: closely connected to this question. I need to check for updates of prop.name, not prop.image.


texts: How to get RGB values for a portion of texture, specifically an image

texts:
I was wondering if I could do the following with python in Blender:

Import Image into Blender with addon
Subdivide the plane and make a lot of new objects which are fragments of the original
Check the color of each fragment and possibly delete

I know how to do steps 1 and 2, but I have no clue how to do the third step.  The goal, in general, is to import an image and delete all the parts that are a certain color, in this case white.  I then want to extrude the image, so just using transparency doesn't work.

I would appreciate any help.  Thanks in advance.


texts: change wireframe background in blender 2.8

texts:
I am totally new to blender. Check out the following picture:

My coach changed cylinder to wireframe, so then I change my cylinder to wireframe, however the view is different:

My question: How do I change to wireframe view? My wireframe background is transparent but first in image is not transparent.
Can any one help? I'm using Blender 2.8


texts: How do I position a donut onto a cube with the corner hanging in between the donut hole?

texts: I am trying to get the project on the right to look like the left. I am still in progress but ran into a positioning problem. I can not get the cube in the middle of the donut shape.


texts: Blender does not display objects's shape

texts:
I'm new to Blender, I just started learning a couple days ago.
I have one question about the preview. My Blender seems to not displaying anything in Material Preview mode, even though I edited the objects' material. As you can see in the second picture, the first picture you can clearly see the objects in Solid mode.
Is it that something is wrong with Blender or did I edit something I'm not supposed to ? I'm using Blender 2.83 as well as 2.91
Sorry for my bad English :).


texts: Is it possible to make a displace modifier collide with other objects? if not, is there a way to make the food not go through the cooking pot?

texts: I want to make the animation of the displacement to collide with the cooking pot, I already set the two objects with rigid body physics but it just goes through


texts: Is it Possible to Dynamically Change Object Materals?

texts:
For example, make an object glossier after touching another mesh, to make it look wet (dynamic paint?)

Or make it appear burned after being close to a flame simulation? (particles + dynamic paint?)

I know it's possible to change the object color with dynamic paint, but is it possible to do the same sort of thing with a material?

(Perhaps some complex system that uses dynamic paint generated image sequences to mix several shaders and node groups?)


texts: How do I import a sketchfab model into 2.82

texts: When you download a model from sketchfab it saves as a .zip file with a folder for texture as .pngs and a folder for the model as a .fbx file. How do I import the model with the textures into blender? I don't care if I need to convert or even how long it takes, I just need a solution.


texts: How can I create a countdown timer in Cycles?

texts:
I'd like to create a countdown timer, something like this, using cycles:

I have found a pretty straightforward video about the problem (https://www.youtube.com/watch?v=5fClNkcP0KA), and it works just fine, but couldn't solve the problem of viewing the output of the script in the cycles renderer. I'd like to create a video of it, so probably I should somehow provide a framerate for the script as well, but don't have any idea how to start.
Thanks!


texts:
my UV textures are glitching as seen in the screenshot below. When I move the camera/screen parts of the leaves disappear. Also the shadows look very wrong, but I cannot put my finger on why exactly...
How can I fix the leaves texture so they don't partially or wholy disappear/glitch?


texts:
trying to make a 3d print for a wolf, and blender is failing to export it
what is this error?

EDIT: .blend file at https://drive.google.com/open?id=1DMchGNMUrspz8p1WPO67qRL-n38wzoLw


texts: Moving object to exact location rotation of other object

texts: I have two object one is in a slightly different location and rotation than the other. I would like to move the first object to the exact location rotation as the second object so I can animate between the two positions. Is there a easier way to do this than just messing with the location and rotation until it looks like they are in the exact same spot?


texts: Converting bottle threads from diagram to a 3D model

texts:
Goal:
I'm trying to model the threads of a polar springs 500ml bottle in Blender 2.8x so I can 3D print an adapter for it.

Issue:
I'm having issues converting what Blender 2.8x calls Screw and what the diagram calls Helix Angle and Travel Per Turn.

Full diagram of threads I'm following
I've been able to find some good dimensions for the threads to start with.
Link to full diagram below.
https://www.bevtech.org/assets/Threadspecs/2072573_tmp.pdf
Tried:
I was thinking of using the profile of a 3 edge plane
See image below

And using the screw modifier to make each of the 3 threads (each of the 3 threads only go around 73-75% of the bottle head) see image below (I was doing it this way to have more control over each thread since 3D printing this may require fine tuning each thread)

To test the treads I would just use a cap that comes with the 500ml Poland springs water bottle.
Ps: I was following parts of this tutorial
https://youtu.be/kVNxfCtoG_A


texts: Is there anyway I can boolean a smoothed surface without making it look deformed?

texts: I'm trying to create some holes that are shaped as X's onto the smoothed surface, but it ends up making the surface look deformed.


texts:
I recently started in unity and for making models, i went for blender. I was watching tutorial, but the guy was having a totally different interface from mine. I wasnt even able to find some stuff. I am using 2.82. The video is from October 2018. Here is the video:

https://www.youtube.com/watch?v=AFN4F9dmpIQ

Here is my photo:

I don't know if i have to arrange my panels in a certain way, or it is from the version.


texts: Something wrong with the model I imported

texts:
Okay so to start off I am somewhat of a noob when it comes to working with 3D but it's something I've been wanting to get into for years. I've been trying out two different 3D programs with one of them being Blender, the other is Vroid which is a relatively powerful tool that allows you to create your own character and do some major edits. Sadly the hair tool is crap for lack of a better term so I figured I would just transfer it to Blender. Vroid will only save the file as VRM format so I made a copy and changed it to GLB to open it in paint 3D then exported it as an FBX and imported it into Blender but this is what I got.

What the heck are these orange lines? Why is my model upside down? And why is it ridiculously small? I had to use the scaling tool to zoom it or else you can't see it at all.


texts:
I'm new to Blender (coming from Cinema 4D) and wondering how I change the material projection method? Also, I'm wondering how to tile a material on a specific mesh?

In C4D, if I click on the "Texture Tag", I'm able to choose between a few different projection methods for the material, for example, "Spherical" and "Cubic". This is useful for applying materials to meshes with no or problematic UV mapping. How would I, for example, apply a "Spherical" or "Cubic" material projection to a mesh in Blender?

Also, how do I tile/repeat a texture on a mesh?

I do really appreciate all the help I can get.


texts: Why shadow catcher effect is messy in Bender?

texts:
i am new to Blender , i render text object with shadow catcher , but fount it was so messy compared to the one without shadow catcher
Here is the original complete one

Here is the one with shadow catcher

As you can see ,shadow effect is messy and darker
what i have tried to solve this ?
1.I use composite node to separate shadow and object and decrease the intensity of shadow , but i meet such new problem!There is white edge !!

2.maybe i can create a duplicated text object and offset to inside direction and use that one's shadow to avoid white edge , but it is so troublesome..
3.maybe i can try to separate alpha of object and subtract it with shadow catcher one , and then affect shadow so that avoid white edge , but it is troublesome too
Is there any efficient method to make shadow catcher effect smoother and more beautiful?


texts: Cannot get rid of smoothing. But why? (not: "But how?")

texts:
(Note: there are many questions about smoothing - but this does not seem to be a duplicate of those. I referenced some at the bottom of this post.)

I have a column. It should be smoothed around the z-axis, but not along horizontal edges.

I tried "Auto Smooth", but that did not have any effect at all (and I do not know why). So I disabled that option again.
So I pressed "Tools"->"Smooth" in Object-Mode, which smoothed all of the object (as expected). Then I went into Edit-Mode, selected the edges that I need to be sharp and pressed "Shading/UVs"->"Edges"->"Sharp". I thought it had an effect at first... but it seems not to.

Question: Why did neither "Auto Smooth" nor "Edges"->"Sharp" work for me?

Regarding duplication:

The answer to this question does actually split the edge into two edges, which a) I would like to avoid, and b) does not answer why the obvious ways did not work.
The answers to this question offer a collection of fascinating ways to smooth/unsmooth things... but do also not answer my question of "why".


texts: Armature appears in edit mode but not pose/object mode

texts:
The armature I made for my model doesn't seem to appear in pose mode nor object mode. I'm not sure if this is the result of creating an animation (the armature seems to have disappeared after I created a base animation and added edited versions of it by creating actions in the action editor).

The armature appears just fine in edit mode, so I'm not sure what exactly is going on.

Does this have anything to do with deleting key frames?

Edit:
Thanks for all the suggestions! I still can't find a solution so I've uploaded the file. If anyone can help that'll be great.


texts: Here is my problem, I have multiple videos I want to crop and combine to make one video. My problem is, most of these were filmed using handheld cameras, which resulted in shaky videos. I would like to stabilize them after they are combined but it doesn't seem Blender support this. Is there a way to stabilize without having to stabilize and render each video separately?


texts: How do I animate texture mapping on a model?

texts:
I am trying to animate this model I have, but I want to add blinking. This model has all the eye textures on one image, and I need to animate the mapping. I have looked for tutorials on this but all of them solve a problem I don't have.

When I try to press "I" on "Location," it gives me a "failed to resolve path to property" error. If you need the model, I can send you a download link to it.
Thank you to who ever tries to help, I really appreciate it.


texts: Multiplying with positive and negative noise modifier

texts:
I have a baked f-curve, and I also have a script to unbake it. I want to multiply this f-curve with positive and negative noise, however, the noise modifier only uses positive and negative if I use replace, If I use multiply it ranges from 0 to 1...
And i can't use replace since I want it to scale proportionally.

Workarounds are also an option, maybe some channel or driver-thingy?

Here an image of what I mean, I basically want to multiply the blue curve with the red curve


texts: Smoke Effect Colors Overly Dark and Gray When Rendering with Cycles or Eevee in Blender 2.92

texts: I tried to make a multi colored smoke effect because it looks cool. Unfortunately, this feature only seems to work with Workbench Render Engine while in wireframe view. Indeed, once I try to render with Cycles or Eevee, smoke is dark and gray. I tried to type "color" as some have recommended, but this doesn't seem to help. Here's the blend file in case you're asking: https://we.tl/t-DW0AlOQdOX


texts: How can I translate & rotate an object to match a pair of xyz coordinates?

texts:
I'm trying to script the modeling of a set of 3D vectors. For a given vector, I have the start and end points in 3D space -- for example from 1,1,1 to 2,2,2. I'm not sure of the best way to approach this problem.

I'm imagining a cylinder with a cone on the end ("arrow") all grouped together that is located in some arbitrary location but with a unit length (e.g., 0,0,0 to 0,0,1). My inclination was parent the arrow to a bone and the translate the bone to the first position, followed by translation of the other end of the bone to the second position. Since the arrow is radially symmetric, rotation won't be an issue.

This solution seemed convoluted to me though (building an armature, etc.), since I have the endpoints where the geometry should go. It seems like there should be a way to translate the central node of the cylinder to point 1 and then translate/rotate the node at the tip of the cone to point 2.

I have read some of the other questions about orienting lights to normals (here, here, here), or rotating planes to be normal to a point, so I think the solution might be along those lines.


texts:
Before you tag this as an 'already asked' question , please read all of it.
It is a different case than other similar questions.
I am making a farm scene.However , a problem occur when i render it.
Here is an image of it.

As you can see from the image , the plants have a black layer covering it .
But when i zoom out , the alpha work correctly again.
Here is the image.

The node for the crops look like this.

What i want it to look like is the view in material tab .Here is the picture of the scene in material mode.

I just made a simple , smaller size and similar scene blender file. Here it is if you want to check it yourself and solve the problem.It is only 5mb size.Here's the link - https://www.mediafire.com/folder/7fm3j77t24l4m/Help (Please download the textures along with it)


texts: Is there an easy way to, while keeping all of the physics settings the same, turn off the physics processing? Essentially, I have a huge scene with a ton of physics and I'm not ready to bake it yet but with all of these simulations going at the same time, workflow has slowed to a crawl. I want to tell blender to just process the simulation I'm currently working on but without it messing up my other physics! Any ideas?


texts: How to import FBX file with texture map?

texts: I download FBX file from Internet. There are fbx file and 1 folder contain texture map. When I import to Blender 2.8 they are not import with texture map. There are only model. How can I load texture map?


texts: Can I use Blender in a slow-motion video workflow?

texts: I am capturing video on my Canon 7D at 60fps with the intent to play it back in slow motion at 24fps. There are some Linux-based programs that will do this, but they are usually kind of buggy and I'm running Windows mostly now. How can I convert a 60fps video into a slower (2.5x longer) video at 24fps?


texts:
What I am trying to do is similar to what was asked here:  Set edge as axis for surface rotation

I am hoping to use an object's edge for rotation, but instead of simply the one object rotating around that point, it'd be a bunch of stl's I've imported together:

What I'm hoping to do is duplicate everything in that tetrahedron object, rotate the duplicate along one edge like this:

to build a stack of them, like this:   which I would then print.  Any help?


texts: black areas in ao map, but normal map looks ok?

texts:
I'm pretty new to baking maps for game assets, so I need some advice.

My settings are : Cycles, selected to active (with cage).
The normal map seems ok to me, but the ao map has really dark areas that I can't explain.

Am I doing something wrong during baking, or is it my mesh (cubes with bevel) ?


texts: 3D tool add-on window locks/freezes when importing an image with Python

texts:
Code:

    import bpy
from bpy.props import *

class primitive_object_add(bpy.types.Operator):
    '''Add a minecraft item'''
    bl_idname = "mesh.primitive_object_add"
    bl_label = "Add a Minecraft item"
    bl_options = {'REGISTER', 'UNDO'}
    img_str = StringProperty(name="Path:", default="", subtype='FILE_PATH')
    opt = IntProperty(name="Option 2:")

    def execute(self, context):
        if self.img_str != "":
            path = r"" + bpy.path.abspath(self.img_str)
            image = bpy.data.images.load(path)
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator("mesh.primitive_object_add", text="Object", icon='OBJECT_DATA')
def register():
   bpy.utils.register_module(__name__)
   bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
    register()

So if running this code, following happens:

You get up the menu and everything just fine

Then clicking the file browser icon, which will bring up the file browser, so far everything is working.

However, now when selecting an image and pressing accept, will load the image into blender properly, but it locks/freezes the toolbar, so now I cannot change Option 2 if I would like to.

I've spent pretty much the entire day yesterday trying to fix this, but without any luck. I discovered that for some reason if you where to press "Object" in the add menu 2 times and then using the file browser to load in an image it works, and it will work until you close and open blender again.

Does anyone have any idea on why this might be happening, and a way to fix it or go around the problem?


texts:
I were given two 580 GTX evga cards and thinking of putting them to use. Should I use SLI or not? I know that sli makes two card work as one etc. Hear some say SLI is not good for cycles, better to run them without the bridge.

any advice?


texts:
I have just opened a new file from scratch, made a sphere and gone into sculpt mode, but none of the tools work except for the yellow ones like grab.
activating dynatopo doesn't change the issue
I dont think that there is any reason to post screenshots? as it is a brand new file with no changes made


texts: Is there an easy way to color pick pixel with bigger sample?

texts:
This is a question that I had for quite a while and surprisingly no body else seems to be asking this question.

In Photoshop, when pixel sampling color picker, I could specify 1x1, 3x3, or 5x5 samples. Basically averaging color based on that area.

I am not sure if Blender Color Picker can already do this, but I would like to be able to do this using Python.

I am aware of this one:
How to get screen color under mouse cursor?

But that is a little bit over complex. All I need is sampling pixel color from area in 2D View and then store the data in the buffer to paste.


texts: Snap bone back to an offset relative to another bone

texts:
I am creating a reload animation for a rifle where the left-hand needs to move to grab the magazine and replace it. I currently have the magazine set up with a child of constraint on the left hand so the mag will follow the left hand when it needs to. However, I need a way to snap the hand back to the holding position on the rifle after the reload has ended. Copying the keyframes on the left hand when the rifle was being held doesn't allow me to snap the hand back to the holding position if the rifle isn't in the exact same location/rotation as it was at the copy. Is there a way to dynamically do this?
This is the resting position I would like the hand to return to    (relative to the rifle location/rotation).

This is when I would like to snap the hand back to the resting position shown above considering the rifle's new location/rotation.


texts: Why can't I access the 'name' of an object when looping through the scene's objects?

texts:
I am trying to delete all the objects that start with 'LTR' but am getting the following error:  'tuple' object has no attribute 'name'

Any suggestions are much appreciated!

for obj in enumerate(bpy.context.scene.objects):
    namestr=obj.name #this throws the error
    if len(namestr)>=3:
        name2=namestr[3:]
        if name2=='LTR':
            delete_object(namestr) #this is a function that deletes the object


texts: Hide subsurf modifier curve in edit mode

texts: I have added a subsurf modifier, and because of that I can see some extra curves in edit mode. I want to hide these curves in edit mode because it is hard to distinguish them from the actual verticies. How can I hide the curves of the subsurf modifier in edit mode or maybe make the a different color?


texts: Need Help Removing a Green Screen, Movie Clip Node missing

texts: I have a small clip with a green screen background that I want to make transparent (or just my other video behind it). I have looked at lots of tutorials that feature the node editor to do this. However, when I try to make an input node, "movie clip" is not an option like in some of the other tutorials. I have blender 2.75, is it moved? Is it missing? I am very confused and don't know of any other way to make this work. Thanks for the help!


texts:
I have openvdb library connected with Blender.
I am using Python API and my code is as follows:
array = np.array(images)
grid.copyFromArray(array)

it creates grid and fill with data.
The problem is that I dont know how to display data as volume object in Blender.
This piece of code creates an empty object, but how can I connect it with my grid?
bpy.ops.object.add(type='VOLUME', align='WORLD', location=(0,0,0), scale=(1,1,1))

Thanks for your advices.


texts: Is there a way to connect multiple meshes to one mesh without unioning, so it keeps it's geometry, aka I can still select separately each mesh later on if needed?


texts:
I'm pretty sure this has been asked before, but for the life-o'-me I couldn't find it.

How would one setup the physics for rope in Blender Game Engine?

I tried soft-body; didn't work
Incremented/decremented the properties in different ways; didn't work
tried writing my own; fell on it's face

So how would I make a long object move like a rope. I was planning on using it for 'dreadlocks' like the wookies from Battlefront-2 so it needs to be able to sustain being moved constantly by animations.

other uses include

rope (dur)
vines
ziplines

Thanks!


texts:
I have been attempting for several hours now to "unbend" this teeth model with little luck. The goal is to place all the teeth along a single plane with minimal deformation to them or the gums.
So far i have attempted many curve modifier deformations, but most end up in disaster. Unfortunately each tooth needs to still be a separate mesh at the end of this process.
What do you think you would do to achieve this?
Thank you so much for your help.
Here is the model file if it might be of assistance https://drive.google.com/file/d/1a_uuDKqHhfvP1Tu1N0fQDOYP7lYzmU5G/view?usp=sharing


texts: body mesh clips through armor mesh, mesh not taking to bones

texts:
Ok so im a big noob on blender and i imagine this has to do with weights but i feel ive gone through every avenue to solve this issue and cant find anything on this. I have a mesh Ive tried to attach armor to, and it takes but the body under the armor acts like the armor doesnt contain it. heres an image on UE4 of what i mean.

As you can see the shoulder just sticks out, in reality (so to speak) the armor should bend with it like rubber. Now i didnt make the armature myself i imported the mesh into mixamo and then opened it in blender. originally mixamo didnt like the armor being in the mesh and would curve its shoulder wings of the armor with the arm movement. To fix this i removed the armor and re imported back into mixamo. it worked great! now im putting the armor back and the results are better but now im getting the body mesh peering through the armor like shown in the image above.

In blender i append my armor. then i joined it to the body mesh. if you look at the outliner in the pictures below you can see what was done.

so im able to move the mesh in pose mode and it wont effect the shoulders which is good, and the fbx shows the armor on him in ue4 but i cant figure out how to contain the body in the armor, id also like to keep my bones if possible, i want to use the mixamo animations. If i could just get some assistance or even a nudge in the right direction, id appreciate any help i can get. if you need more i can upload the blender file just ask.

thank you to whoever reads this :)


texts: How do I include depth when selecting vertices in a specific area?

texts: I just did a bunch of loop cuts. Now i want to select only the vertices in a specific area, but it only selects the vertices I can "see", like it's 2D. Do I have to rotate the image and slowly select each vertices I want, or is there a shortcut key to select the vertices in front and behind without having to rotate around an object?


texts: I want to make a cannon ball sink slowly into the ground

texts:
I want to make this giant cannon ball sink slowly into the ground.

I've attached a bone to the plane and animated it so it does this:

The problem is, I want other objects to fall into the hole after the cannon ball (like a diploma and a hat). After making the plane a passive rigid body object and the diploma and hat active, the active objects don't react to the ground plane's mesh deformation (even when I check all the animated/deform/deforming boxes in the passive object rigid body settings). Help!

.blend on GoogleDrive


texts: Simple rotation animation using command-line python script

texts:
I've been trying to generate a simple rotation animation entirely using a python script from command-line. The animation file gets generated with the configured frames and all, but the rotation applied to the cube object doesn't reflect in the animation. Could you please point out to me what I'm doing wrong?

My code involves sample.blend, which is a blender file with the default scene with cube, and renderAnim.py (code given below). I invoke this from the command-line as: blender -b sample.blend -P renderAnim.py

import bpy

scene = bpy.data.scenes["Scene"]
mycube = bpy.data.objects['Cube']
mycube.rotation_mode = 'XYZ'

scene.frame_start = 1
scene.frame_end = 100

scene.frame_current = 1
mycube.keyframe_insert('rotation_euler', index=0 ,frame=1)

scene.frame_current = 100
mycube.rotation_euler = (0,0,180)
mycube.keyframe_insert('rotation_euler', index=0 ,frame=100)

scene.render.use_stamp = 1
scene.render.stamp_background = (0,0,0,1)

scene.render.filepath = "render/anim"
scene.render.image_settings.file_format = "AVI_JPEG"
bpy.ops.render.render(animation=True)


texts: Ultra bright points of light randomly appearing

texts:
I've been trying to create a stormy ocean with lightning, but there are a few random superbright pixels that blow up when I enable fog glow. I've tried turning the threshold to 1000, and they still appear. These are all in front of the "ocean" but in previous renders I had 1 point of light in the sky as well. Denoising is off. I tried turning off the mist pass. What could possibly be causing this?
Blend file(Waited 30 mins for giantcow to process the file, and it hasn't moved at all so Gdrive it is): https://drive.google.com/file/d/1COR2JfXNYdBZ_g6ufzyd8fvssPJxknWB/view?usp=sharing
With fog glow:

Without fog glow:

Compositor Nodes:


texts: Why can't I see my object when I switch to object mode?

texts: I have work in my project from the edit mode and after I am done ، when i want to go to object mode i can't see the the model i have work on it ... what is the problem !?


texts: How collection properties are to be used with Blender

texts:
I'm trying to get collection properties working. I have looked at examples at Blender documentation, but maybe the API has changed a bit, or I am just getting it totally wrong somehow.

This fairly simple snippet fails:

>>> cp=bpy.props.CollectionProperty(type=bpy.props.FloatProperty)
>>> cp.add()
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'tuple' object has no attribute 'add'```

printing out cp gives

(<built-in function CollectionProperty>, {'type': <built-in function FloatProperty>})

Meaning it is a tuple. How to add more entries? I understood that that was the purpose of CollectionProperty. According to documentation, a simple

cp.add()

should do it.


texts: translate (change location) in object more or edit mode?

texts:
What is the difference between translating (i.e moving an object) in object mode and achieving the same thing by selecting all mesh elements in edit mode and then moving those?

Why would one chose between the two methods?


texts: I can't find the UV render pass in the new Blender UI. In fact, a lot of passes seem gone. Is there any hidden way of enabling it? What's the easier way of reproducing this effect? (I haven't used Blender in several years)


texts: Bone transformations of one keyframe of one animation being applied to ALL frames of animations

texts:
The title sums it up. I've been putting together animations for one of my projects over the past week. I have all different kinds of animations in this file, running, attacking, jumping, crawling, etc. Today I was working on a sprinting animation where the character would have to be leaning forward. I noticed that rotating the hips (not the root) of the character would also tip it on the other frames of the animation. This was convenient for me. Until all of the rotations started applying to all the frames, making any tweaks worthless as it would apply the pose of a bone to all the other keyframes. I just found out that it wasn't only applying the transformations to all the keyframes in the animation I was working on, it was applying the transformations to all keyframes of ALL my animations. This is absolutely devastating. The recovery didn't help, my entire project is ruined and it will take hours of work to get it back to where it was.

Does anyone know why this happened? Is there a button I accidentally hit? What setting is this? It absolutely was not doing this before. As I said, I have over 20 animations in this file, many of them also used the hip bone and none of them applied the transform to all the other animations. It isn't just the hip bone either, any bone that I modify gets modified in all other animations on all of their keyframes.

EDIT: My other blender files don't have this issue. It'd be completely nonsensical that animators wouldn't be allowed to touch core bones while animating. I'm fairly positive that this is a settings issue. I've somehow turned on a setting that applies the rotations of specific bones to all keyframes of all animations.

Video: https://www.youtube.com/watch?v=I1pn5VH0p7Q&feature=youtu.be


texts: Civic art project: 5'H x 5'W 3D heart shape sculpture. Can Blender map a 12" grid on it? From photos?

texts:
Please forgive my intrusion into your amazing Blender world, I downloaded Blender in the hope it might help but, as a artist in the physical world it's all Greek to me so I am hoping someone here can help me out with this project.

The photos show the problem, I hope. Our city has installed a number of these 5' high by 5' wide fiberglass 3D hearts around the city and asked local artists and art related businesses to decorate them. My colleagues and I will be covering one in mosaic. We are at the planning stage...

The mosaic will be applied to 12" squares of thin mesh first and then those squares of mesh will all be attached to the heart later, all on the same day.

My hope was/is that Blender can work with photos of the heart sculpture, dividing the heart into 12" squares so we can plan the design to fit the heart as accurately as possible in advance. I've attached one compilation photo showing the sculpture from several angles but I had to downsize it drastically to be able to attach it here and I have no idea if it's enough to work with.

My question ... Can Blender wrap the heart with a 12" square grid and then allow us to flatten the grid out, so we can add a mosaic design over that and make sure it will fit around the surface of the heart?

Or, if we came up with a basic design, can Blender then wrap that design around the heart, and let us add a 12" grid pattern over that, then flatten that out so we can see how to lay out design on the pieces of mesh.

Either way we can definitely tweak the edges of the various mosaiced sections around the edges to make it fit when the time comes, but if we can use Blender to reduce the amount of 'in situ' work required to a minimum we would love to do that.


texts: Blender crashes when rendering cycles although using good settings

texts:
My specs:
MacBook Pro (Retina, 15-inch, Mid 2015)
2.5 GHz Quad-Core Intel Core i7
16 GB 1600 MHz DDR3
NVIDIA GeForce GT 750M 2 GB
Intel Iris Pro 1536 MB
Here are the images of the setup for the render
So I've been working on this project modelling a face and have been rendering out test images throughout the process. Now, when I have modelled the hair (although I don't think that is the problem) blender crashes every time when I try to render.
I've followed this guy's tutorial to set up the render and it still just crashes every time.
Any help why this is happening and how to fix it would be much appreciated.


texts: Can't get Graphics Chipset AMD Radeon R7 200 Series to work with GPU rendering

texts:
I can not for the life of me setup GPU computing with my R7 200. It is listed as supported, but I can not even see it as an option in the system tab.

All I get is "Oland" as the computing device unde Open CL

Please help!


texts: How to intersect a texture with another mesh?

texts:
I am trying to animate a logo. The logo is given as a 2D image. Now, I want to create the effect as if the ink is flowing along with the lines of the letter(s).
Think as if you pour water in an empty riverbed and it starts to flow along the boundaries. I do not want to have a 3D effect here like real water flow in a valley but just as if an invisible pen is just drawing on a flat surface. (Any additional effects I will have to work out separately.)
I found this question. This uses an intersect modifier to restrict one mesh to a certain subspace.
In my case, I have an image as a starting point. I will either have to model a mesh manually according to the image template or I have to use a texture. Is it possible to do a similar approach affecting only the texture of the "canvas"?
I thought about two planes with a minimal distance where the upper one will be cut (by modifiers) such that it allows to blend over the lower plane. I fear problems here with unwanted shadows and similar artifacts.
Or is there an easier solution I am completely missing here?

Edit 1
As I was asked for an example, I have the problem that I do not have a ready-to-be-shown example here ;-). Although I found something similar to the effect I am searching for in this youtube video. You see as lines "appear from the invisible pen" of the author.
This example is just to see the effect of the drawing. I need it on a plane in 3D to do other fancy things later with the camera and additional objects. Secondly, of course, I do not want to draw the logo by hand but use the pre-existing image file if possible.

Edit 2
I tried to make a blender file to show the effect at a single letter. It is not done very well just clicked together to see this roughly. I used the approach from the other question I mentioned to do boolean intersection.
Here I used a mesh but this is not 100% necessary. I just want the letter to be drawn over time. The camera will be animated which I did not do in the minimal example.

Edit 3
As I was asked fo examples what I am planning/willing, I was pretty sure, I've seen a similar effect in an opening credit of a smaller cinema studio. Lookinf through maybe a hundred such credit scenes on youtube, I found 3 similar ones (but not the one I had in my mind):

Regency (The light seems to be shining through a black plane)
Good Universe (Drawing in thin air with sparklers)
Screen Australia (The broad pencil drawing, not the letter)

The effect is always the same: The letters are appearing over time. I think the Regency video is closest to what I want to do but in reversed colors: I wnat to have a white (paper) plane and draw with dark (blue) ink.


texts: How can I scale a set of vertices to the size of another set of vertices?

texts:
I have a mesh that is shaped like a frame. Basically I cut a hole in a plane by selecting knife project in edit mode.

Now I would like to animate this mesh with the help of shape keys. I want to take the four inner vertices and scale them up so they are in the exact same position as the outer ones (effectively making the frame disappear). Scaling itself is not the problem but I cannot figure out a way to scale it just the right amount. Unfortunately I can only manipulate the position values individually (in the pane to the right) but not the scaling. Does anyone know of a way to do this?

Any help would be greatly appreciated!


texts:
When you punch someone, skin will deform, same if you squeez your leg or other body part. I want this effect, because i'm making animation concentrated on interaction between characters.
I tried to do this with soft body, but it didn't work well, less or more it felt like a jelly. Is there any way to do this alone, in ordinary conditions and PC that isn't nuclear reator?
Wasn't able to find specific answer on the internet.


texts: Boolean Modifier difference operation not working

texts:
I am trying to create a room using blender.
I am following this tutorial:
https://www.youtube.com/watch?v=Or9bMxAuICc
I am trying to make this image:
https://www.artstation.com/artwork/AdEr5

Ok, so to make windows, i try the boolean modifier.i add a cube, place it in the place of window. i add a boolean modifier to the walls of the room.Then,I set the operation to difference and selected the cube. Next the cube starts clipping.
like this:

I moved the cube to another layer but it seemed that it did not go:

although the cube was on another layer:

I went out of the room and there i found a hole but it wasn't cutting through the wall (P.S. I do not have a solidify modifier on the room)
It was like this:

I investigated more and i found that the cuefdged theroomwith I really don"t know how to say it but here it is:

I have tried everything with the normals. Flipped them inside as well as outside. Recalculated them. Applied the scale. Nothing works.
Please help I'm stuck. This has never happened before.
I am also including the .blend file.


texts: Convert Particle System to Mesh (Collection NOT Object)?

texts:
I have searched far & wide for a solution to this problem with no luck and it seems very simple (I'm using Blender 2.8).

I am adding condensation to a cup using a particle system:

I'm having two problems:

I can't get the particles to appear only on the face of the cup, they end up all floating in the center of it as well (bad for file size, and I actually need the cup to be transparent in my final render / different program). In order to fix this, I want to convert them all to mesh and delete all of the extra drops on the inside / floating in the cup.
I have obviously found the particle system > render > object workflow that is tried and true, so I can select a single object as particle and then convert to mesh BUT - I am using a COLLECTION of objects and want to maintain the variety of size/shape/etc. If you select an object in that menu it only uses one shape to create the array, unfortunately blender will not let you hit "convert" in the particle options menu when the source is a collection rather than a single object.

My workflow:

Created 7 raindrops with smooth shading and grouped them in a collection
Added particles using Hair, and emitting from "faces" (settings below)
Now what?

EDIT:

I figured this out and it was quite simple - I did not have the correct piece of the layer (top layer) selected when attempting to convert the particles, I clicked the triangle shape symbol for the cup and it converted the collection for me.

I still cannot figure out how to apply the particles only to the exterior face of the cup, so they end up either floating in the volume, or on the interior face of the cup as well which is a problem for me.


texts:
Is there a way to always make the edges show?

I enabled Draw All Edges located in the Object Properties panel however, in Edit Mode I am still not seeing certain edges due to the depth. I would like to see them on the mirror though all the time.

Edit Mode

Object Mode


texts: How can i fill the U shape face/edge so there will be no empty space?

texts:
This is my U shape:

And this is how it should be:

It should be filled:

I tried in edit mode to select with B some of the faces then i did in the menu under Extrude: Make Edge/Face but it didn't fill anything and not the whole U shape.


texts: How do I merge multiple objects so I can sculpt it?

texts: As the title implies, how do I do this? Is there maybe an add-on to make it easier? I did ctrl-J to join all the bodies together, but they really weren't connected as one.


texts:
I would like to do something similar at this:

youtube: Minecraft Block Destruction with Realistic Physics
I have two questions:

Can I handle a simulation like that or bigger?
My PC is

CPU: i7-7700k 4.20GHz
GPU: 1080ti 11GB
Ram: 32GB ddr4

How can I set up a simulation like this?
I know this is a generic question, but even a starting point would be a great answer.

Thank you for your time.
PS: Sorry for my English. I'm not a native speaker.