texts: How should I deal with texture bleeding?

texts: I was painting a Skorpion gun I modeled until I came across a roadblock - It is not very apparent on the actual image, but when applying the normal map of the model in unreal, I get a bad normal seam due to an almost invisible texture bleed. It "Seems" (no pun intended) that since there are some pixels that are half-in, half-out of the UV islands, that the outcome is a few select pixels that cause seams. And what's worse, they cannot be painted over, since they are not considered to be part of the island. I would appreciate any and all help, in order for me to get back to my active development. Thanks! :)


texts: There is no smoke in render view instead it scatters outside the domain in blender 2.9 Eevee render

texts:
I started to make smoke simulation, I saw some tutorials to do that. I can see the smoke in solid view but not in render view instead I can see the color of the smoke outside the domain. I did this project in blender 2.9 Eevee. I couldn't fix the problem.
This is in solid view (https://i.stack.imgur.com/wcUbR.jpg) This is in render view (https://i.stack.imgur.com/v1FQ6.jpg)
Node setup (https://i.stack.imgur.com/FL6rj.jpg)enter image description here
Here is the blend file.


texts:
I'm currently developing a game and I'm in need of the bullet force script. I was following a YouTube channel on how to do it but they are quite fast and I think I had a mistake in the code somewhere. Please help
Here's the code

Import bge
from bge import render
render.show mouse[1]

def main() :
        cont = bge.logic.getCurrentController()
        own = cont.owner

        force = cont.sensor ["ray"]
        mouse = cont.sensors ["mouse"]

        if ray.positive:
                render.drawline[own.world position, ray.hit position , [1,0,0]
                if mouse.positive:
                       ray.hitObject.applyForce(force, local)
main()


texts: How to smooth camera animation to have fluid feel?

texts:
When dealing with camera motion, its very sensitive to any movement discontinuities. Is there a way to easily achieve natural looking motion when dealing with complicated motion paths and timings?

Follow path animation feels too robotic unless I adjust all the keyframe easings carefully and this has to be re-done everytime the animation changes (the automatic bezier type just doesn't work).


texts: How to make each scene keep its viewport position?

texts:
The viewport camera position is global, so when I'm switching between scenes that have stuff at different locations in the 3D space, I have to continuously move/rotate the viewport so that it looks at something meaningful.

Is there a way for each scene to retain its viewport location/rotation?


texts: Does Blender 2.82 allow for Radeon VII GPU rendering?

texts: I have a Radeon VII GPU but it doesn't show up in Blender. I am on Ubuntu 18.04. I have opencl installed so I am not sure why this is happening.


texts:
I am trying to composite a model into a photo in blender. The image is saved as a portrait but when opened in blender it appears landscape:

If I reverse the resolution values of the camera and rotate the background image it becomes distorted:

In the movie clip editor it is also landscape which makes it confusing to work with.

I want the the background image to fit inside the frame of the camera while also being in a portrait orientation.

Thanks for the help.


texts: How to convert a text object directly to an ngon?

texts:
Is there a way to convert a text object directly into an Ngon?

Very often when using text it's necessary to convert it to a mesh for further manipulation. However, the resulting mesh is full of triangles and generally a mess.  It would be ideal to simply have a resulting Ngon since it is a flat plane anyway.


texts: Missing model whilst viewing in active camera

texts:
Wonder if someone could help? Whilst viewing a simple pulley model in active camera view, I can only see the foremost part of the model. What am I doing wrong?

Much appreciate any help.

I attach a pic of the full model in 3D View.


texts: How does one form an accurate 3D S-Curve to follow a line?

texts:
I have a wheel arch shape I'm trying to extend out along an S-shaped profile.  I've got no idea how to do this accurately!  Picture below is half of the wheel arch, the top part of the arch should be the widest point and the bottom, the narrowest.  I've made a straight edge to sort-of illustrate the profile I want the extruded polygons to follow except that I don't want the profile to be straight, instead I want it to curve outward from the bottom, then mid-way along, symmetrically curve back towards the top.

I could use Bezier curves as I have done in the past, but these are inaccurate when it comes to lining up the resultant vertexes with those created from a spun curve like this one.  NURBs curves are also proving useless as I can't get a straight edge in the curve for the top point of the arch.  It was looking like I was having more luck trying to model both halves of the arch but then I found out the NURBs control points weren't being reached unless I weighted them so high that the curve became non-existent!  Also, the lateral curve being formed wasn't an S-curve making the arch sharply extrude away from the base control points.

I've also tried the GEOM tool with Edge/Edge (Cut) but then I realized I don't have a profile to cut along so that too is useless (not to mention tedious having to cut every edge manually)!

Every 3D program I've tried for this kind of modelling is proving horribly unintuitive to use (seemingly expecting one to sculpt the model instead of drawing it!)!  If someone could just give me the Maths to do this I'll probably end up writing a script instead!


texts:
I did a google search but I can't seem to find anything relevant. I basically want to have an animation between two points but instead of the object traveling on a straight path I want it to go in more of an arch. I tried inserting keyframes and doing it manually but this seems very error prone and the animation becomes to jagged.

Is there a tool that does something similar to this?


texts:
I've been sculpting for the past couple days and realize as I move in for more detailed sculpting that I have a spot with dyntopo that I must have accidentally clicked. This was a couple days ago, so the undo button won't resolve it. I have attached a picture for a visual. Any help would be super helpful, and let me know if I need to supply anything else.

:)
EDIT: Heres an updated picture to pair with the answer that moonboots provided. It seems that changing the dyntopo to collapsed edges worked, and I just needed to play with the resolution and smooth brush to correct it out. Thanks Moon!


texts: Cycles: No transparency in 3D View in material viewport shading mode

texts:
I have a scene with two textured planes that cover each other. The textures are in png file format with alpha channel. The material nodes configuration is presented below:

I sure the material settings are correct:

Unfortunately the transparency is not working in 3D View in Material viewport shading mode:

Meanwhile everything works in Rendered viewport shading mode:

What could be the problem?


texts: Software interference with Blender 2.8 RC2

texts:
I have an intermittent issue with blender (2.79 and 2.8) which I am trying to resolve.

Sometimes the software works like a charm – no issues.

Sometimes, the main view port is fine, however left clicks do not register in outliner, cannot select or expand a selection. All clicks vanish
- main window of open file or import (left hand menu panel still works, just the main file select panel fails).

Sometimes, so far only in 2.8, left clicks do not register in main view port when selecting items in object mode, or when selecting points/edges/faces in edit mode. Pressing C for circle select, and left clicking works for selection, using handles to drag points once selected works as expected.

I am assuming it's related to something else running on my machine. Reboot seems to work sometimes, and I am a bit at a loss as to what would be causing it. I have tried closing all JVM and screen overlay software, and a lot of other services, however found no clean "fix" for the issue.

Any ideas appreciated.


texts:
So, I am having a surface of faces. I want circles on this surface, that I can extrude, inset etc. Is there a way, if I would subdivide said surface to create circle cuts around the position of the vertices, so that I would get a pattern, or is there a better way to approach this?
Best regards and stay healthy!


texts: How can I call the active brush within my script?

texts:
I am attempting to modify sculpt brush settings via a custom menu. To do this I'm setting a string property to specify the setting I wish to modify.

Since these settings are dependent on the active brush, I need to pull in the current brush via:

bpy.context.tool_settings.sculpt.brush

It seems this should work. I can confirm that it's accessing the correct brush. However, when I assign the brush context to a variable, and then call that variable within the data path it complains:

  Traceback (most recent call last):
    File "/stringProp-tool.py", line 16, in execute
  TypeError: bpy_prop_collection[key]: invalid key, must be a string or an int, not Brush

Here is my script:

import bpy

class BrushSettings(bpy.types.Operator):
    """Toggle Setting For Active Brush"""
    bl_idname = "sculpt.brush_setting"
    bl_label = "Toggle Brush Setting"

    setting = bpy.props.StringProperty()

    def execute(self, context):

        setting = self.setting
        brush = bpy.context.tool_settings.sculpt.brush

        if setting == 'use_accumulate':
            value = bpy.data.brushes[brush].use_accumulate
            print(value)
            bpy.data.brushes[brush].use_accumulate = not value
        return {"FINISHED"}

class BrushSettingsMenu(bpy.types.Menu):
    bl_label = "Brush Settings"
    bl_idname = "sculpt.brush_settings_menu"

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

        accumulate = layout.operator("sculpt.brush_setting", "Accumulate")
        accumulate.setting = 'use_accumulate'

def register():
    bpy.utils.register_class(BrushSettings)
    bpy.utils.register_class(BrushSettingsMenu)

def unregister():
    bpy.utils.unregister_class(BrushSettings)
    bpy.utils.unregister_class(BrushSettingsMenu)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu(name=BrushSettingsMenu.bl_idname)

The lines  giving me grief are these:

value = bpy.data.brushes[brush].use_accumulate
bpy.data.brushes[brush].use_accumulate = not value


texts: How can I import an FBX with multiple animations?

texts: Thank you for taking the time to read my question.  I have FBX files that I've successfully imported into Blender, and most of them have multiple animations embedded in the file, but when I import them, only the first animation is included.  How do I import all the animations?


texts: Cylinder From View UV unwrap stopped working (v2.49b)

texts: So I have been using Cylinder from view unwrap for awhile with no problems and the other day it sudden;y stopped working. Instead of laying out the UV in a parallelogram  rectangle, it stacks all of the edges in a line more or less and casts them somewhere way off the texture map. Anyone have any idea what's going on? Is there any particular script or other file I should check to see if it's corrupt or something? I'd re-install Blender but because the /Blender/.Blend folder has all my .Blend files and they are completely invisible to me outside of Blender 2.49b I'm paranoid I'm going to lose them of I reinstall.


texts: How can I change the default material properties?

texts: I have an animation pipeline that I'd like to shorten.  When I import FBX files, the default is that the emissive color is set to white and "show backface" is enabled.  I'd like to change the default behavior to eliminate the need to change these settings every time I import.  How do I do this?


texts:
Hey People how do they create this Trail Behind the Bullet in particular games where a slow motion effect is shown.

https://www.youtube.com/watch?v=EdGHEN6FumU


texts: How to take off weird lines when using the skin modifier

texts:
I am new to Blender and I was following a tutorial (https://www.youtube.com/watch?v=wCI8ZbTBP1w)of how to create a basic body. When I used the skin and the subdivision surface modifiers and used the wireframe mode it appeared a lot of weird lines some of them looked tangled unlikely the tutorial.
So this is what the tutorial looks like
This is how mine looks like:


texts: Advanced Rigging For Robot Arms/ legs IK

texts:
I build a Robot working on Gears, Chains and Pistons and I'm trying to rig it with IK for the legs and Arms but I'm stuck.
the arm/Leg is supposed to work as such:

first part(shoulders) need to rotate around itself only
Second part (ArmTop) need to rotate at Z pose only
third part (ArmBTM) need to rotate around himself only
forth and fifth part (Arm and forearm) is the IK

When the 1,2,3 parts need to follow the IK So if The Arm wave Hello for example :

first part will rotate a bit
second will rotate up
third will rotate as the arm

if it was in FK it was (1=Y19.5 / 2=Z-119 / 3=Y-70 / 4=X-25 / 5=X-12)(the last picture)

I don't know how to add a file so if you want the Robot file for you to try on it explain how to upload file on here and i will add it

if there is anything you can help
Thanks A head
Omer


texts: Why does my my door have odd circular lighting effect on it?

texts:
All of my other meshes have normal lighting on then but when it comes to my shower door it creates this odd circular effect that I just can't seem to remove.

The door is just a cube, however when I duplicate the single front face of the cube as shown here the lighting looks normal. When I extend the face to make a cube it adds that circular effect.

I haven't applied any materials to any of these objects yet so I'm not quite sure what is going on here.


texts: Why blender splits my imported model in pieces?

texts:
I created a model in Sketch-Up (Sketch-Up detects it as a solid, a closed hull, where all faces can be seen from outside).
Then i exported it as Collada  .dae.
But Blender splits 5 faces off and converts them into separate objects, each one out of two faces, one face lies flat on the other one.

This is the link to the original-sketchup-object

This is the model in Blender. Main part moved to set the separated objects :

Why does this happen?


texts:
I need to apply custom transition from a video to another video as below youtube video.

https://www.youtube.com/watch?v=J30lNs0fRz0

can anyone explain me how to achieve that wipe transition using masks?

in this video it is not explained how to create those masks or transition in default mode and export it (ie. in, out) to video editing mode.


texts:
Help me create fog for my movie. I suffer for three weeks, I can’t make a smooth transition so that the fog is only in the distance of the landscape.
I cannot use planes with fog because the camera is moving. I also can not use the scatter for the world because I need a clear sky.
I came up with only such an option - snap a large cube to the camera (Copy Location), which only moving along the X and Y axis. Next, I mix two gradients in the material, a Linear gradient for a smooth transition into the sky and a Spherical gradient in the center of the cube because there should be no fog near the camera.
It seems simple, but in the end I get a dark scene or a sharp circle without fog in the center. Help adjust the transducers so that the fog matches the gradient and looks natural. How to make the most distant objects of the landscape completely in the fog, which gradually passes into the sky?
Blender 2.82 file in Dropbox (IronDump_fog.zip 56.5MB)- https://www.dropbox.com/s/abw6hz2q409bwxo/IronDump_fog.zip?dl=0


texts:
I have been using Filmic Blender for months now, and it has been working perfectly. But today, when I tried to switched to Filmic, this is what showed up:

I have Blender 2.78
I have not done anything to my settings besides downloading Archimesh and turned off mipmapping
I have not updated the plugin

In the Colormanagement folder in the Blender folder, it shows that it is installed correctly:


texts:
I created a pants model, and bones for it in a blender. Bones work in blender, but when I import it to Unity, they are not doing anything.

I used automatic weights when I was rigging.

Blender:

Unity:

Model: https://ufile.io/gd6vz


texts:
I animated several objects moving along a certain path. That works well.
Now I wanted to make one of the objects disappear. When I delete the element in
a later keyframe it is removed in all keyframes before. How can I avoid this?


texts: How can I convert data from camera data node(view distance) into a file output(image or CSV or anything)?

texts:
I am trying to extract the location(x,y,z) of the objects from the camera in my scene(highway scene -autobahn).
Note: I have imported the .obj file as my scene (obtained from elsewhere, not created by me) into the Blender and therefore the objects in my highway scene (like a car, tree, etc) do not show any values for location (x,y,z) in the viewport.
problem 1: But I need a sophisticated way to obtain the distance of all the objects of the scene elements from the camera, pixel-wise, to use it as ground truth for further application.
Methods I tried so far :

to create a driver that calculates the distance between two objects but unfortunately, it does not work because the location of the objects does not show as they are imported. it is always (0,0,0). Also, I cannot obtain pixel-wise distance.

use the depth render layer of the cycles render in Blender using the composting nodes and creating a node tree that calculates the distance writing it to the output file. This works! But I do not need a converted value, all I need is the Z-component of the distance to the camera. I followed the solution of using shader in this link How to get Z-distance (not depth) from camera to object for every pixel in the frame?. I am stuck in one place :

problem 2: While using shader nodes, I am unable to see the output of it. How can I extract the pixel-wise output into a file? I can build the node tree as shown in the image below, but I do not know how to proceed further. Please guide me on how to obtain the output into a file. Also, problem 3: I do not quite understand why I am multiplying the view vector with view distance? I followed the solution in the link but unable to understand this point.
This might be a trivial question but as I am a newbie in the computer graphics field, any leads would be extremely useful. Thank you in advance


texts: Export RGB values from node setup by Python

texts:
I have a node setup that assigns different colors to an array of objects. The "W" value of the Noise texture is animated so that the rectangles change colors "randomly" during the animation.
I need to output the RGB values for all objects and all frames. I have read online that it is not possible to access the current Node output as it is only avaiable after rendering. It seems weird to me that this would not be possible.
Here is a script that I am currently using - however it outputs RGB = [0,0,0] due to the fact described above.
Is there a way to get the RGB values for each frame? Maybe baking the material or something like this?
import bpy
sce = bpy.context.scene

scene_frames = 250

print('***START***')

for f in range(sce.frame_start, scene_frames):
    sce.frame_set(f)
    # get the material
    mat = bpy.data.materials['drone_0']
    # get the nodes
    nodes = mat.node_tree.nodes
    # get some specific node:
    # returns None if the node does not exist
    diffuse = nodes.get("Diffuse BSDF")
#    r = int(diffuse.color[0]*255)
#    g = int(diffuse.color[1]*255)
#    b = int(diffuse.color[2]*255)
#    print(mat.node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[:])
    r = int(mat.node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[0]*255)
    g = int(mat.node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[1]*255)
    b = int(mat.node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[2]*255)
#    print(mat.node_tree.nodes["Diffuse BSDF"].inputs["Color"])
#    print(mat.node_tree.nodes["Diffuse BSDF"].outputs["BSDF"])
#    print(mat.node_tree.nodes["Diffuse BSDF"].outputs["BSDF"])
    print("frame:", f,"R:", r, "G:", g, "B:", b)

print('***END***')


texts: Final render not showing full node setup

texts: I am learning how to use the node editing but have come up with a problem. I have followed the instructions that were give on a tutorial but I cannot get the effect to work there are 2 effects that I want to appear in the final render but only one appears. Here is a screen shot of my node set up. If anybody knows what i have done wrong could you please tell me . Thank you. If you need any more information please just let me know. If I am asking wrong questions or asking for the wrong information i am sorry but I am new to this site and am just learning how to use the site properly. (larger image here)


texts:
For a shooting game, I need to make it so when the left mouse button is held down a sound file repeats. If it can be done just using the logic editor that would be good, but use of python would be fine.
I don't think it's necessary to supply the .blend file, but if you need it then ask.


texts: When I press space instead of search I'm getting playback started

texts:
Blender 2.8.
It can be Layout or Modleing tap opened, but when I press Space instead of search menu animation starts playing.


texts: Importing Rigged Character and animations to Unreal Engine 4

texts:
as a title says, I have a problem when importing, mainly, animations to unreal Engine 4. The main problem is, the animation is scaled differently to the character.
When I import the animation I also get the warning: "Imported bone transform is different from original. Please check Output Log to see detail error".

I have searched for many many solutions from people with similar problems, but so far I cannot find a solution that works. I am at a loss here.

Here are the export setting I use for the mesh+rig:

https://i.imgur.com/nDFz4fs.png

https://i.imgur.com/7V5alEz.png

https://i.imgur.com/dmHbaC4.png

For the animation, I select only the armature and export it with selection only, same settings as above, except for animations:

https://i.imgur.com/KLZv72p.png

And when Importing to Unreal Engine 4, the character:

https://i.imgur.com/rPHvZzv.png

And the Animation:

https://i.imgur.com/6iNbgXd.png


texts: Is there a way to add a note/comment to an individual node?

texts: For example: In a normal map node "Adjusting the strength of this node will effect "X" quality of the material"?


texts: Why the same object looks different in render / solid view?

texts: Why it looks different in render / solid  view? No modifiers etc.


texts: Why is a piece of this mesh stuck in pose mode?

texts:
When I grab the right foot, I have a glitch. The point where these 3 bones are connected is not moving.

Is it a bug? Or can I fix it, somehow?


texts: Open or extract parts of a very large .blend file

texts:
I accidentally saved a large research project in a single .blend file and closed it. It is 304.4MB and it crashes blender every time I try to open it on several different windows 64-bit and 32-bit machines with relatively powerful GPUs (Quadro 4000, GTX 670, GTX 690).

Is there a way to extract anything out of this file and/or break-up the file perhaps as a way to work around this?


texts: How to set Blender to use identical controls as Unity?

texts:
I am used to Unity's controls and would like to mimic them to Blender to make transitions between the two easier. If you know how, please let me know.

Edit: I apologize, I should have been more specific. Is there a way to import Unity control preferences(key mappings) to Blender? If not, can I remap the basic (by default) left click to rotate view instead of placing crosshairs?


texts: How to Interrupt a process the results in an unresponsive interface (like "Control-C")

texts:
I imagine that this question has been asked, but I could not find the answer, so I'll ask it:

I just created an icosphere and tried to increase the number of subdivisions to 5. But, whoops, I entered 25! Now Blender is churning away on a difficult task that I would rather not be completed. Is there anyway to "Undo" a process while Blender is still "thinking about it"? Like a "Control-C" equivalent? Or, do I just need to kill the whole Blender application?


texts: Call function whenever selecting new pose bone

texts: I'm working on a new rig and I would like to display the same property on multiple bones (like in maya). I'm unfortunately pretty stuck on scripting at the moment and would like to know how I can call a function whenever I select on or more bones and use that information to display the proper properties.


texts:
I started following this tutorial from Blender Guru to do a rainy scene. While most of it works, he's using Blender Render, and by the end the process of setting up the dynamic paint just doesn't work the same way in Cycles. Specifically, after this moment (21:24), the process changes completely, as Cycles Render uses nodes, while the Blender Render does not. Anyone can assist me in setting this up for Cycles, taking into account that all my materials are using the new Principled shader?

I have tried using the baked image sequence as the factor for a mixed shader but have gotten no results. The material remains the same after plugging it in.

Further screencaps, I got it to try to work for one frame, I don't even know how, and I should've screencapped it, but some more as proof that this is not working.

Notice how that's supposed to be frame 46, have a look at the mask for frame 46.

This should be very much mixed down to the other half.


texts: Uvs Unwrapping in a Staircase Made of Quads

texts: I have a 5/7 that I want to bake a normal map to and then texture, but when I unwrap with proper seams, or even if I do smart uv, it simply projects in a staircase made of uniform quads and some tris splitting them in half.


texts: Texture appearing in squares across the map

texts: I was following a tutorial on how to paint textures on to a object and for some reason, when I started painting, the texture didn't show up in its proper place. It just appeared in squares all around the map. if anyone has a solution to this, Please let me know.


texts: Apply -1 x scale (mirror) to object mesh and keep custom normals with python

texts:
I have meshes with custom face normals but they should be mirrored in the X axis. They are not perfectly symmetrical so I have to apply -1 to x scale.

As I apply the scale with
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

the face normals get messed up.

How do I store the custom face normals, perform code above and restore the face normals (mirrored in x) in python?
Thanks in advance!


texts:
I am looking for a way to draw in 3d space utilizing stylus pressure (ideally with grease pencil). I am trying to link the stylus pressure to the depth of the stroke points (instead of line width). I also thought this may be possible by first creating a variable width line and then translating the points based on line thickness.
What I'm hoping to achieve with this is line widths created using perspective.
I have done some python scripting but not in blender, any tips on what to investigate would be greatly appreciated.
Forgive me if this is answered somewhere, this is the first question I've had about blender that wasn't already thoroughly covered by the community already.
Cheers,
Old man G


texts:
I have a problem animating a Toon object. I generated the material with a "Texture Coordinate" - "Dot Product" - "ColorRamp" and "Emission". (https://blender.stackexchange.com/a/86182/48525)
If you animate the object with the toon material, light and shadow move along like a texture. (see below)
http://g-stalterei.de/blender/B100CS_problem.gif

The Blend File:
http://g-stalterei.de/blender/B100CS_problem.blend

Can I prevent this by animating the object from the "Texture Coordinate"? Or is there an easier way to generate a toon material in this look (just with lights and shadows)?

Thanks for your help!


texts:
I am getting an extremely pixelated result when rendering with Eevee and I don't understand why; you can see the settings I am using for render and output in the attached screenshot.

Images

I tried to copy and paste in new file did not work. Any suggestion or help. Thanks


texts: How to get vertex coordinates after modifier in python?

texts:
simple scenario:
I have a cube with a wave modifier and I would like to get the vertex positions with python.
I'm trying with bpy.types.MeshVertex.co, but it gives me exactly the same as bpy.types.MeshVertex.undeformed_co.
I even tried with the new dependency-graph....all the same.
Any ideas?


texts: How do I bake a Bent Normal Map in Blender

texts:
The bent normal is the direction where most ambient light comes from. The median ray that did not intersect the mesh.

It is not the same as object space normals. A bent normal map could be baked in object space or in tangent space.

Bent normal maps are used to for more realistic realtime shading (GI approximation, specular occlusion)

Some links of where I got the info:

https://blender.stackexchange.com/a/137061/83384
https://github.com/keijiro/BentNormalTest
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/BentNormalMaps/index.html
https://polycount.com/discussion/102351/minitut-bent-normals

So how would I bake a bent normal map using Blender (with Cycles)?


texts: Is there a way to gang input from an external file?

texts: I use a spreadsheet to define points.  Each point is the center of a plane. I have over 200 points. I define one plane and then have to duplicate it over 200 times, defining the center point x,y,z and then the rotation x,y,z.  There are no straight lines.  The images is essentially a ribbon, 2mm x 20mm. I've had to make it 2 mm thick for 3D printing. (1mm is too fragile.)  Is there any way to import the data , plane x,y,z and rotation x,y,z from an external file (spreadsheet / csv / other) into blender.  The lower portion x,z are defined by a lemniscape 'r^2=a^2*cos(2*Ꝋ)'.


texts:
I'm trying to make a sci-fi short movie. I have a camera inside the cockpit of an helicopter, and I would like to have some inertia or a small movement when the helicopter moves. Right now I have a camera parented to the helicopter, but it stays fixed as you see here:

https://www.youtube.com/watch?v=L-lN1HLvJDk

I like to have some movement when the helicopter turns or banks, like in this Star Citizen trailer:

https://www.youtube.com/watch?v=-rQDDc7Pxlc


texts:
I'm trying to write a script in blender that will take an object and save it to PostgreSQL db. All I need to do is to get the list of vertices per face in a clockwise manner (how postgis knows inside vs outside). I am starting with a simple cube example. The syntax I need for a cube follows:

NOTE: the first node is repeated to close the face

SELECT ST_GeomFromText('POLYHEDRALSURFACE Z(
   ((0 0 0, 0 0 1, 0 1 1, 0 1 0, 0 0 0)),
   ((0 0 0, 0 1 0, 1 1 0, 1 0 0, 0 0 0)),
   ((0 0 0, 1 0 0, 1 0 1, 0 0 1, 0 0 0)),
   ((1 1 0, 1 1 1, 1 0 1, 1 0 0, 1 1 0)),
   ((0 1 0, 0 1 1, 1 1 1, 1 1 0, 0 1 0)),
   ((0 0 1, 1 0 1, 1 1 1, 0 1 1, 0 0 1)) )');

So far I can access a list of faces and a list of vertices, how can I get a list of vertices per face (clockwise) so it prints as above. Here is my current effort:

import bpy

ob = bpy.context.active_object
me = ob.data
bm = bmesh.from_edit_mesh(me)

for f in bm.faces:
    if f.select:
        print(f.index)
        for v in bm.verts:
            print(v.co.x, v.co.y, v.co.z)

@@@### EDIT ###@@@

OK, so here is where I am now, getting close.
I've included rounding to make it easier to understand.

print("SELECT ST_GeomFromText('POLYHEDRALSURFACE Z( ")
#print("="*40) # printing marker
for polygon in current_obj.data.polygons:
    verts_in_face = polygon.vertices[:]
    #print("face index", polygon.index, end=" ")
    #print("normal", polygon.normal)
    print ("((", end=" ")
    #
    for vert in verts_in_face:

        print(
        str(round(current_obj.data.vertices[vert].co.x, 1)),
        str(round(current_obj.data.vertices[vert].co.y, 1)),
        str(round(current_obj.data.vertices[vert].co.z, 1)),",", end=" ")
    print (")),")

So it still needs the first vertex to be repeated and if it is the last 'print' exclude the last commas. I have commented out the normals indicator incase extra needs to be added to ensure the clockwise construction direction.
Result:

(( 1.0 1.0 0.0 , 1.0 0.0 0.0 , 0.0 0.0 0.0 , 0.0 1.0 0.0 , )),
(( 1.0 1.0 1.0 , 0.0 1.0 1.0 , 0.0 0.0 1.0 , 1.0 -0.0 1.0 , )),
(( 1.0 1.0 0.0 , 1.0 1.0 1.0 , 1.0 -0.0 1.0 , 1.0 0.0 0.0 , )),
(( 1.0 0.0 0.0 , 1.0 -0.0 1.0 , 0.0 0.0 1.0 , 0.0 0.0 0.0 , )),
(( 0.0 0.0 0.0 , 0.0 0.0 1.0 , 0.0 1.0 1.0 , 0.0 1.0 0.0 , )),
(( 1.0 1.0 1.0 , 1.0 1.0 0.0 , 0.0 1.0 0.0 , 0.0 1.0 1.0 , )),


texts: How do i bake a material onto an image texture?

texts: Just did some texture painting and wasn't happy how the colours turned out so I added a colour ramp in the node editor, is there any way to bake the new colours made by the colour ramp onto the image texture?


texts: Sculpting with both Z and X axis symmetry?

texts:
Pretty simple question, i would really like to sculpt some pillars that are symmetrical on both the x and z axis, is there any way at all to enable this in blender? or is there a way to make a model symmetrical along both the x and z axis once modelled?

Thanks in advance!


texts: How to show 'Individual UVs' in a multi UV map?

texts:
Separate UV maps have been created for the character's parts, e.g. shirt, pants etc.
On selecting individual UVs, Blender shows the selected UV along with the other UVs in the UV editor.
Before unwrapping new UV maps, these UVs were "Reset", still other UVs show along with the selected UV in the editor.
Also, UV Pinning is not applied.
Changing Texture Mapping to UV and selecting different part UVs doesn't change anything.
How to show "Individual UVs" in a multi UV map and also is there any way to create UV "vertex groups"?


texts: When I parent an object with a bone the object moves its place

texts: I went to the object tab and parented with a bone. but when I did this, the object rotated and moved. what should I do to fix this? (weirdly when the object moves its place the location which is displayed on the tab that appears when you click 'n' is the same)


texts:
On this site:
http://blenderartists.org/forum/showthread.php?283909-ramp-modeling

Poster Kaluura gave an excellent demo of ramp building.  I've done a lot of complex shapes but I couldn't get the ramp to work and make the edges meet other objects in my scene properly.  This demo looks like it will do the trick and I understand most of the steps.  I'm actually stuck near the beginning however, because in step 2, he has a nice graphic and says "Extrude without moving. Rotate the extruded loopcut on the Z axis around the 3D cursor."

I can't seem to rotate the extruded face while leaving the original face in place.  Can someone more experienced and wiser translate this step for me?   Thanks.


texts:
I'm dropping a 3d object into footage of a real city and want it to be occluded by buildings as the view orbits the object. I can mask buildings fine, and use a set alpha node to combine the mask with the original image sequence no problem. But when I use the output of the set alpha as the image input for the next mask, nothing happens.
This works:

This however, with the next two buildings that block it from view added does not work:

Here, I highlight which mask/set alpha is applying to which building. If I reverse which mask is applied last, then the building in green is the mask that works. It's only the last mask that works. Is there another node I need to be using instead of set alpha for multiple masks. I have 4 more buildings that need to mask over the rocket as the camera orbits. I've seen examples on youtube with multiple set alpha nodes but I can't seem to get that to work. Any help would be greatly appreciated.


texts: How do I find the setting affected by a f-curve using python?

texts:
Knowing my f-curve, how can I find the animated setting?

 bpy.data.actions['Material.001Action'].fcurves[0]


texts: I enabled the Proportional Editing option and tried to scale the part of the mesh. Although I can see the proportional editing ring it does not work. What may cause this problem?


texts: Master Z-Depth with multiple render layers

texts: I was wondering if there is a way to output a Z-Depth pass for my entire scene which contains multiple render layers rather than a Z-depth pass for individual render layers? I have attached a screen shot of my compositing node tree and render. Thank you.


texts: Weird geometry appears when I switch to object mode. How can I make it dissapear?

texts: I only used a mirror modifier. How do I make it look like in edit mode?


texts: Using Video Textures for Shading & Displacement

texts:
This video was made in Blender, and has a seemingly straightforward effect that I'm still struggling to figure out how to do.
Here are two gifs I made for reference:
RAMEN sign
Trees
In the clips, it seems like a glitch overlay video was made in After Effects, then used as both a displacement texture and a shader that wraps over the geometry of the object (such as the trees). I've used video sequences as displacements before, but I've never been able to use a video texture as an overlay as it appears in the video. Is it just Image Texture > MixRGB w/ the model's actual material nodes?
Alternately, could these just be 3D model animations pre-rendered out, effects added, then brought back in as 2D image planes? I could maybe see that for the trees, but the "RAMEN" sign seems to have dimensional displacement to it.


texts:
I'm trying to render a timeline (or some specified frames) with a plugin. I set the active camera I want with

context.scene.camera = mycamera

but there are markers in the timeline with different cameras and I end up with the wrong camera rendered.

How can I ignore those markers while rendering or, at least, change them to my intended camera?


texts: Blender 2.81: Add hierarchy to selection

texts:
Organizing the objects under empties, I'm used to select the empties and all the objects under it by Ctrl+Shift+LeftMouse on the "Groups" I want to select.

With the release of 2.81 this no longer works: you can right-click on the empty and select all the objects under it ("Select Hierarchy"), but you can't add to the current selection this way (ie. select multiple hierarchies/groups).

Does anyone know about an easy way to select several empties and their underlying hierarchies?


texts:
i want to inset the face to 1 mt.
actually the face is 20x20.
when i apply it to  mi its insetting like  this
but i need the result of the face 19 x 19 after insetting
 but im getting like that when i inset by 0.1 but its not correct to the actual diensions


texts: Render light reflection to overlay onto video

texts: I am working on a stopmotion video, and I wanted to ad some Cg elements that we don't have because of budget reasons. Ambient lamps and other lighting objects. I roughly reconstructed the set that we have, and I wanted to render out the reflection of the light on these objects, without rendering the actual Objects, so that I can overlay these in my Video editing software to add the effect.


texts: How to animate rotation of a movie clip in the compositor

texts:
I want the dog to gradually rotate 90deg over 10 seconds. I do know how to use the rotate node, but any rotation changes I make takes effect from the very start.  What I am looking to accomplish is a animated rotation.

First I made the mask in Motion Tracking, then open that up in the compositor.

screen shot of nodes for final orientation of video


texts:
Can I add to the blender ICONS?
Where are the blender ICONS in window?

thanks


texts: Accessing a render in a remote GUI instance

texts:
I hit F12 to start a huge render just before I left work on Friday. Now the render is ready, but Blender is just sitting there consuming a lot of memory. I'd like to get the render saved to disk, so I could kill the Blender process.

Is it possible to access a render that is sitting in a Blender instance on a remote Linux machine?


texts:
How can I hide or remove these lines, but keeping it's face? Unless it's not possible yet.

EDIT: Will this also ruin beveling?


texts: Is it possible to animate geometry nodes?

texts:
I would like to insert the F curve from the sound into the Factor parameter in the Node editor (1.). But after adding the keyframe, I don't see this channel in the graph editor. (2.)

I don't know how to display this in the graph editor?
I tried to look elsewhere, but I didn't find anything. I am using Blender 2.92 RC version.


texts: How would I make a slime blob like this image?

texts:
Wondering if anyone knows the best way to build a model like this? I'm new to Blender. I've tried several tutorials, working with the metaballs and such but I can't get it to look right. The aspect I'm missing is the look of the slime realistically pulling in different directions away from the base and thinning out at the connection points.

I feel like this should be pretty easy, but can't seem to find a good tutorial for it. Any help would be greatly appreciated.


texts: Rigify fails automtic weight, ..ok but on which bone?

texts:
Well i used rigify quite often over the years, and so its not something I get into problems with usually.
Sometimes though rigify fails, is there is a log option to see which bone had problem ?
Or ideas on how to add such functionality to the rigify script?


texts: Why is blender smoothing almost everything, but not everything?

texts: I'm new to Blender, but I really wanted to take advantage of the sculpting. I exported a OBJ file from Maya, so I can sculpt more details on to the model. However, when I switch to sculpt mode, some areas don't smooth out. I'v tried smoothing, and decimating. I'm trying to avoid bouncing between Maya and Blender. I just can't figure out what I am doing wrong. I retopologized the model in Maya. Do I need to edit the polygons, or is it just an issue between Maya and Blender?


texts: Trying to make a water droplet, rotate line into 3d object

texts:
I'm trying to make a 3d stl of a water droplet (for a 3d printer).  Essentially what I was thinking was to draw out a line like so

\
 \
  |
 /

And then rotate it around the z axis to make a 3d shape.  First, I can't seem to figure out how to do this, second, is that the best way to accomplish this task?


texts: How can I render painted image texture in cycles?

texts: I want to paint a specific colour on a specific area of an image used as texture in cycles. I set it that so that it shows correctly in texture mode, but I cannot make it show in render mode. How can I do that?


texts: You know how when you look out into a field of grass you see waves of the gusts blowing along? How do you create that in Blender?


texts: Issue with execution of "Calc rolls" function

texts:
Am using Blender 2.83.2 version on my intel i3 computer. Post creating a character, i use Armature-blenrig 5 biped rig to rig my character. After adjusting all the bone groups to the character, when i use the function"calc rolls" for adjusting the bone rolls, the joints in the hands & legs of he character join together.
Can you please help me resolve this. THe picture of the issue is attached alongwith.


texts: Change Current Frame acc. to Active Layer

texts:
I need to write a script, that automatically changes the current frame according to the active layer. For example if layer 1 is active, current frame is 1. If layer 2 is active current frame is 11. There are 2 problems:

If I run this code:

 bpy.ops.anim.change_frame(frame=25)

it gives error:

Expected an timeline/animation area to be active

I can read the active layer via bpy.context.scene.active_layer however, I have no idea how to make this script always check the active layer.


texts:
After editing some video in blender VSE (just splitting and cutting), I found out I could use Avidemux for direct stream copy which would save me hours of rendering time while keeping the original video quality.
It there a way to save the project editing history into an Avidemux command script, or into any other tool that can do direct stream copy?


texts: Can fluid respect soft bodies (or any deformation!) in blender?

texts:
Right now, I have a render that looks something like: this.

As you can see, the fluid is ignoring the soft body simulation.

Is there any way I could make the fluid respect the soft body simulation?  It doesn't need to be good - this isn't an engineering project - but the fluid needs to follow with the soft body, more or less.

Is there ANY way within blender to make a fluid simulation respect any deformations at all?

Thanks for the help!

PS: What does it mean to Apply a fludism modifier?


texts: I would like to sculpt but I don't know that shapes I can use to sculpt with. I know that the shape I'm sculpting with needs a lot of vertices to sculpt good, but I don't know all shapes to sculpt with.


texts: How to Make Multi User Objects Single User?

texts:
I duplicated a few objects with Alt+D and now I want to apply some modifiers to them, however I can't, because they are multi-user objects.

I tried U > Objects but I still can't apply the modifier.

How to make multi user objects single user?


texts: I'm trying to color a cube based on it's distance from another object along the z axis. I can color the cube based on it's own z axis, but when I try to reference another object (e.g. the plane in the below image), the entire cube is shaded the same color. Please let me know what I'm doing wrong.


texts:
I have few arrows to follow a particular path such a way that the arrows will always orient along (steer along) the path. Using 'curve guide', I was able to make the arrows flow along the path, but the arrows do not change direction according to the path.

As you can see arrows are always facing the same direction. What I want is the arrows should change the direction according to the path.

I tried my level best. But no result :( Please help me. you can find my Blender file also.
Blender file

Thanks and Regards Sabin


texts: Is there a way to "merge" two extruded regions to one?

texts:
I have a model as shown below, which is the product of two extrudes, bottom step followed by upper step. These are disjoint which I can see if I select the front face of the upper stair and drag it up, there's even a hidden face between.

Is there a way to merge them by deleting said hidden faces (orange arrow in the bottom image) and perhaps triangulate like I outlined with two lines on the bottom image?

If I had extruded upwards from the bottom step my hidden face would be along the wall instead, so no improvement. (I think it's a non-manifold mesh but https://blender.stackexchange.com/a/7914 does not help here as it selects no vertices or anything).

I could fix this by deleting the two faces touching in the above image and manually recreating the 3 triangles seen below. I was just hoping there was an automatic way to collapse "touching" geometry.


texts: GPU and missing kernel...32b works but not 64b

texts: So I just did a build with an ASUS GTX 980 ti with windows 7 64b OS. None of the 64b versions of Blender are working, they just flash a quick command window for a 1/2 sec and then nothing. The 32b versions seem to work ok but I can't use the GPU to render because I seem to be missing the kernel 5.2. I've looked up as much as I can to try and fix this but I am coming up short. The 32b versions don't have a kernel_50 that I can rename, which seems to be the solution for the 64b version. Any body got any ideas?


texts: Using Python loop to attach empty to each bone in Armature

texts:
I'm stuck at the part of my loop where the empty gets constrained to the bone.
I don't know how to refer to the bones and empties I want to constrain since their names vary as the loop runs. Here's what I have so far:

##Loop that runs on every bone in rig
for bone in metarig:
    ## print each bones name
    print (bone.name)
    ##create Cubeshaped Empty of radius 0.6 at origin
    makeEmpty = bpy.ops.object.empty_add(type='CUBE', location=(0, 0, 0), radius=(0.1))
    ##rename newly created empty
    bpy.context.selected_objects[0].name = ("empty_A_" + (bone.name))

Up to here above code works, when I end the loop here I get all my empties named correctly.

The Next command errors out: I'm trying to define the Constraint owner and targets without using explicit names, since this is a loop? What's the correct way? I also tried calling it by its name ("empty_A_" + (bone.name)) that doesn't work.

## Create reference for current empty
    emptyobj = bpy.context.selected_objects[0]
## also tried referring to it by its name, the following also errors out
    emptyobj = bpy.context.("empty_A_" + (bone.name))

## then I want to do this, not sure if this will work since I'm stuck at the above line,
    targetbone = bone
    myConstraint = emptyobj.constraints.new(type='CHILD_OF')
    myConstraint.target = targetbone

Any guidance would be greatly appreciated, been stuck on this for a while now :(.


texts: How to make a stretchy rig work correctly in game

texts:
I need to figure out a way of exporting a character with a stretchy rig into a game engine called 'unity'.

The rig that i have is a slightly modified Pitchipoy rig, but the same problem is in Rigify. After trying to export the mesh weighted to the deform bones on the pitchipoy rig, i found that while most of the bones stay in place, the neck and face bones in particular acted erratically.

In order to try and fix this, my best idea was to make a separate rig that follows the control rig. I just took the meta rig, subdivided the arm and leg bones and added an origin bone. I weighted the mesh to this new rig and called it a 'Bind rig'.

In order to export animation to a game engine like unity, animation must be baked. I went through every bone and gave it a copy transformations constraint.
During animation this looks fine, but since games don't deal with constraints like blender does, i remove them after baking and animating the bind rig. But if you just remove them without fiddling with the inherent transforms of each bone, you get the following result.

When the bind bones are constrained, the inherent transforms are overriden. But
without a forced constraint, it's combining each individual scale with the scale of it's parent bone, and the result is not ideal. You can fix this within blender by removing inherent scaling on each bone, but i have no idea how to do this within unity. So i guess the best thing i can do is try to find a way to get the bind bones to divide the scale, but how? Or perhaps there's a smarter way to do it...

HERE IS THE BLEND FILE

Please note that this blend file should not be used for any purpose other than for use specific to this post.


texts:
I have my model like this in blender in design,

But once i convert it into Collada the model and reimport it deforms,

This might probably because of the additional mesh generated after rigging, anybody have an idea of what's going on and how to fix it?

Additionally the model file is here: https://drive.google.com/file/d/1ONfiyX4dwIe8VdKwqoaNWAy7uMv0M2oi/view?usp=sharing

And I use following options in exporting the collada file,


texts: How to stuff and coat a shark with licorice for biting?

texts:
I need my shark stuffed and coated with licorice in order to almost bite off it's head:

How do I stuff it pink and coat it with an irregular black coat, like this?

For the final bitemarks I intend to subtract these teeth:

I've coloured the model and subtracted a thin cylinder to get a feeling where I'm directing to:


texts:
I am looking to produce an image like this:

Where there are two objects, with one object casting a shadow on the second object. The catch is that I do not want to create this by rendering two objects together in the same scene. I want to create this by combining separate images of each object, rendered separately.
Basically, I want to take this image:

And combine it with this image:

To get this:

Any ideas how to do this? To reiterate, I want to get this result through compositing or other post-processing means, not by rendering the images together. So far, I’ve messed around with the compositor a lot with various render passes, but haven’t figured it out. If you have an idea or method of how to do this, I would love to hear it!
zip file with renders and blend file: https://drive.google.com/file/d/1xR1FEJ3vdHYK5oZvHU1jwf8EZqUBtntq/view?usp=sharing
Thanks,


texts: Can anyone tell me how I can make the teeth_down feature stay inside so it moves along with jaw line, please?


texts: How to fix inconsistency of mesh into the "body" in 2.80?

texts:
I am relatively new to Blender 2.80. I am making a hair mesh when I see this:

You can see the yellow arrows pointing to the "outstanding" faces, which just looks weird for a hair. Hair needs to be smooth!

In Blender, I tried selecting these faces and their adjoining faces,
hitting "F". The result is still "outstanding".
I also tried "merge-to center" but...still looking even more absurd.

What is the proper way to cope with the naughty faces?
Here is the project file:


texts: Graphics card driver with support for OpenGL 3.3 or higher ERROR

texts:
I am trying to access blender remotely via SSH using MobaXterm. I have installed blender on a Linux machine and am trying to access it from a windows machine.
I have a NVIDIA Graphics card (GeForce GTX 1060) with the latest driver (455.45.01) installed on the linux machine.
But when I try to access blender from windows via SSH, I get the following error:
**Error! Unsupported graphics card or driver.
A graphics card and driver with support for OpenGL 3.3 or higher is required.
**
I am not able to figure out exactly what and how the issue can be resolved and would appreciate your help with it. I have checked the following links (How can I remotely access Blender 2.8?, Blender 2.8 Beta: OpenGL 3.3 Error?) but these links don't seem to be helpful for this issue.
Appreciate your help.
Thank You.


texts:
I want to add a constraint from one end of a truck to the end of a trailer, but the constraint goes from the center of each object. I put a box on each end to use the constraint, but if these boxes are parented to the objects they are on the constraint goes from the middle of the objects.

So how do I make the constraint operate only from the boxes?


texts: Objects missing in render, light has no effect

texts:
I've been test-rendering a character I'm working on and I'm running into some problems. Not only are the eyes of my character not appearing in the render, but light seems to have no effect on objects at all.

In the viewport, all objects are visible and changes in light make changes to the image, but when I hit F12, I get the same thing every time.

[![enter image description here][2]][2]

This is what it looks like when I hit F12


texts: Is there a way to have a random rotation on child hair particles? I know you can have random size, but if there's a way to randomize rotation as well that would be great.


texts: Writing my first blender Addon and I am confused on these string keywords

texts:
I am currently writing my first blender addon and I have opened up one of those sample templates as a reference. I have noticed that if I want to create a button to make it appear I have to use these default string keywords. Eg. frame_start, frame_end or render.render. My question is, can I make my own custom slider or button that doesn't use these predefined string keywords?

At first, I thought these were replaceable strings but if I mistype just one letter the entire button disappears. Basically, I want to create a slider or a button that says "Number of final output images" in the box itself instead of "End Frame:" or "Start Frame: " how should I proceed?


texts: How to distinguish material and material slot

texts:
I have been creating and using materials in several projects now but not really understanding what I am doing. The confusion arises because the word Material seems to have two meanings and is used interchangeably. In one text I have read it is explained that Material has three slots - called Material, Texture and Image. Another says that a Material Slot comprises a Material and an Image. So Material in one meaning is a sub-set of Material in another meaning? But which way around is correct?

In the properties panel under the material button there are two + signs - one to add a material and the other to add a material slot. What is the difference?


texts:
I'd like to create a mask(in sculpt mode) that would move, up/down with a custom slider. The first problem I have is Blender crashing down after i run this simple script.
import bpy
bpy.ops.object.mode_set(mode='SCULPT')
bpy.ops.paint.mask_box_gesture(xmin=304, xmax=1066, ymin=500, ymax=500, value=1)

What could be wrong here ?


texts: Environment texture only shows when in camera view

texts:
When I'm the camera view mode, the environment texture shows up correctly, see:

However, when I'm controlling the viewport freely, the environment texture doesn't work at all but gets replaced by a random color:

I remember it used to not work this way, but I don't remember what I'm doing differently from before. The background settings I'm using are visible on the right of the picture. I'm also using Filmic blender.

Thanks in advance.


texts: Beginners question: why adding these loop edges @ around 6:20

texts:
beginners question: why adding these loop edges @ around 6:20:
https://www.youtube.com/watch?v=AMXcQ2V-VGA
What is that good for?
Thanks for any hint/ link!


texts: Animation nodes "object attribute input" color is not updating

texts:
I want to get the color of an object on animation nodes via the "object attribute input" and "color" as attribute.
However, when I change the color of the object, the output of the node remains at the old value (which was white 1,1,1,1 in my example pick below).
Which settings do I need to change to get the color output updated?


texts: I'm trying to render an image but weird pixel glitches keep popping up? any help would be much aprreciated!

texts: I'm trying to render for example a very basic image of a cube but when i enter render mode little boxes appear making the picture grainy and hard to see, if anyone could help, thank you.


texts: Baking the normal map from high poly mesh ends up weird. I have no more ideas how does this work

texts:
Well I just heard that for creating game asset I should learn how to bake normal map on the low poly model from it's high detail version. I tried to follow tutorials but no matter what my results end up poorly, like this:

Low poly mesh is uv-unwrapped, both have smooth shading too and I'm in cycles render. Now I've tried everything. Incerasing ray distance does nothing and creates seams, using cage mesh removes seams but still details look bad or won't even exist. Changing margin size seems to do nothing at all.
So my normal maps seem to work only, with smoothered edges, adding holes or some shapes sticking out of the mesh, do nothing at all or just look poor. I have no idea what's going on so either I'm missing something or Blender hates me and won't allow to bake a normal map.
Edit: Additional details

Left mesh is low poly with normal map, right one is high poly, and that's the normal map I got. By "it looks poor" I mean, that the top part, doesn't even show on the normal map and these small faces around the mesh that are going slightly inside, are missing top and bottom part from the high poly version (right mesh)


texts: Blender render (cycles) animation slows down midway. What causes this and do I depend on the new time per frame?

texts:
My render started off as 2mins per frame, slowed down to 5mins and now it’s 11mins.
I have moving metaballs in the scene that enlarge overtime. Perhaps this is the cause of slowing down significantly?
Right now it’s 11 mins per frame. Is it going to stay this way?


texts: A better way to make this car air vents holes?

texts:
So I'm trying to make a firebird 68 but this air vents in the sides are causing me troubles with the topology, It's possible to do make this a better topology ?

Thanks in advance :D


texts: How to get rid of these hard edges after enabling mirror and subdivision modifer?

texts:
I've started modeling a character in Blender.
The goal is to model half of the character on one side of the origin and use the mirror modifier to duplicate the mesh on the other side of the x-axis. I also want to enable smooth shading and add a subdivision modifier so that I can get an idea of what the character will look like later when I apply them.
However, somewhere along the line, I must have done something incorrectly because now I have seams showing up in certain sections of the mesh:

Things I have already tried:

Mesh →Clean Up →Merge by Distance
Ensuring that bevel weight and crease are set to $0$ for the edges
Screaming into the void

Sadly, none of this helped. What can I do to make the seams disappear?
Here's a copy of the .blend file:


texts: Camera View Coordinates and Z-depth values

texts:
In my understanding the z-coordinate of the camera's view looks at the observer, away from the image plane. This is consistent with the camera angles of (0, 0, 0)
while the camera looks down and the camera's z-axis points in the same direction
as the global z-axis.

In the rendered image window, when I click on a point in the image, I am
getting a positive z-coordinate for an object in front of the camera. Should that
not be negative?


texts:
Is this normal? Becouse it does it only with some meshes. I have applied "Subdivision Surface" and "Mirror" (with clipping enabled) to the parts that become white. I didn't apply mirror to the final part of the mag, and is not becoming white even if it joins other parts, so i guess the problem is there? How do i solve it?

Also, side question, how do i get back the "file/render/window" tab on the top of the screen? I have it in other views (like in UV editing view or scripting view) but i don't have it in the default view, thanks!


texts:
I hope you guys can help me out here.  I have searched for a very long time and I am not sure if I am wording this correctly.  So thank you for your patients.

I have an object in blender that uses duplicated group instances and it uses a lot of them.  Sometimes I need to change all of these at the same time to a new group instance.  I was hoping there were a way to select all of the instances, change them, and without editing the original version.

The object is a hair brush with multiple bristles.  I have the bristles colored for the product and then I need them rendered next to another brush with different bristles.  When I copy the whole brush with bristles, all the data comes with it.  But if I want a new color and edit the group, it changes on the original brush too.  So now when I make these changes I have to go onto the brush, select every individual bristle, go to the object panel, scroll down to the Duplication section, and select a new instance of the new group for EVERY SINGLE BRISTLE!  And I have been driven to the brink of insanity.  Please help me.  Thank you again!


texts: Why is one bone distorting my mesh? Only one vertex group?

texts:
Ok, Just following this verbatim https://www.youtube.com/watch?v=h7p5TIFFC0E&list=PL3GeP3YLZn5jOiHM8Js1_S0p_5HeS7TbY&index=1

And I have no idea why I have my head bone (deleted all face bones to make sure that wasn't problem) distorting the vertices of my head mesh when posed.

This is when normal (no pose and no distortion):

As you can see, when the head tiltes the nose and jaw get "dragged" out. Why is this? I went to vertex groups and deleted all the bones from the head except the big head block. Here is the weight paint

What am I doing wrong here?


texts: blender grease pencil / Krita workflow question

texts:
I'm a newbie currently researching the feasibility of grease pencil for 2d animation, I'm curious on how the author in this video https://vimeo.com/160449173

Can anyone tell me how this person open the animation in krita. It looks like he just painted one frame and it automatically carried the painting to different frames while still recognizing the position of the painting for each frame. How is this possible?


texts: Blender - Weird rotation when exporting to fbx

texts:
I have an issue when i export an animation as Fbx. It happens when i rotate my character in the Z global axis of the bone or in the Y local axis of the bone.
(Ignore the mesh deformation, is a test)
This is what I expected

And this is what i got

I reimported to blender to see the result quickly. But i want to use it in Unreal and the result is the same
This situation happened before and i fixed joining all the mesh in one, but now i already have one mesh.
Hope you can help me. Thank you


texts:
I'm working on a scene with two balls that attract each other, they collide, bounce around, etc.  I'm trying to do this by turning off gravity, setting each ball as an active rigid body and attaching a force field to it to attract the other ball.

This isn't working.  If I put a force field on one ball, the other ball moves towards it, but as a soon as I put force fields on both balls, they both stop moving.

I've dug into the code and found the source of the problem.  In blender/blenkernel/intern/rigidbody.c, there's a function rigidbody_update_sim_ob that includes the following code:

    /* update influence of effectors - but don't do it on an effector */
    /* only dynamic bodies need effector update */
    else if (rbo->type == RBO_TYPE_ACTIVE && ((ob->pd == NULL) || (ob->pd->forcefield == PFIELD_NULL))) {

...but this is exactly what I want!  I want an effector to effect an effector!

So, why is the code written like this?  Why can't an effector effect an effector?  Should this be an option?


texts: Making the donut and one of the faces is bigger than the other. Tried goolging the problem but I don't know all the terms to really search effectively. Is there any way to fix this?


texts: Most elegant or simple way to make a train follow a curve?

texts:
Rigging a train on a curve has it's problems. The cars have a fixed length and the tighter the radius of the curve, the more the car will cut corners. So a fixed offset will be too long.

My current solution is a bit convoluted:

I make empties track the main path.
I control a helper curve with hooks so the helper curve fits the main path reasonably well. The more empties, the better.
I use a Spline IK Constraint for the bones.

I do that because I cannot seem to move the IK constraint up or down the curve.

Is there a simpler way? I could do it with Python and iterations, but I wonder whether there's an inbuilt method I have overlooked.


texts: Correspond an object's z coordinate to a noise texture?

texts:
The displacement modifier moves vertices of an object up or down based on how black or white the corresponding part of the texture is.
Is there a way to apply that same principle on multiple separate objects? Is there a way to treat the origin points of each object like a vertex on an object with a displace modifier?
I am trying to animate hundreds of separate cubes in a grid formation to move up and down based on a noise modifier. How could I do this procedurally?


texts: I'm working on a spaceship. its basic form is a Sphere, with an additional torus around it´s middle. The ship has 48 engine nozzles (is that the correct english term?) around the torus. (Using the mirror modifier I still have to work on 24 of them.) Is there a way to position objects- like the engine nozzles) with equal distance around the Sphere? They should all have a 15 degree "distance" along the same (z) axis, but so far i didn't find a simple way to do this. and with movements around the 3 axis its trial and - mostly error - and takes forever. I hope the description of my problem is more or less helpful. I'm no nativ speaker so that makes it a bit harder to find what I'm looking for.


texts:
My model is a sitting humanoid. You can see a video here, which shows the problem perfectly:

https://drive.google.com/open?id=1FcmjXTwH0bRUUeM3XCI1i6FRBi-wFu-3

The model is to be used as an enemy in a unity game. Those parts should be fixed in such a way you would expect it to look like if the missing parts were there.

Your brain already completes it, this is what the model should look like. I created an example outline on the right upper arm of the creature.

Example: arms are round. You only see parts of the arms, sometimes more, sometimes less. In an abstract way, arms are cylinders. So there should be cylinders as a rough guide along the fragments. As I wrote, your brain knows it already what it should look like.

My question also adresses the painting of the non-existing parts to make them match.

How do I fix the missing parts efficiently the way described, so it looks like a sitting humanoid?


texts: Efficient way(s) to render point clouds of 3D scan datas in cycles

texts:
Problem: I would like to render a 3D scan data (so no volume) containing only vertices (no faces or edges) with colour informations in cycles.

Tried so far: I tried particles (spawning spheres on each vertices) but I couldn't get the sphere to have the colour of the vertex it spawned from and with lots of points it's takes a lot of memory.
I tried hairs, but it looks like they only get the right colour when there are faces, they stay black if the mesh only has sparse points (bug ?)

Answers:
I'm opened to all suggestions. Exact looking techniques are better, but if there are some holes in the rendering it's ok. So using the above-mentioned techniques if you know the right parameters to save memory and have colour information is ok.
It can be a version of that solution : http://www.blensor.org/node/27 working in cycles.
Answers with GSoC Projects versions are ok (the OpenVDB or DingTo ones for example ?)

To be met:
I use a 20 000 000 point cloud data and I only have 8G memory, the solution must be memory-efficient. To give an Idea of how much can be used for so many points : the 3D scan program it comes from renders it using only 400M Memory.


texts: Manually align axis to vector (BGE Python)

texts:
So basically, I need a way to point an object toward a set of coords.
AlignAxisToVect() can be used to accomplish this, but it's not instantaneous. I need the rotation to be executed on command, so I can right away run code based on its new position.
Ideas?


texts: Using TinyCAD XALL feature while keeping faces and their assigned materials

texts:
Imgur album with the pictures I will use to show you the problem: https://imgur.com/a/DBI6A

So, I have many cases like this:

Here I moved the left vertex to show you that the "green" upper edge is not the same of the "red" edge:

When I use TinyCAD add-on XALL feature to add vertices to all the edges which intersect with other edges, the faces which were supported by those edges get deleted:

Then I use Remove Doubles and press F to remake the deleted faces:

But, as you can see, the materials applied to those faces are of course different from the original ones. I could re-assign all the materials but that would require a lot of work since I have many of these cases.

Is there a way to use TinyCAD XALL feature while keeping faces and their assigned materials?


texts: Blender 2.83 some assets don't work on Pro Lighting Studio

texts:
I bought the addon Pro Lighting Studio last month and enjoy it, but some lighting assets and HDRI images are not fine.
For example, I set Pink Morning but there's nothing in viewport, and Soft Box, Blue&Yellow Rim don't work either.
These are not all that are not fine, but most assets works fine.
What"s wrong with them?
The asset version is 1.26 under Blender2.83 but 2.82 is not working either.


texts:
I'm using blender version 2.79b on windows 7. I have been unable to get the cracked text to wash off from the model. I followed all the instructions on the video tutorial. In the dynamic paint section, I have the water as the brush and the cracked text as the canvas. Also setup all the nodes in the compositing view. The only thing I can think of is that there may be a small bug with the attribute node.

Any suggestions would be appreciated, as I am trying to get this to work for a video presentation for Housekeeping Services.

Thanks

The cracked text layer on the bottom of the HDMM up to the D, should have become clear at this point.


texts: Help converting from tessface in old addon in Blender 2.8

texts:
I have been using this addon for years and it has prevented me from moving to 2.8 till now, but I thought I would try my best to convert it

I managed to convert almost all of the script and am just commenting two sections out, the faces and UV

I have spent a couple of days googleing and reading through every post but I just cant get it to work, I know tessface has been depreciated, but everything I try fails

The commented lines below are the ones I cant get to work.

I think i would be happy if I could just get the faces to work at least!

Help me Obi-wan you are my only hope!

def make_mesh(verteces, faces, normals, uvs, global_matrix):
mesh = bpy.data.meshes.new('name')
mesh.vertices.add(len(verteces))
mesh.vertices.foreach_set("co", unpack_list(verteces))
#mesh.tessface.add(len(faces))
#mesh.tessface.foreach_set("vertices_raw", unpack_face_list(faces))

index = 0
for vertex in mesh.vertices:
    vertex.normal = normals[index]
    index += 1

#uvtex = mesh.tessface_uv_layers.new()
#uvtex.name = "UV"

#for face, uv in enumerate(uvs):
#    data = uvtex.data[face]
#    data.uv1 = uv[0]
#    data.uv2 = uv[1]
#    data.uv3 = uv[2]
#mesh.update(calc_tessface=False, calc_edges=False)

obj = bpy.data.objects.new('name', mesh)
# apply transformation matrix
obj.matrix_world = global_matrix
bpy.context.collection.objects.link(obj)  # link object to collection


texts: I am having trouble with emissions in my materials. How do I remove emissions?

texts:
I am trying to model a simple room to make my sword model easier to understand (I was getting confused because the reflective material had nothing to reflect), but I cannot figure out how to make my wall material the right colour. I want the walls to be a bright yellow with small bumps on it. I attached a bump map and a normal map to the material. My trouble seems to be with the "emission" value in the "PrincipledBDSM" shader. I cannot get my bright yellow because of it. With the material colour set to yellow and emission set to black, I get a dark yellow. If I change the emission to yellow, I still get a dark yellow. I thought maybe I could change the alpha value of the emission but it seems to ignore the alpha channel. How do I get the object to follow a bump or normal map and let me chose the colour?

here is the file:
https://we.tl/t-46j7Osx6aD


texts: Does Blender 2.8 have the abililty to make a cylinder with round ends

texts:
As the title says, does Blender 2.8 have ability to create a cylinder with round ends; as part of the cylinder creation.

I have seen the options discussed for previous versions, and will likely use the bevel option if this cannot be done.

Thank you,

Jim


texts: Correct Material for Glass and World Background

texts:
Using Blender 2.8 Cycles with Denoising and Caustics Turned-Off

I have two questions here.

I’m not sure why the world background is not WHITE when I’ve already set it to FFFFFF in hex value.
The glass panel of my model appears to have icing/frosting effect. I cannot get the CLEAR GLASS with REFLECTION on it.

What’s the correct way of doing it?

Thank you :)


texts: How to keep camera always in horizontal position?

texts: The camera is following the path from top to the bottom, orbiting around the wires. I would like it to be focused all the time on the wires in horizontal position. Is there a way to exclude Z axis from constraint tracking or any other method that would do the trick? Hope I make myself clear enough.


texts: Scene playback with wrong/unwanted Sequencer audio

texts:
I have a 30 second Scene, that I put at 3 minutes into my VSE - together with some additional "scene music".

When I play this in the VSE, it works fine - both audio and video.

But when I go to an animation panel to create/tweak my animation and hit play, the audio plays the intro from the beginning of the sequencer edit - which doesn't have anything to do with my Scene's audio.

Yet I need that "scene music" to time match my Scene correctly.

Any ideas about Sequencer time vs Scene time?


texts: sun lamp is turning window white for some reason

texts: I have an hdri and a sun lamp. I am not sure why the window is turning white? I have attatched a picture of the node set up of the window material.


texts: Lag when viewing meshes in texture shading mode

texts:
I've been working on a ps1-style model, very low poly, and was UV mapping some textures onto the mesh, but when I tried adding another texture, the viewport started lagging a ton.

I could still move the mesh around, but it was extremely slow and choppy, like 1-2 fps. I changed the viewport shading to solid, though, and it worked fine again. I had been working with the texture shading on the whole time, so I'm just curious why it started lagging.

I'm using a Lenovo laptop running Windows, 8gb ram, intel core i5-7200u CPU, and am using Blender 2.72

I'd really appreciate any form of help with this problem since this is probably the furthest I've gotten on a project.

The textures I'm using are 5184*3456 in resolution, maybe that's the problem?


texts: foreach_set - Doesn't "False" toggle selection off?

texts:
I have some verticies selected (for example vtx[0] from total 9), but try to select some others using "foreach_set".
So, I create an array (...here with 8 times "False", except vtx[8] is "True") and "throw" it on the mesh:

oa = bpy.context.active_object
bpy.ops.object.mode_set(mode='OBJECT')

sl = np.zeros(9, dtype=np.int32)
sl[8] = 1

### added after @lemon comment ###
setE = np.zeros(len(oa.data.edges), dtype=np.bool)
setF = np.zeros(len(oa.data.polygons), dtype=np.bool)
oa.data.polygons.foreach_set("select", setF.ravel())
oa.data.edges.foreach_set("select", setE.ravel())
##################################

oa.data.vertices.foreach_set("select", sl.ravel())
oa.data.update()

bpy.ops.object.mode_set(mode='EDIT')

I end up with vtx[0] and [8] selected. Shouldn't "False" deselect the first vertex?


texts:
Operating system:Windows 10
Graphics card: 980TI

Ive tested in: 2.82a 2.83

Every time i use cycles either for full renders or just the viewport after several frames it crashes, it doesnt matter if i use gpu or cpu they both crash the whole pc to a reboot my friend was able to render my file just fine and i cant seem to render anything more complicated then the start up screen in cycles
its my first day using blender and im not real sure what to do


texts: Blender Game Engine - parented mesh gets twisted and jitters when moving

texts:
I'm trying to simulate a rope (ultimately for hair physics) by making rig A copy rotation of rig B. I'm using world space and the effect makes the mesh on the left jitter all around (it jitters faster than how you see it on the gif below). Not only that but the mesh is a bit screwed (literally). Why is this happening? The axis are all aligned.

Here is my blend file. Use W and S for movement.

UPDATE:

The shaking, I think, is caused by the bone not being fully inside the display mesh. This updated file fixes the rectangle rotation slightly above the cube. Now the twisting mesh remains.

UPDATE 2:

OK, now the mesh doesn't twist. What I did was to remove 2 of the bones for the display mesh. Then pulled the only bone left to the height of the rope, then subdivide it. Subdivide. Not extrude it. Then parenting with automatic weights works without twisting the mesh. Why? I don't know. The axis are all aligned perfectly.

I'll tinker with this more. I'm leaving these files for anyone who's having difficulties with these matters. I don't completely understand them myself.

To sum it up:

1/ Why did the mesh jiggle? I did some more tests and bone bigger than the mesh didn't case problems. Was it my laptop? HP Elitebook 2530p. It's not that powerful really.

2/ Why did extruding bones and then parenting a mesh with automatic weights twist the mesh?


texts: Using an object/curve as a stencil or mask of sorts for texture paint

texts: I'm currently trying to retexture a Spider-Man model I made, and the webbing on his suit are proving to be difficult. I modeled them first, and have been trying to use different methods of baking for them, none of which have really come out great. So now, I'm resorting to trying out texture paint, and simply tracing the webs isn't quite working out all that well. So I'm curious, is there any way I could use his 3D modeled webs as a mask of sorts while texture painting onto the suit model? Like, a way I could be in texture paint mode on the suit model, and if my brush went over a part of the webbing's model, it wouldn't paint onto the suit. Sorry if I didn't explain that quite right, thanks in advance!


texts:
I'm trying to create some objects in blender and I just installed it, but for some reason I have no option for smooth/flat shading in the tools? Im new to blender so I dont know where else to find it.

Any help is greatly appreciated


texts: Export Problem fbx (Binary Mode not Ascii) in unity

texts:
Maybe someone could help me with my problem. I have exported a model from Blender to Unity (fbx Format). Everything looks nice except one thing the shoes are deformed. It looks like there where something like a boundingbox that causes that behaviour. I have checkt already everything in the Weight Paint Mode.

Does anyone have ideas what that could be?

Thank you for your help.


texts: how to selectively show indices as developer

texts: One can choose to "show indices" of the vertices of a mesh when in edit mode.  However, when there are a lot of them, you can no longer read individual ones, it becomes a giant cloud of indices.  I would like assistance in coding an add-on that would allow one to add a boolean value to indices that you define (if defining them in python), so that when, as developer, you request to "show indices", only those indices that you've indicated you are interested in are the ones that get marked.  Perhaps this functionality exists already?  If it doesn't, help in finding the code of the existing functionality would go a long way to helping determine how easy or hard this will be..


texts:
In this question I showed images of a smoke simulation with Flow Type = Fire and Flow Type = Fire+Smoke. It seems that these two flow types have very little difference in their effects on the simulation.

But I guess the developers had reasons to create those two flow types. What is the nature of these two flow types and how do these flow types influence the smoke simulation ? I also mean how do these flow types influence the voxel data / simulation fields (availability, strength) ?
So where do these flow types really have a different impact on your simulation ?


texts: im very new to blender and computers. I'm trying to use Hardops addon so i placed the entire file into addons and clicked install addons.Is this right?


texts: Can I import multiple strips of different fps into Video Sequence Editor?

texts:
I have a few video strips with audio that I want to import to the Video Sequence Editor (VSE), but they are of different fps... examples are 23.97, 24, 29.97 and 30 fps. Let's say I want to select an fps of 30 in my project, is there a way to import the video clips and converting them to 30 fps?

Making every 4 frames into 5 frames, for example for 24 to 30 fps conversion. I am not sure what it's terminology in the video editing area.


texts: How to save changes if main window was closed?

texts:
I have opened view in separate window, then closed main window without any warning. Now when closing separate window I get

Winthout any propose to save.

How to save then?


texts:
I'm wondering why viewport material shading would draw an image texture fine, but doesn't seem to be able to draw a procedural texture:

The same is true for texture shading. Is it possible to get procedural textures drawn in the viewport without having to render?


texts: Cycles not rendering Principled Volume emission smoothly

texts:
I am trying to render emissive lights in my smoke using Principled Volume node in Cycles render, but emission light is not rendering correctly.

When I set emission to 0 Cycles renders volume material as expected

What am I doing wrong here? Can somebody help me please?


texts: My hair particles move when in particle edit mode

texts:
I'm new to particles and may have missed something but but i'm sure its some bug:
When I switch to particle edit from object mode, the hair particles project towards my screen (pictures below). Also im using vertex groups here but its the same problem if I cover the whole surface

As soon as I click particle edit, this is what I see. Note that the hair now leaves towards the right side of the viewport. Even if I rotate my view, they remain in the same place:


texts:
Beginner here. I have been following some vid tutorials. But for some reasons. I cant paint on my mesh at vertex paint. Its not visible in render view mode.

Even though I applied the Attribute node. Please help, How can I fix it???


texts: How to avoid duplicating assigned materials when duplicating a mesh?

texts: how can I prevent Blender 2.8 from duplicating materials every time (?) I duplicate a mesh.


texts: Roblox texture wont apply properly to the object

texts:
So, I have a body model from Roblox and I've exported Roblox texture for the model from Roblox studio. But when I add the texture to the model in blender, It won't apply properly.
Here's the image for reference.


texts: Unwrapping problem, UV only takes up a small space

texts: After having marked the seams of my mesh (a building) when I want to unwrap, all the UVs are concentrated on the left and in height, the same thing happens with the smart UV project option. If anyone can help me, I thank him in advance


texts: Loop cut is skipping one face in particular

texts:
The loop cut is skipping one face in particular (the circled one) and then continuing to the other side. I tried removing doubles and that didn't work. I tried selecting the n-gons and that didn't work. I also tried dissolving the edges and sliding them around but those didn't solve it either. Any suggestions? It looks like there's something blocking it or there's a kink in the mesh but I don't know how it got there. I've been working on the top of the anvil for some time and then I go to the bottom to find this. (And yes, I've checked similar questions but the answers did not help me. All of the solutions were things I've already tried).

Here's the file:


texts: Mac Pro Tower - Sapphire Radeon Rx580 is really, really slow

texts:
I recently installed a  Sapphire Pulse Radeon Rx580 8gb on my 2010 era (with upgraded CPU) Mac Pro tower.   I did this because my former GPU, a NVIDIA GTX 970 is not "Metal Compatible" and would not allow me to upgrade to Mojave.  I selected this GPU because it was one of the few recommended GPU for Mac Pros.     I use blender a lot, and was hoping that I would get something of a boost in performance from the upgrade.

Alas, no dice.  In fact, the GPU is even slower than the CPU when rendering benchmarks like "Classroom" or "BMW".  With my GTX 970, I got a good boost, with benchmark times sometimes as much as 3x faster.

I'm beginning to regret the "upgrade".  I don't need amazing performance, just something that makes cycles run quicker.

Am I doing anything wrong?   Is there any patch or fix that I can download that will help?

Thanks!


texts: Moving around the object wiith Alt key + Left Mouse Button

texts: I am new to Blender using it in Linux OS. I have tried to move the button with ALT+LMB. I have selected Emulate 3D Mouse Button from the user preference. The select with option is set to Right. But it is not working.


texts: Prefetch maxing out 20+GB of RAM over a 355MB jpeg sequence

texts:
Pretty new to Blender - I'm having difficulty wrapping my head around how Blender caches image sequences. I have a 355MB jpeg sequence which I am trying to Prefetch and do a camera track on. Somehow Blender is turning this 355MB sequence into over 20GB of cache when I attempt to prefetch the frames. There is nothing else in my outliner.
I've got 32 GB of RAM on my machine, I've set my Memory Cache Limit to 16GB in the system settings under Video Sequencer.
Why is Blender taking up so much RAM for such a small sequence? Is there a setting somewhere I'm missing?
Thanks for any advice you have!


texts: Material is not displayed correctly on one face

texts: I have made a small eclipse type object with black material. One of the face is not displayed correctly in edit mode. It is displayed correctly in object mode and in final render. I have attached a screenshot with the culprit face highlighted in red circle.


texts:
I just saw https://cloud.blender.org/p/settlers/5e7e343c129c886f23af503a and wanted to try it out myself. as you can see in the video: the curve (it's actually still a curve, not converted to a mesh) has a remesh modifier on it and is then shrinkwrapped onto the sphere.

when I do that, it does not work: https://streamable.com/c9fyrz

what am I doing differently / wrong?


texts: (Cycles) What causes textures to act like this?

texts:
The model in question is converted from MMD using an addon called MMD Tools. The textures load fine with the base engine, but on Cycles it renders with these odd missing chunks. It seems to happen even if I change the lighting type.

I can't provide the .blend file, but know that sometimes the materials work fine, but it occasionally does this. As you can see, the main outfit, facials, and hair textures seem to be fine. But the arms are weird.


texts: Modelling terrain based on .DXF height points

texts:
I’m currently working on modelling a piece of terrain for a set of visuals for an infrastructure project. I’ve been given a .DXF file with the design layout and the terrain/height data included as a series of points marked by a number that gives an approximate indication of the height of that terrain at that specific point. There are a few hundred of these in the drawing, and rather than taking single vertices and placing them individually at the marked height and joining them all up later, I was curious if anyone knew of a way to potentially automate/script the process so that a vertex can be generated at each of the different points at the height specified?
I realise this question may be better suited elsewhere, but any help would be appreciated!


texts: My bone keeps on rotating. Need a little help with constraints

texts:
I'm trying to figure out how to rotate a rectangle box, and rotate all the parent bones along with the box so it can rotate a second time around another edge, and a third, and so on.

I tried to achieve it with constraints. But whenever I rotate a bone (even just 12 degrees) it keeps rotating on and on. I just want a solid 90 degrees rotation, but long story short, my bones are out of control.

Probably it has a lot to do with my whole constraint setup, but after fooling around for quite a while now, I'm desperate for some help and understanding.

Hope someone can help.

Project: https://www.dropbox.com/s/c024bphti54koey/RectangleBox.blend?dl=0


texts: Is there a way to make render preview less fuzzy

texts: I know how to make my final render without noise or grain. But my preview render is always grainy/noisy. Is there a way to fix this?


texts:
I'm trying to use the mesh analysis in the properties panel to inspect my model for the thickness, I want the visual tools rather than the plain selection from the Print3D add-on. However when I check it on, it does nothing. Am I missing something here?

Thanks, Matthew


texts:
Situation:
I am trying to animate boiling water. I based my idea on this youtube tutorial. Basically what it does is:

Bake fluid sim of drops falling into a fluid object
Rotate the domain by 180 degrees upside down
Add an object edging onto the fluid objects surface (so it overlays the fluid inflows / drops
Substract the fluid sim from the new object using boolean modifier
Only render the new object

Problem:
In some frames the animation shows very weird behaviour which i can't fix. For example in frame 12, 48 and 75 the "top" surface of my "boiling water" disappears for some reason. In frame 82 everything but the surface of my "boiling water" disappears.

What i tried so far:

Moving/resizing the domain: This made some of the frames work but therefore other break. I couldn't find a constellation in which all frames would be okay.
Adding smooth modifier: This fixed it for a lot of frames and left me with the few i mentioned above
Moving and resizing the "boiling water" object: This helped for some frames but also broke others
Recalculating normals of all objects (inside and out): This didn't change anything
Changing and rebaking fluid sim: Helped for some frames but broke others

Question:
What magical setting do i have to change to make this thing work?

My .blend file:


texts: Modeling a twisty tree: How do I twist a beveled curve?

texts:
Hello Blender community!

First time posting.
I’m a fairly recent 3D NOOB playing around with Element 3D and C4D renderer in After Effects, and I have a project that’s allowing me to dig deeper into Blender. I’m at excited at how 2.8 feels…

So-

I’m trying to model the following tree and I want to make it ‘grow’.

I’ve created a curve with a few points, beveled with a circle, and using a NURBS path to affect the taper.

I hooked up the vertices of the NURBS path to empties and animated the location of the NURBS vertices to affect the girth of the girth of the tree as it’s ‘animating’ the Bevel end value. The ‘growth’ of the tree is looking how I want it to:

Now I want my tree to look like the drawing, and this real tree, for example, with the whole tree twisting as it grows.

How do I do this?

I’ve seen people taking an object, add loop cuts, add a simple deformer and twist. But I would need to convert this beveled curve into a mesh - which then I lose the animation from the keyframed Bevel End point for the growth.

I’ve tried playing with the tilt value of the vertices within the path of the curve. The curve has a total of 8 vertices, so just for example, I added a 360 degree rotation between each vertex, so the last vertex has a ‘twisted’ value of 2520 degrees for the tilt.

So in theory, the physics of this makes sense, but at a high spline resolution, it doesn’t look like it’s twisting much. If I lower the resolution to 2, i can see the physics of what’s happening, but it’s not quite the look I want.

What approach do I need to take here?

Thanks in advance!

[EDIT] THANK YOU ALL for your suggestions. I'm still having a little trouble getting the hang of proportional selecting, but the combination of that and changing the shape of the sweep got the look I was going for. Thank you again!!


texts: When I rotate a mesh, I'd like the rotation of one face to stay the same but the rest of the mesh to rotate, is there a way I can lock the rotation of the face? Thanks!


texts:
I am creating objects for a game which consists of hexagonal tiles. I successfully created looping animation for ocean, but failed to make it loop spatially, due to my tile being hexagon, and not a rectangle. As a result, my water objects don't fit together nicely:

Is this "hexagonal looping" possible in blender?

blend file


texts:
Often when I model objects with circular areas, I run into trouble converting ngons and tris into quads. The selected face is a quad, but it has this "open" vert, and those often causes problems when e.g. beveling. Any tips on dealing with such tricky situations? I'm pretty fresh 3D user. All help appreciated!

I could make this one, big ngon face, but I really want to get into good modeling habits.

solid view of the model


texts: Problem with edges of mask in exr file while working in photoshop with it

texts:
I exported a exr MultiLayer file with masks from blender using cryptomatte.

And I have such a problem in Photoshop itself, the seam between the objects is translucent, the mask leaves such an artifact as in the picture. What to do? How to get rid of this problem at the junction of objects with different cryptomatte masks, with artifacts on the edges of the mask?


texts:
I would like to create a dialog box with a slider in Blender that changes orthographic scale of the camera when the slider is changed. My first problem is to call a popup and the modal operator at the same time. Currently Blender crashes every time I run the code. The second problem is that LEFTMOUSE is not quite right, rather let go of the leftmouse. Is there a command here too?

import bpy

class my_text_Class(bpy.types.Operator):
    bl_idname = "dialog.box"
    bl_label = "To start marker detection, click: OK (no input) Start = 10"
    user_iput: bpy.props.FloatProperty(name = "Change Camera Size to:")
    # bl_options = {'REGISTER', 'INTERNAL'}

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
        if self.user_iput == "0":
            marker_detection()
        else:
            try:
                bpy.context.object.data.ortho_scale = self.user_iput
            except ValueError:
                print("Wrong input! Only floats are allowed as input Parameter!!")
                bpy.ops.dialog.box("INVOKE_DEFAULT")
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'LEFTMOUSE':  # Apply
            bpy.context.object.data.ortho_scale = self.user_input
        elif event.type == 'RIGHTMOUSE':  # Confirm
            return {'FINISHED'}
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        {'RUNNING_MODAL'}
        return context.window_manager.invoke_props_dialog(self)

if __name__ == "__main__":
    bpy.utils.register_class(my_text_Class)
    bpy.ops.dialog.box('INVOKE_DEFAULT')