texts: Getting different results with the same node setup (World output/Material output)

texts:
(Blender 2.82) I'm trying to use the Texture Coordinate node in the Material editor to change the colour of a cube based on the angle between its position vector and another fixed vector. I'm following the outline given in this answer. The cube colour seems to be changing as expected, but if I copy the same node setup into the World node tree and link it to the World Output, the background colour differs from that of the cube.
To illustrate:

Why is this happening? I expect the background to match the cube since the inputs are depending on the difference of two vectors (and are thus independent of the origin). Am I using the Texture Coordinate node incorrectly? If so, is there any other way to achieve the effect (the same angle-dependence for the background colour) I'm looking for?
Blend file:


texts: What can I do to fix the "Could not write image: Permission denied" error after I'm done with a render?

texts:
I'm fairly new to Blender (I'm moving from other CG programs, as I really liked its 2.8 update), and I've been trying to render some basic things here and there to get used to how the program works. However, after my render was done, I stumbled upon a problem. When I was about to save the image, Blender refused to output it to the folder, giving me the following error:

I've checked all sorts of stuff, from admin permissions (I run it in admin mode, and all permissions to the folder are allowed), to folders, to Blender preferences (even went as far as resetting it to its factory settings), etc... Still no dice, I still get the same error every time, and my "Save As image" button stays greyed out no matter what:

Strangely enough, I do not get the same errors in Blender 2.79. Does anyone have any idea of what's going on? Am I overlooking something, or...?

I'm running Windows 8.1, and Blender 2.8's folder is located in Windows' default "Documents" folder, if this information helps.

In any case, thanks in advance!


texts: Why are there 2 transformation orientations in the viewport header?

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I've just started using Blender 2.91 and noticed there are now two transformation orientations in the 3D viewport. The left one affects the gizmo and does what I expect it to but the right one has no effect but is where I can add a custom orientation.
The annoying thing is the (,) shortcut selects the right one which is not what I want.
Is there a way to set up a short cut to select the left orientation?


texts: background video for my camera has gone missing. help?

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I have a video set as my camera background but for some reason its cutting out mid video. Does anyone have an idea how to get it back?

it plays the frame before this one


texts:
I am currently a non-user of Blender, not having used it for about six years.

I have the need to wrap a number of large number of images around a sphere and produce a 3d render (poss with or without the sphere being rendered to help in composite work).

Can Blender be automated to iterate over a number of images, apply an image with the same mapping coords, and then produce a render?


texts: Bake a Displacement map from a cylinder object

texts: I have this twisted rope created from a bezier circle with modifiers. To reduce the overal poly count I want use discplacement map for this. So my question is how can I bake a displacement map of this object so I can apply it to a simple cylinder?


texts: What is the difference between a Billboard and a Plane?

texts: I seem to have missed out on something. What is a billboard?


texts:
OK While I'm rendering a video in cycles from frame by frame pre-rendered frame by frame sources or straight from the editor to a video format the scene is off center to the right and it seems to wrap around. There is a noticeable diagonal line on the left of the screen. Not Sure how to fix this I'd be grateful for some help. A bit more information each separately rendered frame looks right.

1st pic is the render settings. As well as a camera view of the scene.
2nd is the render Issue I'm having when I attempt to render an animation. The full animation rendered this way both while rendering straight to an animation and also when rendering individual still frames then to an animation from those frames. But the individual Frames turned out perfectly fine.

I had attempted this on another scene prior to this but thought I had screwed something up while tweaking with the render setting there. I'm wondering if I somehow accidentally wrote the mess up to the startup file.


texts: What's the difference between Extrude Individual and Extrude Individual Faces?

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When i perform a Individual Face extrude with "Individual Faces", then the faces extrudes individually.

When i perform a Individual extrude with "Extrude Individual" and faces selected, then the faces extrudes individually. There seems to be no difference to the upper method.

When i perform a Individual extrude with "Extrude Individual" and edges or vertices selected, then the tool does not extrude individual. It uses the Extrude Edges or Vertices and move method then, it performs another action instead. Which can be seen in the title of the Last Operator.

So, besides that the "Extrude Individual" tool does work with Edges and Faces too, without doing what is promised though, what is the difference between "Individual Faces" and "Extrude Individual" then? What do i overlook here?


texts:
I'm trying to mix a material with a color ramp with an image texture and I can't find a way to make it work.

This is my node set up for the material. Any help would be greatly appreciated.


texts:
I'm a first time blender user who would like the increase the motion blur effect for my scene. Essentially, my goal is to reproduce this; I have followed that user's instructions(I have yet to overlay the images though).

I would like to increase the blur trail of my molecule and emphasize the rotation. I'm open to a different approach! Thanks!

This is my shutter curve:


texts: Background Images in the Right Orthographic Viewport Disproportionate to the Other Views

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I noticed that when I put a Background Image in the Right Orthographic View port it is disproportionate to the other view ports. I know the sizes are correct, I've measured them in Photoshop and my computer tells me the sizes are correct but when I put them in Blender, the Top and Front view are proportionate but the right view is always off. I try resizing it but it's not a matter of it being too small, it's completely disproportionate to the other views. Any ideas?

@brasshat
I did something similar. I had originally made an orthographic projection, that's how I know all of my measurements were right, but instead of uploading the individual images as separate jpgs into the Background Image I just imported the Orthographic Projection file directly. That seems to work, however, I have to move the image in each viewport so that they line up, but the sizes are accurate now, I just don't seem to understand why it wouldn't do it with individual jpgs.

I went ahead and put my idividual jpgs on top. Note that I did nothing to these jpgs that would change their size but this is what I get.

Notice that Blender is changing the sizes of the individual jpgs but leaving the psd file alone. Any ideas?


texts:
I am trying to debug blender via gdb on Visual Studio Code. I have a launch.json file and it will open up blender but immediately close. I am not sure what is going on, has anyone successfully . Here is my json file:

{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
    {
        "name": "(gdb) Launch Blender",
        "type": "cppdbg",
        "request": "launch",
        "program": "path/to/bin/Debug/blender.exe",
        "args": [],
        "stopAtEntry": false,
        "cwd": "${workspaceFolder}",
        "environment": [],
        "externalConsole": false,
        "MIMode": "gdb",
        "miDebuggerPath": "path/to/bin/gdb.exe",
        "setupCommands": [
            {
                "description": "Enable pretty-printing for gdb",
                "text": "-enable-pretty-printing",
                "ignoreFailures": true
            }
        ],
        "preLaunchTask": "Build Blender Debugger"
    }
]

}

It seems to build but when it launches Blender it immediately closes. Any help would be greatly appreciated!


texts: Can Blender unwrap ngons? Are ngons the reason why UV maps have artefacts as unwanted weirdly stretched UVs

texts: I want to unwrap two faces. When I select them and press U and Unwrap I get some artefacts as stretched unwanted UVs. What is it? And how can I avoid them?


texts: Auto Keying does not respect Active Keying Set in 2.8

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How can I make Auto Keying respect the active keying set in 2.8?

Manually inserting keyframes with i in the viewport uses the active keying set properly. But the auto keying feature looks at it, scoffs, and does whatever it wants. Is there another setting somewhere? Is this a known bug?

Any help is appreciated.

Steps to reproduce:

Open a fresh copy of blender v 2.80 (i use the Steam version)
While keeping primal cube selected, change bottom view to Dope Sheet
Change Context to Action Editor
Create a new action
Change the bottom view to timeline
Open the Keying dropdown, and change Active Keying Set to Rotation

Turn Auto Keying on
Rotate the cube in the main scene
In the timeline view, expand everything
You should see XYZ Location, Rotation and Scale keyframes

I would expect #10 to only have rotation keyframes. Nothing about Location or Scale.

Manually recording keyframes works fine:

Continue from step 6 above.

Rotate the cube in the main scene
Press i in the main scene
In the timeline view, expand everything
You should see XYZ Rotation only. Nothing about Location or Scale

Am I missing something? This makes auto keying useless for me :(


texts:
I had posted here earlier and received some useful tips. However, I have one concern that is still bothering me.

The shadow on this phase seems to be going from light to dark to light, along with a streak/ line of pink. Ideally, I would like this entire phase to be uniform or a gradual gradient. Maybe something like this:

is this the reflection from the sphere at the top and the plane down below? if so, how can i remove these reflections from interfering in the shadows. Could this be something completely different? I've kept the roughness of both the shapes quite high.
My new setup is:

Thank you in advance!


texts: How to make multiple strips for a wipe with Animation Nodes?

texts:
This is my original strip in Moho Pro.

When I group strips while moving each a little to the left and delaying them each by a second or two, this is what I get. Now how do I reproduce that with Animation Nodes?


texts:
I try to create a face between two edges, but it always gets a strange looking result.
I worked for years with another cad application called "Vector". In this App if you select edges, the software orders the edges from 0 to n by selection and shows the order. Blender doesn't do this, but I found an extension called "space_view3d_index_visualiser_bmesh.py", no it works fine.

The internal blender order seems quite confused, so I reordered it with "Sort Mesh Elements".

After pressing F to create a face between the edges, this is the result:

I think this is an edge order problem. If I Select each corresponding edge separately (0-1, F, 2-3 F .... etc) it works fine, but this is boring work with large Objects. Is there any solution?


texts:
I wand to model a 3D UI container that resize along the X and Y axes, with some border parts whose size remain constant (i.e. the 3D equivalent of the 2D 9-patch images). My target is Unity, which seems to only support bone animations.

In Blender, I made an armature with 2 disconnected bones, one for each axis X and Y. They are disconnected so I can move them freely on each X and Y axes. Then I assigned halves of my 3D model to each bone, horizontally and vertically. I was hoping that it would work as intended but I have a problem : the part of my 3D model which should have been translated by the 2 bones at the same time on X and Y are only influenced at 50% by each bone.

I was hoping this part to be influenced by 100% of each bone in an additive fashion. It seems that there is an automatic normalization of the bones weights on each vertex. Is there a way to avoid this normalization in Blender?

Alternatively, is there another animation technique in Blender that allow for additive deformation whilst being exportable as bone-based animation?


texts:
Im new to blender, so please explain the answer clearly. I don't know what I did, but now, my meshes only move in Blender Units - it's understandably annoying. The only way they move more or less freely is when I hold the control Key.

Using blender 2.72b


texts: Unable to export sound and video into the same file

texts:
...I can get one or the other, but not both. I've used the Video Editing component to composite, with a sound track, and it plays fine in Blender, but I cannot get an actual A/V output file, in AVI or MPEG.

Help Please?!

Thank You.


texts: Cycles final rendering filled with textures random through image

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Everytime i render an image it render correct, but when it has 10 seconds left i get an error with "system is out of gpu and shared host memory" and it messes up the entire rendering by filling each tile with distorted textures and transparent tiles.
What do i do?
There is a example image attached so you can see: https://gyazo.com/a54502c4aa757dd380c6b2a9d496052b


texts: Sculpting with Dynamic Topology, using Inflate Brush, blue Artifacts appear

texts:
I sculpted with Dyntypo enabled, but then there appeared those strange blue artifacts. If I use the smooth brush, it minimize the problem, but some artifacts stay.
Why does this happen? And how can I fix this?

Many thanks!
And happy modeling :)


texts:
I'm new to Blender and currently digging into the nodes system, trying to figure out what all of those nodes actually do (aside from the information one is given in various YT-tutorials).

I came across a very strange behaviour of HSV values when it comes to Separating/Adding/Combining.

It's all about Pink:

RGB: 1 0 0.212
HSV: 0.917 1 1

I ) I can set up this pink just in a diffuse shader inputting RGB and/or HSV values.

II) I also get to this pink by mixing blue and red using "Add Shader" or using "Mix RGB - Add)

Blue:

RGB: 0.000 0.000 0.214
HSV: 0.667 1.000 0.500

Red:

RGB: 1.000 0.000 0.000
HSV: 0.000 1.000 1.000

(Results are 100% conform with same Photoshop blending mode)

III) I also get to this pink by manually adding values in the RGB system:

RGB color values

R: 0 + 1 = 1
G: 0 + 0 = 0
B: 0.214 - 0.002 = 0.212

IV) BUT: Manual adding of values does not work within the HSV-System!

HSV color values

H: 0.667 + 0.250 = 0.917
S: 1 + 0 = 1
V: 0.5 + 0.5 = 1

The outcome should be the same Pink but IT IS NOT!
It's almost the same but a little darker.

Any ideas?


texts: Easiest way to create scene variant and manage objects?

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I've designed a kitchen set with many objects and I would like to create another variant of it where about 95% of the objects will stay intact and only few will be moved/added. I also want to keep the old variant and be able to quickly switch between the two and compare them. What is the best way to do this?

I've already made couple of variants for the bathroom by just simply creating an empty for each new variant, and copy-paste objects form other variants. Now I'm just toggling visibility of the variants for comparison. This method works but I'm not happy with it.

Copying object's multiplies geometry in the file
Copying process itself is not convenient. When I want to copy some object from previous variant I must unhide previous variant, find and select the object in outliner if it's already obscured in the scene. Then I Ctrl-c, Ctrl-v. Move the object to be sure that it's copied. Unselect original object. Hide previous variant. Find new copy of the object in the outliner because for some reason it's not copied to selected parent. Hold mouse button on the object while scrolling again through long list in outliner to drop it on new variant. Move the object to original place in previous variant. Is there any plugin maybe that will give an context menu option in outliner to copy/paste?
I sometimes forgot to hold Ctrl while clicking on visibility button or trying to select an object and weird things happens. Clicking in outliner without Ctrl is only usable if I want to move an empty.
Switching to the variant that I'm looking for requires many clicks and is not super easy if I have a few. I want to quickly switch to some other variant, so I unhide it in outliner and realize that some other variant is also unhidden, so I'm hidding it (the scene looks the same because objects are exactly overlapped). Then I play a bit, select an object, hit Delete key and upss... the object is still there and I deleted it in wrong variant...
Objects need unique names in entire tree and I'm not event aware that some other object's name changes when I give the same name to new object.

I'm trying to be organized but it seems like Blender never aimed for easy objects management. I also see this when watching some others work. Most of the time the file is just Cube-Cube.077 right in the scene or event worse, all objects joined into one big static mesh...

I'm already aware of and tried objects grouping, and linking but those methods seem to complicate things even more than my actual approach, without any benefits that will be worth it. Is there any better way to do similar tasks in blender?


texts:
I'm working on a script that will add several child objects to a single parent object. One child each time the script is run. I want each child to be moved over and placed next to the previous child on the x-axis. I'm having trouble positioning the children relative to the parent.

How can I set the exact position of a child object relative to its parent object?


texts:
I would like to create a texture atlas for a larger scene with all sort of objects without having multiple copies of the same texture in it, based on how many times that object appears. So for example lets say I have 6 identical trees and 2 identical houses, I would like my textures atlas to contain one tree and one house texture as if I only had 2 objects, instead of having 6 tree textures and 2 house textures that look exactly the same.

I did find a solution to this, however it's not easy to use so I'm wondering if there's another easier way. The way I can do it is when I'm done with the scene is to delete all the copies so I only have 1 instance of every object. Then I can just join all the objects into 1, create a new UV map, bake my textures into a new image and be done. (I found this method here: https://www.youtube.com/watch?v=Tj-S5QAac3U ). Once my atlas is created then I can separate all of my objects and make copies again and move them where the old ones used to be. The new copies of the objects will take their texture from the atlas without needing to have that texture appear multiple times.

The issue with this technique is that if I end up adding a new object at any point in the scene, then I have to do this whole process again which is pretty annoying and time consuming especially if the scene gets larger and more complex.

So what I'm wondering is if there's a better way to create a texture atlas which will know that some objects are just copies and will only include 1 texture for all of those instances of the same object inside the texture atlas.

Thanks in advance!


texts: How to make partial glossy material without roughness?

texts:
I want to make a background material like the photo below for a logo. I tried many different techniques but, none worked for me. It's like tinted glossy plastic. It is like it is having reflection of outside world but, not that much.. it is more like opacity. Reflections are partial. Not full reflective. glossy material is not working for logo either. Logo is shiny but when I create a glossy shader It reflects HDRI and looks like steel. If I increase roughness then reflectiveness goes off... I am confused what to do...
EDIT :  I tried to give metallic look of value 0.4 and roughness 0.08. But, even a small value of roughness blurs out the refelction. So, Roughness isn't the part of material. I tried to give clearcoat effect too. But, it didn't work.
This is viewport render , metallic 0.4, roughness 0.08 , clearcoat 1 but, still not working for me.


texts: Export to GLTF/GLB - Remove domain / bounding box from animation

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I am trying to export a 3D model with an animation as a .glb file, but the bounding box is obscuring the entire animation. Any way to remove the bounding box to show the actual animation?
Here is what I want exported:
But this is what I get:


texts: I was wondering if the LOD feature is working on top of an array modifier.


texts:
I have a 2D base image on which I'd like to overlay a set of edges (several thousand), where each edge has a value determining its color.

For example:

My plan is to add each edge as a separate object with a custom property; then a single material across all edges can use the custom property to determine color.

The bit I'm having trouble with is actually getting edges to render. I was hoping that a wireframe modifier would give the edges enough geometry to be visible to the camera, however edges without associated faces don't seem to survive the modifier.

Is there a good way to get these edges to render?


texts: Objects aren't visible when I render the image

texts:
I asked this question earlier without too much context. I attached the file of my blender project to provide better info. Here is what I wrote in in my previous thread:
So when I render the lamp most of the meshes don't show up. All objects are set to be rendered so I don't know why this is happening. Also when I copy the lamp and paste it in a new blender window, the same objects that won't show up when rendered in the original file won't show up in object or edit mode.
I attached the file on the following link:
https://drive.google.com/file/d/0Bw9YfCDmAT5BNGVGOU1aRnRKclU/view?usp=sharing


texts: How to change the alignment of a newly created primitive object

texts:
When I add cubes, for example, this always happens in view mode, regardless of which view mode I choose.
How is this possible ?


texts: What is simplest way to join particles into a single mesh and modify during animation?

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I would like to modify the mesh from a particle system during animation. Without some way to join all of the particle object meshes together, modifiers like smooth do not work as needed.

What is the simplest way to create a single mesh from a particle system at each frame in an animation so that other modifiers can be applied like Smoothing?


texts: How to export to .obj with separate map-channels?

texts: I'd like to export a .blend file with a UV-mapped texture, a displacement map and a normals map in 3 separate channels to an .obj file. Tried it with 3 UV Maps in 'Object data' but only 1 map will be exported. 3 separate objects with 3 separate maps or separate layers aren't working either. Do i need nodes...!?


texts: Render subsection, produce full resolution image

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Background

In an animation, text scrolls horizontally across the screen (from left to right), stopping on the far right. For example:

The background is transparent and no other objects are in the scene. Blender creates PNG frames at 720p, as expected.

Problem

Blender spends time rendering image parts that will only be transparent. The CTRL+b command allows for rendering a subsection of the image, but appears to produce an image that is not 720p.

Question

How would you create a 1280x720 PNG image but only render a horizontal band (see below) where the text is animated?

Related

Render just part of a final image from Cycles?


texts:
I tried to model the inner half, then the outside individually, but still can't get this shape.

I only want to know about the upper half.


texts: Why the middle mouse button in Blender 2.80 changes the orthographic view to perspective?

texts:
If I choose an orthographic view by using the numpad and then try to orbit the geometry by clicking the middle mouse button Blender goes from orthographic to perspective. Why is that the default now? Wouldn't it be more logical if instead of that Blender kept the orthographic mode?
In other words: Why Auto Perspective is turned on by default?


texts: Creating vertices at mouse position is very off

texts:
I am trying to create a vertice at my mouse position with python. This is my code to get the location:

`       region = bpy.context.region
        space = bpy.context.space_data.region_3d
        x, y = event.mouse_region_x, event.mouse_region_x
        loc = bpy_extras.view3d_utils.region_2d_to_location_3d(region, space, (x, y), (0,0,0))

. This is what happens:


texts: Can Blender take two video files and morph one into the other?

texts:
Is it possible to do something like this:

https://www.youtube.com/watch?v=t0lcSHYiOJg

with two video sequences in the video editor or elsewhere in Blender?


texts:
file

I have hair pointing inside the mesh on the legs of this Coyote. I tried viewing the normals and they all appear to be facing the correct direction. Any ideas?


texts: Is there a way to bake animated/ deformed geometry?

texts: Is there a way to bake/cache geometry deformations (in this case, an animated character)? This would be handy if I wanted to import an animation to another scene, or just to save computation power if I wanted to add, for instance, a cloth-simulation on top of it.


texts: In Themes, why does 'Reset to Default Value' result in black?

texts:
If you change a color in User Preferences > Themes, and then try to change it back to it's default by Right click > Reset to Default Value:

It just makes R=0, G=0 and B=0, (Black)! Why?

I know there is a 'Reset to Default Theme' button at the bottom of the Preferences window, but that resets the whole Theme.


texts: I saw a video with a useful tip, but can't find it again. The author defined a custom key to focus on the three transform vertex coordinates; x, y, and z. This is different from creating hotkeys to perform a function such as "subdivide" (RMB, select "create shortcut") as that doesn't work for me. The fields turned green and when pressed, the edit field was focused and the value was selected so he could instantly overwrite the value.


texts: How do i unwrap a cylinder to be able to use tiling textures?

texts:
I want to make modular tunnel pieces with cylinders. but I don't know how to unwrap the cylinder in a way that allows the use of tileable textures.
an example is the substance designer rounded cylinder


texts: Is it possible to save the text of the command line automatically?

texts:
When a rendering is made via command line, the progress is appreciated as follows:

Fra:1 Mem:16.90M (0.00M, Peak 17.44M) | Time:00:00.02 | Scene, Part 1-135
Fra:1 Mem:16.81M (0.00M, Peak 17.44M) | Time:00:00.02 | Scene, Part 2-135
Fra:1 Mem:16.90M (0.00M, Peak 17.44M) | Time:00:00.03 | Scene, Part 3-135
Fra:1 Mem:16.88M (0.00M, Peak 17.44M) | Time:00:00.03 | Scene, Part 4-135
Fra:1 Mem:17.11M (0.00M, Peak 17.44M) | Time:00:00.04 | Scene, Part 6-135

How can I automatically pass the text that is displayed when I perform the rendering to a text file on my hard drive?


texts:
Whatever I do, I can't figure out how to change the color of my shadows.

I am using the "shadow catcher" feature in v.2.79
and have my object and the shadow catcher on separate layers.

I tried adding an additional Sun with a blueish tint and HDRI images as Environment Maps but both only colored the object, not the shadow. Also, I tried to use a mix node with the shadow layer and a blueish color as inputs, but it looked weird. I am compositing the Render onto a Background video.

The final render looks like this:

(Also for some reason the shadow is much lighter than in the render preview).
Also here is my composite node graph:

http://imgur.com/F4qdlpir.

Hopefully this can be fixed, happy about your input :)


texts: Character's hands stretching when moved in Object mode

texts:
I've been working on a character model that I have rigged, weight painted, and created poses and shape keys for. Everything has been going smoothly so far, with no unwanted distortion when I pose the armature. But for some reason, when I move the character in object mode, his hands become very distorted. It doesn't occur in Pose or Edit mode, only in Object mode. Does anyone know why this is happening and how it might be resolved?

(I would provide the blender file itself, but I can't seem to find a way to attach it to this post)


texts: Why does it take so much longer to track uncached frames?

texts:
I'm attempting to track a slightly longish shot, and I don't want to fill up all my ram.

I can play the animation with ⎇ AltA and blender caches and displays uncached frames in near real-time (~35 fps with 60fps footage). Blender will track cached frames faster than real-time.

Yet when trying track uncached frames, blender takes longer than 10 seconds per frame! Often as long as 15 seconds.

What is going on here? Why does tracking uncached frames take far longer than the time needed to both cache and track separately?


texts: Can i run blender as on a server as a binary source code?

texts: I want to be able to run blender on a server and use it to render images without having to install the GUI on the browser. Is such possible in blender ?


texts: Why is texture on different faces is not displaying properly

texts:
I am trying to create a 3d model of my phone. I used different textures for the different faces of the phone. After rendering , as u can see in the image, the texture in not proper rectangle here, but it is rectangle in the edit mode.

What should I do get a proper rectangle on that face?

Please Help!


texts:
So this is my first time modeling a body and I've made the torso and the legs in different objects so I wouldn't mess it up, now I don't know how to merge/connect them to make it a single object and the "Subsurf" modifier doesn't appear on the modifiers tab, I also don't know how parent vertexs work nor how to subordinate other vertexs.
Here's a picture of the objects I'm talking about:


texts:
I would like to use metaballs for interior design (cave) via backface culling.
Is there a way to flip their normals? :p


texts:
I have fixed a problem I had with baking normals onto a low poly model and have gotten my normal map.

Baking the map to my low poly model didn't work no matter what I tried, so instead I just baked the high poly, and it worked! But I have a new problem: the normal map is good but there are these weird colored artifacts that are around my bump. I can use this map and it works fine, but for presentation purposes I would like it to be all purple-blue.

How can I get rid of them so that the whole thing is purple-blue instead of green, yellow, and red? If I can get rid of them then I can finally get a good normal map. To me, it looks like I need a higher ray distance value but I am not using selected to active; it's just a 4k texture bake with margin set to 16. Everything else is set to default. Could i maybe draw over it in photoshop? Please help


texts: How to make arc with many faces looks smooth with subdivision modifier?

texts:
I'm newbie. How to make this looks normal?

This is arc I tried to make smooth using subdivision modifier.

I also tried this trick but it didn't work.


texts:
When running a python file in blender 2.8, I get the message Python script fail, look in the console for now. According to this question, I should be able to see the error in Window > Toggle System Console. However my window dropdown menu doesn't have a Toggle System Console button. How am I able to see the error messages?

I am on macOS High Sierra and have blender 2.80.

here is a picture of my window menu:


texts: Is it possible to opitimize Cycles' refraction material?

texts:
I want to create an animation where a sphere moves. This sphere is going to be textured with a PBR work flow. However, the sphere will feature a relatively complex node setup, wherein one of the main elements is refraction.

Here is the issue...

The sphere is a placeholder object for the main character of a short film (sphere like main character), and will be in almost every scene. In order to make sense in the narrative, the shader for this character has to be semi-transparent/refractive.

Since this sphere is going to be in nearly every shot in some capacity, I want to keep render times for this object to the absolute smallest amount of time possible (preferably under 1 minute per frame).

Is there a way to optimize a refractive material or the lighting in the scene, or maybe perhaps there is a way to fake refraction, in order to keep render times as low as possible?

This is the effect I am going for:


texts: Using Wave Modifier instances in Animation node

texts:
In animation nodes is it possible to take an object data path output and run it with an instancer?
 I am trying to give a ghost type effect to the wave modifier on text.  Throught the wave of the text, I want to be able to see a slightly invisible version of where its going.

I can do what i want to an object, but the modifiers do not get instanced in animation nodes.

also it looks as if I am instancing it, however that is just the data from the wave modifier, as well as the wave modifier applied to the object. I cant get more than these 2 instances or manipulate the second instance (x,y,z space ect.)


texts: Un-hiding faces and double sided textures

texts:
Typically if you look at the back of a textured face you don't see anything but a transparent square.

Is there any way you could make the front and back of the face textured without flipping the direction of the face?

Also, how can you unhide the faces that you previously hidden with H?


texts: Force object mapping to remain independent of group instance position

texts:
When I use object mapping and use an empty to position decals on objects, the relationship is not preserved in linked instance of the group of objects. Is there a way to force the decals to stay in their original location?

Let me explain:

On the left we have a cube and an empty. The blender logo on the cube is positioned using the object coordinates of the empty. Now I grouped the cube and empty, and created a group instance on the right. As you can see in the rendered preview the position of the decal on the linked cube is not the same as the original. Is there a way to make it so?

P.S. Using UV's is an obvious way but as in my particular use-case I have an array of cubes, I will have to apply the array to use UV's. Object coordinates help keep a non-destructive workflow.


texts:
recently I am trying this code for handling some clicks, mixed by bpy and bgl. However when I "Run script", then select it from the menu, when I clikc, the Blender freezes. I have to close it.

import bpy
import bmesh
import math
from mathutils.geometry import intersect_ray_tri
from mathutils import Vector
from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d, region_2d_to_origin_3d

import bgl #GL module

class GLUtils(object):

    def __init__(self):
        pass

    @staticmethod
    def getViewport():
        view = bgl.Buffer(bgl.GL_INT, 4)
        bgl.glGetIntegerv(bgl.GL_VIEWPORT, view)
        return view

    @staticmethod
    def getProjectionMTX():
        proj_mtx = bgl.Buffer(bgl.GL_DOUBLE, [4,4])
        bgl.glGetDoublev(bgl.GL_PROJECTION_MATRIX, proj_mtx)
        return  proj_mtx

    @staticmethod
    def getModelViewMTX():
        mv_mtx = bgl.Buffer(bgl.GL_DOUBLE, [4, 4])
        bgl.glGetDoublev(bgl.GL_MODELVIEW_MATRIX, mv_mtx)
        return  mv_mtx

    @staticmethod
    def mouseCoordsTo3DView(mx, my):
        depth = bgl.Buffer(bgl.GL_FLOAT, [0.0])
        bgl.glReadPixels(mx, my, 1, 1, bgl.GL_DEPTH_COMPONENT, bgl.GL_FLOAT, depth)
        # if (depth[0] != 1.0):
        world_x = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
        world_y = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
        world_z = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
        view1 = GLUtils.getViewport()
        model = GLUtils.getModelViewMTX()
        proj = GLUtils.getModelViewMTX()
        bgl.gluUnProject(mx, my, depth[0],
                         model, proj,
                         view1,
                         world_x, world_y, world_z)
        return world_x[0], world_y[0], world_z[0]

class MouseToCollision(bpy.types.Operator):
    bl_idname = "wm.mouse_collision"
    bl_label = "MouseTo3D"

    region_x = bpy.props.IntProperty()
    region_y = bpy.props.IntProperty()

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

    def execute(self, context):
        print("Clicked!")
        print(GLUtils.mouseCoordsTo3DView(self.region_x, self.region_y))

    def modal(self, context, event):
        if event.type == 'LEFTMOUSE':  # Apply
            self.region_x = event.mouse_region_x
            self.region_y = event.mouse_region_y
            self.execute(context)
        elif event.type == 'RIGHTMOUSE':  # Cancel
            return {'FINISHED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.execute(context)

        print(context.window_manager.modal_handler_add(self))
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(MouseToCollision)

def unregister():
    bpy.utils.unregister_class(MouseToCollision)

if __name__ == "__main__":
    register()

# bpy.ops.wm.mouse_collision('EXEC_DEFAULT')

Maybe I messed my operator or I am misusing it.


texts:
I have a macbook running MacOs High Sierra vs 10.13.6 with this processor: 2.3GHz Intel Core i5, and this amount of memory: 8 GB 2133 MHz LPDDR3, and this graphics card: Intel Iris Plus Graphics 640 1536 MB. I would really like to know how many faces my computer can handle without blender crashing. I am wanting to import a mesh that has 7 million faces, is this ok to do?

Thanks for any help.


texts: Object is stopped but its position still changing

texts:
I'm applying a linear velocity to an object. Sometimes it collides with other objects and bounces some distance. I need to detect when my character stop.
What I did was assign to a property the character's X + Y positions and, with a property sensor, detect if changes that property.
The problem is that the object is apparently stopped, but the property still changing, specifically, because the X position is continuosly changing.


texts: How can I disable the ocean sim modifier's symmetry?

texts:
I have started experimenting with the ocean sim modifier, but I am noticing how "symmetrical" the resulting mesh is. No matter how I adjust the parameters, a wave in one corner will appear in the opposite as well, which leads to unrealistic water like this:

I understand this is to allow seamless tiling, but in my case I am only interested in one single tile, and am finding the symmetry to be visually disruptive. Is there any way to disable it?


texts:
I want to animate this sphere. so I added a bezier curve and object constrain to sphere follow the path but soon after selecting the bezier curve. How can I make my sphere placed at the bezier curve to animate the path

g


texts:
I'm using one of HDRI from http://www.hdrlabs.com/sibl/archive.html.
I would like to blend/merge it with scene but in a way that the HDRI content is not visible only dimmed and blurred.
How to achieve that but in a way that the lighting is perserved?


texts:
I am trying to edit a 360 Fly Camera Video File with Blender, but experiencing difficulties.

I think I need to convert the equirectangular 2880 x 2880 video to stereographic 3840 × 1920? How can I accomplish this using Blender?


texts: Loading a movie strip into cache without using proxies

texts:
I have tried searching online, but I cannot find a clear answer...

I want to make a movie strip easier to edit by caching its frames to RAM. I have configured the Sequencer Cache Limit to 8192 MB, which should be more than enough for the <1 GB video.

My question is: Is there an easy way to automatically cache all of a movie strip's frames?

Individual frames get cached when I have the playhead on them. Playing the video from the beginning stutters a lot, so the playhead skips frames and caches very few of them. Is there a better way to cache movie strips?

I know proxies are a thing, but if possible I would rather use my RAM than fill more disk space.

Do you guys know of a Blender feature or custom script that allows for automatic movie strip caching? Thanks for your help.


texts: Rendering problem with Neon lights - Blender guru tutorial

texts:
Complete beginner here, I've been working on making neon lights from Blender Guru's tutorials and it looked pretty good on my viewport.

However, when I tried to render it there was a dark halo around the pipe  material that didn't go away even when I disabled a few nodes in the shading workspace.

I couldn't find people having the same problems on the comments section either.


texts:
I sculpt a realistic human character and made the hair system for the size of the sculpture.
Now need append he in my animation, all objects obey the scale of the real world (doors, windows, tables ...) So I need to resize my character to 1.75m in height in my scene, but I have a problem, when i resize the character the hair is messed up.

Help me please?


texts: Need help before making the full character

texts: I want to make a character for my game , but if I want the player to be able to change his clothes , should I make a full body for the character? Almost all game characters that I've seen don't have a body, its just conected to the clothes, but I don't know if I need the body. I havent started sculpting the face because of that. Help! Thanks


texts:
When I create a Torus mesh and sometime or immediately after add a second mesh, the second one will always be thicker.

Other meshes won't act like this when creating a second one. It only happens with the torus mesh. Any thoughts?

Thanks in advance !


texts: Normalize mix shader fac to .75 as midpoint instead of .5

texts:
(I'm not really sure of the proper way to title this question, so feel free to edit.)

I am mixing 4 shaders together: 1 diffuse and 3 toon diffuse, as seen in the image. By default, I want them all to have equal weight, hence the current mix factors. However, I want to use input factors on this group, such as facing or pointiness, to mix between Diffuse and Toon Diffuse. These input factors are all values of 0-1. If I plug them into the mix node between the diffuse and 3 toons, then the weighting will be skewed, as the average value is .5, not .75

I need either some math that would translate the incoming factor to have a new midpoint, or a different way to mix these shaders that will not be unbalanced at the average value of .5

If the group input value is .5, the mix factor should be .75. If the group input value is 1, it should be 1, and 0, should be 0. If it were .25, the mix fac should be .375, and .75 should be .875.

What math would give me this translation, or is there another way to setup the mix nodes that avoids needing to do this?


texts: Using a mapping node to disable tiling is streaching texture?

texts:
I'm having a bit of an issue getting started with UV mapping in Cycles.  It works fine initially, but when I add the mapping node and set min/max to the default values to turn off repeating, I get the following stretch.

This is a bit boggling to me as I followed multiple tutorials where this exact same process works.  See here

Images of the issue:


texts:
I want to 3D scan an object, take pictures, determine the camera positions (using f-spy) and then texture paint (in stencil mode) the textures onto the object. Of course, the images taken have vignetting of the camera, and of course the lighting in the area is not homogenous.

I am wondering if there is a (feasible) way to normalize the light, so the textures on the object do not have the 'baked' lighting of the original images taking. (Taken into account the vignetting was normalized already).

Maybe it is possible in such way to put a known object in a room, photograph it,  apply 3d photogrammetry and from there calculate the position of different light sources/influences?


texts:
I am modeling an ottoman, and need help interpreting the instructions, which say, "Amount of materials should be same as amount of texture sets."

Some info on the model:
My ottoman is one mesh, with a high-poly version baked onto a normal map. The materials are a gray mottled leather with dark wood feet. I have been provided only this texture...

1st question:
So, a "material" is the full node set-up, and a "texture" is any of the maps or images used to plug in to that material's nodes (or just set on the UV mapping). Is that correct? But, then, what is a "texture set"? I would think they mean the group of generated images or textural maps for each of the 9 materials they list here:

Main textures:

BaseColor (sRGB)
AO (Linear)
Roughness (Linear)
Metalness (Linear)
Normal (RGB)
Opacity (Linear)
Emissive (sRGB)

Additional textures: Glossiness, Specular

Here are the other relevant instructions:

Single UV set per model, multiple textures sets if extra resolutions is needed
Only square textures, 4096x4096 resolution
Normal maps baked from hi-poly models
Metalness & Specular workflow maps needed

...

What I would normally think to do in making a model like this is to apply a material to each part (one for the leather, one for the feet), then use a multi-noded setup for each one, including procedural texture for the basecolor, the provided texture image for bump and light-related maps (the baking of which I will be figuring out on the fly), the baked normal map I have from the high-poly mesh, plus certain settings on the Diffuse Shader.

It seems to me that this does not meet the following requirements:

Metalness & Specular workflow maps needed (This confuses me anyway, as I've never really heard of using every single map, and I thought Metalness & Specular were generally used one or the other. Also, can you even bake a procedural color into a image map?)

Amount of materials should be same as amount of texture sets (It seems like I will have 2 materials and something like 9 textures, so what really differentiates a texture set from a material in this context?)

Can someone set me straight, and maybe help me figure out the workflow here?


texts:
Before reading: I have already followed this popular post and this post on lowering solve error intensively, along with this guide and this guide.

However, when it comes to eliminating tracks that are problematic using the filter option in the clean up menu. Eliminating only the tracks that have a 3.0 and above and short lifespans, the solve error skyrockets.

What was a solve error of 2.4406 is now 207.2394

Before

After

What can I do to fix this?

Is this a bug?

Edit: Here's another post with the same issue and no answers.


texts:
Problem:

When two vertices are being too close to each others, during the operation of "Remove Doubles", they merged together as it considered as a single vertex. It happens during my organic modelling, picture below shows before and after removing the doubles from my part of my mesh. Preserving quads topology is the primary, is there a solution to this problem?

Constraint:

This part of the mesh is limited to this size proportion. In other words, it's not rational to just scale up these faces to avoid the problem.

Assumption:

I assumed ensuring no doubles exists is important for avoiding the problem of "Bone Heat Weighting:Failed to find solution for one or more bones." during parenting mesh to rigs with automatic weights.

Solution tried:

Scaling up the mesh by factor of 10 or 20, but it doesn't help in blender to not consider the vertices as doubles.


texts: Blender / Python scripting - Using thumbnails / previews for a material library

texts:
I'm new to scripting but trying to make a basic material library. I have it working fine so far using buttons but I want to use thumbnails to preview and select the material instead.
The button code looks like this, and works
box.operator("addonname.add_metal1_operator")

I've been trying to use the code from the UE Preview Dynamic Enum template that comes with Blender to add the thumbnails. The images load ok and I can click to select one but it's not set up to do anything yet. When I select my material thumbnail it shows this in the scripting info window
'bpy.data.window_managers["WinMan"].my_previews = 'Metal-1.png'

So I was hoping it would be as simple as something like
if bpy.data.window_managers["WinMan"].my_previews == 'Metal-1.png',
execute the operator

But I'm not sure how to execute it like the button did because so far i've only used buttons so i don't know anything about using if statements and how to execute it if its true
My material script looks like this if that's any help
class ADDONNAME_OT_add_metal1(bpy.types.Operator):
    bl_label = "Metal 1"
    bl_idname = "addonname.add_metal1_operator"

    def execute(self, context):

        #Add New Material and assign to active object
        mesh = bpy.context.object.data
        mesh.materials.clear()
        material_basic = bpy.data.materials.new(name= "Metal 1")
        material_basic.use_nodes = True
        bpy.context.object.active_material = material_basic

        #Add Prinsipled BSDF and set values
        principled_node = material_basic.node_tree.nodes.get('Principled BSDF')
        principled_node.inputs[0].default_value = (1, 1, 1, 1)
        principled_node.inputs[4].default_value = (1)

Thanks!


texts: How to run Outliner operations for 3D view selection?

texts:
How can I run an outliner operation based on the user's 3D View objects selection?

Technically: how does the 3D View selection relate to the Outliner Selection, and how can Python work with them?

My current problem: the operation I need to run is bpy.ops.outliner.id_operation(type='OVERRIDE_LIBRARY) seems not to have an object operation available, so I was wondering If I can let the user select the objects in the 3D View, and run a command from the 3D view which performs Outliner operations.

Thank you.


texts: How to find which machine rendered a specific frame in a render farm

texts:
I have 6 servers rendering the same project (not using the Network Render add-on). All of the servers are exporting into a shared network folder.

Some frames have issues; how can I find the faulty machine?


texts:
does anyone know how to delete a file from inside blender script?
i tried to use os.remove, but it gives me an error:

  TypeError: unlink: illegal type for path parameter

the path i put into the os.remove is the same path i use to load the file, where i save it into a variable.
i tried changing the string variable to subtype = "FILE_PATH" but no effect.
the loading goes fine, but if i input the same path to remove it doesn't work

is there any other way to do this?


texts: All materials render transparent/dark in 2.83.3

texts:
After updating Blender to 2.83.2/2.83.3 all objects either render as dark or completely transparent depending on viewer.  This even extends to a brand new file when rendering the standard cube.
It will render a generic white when a file is first booted up but any modifications to material will result first in a bright violet coat with subsequent modifications resulting in the aforementioned dark/transparent render.
I've never seen rendering quite this broken before.
Edit: It is worth noting that switching back to Cycles solves the material problem, although different problems now pop up.  Also, 2.83.4 and .5 did not fix the issue.


texts: Bezier curve not properly modifying a mesh

texts: Does anyone know why this cube mesh is not following the Bezier curve? I made sure to set the origins at both their respective ends and I have enough vertices for it. I also tried every deformation axis. I would very much appreciate some help, as I've been stuck with this for a while. Thanks


texts:
I'm trying to model a textured and anodized aluminum material (think Apple MacBook). I'm using the Principled BSDF node because my end target is a glTF for display in the browser. Whatever I do, when setting metallic to 1, it always comes out black (both in Blender, and when rendering with three.js/WebGL in the browser).
I tried to duplicate some of the examples here, and I get the same result. I believe the issue is something to do with not having the correct light sources or scenes to reflect, but I've tried variations of environment maps and actual scenes with various types of lights, and I never get anything other than solid black/dark grey.
Here's the .blend


texts: Png Textures Showing Black Mask when overlapping with other png textures

texts:
recently i've been wanting to sculpt a bird, so my first move was testing out feathers and noding them up. Everything was going great, the transparency was working the textures were working but when i started to use hair particle system, i saw that the png files masks where starting to show. After this i started to stack up 16 png textures and they even started to show the png mask. I dont know if there are anyways to fix this but if there is i would be thankful!
Problematic Picture:

Node Setup for Texture:


texts: How to fill an .obj and stich edges together?

texts:
I recently Created a 3D model with sculptris using sheets indead of the solid sphere normally provided (in hindsight not the best idea) but a lot of the edges don't touch leaving gaps in the mesh and the model is hollow. i was wondering if there is any way to "stitch" the edges together and make the object solid?

Thank you.


texts: Why does Ray sensor in Blender Game Engine cause actuator to activate superfluously?

texts:
In Blender Game Engine, version 2.79, an object has a test Keyboard sensor, with an And controller, that activates an Edit Object actuator to add an object. This works fine. However, when I added a Ray sensor, the same actuator now adds three copies of the new object instead of one. This should a forteriori add one or zero objects, because it is the same logic plus requiring the Ray sensor. So why is it adding three objects at a time?

Ray sensor deactivated, one blue object added:

Ray sensor activated, three blue objects added:


texts: I want to export this texture as an image so I can use it in unity. How do I do this?


texts: Fluid does not reach the bottom of the domain - why not?

texts:
I am attempting to create a fluid simulation and I have created a cube for the domain (currently selected):

The other cube has its type set to "fluid" and the angled rectangle is set to "obstacle".

I clicked the "Bake" button to bake the simulation and everything seems to go well for the first few frames. However, the fluid never reaches the bottom of the domain - rather it "hovers" just above it:


texts: Mirror modifier is not working, no mirrored object?

texts: I'm learning how to use the mirror modifier and I am having some trouble.  When I apply the modifier to my object I don't see a mirrored version of it.  What am I doing wrong?


texts:
I've got an automated process that produces 100's of blend files for use in Unity. I need to change each of these files to fix some things. I've got other scripts that are ugly but get the job done, like renaming materials and object names and turn off auto smooth and double sided. Now I would like to generate a UV map and scale it to a real world size (I'm trying to use the Magic-UV add-on.) I've made this script:

import bpy

def ApplyWorldScaleUV():
    scene = bpy.context.scene
    scene.layers = [True] * 20 # Show all layers

    for obj in scene.objects:
        if obj.type == 'MESH':
            print(">>>> START >>>>     ApplyWorldScaleUV obj name: %s" %obj.name)
            scene.objects.active = obj
            obj.select = True

            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.uv.smart_project(angle_limit=66.0, island_margin=0.001, user_area_weight=0.0, stretch_to_bounds=False)

            bpy.ops.mesh.select_all(action='DESELECT')
            bpy.ops.mesh.primitive_cube_add()
            bpy.ops.uv.cube_project()
            bpy.ops.uv.muv_wsuv_measure()
            bpy.ops.mesh.delete(type='FACE')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.uv.muv_wsuv_apply()

            bpy.ops.object.mode_set(mode='OBJECT')
            print(">>>> END >>>>     ")

ApplyWorldScaleUV()

If I open a belnder file, open this script in the text editor and run it, it works. But I've got 100's of files, so I want to automate it. When I try to run it from a command line (Windows 7 FYI) using:

blender.exe example.blend -P C:\temp\realWorldUV.py

I get the error:

RuntimeError: Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\uv_magic_uv\muv_wsuv_ops.py", line 127, in execute
    orig_area = bpy.context.area.type
AttributeError: 'NoneType' object has no attribute 'type'

I'm quite confused by all the context issues, and I've been working on this for over a day.

Is there a way I can get this to work?


texts:
–

my player is actually an invisible cube and a parented camera. I want to make a first person player. The problem is that my camera even thow it's parented to the cube doesn't stay attached to the cube the whole time. When i play everything seems fine but when i change a scene and come back to the previus scene, the camers is dislocated, it might even be out of the room. So the movement gets weird and wrong. When i press exit, the camera is still cube's child i can see the line connecting them but the camera is far away. I want them to stay together. If someone could help me, as soon as possible, it would be great because it's for a big uniwork i have to finish soon. Thank you.


texts: How to properly make certain areas of a mesh transparent

texts:
I'm a beginner in Blender and seeking advice how to properly make certain areas of a mesh transparent.

I have a house, which is built out of a cube. In Edit mode I've added planes to represent windows.
These planes have material glass.

I would like to put a light source inside the house, however, as the material of the house is not transparent, the light does not come through the windows.

I tried to cut areas of the house where the windows are through loop cut and subdivide, but as the windows have irregular shapes, it requires ages to cut and introduces too many polygons.

I wonder if there is any better way to make sure that the areas of a mesh, where planes are located are cut out in order to be able to see light through them.

Thank you for any ideas!


texts: I'm Making Volcano Eruption and the Splatter Texture Always Repeats, Why?

texts:
I'm trying to make a volcano eruption modeling like in CG Geek Youtube Channel. The guy who teaches in CG Geek is using 2.79 but I'm using 2.8 and I'm doing exactly the same things with the guy but
when I want to this result:

I'm getting this wrong result.

While my rocks texture works well, my lava texture is repeating
like that:

I don't understand what am I doing wrong??

Here is the CG Geek Node Editor:

And my shape editor:

I used two UV map like him also, but I don't know what is the problem. Is that about shape editor?
Thanks for your advice and helps.


texts: Rendered model is skewed and out of shape

texts:
I've just started creating the model of a Carom board and it looks fine in the perspective, orthographic views. But, when I render the same it gets skewed up and looks very odd. Am I missing something here?

When "Rendered" is selected, it looks different.

Blend file:


texts: How do i transfer everything from my old laptop to my new laptop? I want all my blender projects exactly like they where on my old pc. I tried transferring one blend file, but it ended up missing some textures, and looking a bit different.


texts: How can I have multiple areas open but only add a panel to one of them with Python?

texts:
What's my goal:
I want to have a property on an area or something similar. The idea is that with this I can have two areas of the same type open, but display a panel only in one of them.
The problem:
The problem is that it looks like you can't add properties to an area. If I do bpy.types.Area.test = bpy.props.BoolProperty() it doesn't become an actual property of the Area but only returns the builtin function for the BoolProperty.
Is there any way to add a property to the area or something related to it, or to achieve the same effect of showing a panel only in some areas of the same type and not in others?


texts: Attempted relative import with no known parent package

texts:
I'm new to python and attempting to split off my executes for my panels buttons into a new .py file. However, when I try to run the script I receive the following error :
init.py line 27 in
"ImportError: attempted relative import with no known parent package"
the related init.py lines are :
if "bpy" in locals():
    import importlib
    importlib.reload(xmlhandler)
    importlib.reload(zokfunctions)
else:
    from bl_wep_export import xmlhandler
    from bl_wep_export import zokfunctions

    if "bpy" in locals():
    import importlib
    importlib.reload(xmlhandler)
    importlib.reload(zokfunctions)
else:
    from bl_wep_export import xmlhandler
    from bl_wep_export import zokfunctions

import bpy

from math import radians
from .zokfunctions import execute

The zokfunctions.py file has a simple
def execute(self, context):
print("TEST")
return {'FINISHED'}

I've tried several solutions, like removing the period before zokfunctions or using a class in zokfunctions called Hello and registering it, which throws an attribute error if I remember correctly..
I do my editing in VScode and the files itself are in my blender addons folder installed as an addon, so it is addons/myaddon/the init file and zokfunctions file.


texts: Face Selection Masking for Painting overlaped by the texture

texts:
Doing the Piero Course, when it comes to paint the textures in the model direct in the Texture Paint mode, when setting the Face Selection Masking for Painting, the overlaping wire frame won't show. Some regions like the eye and the fingers of the model show white lines that resembles the wire but only in these regions:

Is there a additional configuration that I'm missing so I can paint with these wire outlines? The .blend file is in this link.

Edit: Packed .blend file with textures and updated the link.


texts:
The awesome addon node wrangler works perfectly when I am trying to use a node viewer in material edition.
Except when I am editing a group:

I create a node group (CTRL G)
in my group on an image node for example: SHIFT CTRL CLICK... I can see the operation is called in console output (bpy.ops.node.nw_emission_viewer()), but nothing happen on my node.

Am I missing something or is a case for which the viewer cannot be created?

Maybe one specificity in my case, I am factorizing my materials: The group contains the output node

Thanks


texts: How do I edit an image node in blender using python

texts:
In my scene I have an object that's using 4 different materials. Each material has it's own image node that looks like this:

How would I go about selecting a material by name and changing MyImage.png to a string I can input in python? I'm currently using this code to load the scene and render it.

def renderImage():
   bpy.ops.wm.open_mainfile(filepath="../scenes/bodyshot.blend")
   scene = bpy.context.scene
   obj_camera = bpy.context.scene.camera
   scene.render.image_settings.file_format = 'PNG'
   scene.render.filepath = "renderOutput.png"
   bpy.ops.render.render(write_still = 1)

renderImage()

Edit: Solved thanks to lemon.
The code I used to render the image:

mat = bpy.data.materials.get("shirt")
node = mat.node_tree.nodes["shirtImageNode"]
image = bpy.data.images.load("myShirtImage.png")
node.image = image


texts: Correcting Non-Manifold Edges in Blender 3D Model for 3D Print

texts:
I've built a 3D model of a sampling paddle (used to demonstrate random sampling to students of statistics) in Blender 3D, which I'm planning to use as my first endeavor into 3D printing.

During validation, I noticed that the model contains quite a few non-manifold edges (using Select > Select All By Trait > Non Manifold). However, I'm unsure how to proceed with fixing the model. Everything appears to be joined/connected, and I've removed/merged any duplicate vertices. I'd appreciate any advice so that I can move forward with my first print!

I used a cylinder to "punch out" the holes via a Boolean Difference operation.


texts: Triangle artifacts in cycles render with material

texts:
I have used the same camera, world and material for renders with a previous, similarly-modeled mesh.  The renders had no artifacts. All faces, curves, interior of the holes etc were smooth.

But when I try the same camera, world and material with my current mesh, this is the result.

I started each of these with an SVG curve of the profile of the item, converting it to a mesh and extruding it to the appropriate Z height.  However, I think with the successful model, I had first subdivided the mesh into quads after converting from a curve.  I forgot this step with the pictured mesh above, and have tried to clean up as best I can.

Any suggestions for how to clean this up without having to just start over?


texts: render animation with multiple views of the same scene

texts: I have a SpaceCraft doing a flyby of a planet and I have 3 3D-viewports in Blender of this scene, but when I render an animation (Ctrl+F12), blender only renders 1 view.  I can use a screen capture video recording software (like OBS) to capture all the views in 1 shot, which is easy, but is there an easy way to do this in blender without having to use an external screen capture video recording software?  Thank you.


texts:
I'm not sure that I'm using the right terminology but in other programs, once you have made a selection and it is highlighted  you can lock that selection and prevent it from being changed while you're doing other functions.

Is there anything similar in Blender?

Thanks


texts: "Shadow" Option isnt showing in the Lightning Settings

texts: Im using the latest Blender version and if I wanna configure my shadow options it doesnt show where its supposed to be as you can see in the picture. I remember thats its been working in the past so Im pretty sure I just did something to hide it but I cant figure out what it is. Id appreciate help a lot!


texts:
I wanted to create a scene where you can see a worm crawling underneath the skin of a person's belly.

I've tried it with the tools provided in Blender like the deform modifiers (mostly I tried with Cast modifier, warp modifier and partially the displace modifier) but it just doesn't look like a worm.

The cast and warp modifier do not support custom shapes, only the basic sphere, cube and cylinder.

Does anybody know how I can achieve this result? I also tried with softbody physics, but that didn't really work out well when pushing a collision from the inside, especially because the shape didn't really come through.

Is there any way I can get the form of a more abstract shape seen and shaped through another object without using shapekeys?

The whole scene is CG, so it isn't about a real video where I want a CG worm to crawl underneath the skin; its just a CG character.


texts:
I am modeling an MTAR familiar and I have to create certain part of the gun which is quite complex. I am not sure what would be the best way of doing it, I was thinking to do it with and Array modifier and then somehow join it, or maybe by adding a lot of loop cuts.

So I would like to know how one would Approach this task?


texts: How can I "normalize" the scale of what seems to be either an infinitely large or infinitely small object

texts: I'm having issues with an obj file I've imported into Blender. At first I thought the import was broken in some way because the import would go smoothly, but there was no model to be seen. Eventually I figured out that I could snap my view to the object by pressing . on the numpad and it was in fact there, just extremely small or large (I can't tell). I've tried scaling, but the sizes are so extreme that it doesn't seem to be working. Also due to the extreme nature of the object I can only see certain parts of it at a time depending on the angle in which im viewing it at it starts to de-render the parts not directly in front of the camera.


texts: Why is the middle dot of the face outside the face itself?

texts: The middle dot of the mesh is outside the mesh itself as you can see in the shot below. Please let me know if I can recenter it or is there a workaround for this?


texts: Rendering shiny steel on a white background?

texts:
Even though there are several other questions with answers in this blog, I found the answers to my following question very useful.
I want to render animations of a shiny type of steel, for example, the goal is having a rendering like this, but with a white background!

It seems the lighting, environment and HDRI are important, but I could not make it work!
The result of my rendering is this picture:

Can you please have a look at this file and give any hints about any changes that I should do?

Thanks,
Kind regards


texts: (Blender Internal) How to apply chroma key to videos playing on planes?

texts: I have a greens screen video of smoke and want to make it green screened on a plane so it's just the smoke, is there a way I can do this?


texts: I'm new to blender and am running into issues with mirroring.  I am trying to mirror the truck's cabin over the z axis but it's mirroring over on the other side of the vehicle. I tried flipping it and moving the origin.  How do i fix this?


texts: How do I colour a fluid simulation in Cycles based on velocity?

texts:
I want to assign a gradient to the water simulations I have. I want to do this by the velocity in the current voxel, so the fastest moving areas will be red and the slowest blue.

How would this be accomplished using blender cycles nodes?


texts: I reset my computer, downloaded blender, uninstalled and reinstalled and tried restoring the program to it's factory settings but nothing has worked. My object mode doesn't work properly while everything else does. If I switch to Edit, I can see it fine, but in Object mode it's gone. Meshes are ever worse. I try to add a circle and it's just random lines coming from it's center point. Can someone please help me? Rigging in grease pencil is so hard because of this problem.


texts: How can I use the "Fill" in texture paint on only a single face instead of the entire uv map?

texts: Kinda like what I did with the red in the image, but more precise with the drawing. Also I'm pretty new to Blender so don't expect me to know everything yet


texts: Texture duplicated on opposite side of object

texts:
I have a weird issue with an image texture.  I'm attempting to put a logo on a golf ball,,

but the image itself is being duplicated, reversed and enlarged on the opposite side of the object.

Tried deleting everything but the golf ball object, and starting over, but it's doing the same thing.  Just started doing this when I changed the logo size.  Only happens with the logo png file, which I have deleted and remade multiple times.

Here are the nodes.

Here is the uv map.

Any Ideas?


texts:
Is there any plug-in for editing audio in blender?
advance editing audio similar lmms or fruity loops


texts:
I'm trying to reproduce CG Geek's tutorial creating a wine glass and fluid: https://www.youtube.com/watch?v=9bZkivGauxY. While I created the wineglass on my own, I just wanted to focus on the fluid simulation, but Blender 2.9 got that Mantaflow thingy, whilst he was still baking the fluid with the old version.
My problem is that I simply can't make the water splash out of the glass. It just keeps wobbling but that's it. Does someone have an idea how to create that nice splashing effect in Mantaflow and tell me what I'm doing wrong?
Thank you in advance. Here is the link to the Blend file: https://blend-exchange.com/b/sjr35Djb
https://imgur.com/a/7VMr4LY


texts:
Is there a way to add multiple functional textures in the Game Engine. What I'd like to do is have one texture that maps the Diff and another that maps the Spec and Bump.

It always seems to override to one or the other when I have multiples placed. Is that a limitation I have to work with?


texts: Rigify mixing bones between DEF and ORG hierachies

texts:
I'm building a custom Rigify metarig with a spines.super_head. The final head bone has a number of (disconnected) child bones for the beak (which are a limbs.simple_tentacle), but once generated the DEF bones for these beak bones are not placed under the DEF bones of the head but rather under the ORG bones of the head, like so:
Rig

ORG-neck1

ORG-neck2

ORG-head

DEF-beak

DEF-neck1

DEF-neck2

DEF-head

While this works fine for animations made using the Rigify controls, it fails in-game because I need to apply runtime IK to the head... which leaves the beak floating off in space.
Currently I'm copying the transforms over after the IK runs, but this seems like a terrible kludge.
The above hierarchy is simplified from:
.


texts:
I am comparing (for an entire day now) two .blend files (one mine and one from blender wiki), why linear gradient texture settings that have exact settings aren't the same (or I'm just unable to spot the difference).

The problems is that gradient from my file is much whiter (lower gradient on an image below), causing incorrect height map generation.

Can someone please help solve this mystery for me.

Link to both Blender files.

Not the nicest crop but the difference should be clearly visible.

EDIT: I'm using latest Blender (2.76b), while original.blend file was probably created using 2.4x.


texts: In Blender 2.8, 3D Viewport shading render mode is missing. How do I get it back?

texts:
I've gotten to a state where my render option in the 3D Viewport is missing. I can render just fine using EEVEE. The screenshot is missing the camera and light, but I've added those and it makes no difference.

I've been able to use the render mode by creating a new file, and appending the old blend into that new file, but I'd really like to know how to fix it when it happens. Does anyone know what might cause this, and how to correct it?


texts: I've noticed while rendering with FFmpeg format, the rendering gets finished a lot quicker than in PNG, but I might be wrong. Which format should I use?


texts: Mirror-ball for fisheye effect with orthographic camera

texts:
I am modelling a fisheye lens for Blender using a mirror-ball and an orthogrpahic camera as shown below:

Black circle represents the mirror and red lines the orthographic camera and its output/incoming rays. The camera records the environment reflected on the mirror-ball, which gives an equisolid fisheye effect to the final image rendered.

The thing is that I have certain parameters of a lens and need to model the group camera+mirror accordingly as a fisheye equisolid.
Using the equisolid projection equation I can calculate the radius of the ball, but I have doubts about the orthographic scale of the camera. I do not know what should it be in order to obtain the desired results.

For instance, I know that the sensor is 648x488px (4.032mm horizontal size), focal length = 1.134mm and FOV = 160deg (80+80). Then, radius of the ball should be r = 2.268mm according to the following equation:

$ Radius = 2*FocalLength*sin(AngleMax/2) $

I think that the orthographic scale is related to the sensor size and the radius probably, but I would appreciate if someone could help me work this out.

I have found the mirror-ball designed in the internet, but notice that I want to know how to design it myself so that I can create different ones for each lens.

-------------------------------------EDIT-------------------------------------

I have the following setup:

Blue and red lines are separated 5 degrees and cover a range of 180 degrees. Yellow cylinder is located at 98 degrees from what I consider the center (negative y-axis, which goes into the half colored ball).

I place in the middle of the scene (where x-axis and y-axis cross) two systems:

1. A fisheye equisolid camera with certain parameters that has 196 degrees
   of horizontal field of view when rendering in cycles. The render of this
   camera:

2. A mirror ball on the center with an orthographic camera pointing at it.
   When rendering with Bledner Render (image below) the objective is to
   obtain the same image obtained in system 1 with Cycles. In other words, I
   need to design the mirror ball and orthographic camera pair in a way that
   the 196 degrees requirement is fulfilled and there is a very similar
   equisolid distortion (I know it will not be exact because of the nature
   of the procedure, but a good approximation is okey to me).

I am not sure which is the relation between the radius of the mirror ball and the orthographic camera scale (if there is any). I do not know how to calculate the radius of the ball in order to obtain the desired results or if it is an arbitrary value. I have found that radius_ball/(horizontal_sensor_size/2) = focal_length but I am not really sure about this. My question is how to design the mirror ball camera system so that the results are the desired ones.

I have found a pair of radius-orthographic scale values that do a pretty good job (see images above) but I would like to know the whole mathematics behind this and if my assumption is true.

Thanks,


texts: I'm looking for a node that allocates a value based on the normal's angle to the camera (I've seen some people use it to fake fresnel), but I can't seem to remember what it was called, so was wondering if anyone could clue me in? Cheers.


texts: Selecting an object results in double outline and object doesn't move

texts: When I select an object in object mode the object now gets outlined with 2 orange lines as opposed to just one.  Moving the object moves the outline and not the geometry.  To move the geometry it seems I now have to choose 'Set Origin'.  How do I get Blender back into normal object selection and transform mode?


texts: Blender mist pass final render looks darker than viewport

texts: No other special settings, just create new default file and enable mist pass then I got this result.


texts: Why does the shape differ when importing an SVG file?

texts:
Consider:

I have made a sword shape in CorelDraw and exported it in the SVG format. The shape when imported in Blender looks compressed. The original image attached with the Blend file is:

Why is it compressed?

You can get the SVG file from https://drive.google.com/open?id=0BwiTD4qoMzsZWmxSMjZFSzVzQWM.


texts: Setting active object through python issues

texts:
I am working on an addon that creates siding, it also allows you to cut out rectangles in it for windows and doors. It uses Boolean modifiers for this. When you select bricks it cuts the brick then it cuts the mortar then it joins the two, but currently I am having trouble getting it to cut the mortar properly.

Run the code from the Text Editor, go to Add Mesh > JARCH Vis > Add Siding, then once the object is added go to Properties > Modifiers > JARCH Vis, then change the Material to bricks, click Cutouts and enter something like 5, 2, 2, 2.

You will notice how it does cut through the brick, but not through the mortar. The code for all this starts at line 1,524. It is like

bpy.context.scene.objects.active = mortar

isn't switching right, but if you check active object it is correct. So I don't know why the modifier is being applied to o but not mortar. Here is the python file


texts: How to export grease pencil's layers to another Blender file?

texts:
I want to export all grease pencil layers in a Blender file into another file, because I need to merge some drawings in one animation, but can't find any options to export Grease Pencil layers.

Additionally I no want to convert the grease pencil layers into a curve with Alt+C, because the program freeze and can't work with it.


texts: Particle System water ripple effect not visible in final render. why?

texts:
I made a lave animation effect by using a particle system with a lava plane as canvas and another invisible plane as emitter brush which emits cube to impact with the canvas plane and animate the canvas plane.

The effect is quite what I wanted if you check the video link below.
Animated lava video pre render
However, when I do the final render the lava plane does not animate at all and I cannot find out why?
Thanks for any help.


texts:
I have a finger rigged. When I try to rotate the finger back and forth it only moves slightly from side to side. What is causing this problem and how do I fix it?

.blend file


texts: I can't figure out how to make PNG file with UV map

texts: I've am finishing up my model. But I want to paint the textures on it, but I don't understand how do I extract image with unwrapped object appearing on image so I would have some kind of guidelines on where should I paint


texts: How to create a surface form NURBS? industry-standard set up

texts:
I am trying to model an organic surface and I am using the NURBS curve to create a wireframe; I want to then generate a surface form the curves but I can't do it. I saw a tutorial where they press f and the grid fill tool or fill tool create the surface, I am using the industry started keyboard layout and it does not want to generate the surface, but when I go back to the blender layout and hit f the surface is generated. does anyone know how I can fix it?
Thank you


texts:
I am doing this Blenderguru tutorial on Making Fire and at some point he is adding the Vector Math node Dot Product to his material. And he says that he does not understand what he is doing but this seems the way how to do it (he is creating the material for a sphere that is used in the particle system).

Now I realise that I have applied this Dot Product for a number of times and to be honest... I also don't know what I am doing. I googled and found some complicated math about scalar products and it is too long ago for me that I did that kind of stuff on university. Can someone explain in "noob language" what Dot Product does in Blender?


texts:
I am using molecular script ad-on but every time I try making molecular simulation the "Start simulation" button is unusable and says process... simulating.. left...
I have tried different simulations and tried creating new projects but it always says the same thing

If anyone knows what is happening please let me know...


texts: Scaling (set of stairs) between two edges

texts:
Hello Blender community :)

I have a slight problem I can't really figure out;
How can I scale my stairs equally in the y-direction (green arrow), so that the beginning of the first stair will be snapped to the left edge of the face (since it is in wireframe mode, I'm talking about the dark green lines), and the last stair's end will be snapped to the right edge of the face. On top of that, the stairs should be equally scaled (first one should have same dimensions as all the other ones)

Note: a single stair's dimensions are currently (x=2, y=0.4, z=0.15)

Thanks in advance!


texts: "L" select connected selection tool doesn't work

texts:
In the below scene, I cannot seem to select the shape on the left by hovering over it and pressing "L" select connected.

In the below screen shot, I pressed L to select other elements of the scene, and all became selected properly:

But no matter how much I try, I cannot seem to select the left side shape...


texts: "Inside & Outside" volumes IE glass within glass (cycles)

texts:
How can we manage "glass" interfaces which have a different volume (absorption) on each side of the interface. For example colored liquid within a colored glass.

I understand that to manage correct IOR we must configure the interface to have IOR= (IOR of medium normals away from)/(IOR of medium normals face towards)

However this does not solve the issue of needing to define a different volume for each side of the interface.

I tried mixing absorption shaders with backfacing as a factor but it does not appear to function. I'm guessing blender assumes when looking "out" of object there is only AIR so does not render volume when looking "out"(ie looking in the direction the normals face)


texts:
Face rig shapes keys are not working in right direction but only working in left direction.

Why is this happening?


texts: Filling an object (TEXT LETTER) with mantaflow fluid?

texts:
Im having no problems running fluid sims and using effector objects and obstacles.. however.. I dont seem to be able to get it to fill a simple mesh?

Has anyone had any experience with this?


texts: Why isn't my mesh appearing in the viewport?

texts:
I've been working on a detailed character model for some time. I finished the retopology, hid the sculpt, and now I can't seem to reveal the sculpt again in either object or edit mode (selecting the object from the outliner and hitting tab).

I took a look at my item menu and the sculpt's location and scale look right.

However, when I append the sculpt object into an empty .blend file, it's completely visible.

What's causing this? Thanks in advance!


texts: How to animate a texture (sequentially show image textures) in Cycles?

texts:
I have 14 PNG images that I need to animate (show) sequentially on a plane material in Cycles. What options do I have?

I figured 2 solutions, but they are rather cumbersome workarounds.

Solution 1: I made 14 Plane objects - duplicates, each with a new material with the next PNG texture in the sequence, and I sequentially keyframe their visibility on and off in the Outliner.

Solution 2: Perhaps I could prepare one large texture, with all the PNGs beside each other in a row, and then animate the Mapping node X location.

Isn't there anything simpler? I tried animating the image name in the Image Texture Node, but it won't do it. Can't animate the image name.

I know I could just animate the visibility checkbox next to each texture right in the Texture Panel of the Plane in Blender Internal, but I need the same simple solution in Cycles.

Note: I don't need any fancy effect to it, just plain visibility On/Off functionality.


texts: Does Blender have something like a 'prefab'?

texts:
I'm looking for something like a "prefab" in Blender.

I need to create many copies of an object and I want to be able to change the object in the future. I want to change the original object only and have the copies updated.

By changing I mean not just vertices but replace the whole object (sphere -> another form).

Is it possible to do in Blender?


texts:
Im currently trying to add a texture to this model that should look something like this.

How would I go about reducing the number of repeating textures. I know that each texture is bound to a face right now, but I can't reduce the number of faces or else it will no longer be sphere like.

Thanks


texts: LookDev only one object shows material rendering

texts:
I am using Blender 2.8 and viewing this ink bottle object I made in LookDev shading mode but the rendering materials wont show up.

The circular plane shows the rendering and has the same materials as the bottle.


texts: Custom search data to UILayout.prop_search

texts:
I need to create a searchable material dropdown that excludes grease pencil materials. However if I do it like this
row.prop_search(item, "material_selector", bpy.data, "materials")

then all the materials in scene get included in material dropdown.
How can I give custom search elements to prop_search method instead of generic bpy.data?


texts: Reverse mouse movement in flythrough mode

texts: Is it possible to make the mouse reverse in FLYTHROUGH mode meaning, you push the mouse up (away from you on the desk) and the camera rotates DOWN and vicevera?


texts: How to build Blender with edited blender_icons?

texts:
SVG

If I do changes on SVG file located in ~/blender-build/blender/release/datafiles folder, save it and run commands

cd ~/blender-build/blender
make icons

it ends with

FileNotFoundError: [Errno 2] No such file or directory: 'blender': 'blender'
make: *** [icons] Error 1

Wiki has a note which I don't understand: "... both inkscape and blender must be in the system PATH for this command to execute properly."
Official Blender build and Inkscape are located in /Applications folder, but only Blender arised as error.

What is that system PATH?
How can I recognise if PATHs are set right?
(how they should looks like?)


texts: Execute Python script between rendering animation frames

texts:
I've attached a function to the frame change handler:

bpy.app.handlers.frame_change_pre.append(someFunc)

All works fine when I drag the slider on the Timeline. But when I render with the "Animation" button, it doesn't work. I found that:

Blender offers only a limited set of API functions while rendering. (See also the answer by Jerryno to another question: Accessing screen areas from render handler) Is there any form of documentation, why this is the case and which functions can be accessed while rendering, and which cannot?
Blender doesn't wait for a script updating the scene before it advances to render the next frame. Is there by chance a API call that makes Blender wait for a script to finish before rendering on?

If the answer to both questions is "no", is there maybe a script that offers animation rendering with manual frame advance, like this:

Render the first frame, apply postpro etc, write it to correct file
name
Go back to the viewport, advance a frame
Render next frame, apply postpro* etc...

*With postpro(duction) I mean apply everything what the compositor would do in the the regular rendering pipeline, if compositing is switched on.


texts:
I have a script that creates an armature in the first run, and then finds it in the second run. When I try to add a bone to it in the second run, I get this error: Armature 'Armature' not in edit mode, cannot add an editbone.

if armature_name in bpy.data.objects.keys():
    armature = bpy.data.objects[armature_name]
    armature_data = armature.data
    print ('armature found')
else:
    bpy.ops.object.armature_add(location = (0.0, 0.0, 0.0))
    armature = bpy.context.object
    armature.name = armature_name
    armature_data = armature.data
    armature_created = True
    print ('armature created')

#I was in object mode before
bpy.ops.object.editmode_toggle()
#Also tried bpy.ops.object.mode_set(mode='EDIT')

#This crashes the second time
bone = armature_data.edit_bones.new(bone_name)

What am I doing wrong? Why am I not in edit mode? It seems that I am in edit mode, but the armature thinks I'm not.


texts: I'm having an issue with the snap tool. Everytime I try to snap two objects together, if I'm using the option "align rotation to target", the one I'm trying to snap goes through the other. I've already set the origin to the active face, and have no problems when I only use the option "project individual elements", but most of the times I need to attach an object to a face that is on a weird angle, so I need the object to rotate. I'm positive there has to be an easy fix or something I'm unaware of, but this issue has been driving me insane for days now. Thanks in advance


texts: 2.92, Simple Boolean, Won't Work... Why?

texts:
I am no stranger to booles, but this one won't work and it is driving me crazy. What am I missing here?
Project file here.


texts: I'm creating an animation with a steam train and I need to make the front wheels selected to turn and slide from side to side. I plan to use path follow to make the main thing move but I need to make the wheels also turn. I need to find a tutorial that shows how to make the train follow a path and have the wheels rotate and slide so that it looks like it's going around a curve. Kinda like a caravan behind a car.


texts:
Is it possible to make a dot matrix look with cycles?

I attempted this with the following node setup:

However, the dots should be round, and each dot should only have one color. As you can see, this is not the case:

This was possible in BI with a technique described on the wiki.

How can I achieve this?


texts: Adding vertices with chosen weight in a vertex group - Python

texts:
I would like to add vertices in a vertex group with a weight already set by python.

For example a button that set weight force to the selected vertices to 0.5:

row.operator ("object.vertex_group_assign", text=" 0.5")


texts: Whenever I click a tab lets say material I have to press the MMB and drag my mouse to the right or left instead of scrolling normally.


texts: Water rests about half an inch over cup from inflow

texts:
I am trying to do a still image with a glass cup that is being filled up with water from a pitcher. I set up the Domain (Big Box), I have a circle filled with Ngon as inflow and a glass cup I modeled from a UV Sphere. The whole simulation works great, but the water doesn't go into the glass. It hits the top like as if there is an invisible cube around the whole object.

How do I fix this?


texts:
I have a human mesh with a lot of different polygroups representing different body parts, muscles etc...

I have around 68 polygroups. I used to export this obj into Unity and used the polygroups to select the body parts and everything worked fine. Recently when exporting the OBJ I'm losing approximately half of the polygroups in the process.

Is there a limit to the number of polygroups for one OBJ? Is it a Bug?

I'm checking "selection only", "polygroups" and "keep vertex order" in my OBJ export.


texts: Face flipping and rotating like crazy when intended to "G" move and snap to an edge

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I'm trying to align a face to an edge of another object. In Edit Mode I select the face, press  G and try to move it to the snapping point, sometimes with the appropriate axis (x/y/z).
When touching this point, which is marked then with a small orange circle, the face is behaving like crazy, doing flips, turns, rotations or jumps. Same happens with objects sometimes. Why can any object do a transform that in no way was intended?. When i want something to rotate, the  R key should have been in the workflow, and if it is not, the object should not rotate by any reason.


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Please see the screenshots.  My Viewport is showing pixels. this has never happened before.  The pixels come on and off.  My display unit is fine because it only happens when I open blender.  I am using a dell Inspiron with NVidia 640M graphics.

The only new program I installed is Skype which I installed yesterday

The pixels show up while editing.  Need help

Thabani


texts: Writing a plugin: How do you stop a process running in another thread?

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I started writing a plugin for Blender that accepts Open Sound Control messages for direct manipulation of data in realtime. I ran into a snag that made me uneasy about releasing it: when I close Blender, it crashes because the thread is still open and running. So I have to either force quit Blender or Ctrl-C from the command line to kill it.

How do I correctly catch Blender closing so I can cleanly run the command to stop the process running on another thread?

Here's a sample of the code:

def register():
    bpy.utils.register_class(OSCPanel)

    disp = dispatcher.Dispatcher()
    disp.map("/*", oscHandler)

    BpyOSCServer = osc_server.ThreadingOSCUDPServer(("0.0.0.0", 60004), disp)
    server_thread = threading.Thread(target=BpyOSCServer.serve_forever)
    server_thread.start()
    print('BpyOSC registered!')

def unregister():
    bpy.utils.unregister_class(OSCPanel)
    print('Stopping server')
    BpyOSCServer.shutdown()
    print('BpyOSC unregistered!')


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I'm trying to create sewer tunnels for game development and I cant seem to figure out how to make an intersection.

We've tried boolean but it doesnt seem to want to work properly nor cutting... Does anyone have any suggestions?


texts: How not to overwrite current "Render Result" but generate a new image with different name (bpy)?

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I know basically after "render" we may save "Render Result" image or change slot of render, but I hope to use render.opengl() to generate current scene thumbnail with exported json files (kind of shape key preset, or bone pose preset system)  without overwrite current "Render image".
bpy aleady offer way to save render.opengl()  image  to the user defined path, but after all it still generate and overwrite the "Render image" too.
So when I export preset.json, with my script, generated "thumbnail" render.opengl image (it generate tiny viewport render with my setting) It auto overwrite current "Render Result" without intention.
What I hope to do is,  use "render.opengl()" then generate image to the defined path as thumbnail,  without overwrite current "Render Result" . Is there good way to achive it with bpy?

(eg generate as different image name from "Render Result" and remove it, after save json)
(this question related with Render and save " view port render image (openGL)" with python directly?)


texts: Loop cutting parts of an object instead of the whole object in Edit Mode

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I have the below objects in two different versions of a blender file I'm working on. However when I click loop cut in Edit Mode with nothing selected, in one version (left image) I can cut the object as a whole. In the other (right image), it allows me only to cut parts of the object. I'm not sure why.

I read one post that indicates I can only use loop cut when an object has four faces, however mine has the ribbon in the middle and on the left version cuts fine.

Can someone explain why this is the case? Sometimes loop cut allows me to cut an object in half all the way around and sometimes not.


texts: Make dashed (or dotted) circle appear like powerpoint wheel animation

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How do you make a dashed or dotted circle appear like a powerpoint wheel animation? I would like to make an animation like the one below.
Thank you!