texts: Im trying to import an stl file to edit for 3d printing, however, when i import it, the file loads as a single point

texts: I thought it was a problem with the file, but it loads into my slicer and windows 3d viewer just fine. i tryed upscaling the model to see if it was just tiny, but nothing happened is when I realized it spawned it as a dot. other files are importing the same way. anyone know how to fix this?


texts:
Where can I find the missing textures for Blender? You see, I'm trying to color a model of a little girl for Tina in the 3D remake of Barney and the Backyard Gang's Three Wishes video.

https://www.youtube.com/watch?v=ceD2VJ3_GTI


texts: How to get x,y,z location from a list with python?

texts:
How to get location from a list with python?
list = ["Cube1","Cube2", "Cube3"]
How can I get the Y location for the list?
I can get it for each individual object:
C1= bpy.data.objects["Cube1"].location

But I don't know how to convert list to [(X,Y,Z),(X,Y,Z),(X,Y,Z)]


texts: Is it possible to get rid of n-gons/poles when using face loops?

texts: For example, in this model is there any way to make this all quads?


texts: How do I set an entire complex scene to look toon?

texts:
I don't want to set materials to be color ramped/toon look I want an entire scene and characters to look toon without having to change every material of every single prop in a complex scene.

Can I use a camera or light effect or even to have the camera look through a transparent plane or something that changes the entire scene to toon?


texts: What is this blur/antialiasing effect in the game engine?

texts:
What is this (unwanted) blur/antialiasing effect that I have in the game engine?
The effect worsen with the distance from the camera. Also, it seems to increase in a discrete (not continuous) manner. It also affects my bumping maps. I tried to change the AA setting but it didn't work.


texts: Produce Isometric Rendering with Height / Depth / Normal Map for Dynamic Lighting layer

texts:
I am trying to render an Isometric scene for a game project. I also want to include depth / normal information so I can do some dynamic lighting in the game world in real-time.

Goal

So I have a 3D blender scene; I need to bake a cycles render of this scene into a 3D mesh that I can import into the game scene and will allow me to apply some dynamic lighting from within the game engine I import it into.

My Attempt

To do this:

I render a 3d scene into three different textures, with the camera in orthogonal isometric perspective. Using the Blender Compositing Nodes, I produce the following 2d images:

2D color texture
2D Normal Map
An OpenEXR depth texture (distance from camera basically)

Then, I open a new blender scene and add a 2D plane with many many subdivisions. Then I apply the above textures onto this plane. This produces a deformed plane like seen below:

This is a 2D plane, deformed by the Depth Map, not the original 3D scene.
The idea is, that I can rotate this mesh such that the ground aligns with the game world's 2D surface plane, and navigate it like a normal 3D scene with lights / characters. Using an orthogonal perspective, this will look like the isometric scene rendered in step 1, except I can apply dynamic lighting etc.

The Problem

There are really two problems with this approach that I have run into. Both are related to the faces seen in the below image (highlighted)

Lighting wont pass through these walls, which isn't a huge issue since I can probably find a way around that.
Those faces, while in theory should not be visible, due to the resolutions constraints on subdivisions of the plane, that are slightly visible in an orthogonal projection. These faces slightly overlap entities behind the front-facing faces of the object (for example, if I had a character standing behind the cross) and creates a border effect for the cross. See below picture:

Is there any way to either solve these problems, or maybe a better approach I can take to achieve the above goal?

Thanks!


texts:
I have plane in blender. On that plane I have single texture (512x512) that repeats itself and makes my "floor".

What I would like to do is export somehow new image for further editing. That image would contain same texture that is repeated, in same scale that I see in blender.

Take a look at image, please :

On the right I have that 512x512 texture, on the left is the result of texture tiling.
I want to export tiled image that we can see on the left in 3D editor, into new image that I can modify further in other software, then import it back.

I did see couple of videos and tutorials of texture baking, but I can't seem to get it right. Is texture baking what I need here, or there is other way?

Also I should say that I plan to use this texture in Unity, therefore I don't need solution that would only work in Blender.

This problem bothers me for quite a while, I used to make my textures in 0-1 space, but that gives horrible results for larger models. I really need to find a way to do this right, it would greatly help me in future texturing.

Thanks!


texts:
When I install blender through my package manager (xbps) or Flatpak, it does not detect my GPU. I should see the options for OptiX and CUDA (and maybe OpenCL, too?) for my GPU, but I just do not. When I run the binary in the tarball off of blender.org, I do see the CUDA option, but not OptiX. There's nothing wrong with my drivers as far as I can tell, nvidia-smi and the like work normally. I see no reason this shouldn't work that I know of. This was a problem with most distros (excluding Pop!_OS) that I ran. My solutions so far are to either wait for AMD to have good GPUs or just retreat back to Pop!_OS. Are there any common things to check for when nvidia drivers decide that working is too much effort?
Random Possibly Useless System Info:
RTX 2060 with proprietary drivers, 3900X, Void Linux


texts: Can you control material visibility using another object?

texts:
I don't have any screenshots or reference images, but I'll try my best to describe the effect I mean.
An simplified example of what I am trying to achieve is the following:
There is a target object, and there is a controlling object. Where the controlling object touches the target object, the target surface turns [...],

(this is where the mix shader comes in place, so in an optimal scenario you could insert anything here, such as the target turning transparent or starting to glow)

everywhere else it is black.

I have seen a CG Geek Tutorial on how to achieve a similar effect to what I want, but in the tutorial he uses an object to control a modifier: https://www.youtube.com/watch?v=F13bnOCtYbA
The problem is that there doesn't seem to be a proper way to use weight paint as a factor for materials.

Edit: I figured it out, this is the result I wanted:


texts: Is it possible to control dynamic bevel segments with a stylus?

texts: I am learning to use Blender with a stylus and pen display. There are times when the mouse scroll wheel is used to do things like increasing or decreasing bevel segments dynamically. Is there any way to configure Blender, or some keyboard shortcuts that will do this when using a stylus?


texts:
I am completely puzzled with the Space PilotPro 3Dconnexion. Whilst I have CADMouse pro by the same company, the same works perfectly fine. However, on my 2.83.9 the Space Pilot Pro stopped working in rotation. Pan and zoom work (???!!!!) I have tested it on the 2.91 and it works fine - panning, zooming, orbiting or rotating. I have tried Blender 2.83 to reset to factory setting but it does not help. Also, the auxiliary buttons do not work except when I use setup inside the keyboard setup Preference 3D view. Previously 3D connexion control menu has been working for setting up special functions assigned specific buttons. And it worked like a charm with CAD Mouse Pro but it does no longer with the Space Pilot Pro. Can you someone help me who had a similar issue? Thank you!!!!
[Preference]2


texts:
Is there any way to choose certain vertices to edit and move?

I want to work in Wireframe View and move only certain vertices. For example, I only want to work with the vertices shown in the above edge loop. However, eventually these edges will overlap with other edges and I lose track of which vertex belongs to which edge loop.

Is there a way to edit ONLY these vertices or at least keep track of them?


texts: Semi-transparent lightning image rendering incorrectly

texts:
Hi, not sure what to do, I have spent days on this. I am trying to get the image to appear as lightning, not just a blob.

The left image is what I what to show up, and the right image is what renders.


texts: Collision not working after moving armature/setting different pose

texts:
I have set up low-poly collision objects for the beard and the body. Both are parented to the armature with automatic weights and in the rest pose the collision is working nicely:

However, after moving my armature into a different pose, it seems to forget about the collision. Specifically, the beard collides as if the collision object did not move at all (still at its position in the rest pose) although it has visibly been moved as well.
What is happening here?


texts:
Whilst searching for a solution I stumbled upon Animate object along path and deform accordingly

I am creating a logo for a new software project I am working on, the finished logo will have two dolphins either side of a infinity loop, I want these dolphins to be correctly deformed along the curve.
I will also create an animated 'loading indicator' with the dolphin moving arrond the loop.

I have downloaded a Dolphin from TurboSquid and getting it to follow the path is no problem, but I am having trouble with the curve deform.
It's difficault tweaking the Origin to be just right, I want the dolphin to be exactly along the path, but it is going all over the place.

The curve is not quite 2D:

On the Curve Modifer, deformation axis is set the X.

Am I doing something wrong?
Is there a better technique? Any pointers to tutorals?

Thanks. :-)

Update

Thanks guys for all your help.
I have had a little play arround with armatures and control objects, I have made a lot of progress but as you can see I have two issues:

The first bone (Bone02 in .blend file) seems to be stuck in position (it does have tracking constraint).
The mid-section (Bone05) is rotated causing the body twist.

(I have also updated the repo)


texts: A way to combine a vertex shape with a pose?

texts:
I have been doing some rigging recently on a character I made, I was trying to make the fist pose and found out that the only way to having a realistic fist pose is by moving some mesh vertices around while keeping the bones at the fist pose (bone deformation almost gave me a heart attack)  is there a way to retrieve the fist pose from the pose library along with the shape key of the adjusted vertices automatically so they form a total fist shape? I dont think drivers will be of help for me, cause this involves many finger bones and the shot is not worthy of this setup.

Thank you.


texts: Viewport render image > How to render custom background color?

texts:
I want to render my viewport. I know how to do that.
I also know how to change the background color of the viewport.
Unfortunately both solutions i know (gradient color in preferences and this guy here:

won't be rendered.
Is it possible at all to render the viewport background color somehow?


texts: How to make object bend like a hair strand (particle system) - 2.77a?

texts: First I set up the particle system to work with bending grass and hair dynamics, then I change the hair to an object. The object is a tree I have generated. The wind blows the tree as a whole, but I need the branches and trunk to bend.


texts:
I'm trying to animate a pattern I made. I made this on a graphing website called Desmos, but ran into problems making all the lines move. Apparently it's too computationally difficult for the website I was using. I have the mathematical equations. How would I animate this? Is it possible to animate?

The equations I used are:

$$e^{ST\log(x)}+e^{ST\log(y)}=1$$

$$ e^{ST\log(1-x)}+e^{ST\log(y)}=1 $$

$$ e^{ST\log(x)}+e^{ST\log(1-y)}=1 $$

$$ e^{ST\log(1-x)}+e^{ST\log(1-y)}=1. $$

$x$ and $y$ are numbers between $0$ and $1.$

$S$ is a list of numbers that gauges the spacing of the curves. I used $49$ $S$ values to generate a total of $392$ evenly spaced curves along the diagonals of the squares (see image).

$S= \{15.3039,10.3612,7.9153,6.3793,5.3019,4.4955,3.8656,3.3584,2.9405,2.5903,2.2926,2.0367,1.8146,1.6204,1.4496,1.2983,1.1638,1.04377,.93622,.83959,.75256,.67401,.603,.53871,.48045,.42762,.37969,.33619,.29673,.26094,.22852,.19917,.17265,.14874,.12722,.10791,.090664,.075316,.061733,.049793,.039383,.030399,.0227475,.0163414,.0111008,.0069525,.0038286,.0016664,.0004081 \}. $

$T$ is a "slider" between $0$ and $2$ that continuously transitions the curves over time through the ambient space.

Here is a frozen image at $T_1:$


texts: What is the right context for bpy.ops.image.tile_add?

texts:
Using Python, I'm trying to add tiles for texture image to use UDIM as a source.
This the code I use:
bpy.ops.image.tile_add(number=1002,count=50,label="", fill=True, color=(0.0, 0.0, 0.0, 1.0), generated_type='BLANK',width=1024,height=1024,float=False,alpha=False)**

but I get a runtime error:
ret = op_call(self.idname_py(), None, kw)

RuntimeError:
Operator bpy.ops.image.tile_add.poll() failed, context is incorrect


texts: Exclude certain hair particles from face instancing

texts:
I want to relocate faces of a mesh to the spline's points, which are extracted from hair particles. Face should be placed only at the end of spline, except some strands, where I want to have another face in the middle.

For this I made a loop to apply mask to extracted points:

Red outline - specific strands with 2 faces (defined by index)
Green outline - compare logic

Problem is that I need to specify more strands (from bigger project), and don't want to replicate outlined parts of nodetree for each strand. Like excluding of 300 strands means 300 inputs. There should be more optimized way to do it


texts: Knife Tool is stuck to the origin of the geometry of the object

texts:
The Knife tool is stuck to the origin of the object. I hover all over the vertices and edges, and nothing. There is nothing inside of that object, no hidden vertex, it's literally the origin.
I tried it on all of my objects in the file, and they all have the same problem, but when I open a new file, the Knife Tool works just fine. I can't find the answer anywhere else, so the only way to continue is to copy paste everything I have in that Blender file to a new one in order for it to work again.

System Information

Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30

I am using Blender Version 2.91


texts:
I am rigging a robot for some personal training, and I got into a very weird issue while rigging the legs.

Here are my two foots, both are parented to the right bones, rigged to their respective Target and all this stuff. But one is acting like if it was parented to the target, while the other reacts like if it was just copying the Target's rotation (which is what I want the other to do).

I double checked all possible parameters that could cause this on each bones of both legs, and I'm still unable to explain why this is happening and how to fix it...


texts: Why are uv faces always distorted? I even tried to delete all modifiers and shape keys, but it's still red. Even if I try to unwrap one single face, still red. I want to create map via texture painting. And this oddness in uv unwrapping confuse me. Please, tell where I made mistake.


texts: How do you save, or make check points using the blender game engine?

texts:
So recently I’ve tried using some the game engine side of blender as opposed to the animation work I usually do, I’m enjoying using it and have learnt the basics of how to make an operational game, but I’ve got no idea how to make a save/load point for my game.

Can anyone help me please?
Thanks in advance


texts: What do I do if my render is just black?

texts:
here's the link I've got a template from the internet and have been trying to render it.  However when I do so, it takes seconds but it's just a 10 second black clip.  Others that have used similar templates say it should take about an hour to render.

What should I do to try to fix this issue?

(I am new to using Blender so any help is appreciated!)


texts: Grease pencil stroke wont show while the pen is down

texts:
Edit: Ok so actually I just noticed the stokes wont show up when its over any kind of 3d object. So like if I have a monkey on screen and im trying to outline the face the stokes wont show up until after I let go, but in open space its fine. Does anyone know how to fix this? Its not the way the GP line is layered its in front of the object

The Grease pencil in 2.8 seems to not show itself when using my drawing tablet until after I lift my pen but with the mouse the stroke is normal

So ill draw a line and not know where its going because of it being invisible which throws my lines off.

Anyone know whats going on?


texts:
How to properly rig the shoulder of this low poly model?
Have tweaked weights, but didn't get desired results. Is there any other problem?
Edit: Link to File: https://pasteall.org/blend/b5a93745a9f44db79dc5ed6a48179b92

By desired results, I meant that the area below the arms is also getting distorted, which I didnt want. Is there any problem in the mesh itself?

Thanks


texts: how to extrude along face normals evenly?

texts:
Please see the attached pic. I've researched many ways to extrude faces evenly but none of the methods I have seen will actually do it evenly. They all result in face A being extruded far less than face B. What am I doing wrong here?  It's like there is some weighting going on somewhere , somehow. If I create a long cuboid in a fresh scene and try it , it works as expected... all faces extrude an even amount. I'm getting this happen all over this mesh though so I need to fix it in this scene really.

Strangely, if i create a new cuboid in this scene I get the faulty results.. Is there something wrong with the scene?


texts:
I'm trying to make the following effect: a heat ray is welding, for example some metal together, and a hot strip is being created which cools off with time.

How could this general sort of effect be achieved? I have a feeling that it would involve a particle system and metaballs, but I really have no idea.


texts: Enum Property Error: expected a string enum, not tuple

texts:
I'm writing an addon that generates a list of categories that I want to set in an enum property. The enum property is defined as such:

class PipelineProperties(bpy.types.PropertyGroup):
    asset_categories = bpy.props.EnumProperty(
        name="Asset Categories",
        description="Categories for Project Specific Assets",
        items=[
            ('init', 'init', 'test', 0)
        ]
    )

def register():
    bpy.types.Scene.pipe = bpy.props.PointerProperty(name='Pipeline Properties', type=PipelineProperties)
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.pipe

The enum property is accessed by:

bpy.context.scene.pipe.asset_categories

Here is the code where I assign a new value to this enum property:

scn = bpy.context.scene
scn.pipe.asset_categories = bpy.props.EnumProperty(
            name='Asset Categories',
            description='Testing',
            items=[('new', 'new', 'test value', 0)]
        )

Here is the error message:

scn.pipe.asset_categories = bpy.props.EnumProperty(as_name_list)
TypeError: bpy_struct: item.attr = val: expected a string enum, not tuple

What is this error and why am I getting it? How would I go about setting the value of the enum property I have defined to something else?


texts:
I am trying to create a cubemap texture to export to Unity. I attached each texture to each cube face, any idea how to unroll the faces so i can export as an image (not sure how i will export the UV image either) for a Unity HDRI Sky.

if i simply unwrap i get all 6 faces pointing at the same one texture but i want to keep each face texture in place


texts: Change color space of image texture node using python?

texts:
I have trouble to get a script working within Blender 2.8. What is the correct way to change Color Space mode of an image texture node?

node_opacity = nodes.new(type="ShaderNodeTexImage")
node_opacity.colorspace_settings.name = "Linear"


texts: How do you align a local scaling along a global coordinate

texts:
I have a bone. I am scaling it's tail along its local y-axis, and I want the tail to be located at the global z=0 while the x and y coordinates can vary. The problem is if I type in 0 in its z coordinate, it only shifts up, not along its local y axis.
How can I shift something along its local axis such that it meets the global coordinate z=0?


texts: How to add an Array Modifier to a Particle System

texts:
I have a seamless loop of a plane using an Array Modifier, however I am trying to add a particle system which should iterate in the 2nd plane so the loop stay seamless, but I can't manage to do it.

Changing the modifier orders so the particle systems is the last one won't fix it, since the particle system would be applied across all the plane, which would break the loop.

Is there any way to apply an array modifier to a Particle System not breaking the loop? Thank you.


texts: Is the w-coordinate of the UV coordinate system supported by Volumetric materials?

texts:
I want to calculate the density of a volumetric Emission material using the distance inward from the mesh surface. I've been able to do this with a cube and several coordinate systems: generated, object, I can display the u,v-coordinates as colors on the surface of a uv-mapped mesh. I can use the Mapping Node to rotate these coordinates around the X- or Y-axis and see the w-coordinate in shades of blue.

Within the Blender manual pages for Input Nodes, the description of the Texture Coordinate Node makes no mention of unsupported coordinate systems for volume materials. But the description of the Geometry Node states "For volume shaders, only the position and incoming vector are available."

Is the w-coordinate of the UV coordinate system supported for volume materials? I fear that the w-coordinate cannot be defined within a mesh of arbitrary shape because each interior point can be projected back to the mesh along many normal vectors. But I'm not sure I understand the w-coordinate well.


texts:
I have spent a few days with this issue trying to solve an issue for a work project that needs to be ready in less than a week. I normally dont have a need to bake textures onto models however it is required for this project.

Basically I have followed every written and video tutorial I could find and tested them on a basic cube in blender, and every time I bake the texture to the cube it comes out wrong. Massive bleeding around the UV, the actual texture I created in GIMP is drastically shrunk, and is entirely on one face of the mesh.

And just a moment ago I decided to bake it again, without changing any settings and the texture magically rearranged itself to fit properly with some bleeding. I am very confused and need to know how to properly bake textures for real models for work.

Any help would be greatly appreciated.


texts:
I have a complex object and I created a lattice around it. Before adding the lattice modifier I manipulated the lattice points so that it perfectly encompasses my object. Then when I add the modifier, my object gets translated and scaled down significantly. I am guessing this is because I scaled the lattice down to match it to the object size, and moved/rotated it to get it into place. I tried pressing Ctrl+A to Apply Location, Rotation, and Scale, but this did nothing but change the object translation (though it did not correct it; just made it wrong in another way.)

Here's my object with the un-attached lattice:

Then when I add the lattice modifier using this lattice:

Then I tried Ctrl+A to "Apply" the location, rotation, and scale of the lattice and the object:

And finally I tried positioning the origin of both the lattice and the object to the same spot (center of tire):

I am out of ideas. I saw this thread where someone ran into the same problem but the answer to his explicit question does not solve the implicit problem: Lattice modifier deforms object as soon as an object is selected
I hope it is not that a lattice has to always start as a perfect cube.

EDIT: I even tried unparenting the object so both the lattice and the object were top-level (not in a hierarchy) and origins both set to 0,0,0, so their rotation, position, scale values are identical and from the same origin. There should now be no reason this is happening yet it still behaves the same silly way.

EDIT AGAIN: It's hard to tell from my screenshots, but the lattice is NOT a perfect cube. It is more of a rhomboid or something more angular. I went into edit mode to adjust the corners to match the angle of the object, then I added more division to the U,V,W of the lattice. It seems certain that my manipulation of these control points is what the problem is, but how do I freeze the lattice so that this warped shape is considered the start shape?

Thanks for your help!
-Ben


texts: Gap between edge of lattice and mesh when using simple deform

texts:
I'm stumped, I can't figure out what's going on here. I've got a lattice and a plane with identical x & z dimensions. When I use a Simple Deform Bend of 360 degrees on the lattice, the edges meet seamlessly to create a cylinder - but the edge of the plane don't. It's as if there's a gap being created between the edges of the plane and the edge of the lattice.
All transforms are applied apart from the y scaling on the lattice. Changing that back to 1 doesn't change anything, and neither does moving the empty I'm using as the origin for the deform. The solidify is just there to show what's going on from the top view - removing it makes no difference.


texts: Displace modifier with black and white texture has sloping edges

texts:
I'm trying to displace a plane with a black and white texture for a Doom level map. What I am looking to get is a 90 degrees displacement all around, but the problem is the corners come out distorted even though the texture shows only straight angles. I checked the texture in GIMP and it shows zero grey pixels so that can't be it. I also increased the subdivision to 6 but it doesnt solve the problem either. Any advice on how to get the displacement to be only at 90 degrees?
Texture:

Blender:

Some of the texture settings I am using:

Another close up picture of the issue:

The less plane subdivisions the wider the distortion gets:

Edit:
I tried it in Unity terrain and it seems I am getting the same issue:
As @Lukasz-40sth said, I did the contour manually and extruded the edges and it works although it is time consuming. I wonder if a script could detect the texture edges and create the 'physical' edges.


texts: VIewport View Rotates Weirdly Around Certain Object's Pivot

texts: When I rotate my viewport view, it always rotates around one of the object's pivot in the 3d viewport and I'm unable to move my camera around 3d view properly. If I move that certain object, my viewport view moves accordingly to that object. I've tried pressing (.) and (5) and other numpad numbers, It doesn't work.


texts:
Is it possible to use wildcards when exporting with the File Output Node? I use a DAW called Reaper that have that feature -to export with all possible variations.

So what I'd like to be able to write in the  (dollarSign)sceneName(dollarSign)dateTime.png... ah, you get it.

So it dosen't overwrite the same Image001 over and over again and so I can keep all renders. Is this possible? Some Addon?

Or is it possible to modify the current File Output Node? What would be even better perhaps?


texts: How to Separating Two Objects that were never merged

texts:
Hi I am having an issue trying to figure out how to unmerge two objects that weren't even merged to begin with.

I'm creating a 3D character and have made the body. I then added a cube using (Shift+A) to add the new cube shape then off to the side started to make and form the left hand and am using the mirror affect as well so it's the exact same on the other side. Now I haven't merged the two object at all, yet when I hit Tab or A to highlight the Hand object it highlights both the (hand) and the (main body).

I can't move the hand I finished to the arm of the body part to the character I'm creating, instead both the body and the hand move together whenever I try to move the hand anywhere around the grid.

I have looked at videos and read articles to figure out how to have them both as separate objects. I have tried to hit P to un-join them doesn't work, I have tried to hit L to highlight the island of the hand but doesn't work.

I am fairly new at Blender but getting the hang of it so far I'm just stuck in trying to have both object move freely on their own so I can move the hand to the body and join them but instead both the hand and the body move together and I don't know what to do.

Please can you help with this I'm doing this for a friends company and need this project done by next week but this issue is holding me back.

Thank you.


texts: Model doesn't follow its armature in pose mode

texts:
I have linked between model and bone with Ctrl+P (With Automatic Weights), but when I move the foot bone 'Leg Control.L' (shown with yellow circle) the model's leg doesn't completely follow the bone (shown with red circle). Also, the right leg follows the left leg but that shouldn't be followed (shown with green circle).

So how I fix this? I have tried to remake the bones but the result is same.


texts: How to add images by suffixes to Image Nodes only from the latest import

texts:
I have the code which import new images by names.

supported_file_types = '.png', '.jpg', '.tif', '.hdr', '.bmp', '.dds', '.psd'
def path_iterator(path_name):
    for fp in os.listdir(path_name):
        if fp.endswith(supported_file_types) and ((bpy.context.scene.color_string) in fp[-10:]) or ((bpy.context.scene.normal_map_string) in fp[-10:]) or ((bpy.context.scene.height_map_string) in fp[-10:]) or ((bpy.context.scene.metallic_map_string) in fp[-12:]) or ((bpy.context.scene.rough_string) in fp[-15:]):
            yield fp

and

def get_img_reference(suffix):
    images = bpy.data.images
    for img in images:
        if suffix in img.name:
            return img

I have also a text input (I write here suffix by which new images are imported)

box.prop(context.scene, "color_string")

I'm adding images to nodes by this command:

img_node_color.image = get_img_reference((bpy.context.scene.color_string))

If I use this addon, for example three times for different textures I will get textures named accordingly: tex_color, tex2_color, tex3_color.
Now adding textures to Image Nodes by suffix "color" won't work.

This Question is related with how-to-assign-an-image-to-image-node-by-its-name

How to select images by suffix from latest import and add them to Image Nodes?


texts: How do i join objects to each other without destroying the animations?

texts:
im creating an animated drone (only the propellers) but when i export it as FBX and import it to unreal engine, the animated parts are separated so which means i need to join the objects, but that removes my animation! someone pls help!
(My blend file)
https://ipfs.io/ipfs/QmUo2oiPo5ZV6mXQdhvBhNRKwyo4eqEM4xawRvS3qNrrqq?filename=Drone.blend


texts: How to get scene properties working without an initialize button?

texts:
I have created a basic addon that loads text files and applies some game logic. In its script form it works fine, no problems, however when I try install it as an addon I get the pyrna_struct_meta_idprop_setattro() readonly error when trying to assign my scene variables.

I did some research and found a method that uses an initialize button which seems to work.

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

    # If Scene.my_prop wasn't created in register() or removed, draw a note
    if not hasattr(context.scene, "my_prop"):
        layout.label("Scene does not have a property 'my_prop'")

    # If it has no longer the default property value, draw a label with icon
    elif context.scene.my_prop != 'default value':
        layout.label("my_prop = " + context.scene.my_prop, icon="FILE_TICK")

    # It has the default property value, draw a label with no icon
    else:
        layout.label("my_prop = " + context.scene.my_prop)

    layout.operator(InitMyPropOperator.bl_idname, text=InitMyPropOperator.bl_label)

class InitMyPropOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "scene.init_my_prop"
    bl_label = "Init my_prop"

@classmethod
def poll(cls, context):
    return context.active_object is not None

def execute(self, context):
    if context.scene.my_prop != "initialized":
        context.scene.my_prop = "initialized"
        self.__class__.bl_label = "Change my_prop"
    else:
        context.scene.my_prop = "foobar"
        self.__class__.bl_label = self.bl_label
    return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_prop = bpy.props.StringProperty(default="default value")

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_prop

if __name__ == "__main__":
    register()

Worst-case scenario I will probably end up using this, however if possible I would like to avoid it.

Are there other ways of storing variables like this which can be referenced across multiple modules? (I have 1 Enum property for a drop down list, and 1 Integer property which is updated and changed).

The script only runs on Camera objects.

Thanks!


texts:
I've the next operator as button:
button = row.operator('operador.sinoptico', text=bpy.data.scenes['Scene'].mispropiedades.eyelid_top_R)

Are any way to setup the width and the height of the button in the Panel?


texts: Texture graphic displaying/outputting as low-res/blurry

texts:
Having issues with a texture graphic I use as the face of a label for product images. Currently, my strategy is to use an oversized image to be sure that it will output at a high resolution, but I realize this is shooting in the dark and I would love to know EXACTLY what size I should be making them. Regardless, the image file I'm using is around 16,000 px wide, a 10mb file and should be big enough to cover most anything, although I have no idea how to "see" exactly what size the cylinder I'm applying it to is (do I need to "unwrap" the cylinder?). Attaching both a sample of the "low-res" output and the packaged file for reference.
Note that I am using Cycles and trying to get a 1600px squared image at 300 dpi in the end. Any help is greatly appreciated, thanks!


texts: Rigify - How do I add rigify controls to a character which already has an armature with weight paints?

texts: Hello I would like some help with Rigify. I have tried re-naming every bone to match Rigify's naming system but it still does not work.


texts: How to Export proportional UV Layout in blender?

texts: Because I want to use on the mold.But the blender uv size is always fixed at 36.12cm * 36.12cm.


texts: I can't unwrap a model, it says "make single user"

texts:
I was watching a tutorial which told me that hitting "U" would let me unwrap my model, but it opens a menu called "make single user" which doesn't do anything.

Trying to search for smart UV project manually does not unwrap my model.


texts: Realistic aerodynamic simulation in Blender

texts:
Is it possible to use Blender to simulate realistic wind forces that take into account the aerodynamic properties of objects in the model?

My use case: I modeled a windmill and want to use Blender to simulate that windmill rotating in the wind, taking into account the shape of each of the blades of the windmill, etc.

I can also see this being useful for a number of other cases: flags blowing in the wind, tumbleweed or trash blowing across the ground, trees bending in the wind, etc.

Can any of Blender's physics simulation engines (either built-in or from addons) handle this?


texts: How can i make a Bump/setoff accurate to its own texture map?

texts:
I'been trying to make a kind of replica of the planet Ceres, but it lacks the 'bump', the bad thing is, the image takes all the object, so the parts that i need with bump (the holes, for example) appear, alongside everything else, and the texture itself doesn't work well at all.

As you can see on the picture, i have a reference, but i want to get that kind of displacement/bump.

In other hand, as i said, if i add the same image as bump, the result get worse..

Is there any solution for this? what do i need in my Nodes?


texts: Will Blender download onto my Chromebook?

texts: Just wondering if I can download Blender to my Chromebook?


texts: Hi everyone i donot know what has happened to  my mesh it display many bumps in render mode but when i look in solid view mode there a are no bumps and there is not even an edge there.


texts: How can I apply a modifier to a multi-user data object?

texts:
I made a scene with a lot of instance objects (Alt+D) and when I press 'Apply' to the  Displace modifier, it doesn't let me.

Is there any way to make it work? Or make the animation of the Displace modifier be still?

I was thinking on copying one, keep the parameter, then deleting the modifier on the instances and then link the instanced object modifier but...it still doesn't work.
Or maybe an option to make the objects as separate in order to apply the modifier?
I need to apply it because it's animated, and I need it still.


texts: I made a temple in blender but when I textured it, I didn't actually use UV maps or materials. My textures will show in texture mode, but not when rendered. Will I have to retexture everything all over again? thanks


texts:
I'm trying to get this chair (the back part) mesh
Unwrap smoothly but it keeps coming out like this

which causes extreme distortion when i try to put a texture on it.
i'm trying to get it to unwrap smoothly like this

Can anyone explain to me how i can get my mesh to unwrap like that?


texts:
I need the actual definitions for the transforms of parented objects.

It seems that the transform shown when pressing N shows the local
transform, and not the global one for child object? That would at least conform with that BGE seems to define as a localPosition and localOrientation
Can the N view be changed to show the world transform in that case?
The definition of the local transform for multiple objects being parented seems peculiar.  Especially for multiple objects being parented, and then moved around. Is there a clear definition of this to be found somewhere?


texts: Rendering image causes zoom in and texture turns the scene black

texts:
I'm trying to apply texture to an object but when I render the image it does this:

When I switch to texture display it does this:

Can anyone explain what's happening and how to fix it?

Thanks!


texts:
I created an animated object that consists of several pieces. now I would like to have multiple instances of it, but instead of them all being in sync I want to be able to manipulate the keyframes individually.

I read about group instances, which allow editing the original object, with all the changes being propagated to the instances. that's what I want, but there doesn't seem to be a way to change the animation per instance.

the alternative is to create a linked duplicate. here the animation can be changed per instance, but any changes to the model will not be propagated.

what if I want both? — is there a way to have the geometry linked, but the animation data local to the object?


texts: Calling an Operator from an application handler

texts:
I want to invoke an operator when rendering is finished.

import bpy

class FooOp(bpy.types.Operator):
    bl_idname = "development.fooop"
    bl_label = "Foo"

    @classmethod
    def poll(cls,context):
        return True

    def invoke(self,context,event):
        self.report({'INFO'},"running FooOp!")
        return {'FINISHED'}

def make_foo(scene):
    bpy.ops.development.fooop('INVOKE_DEFAULT')

bpy.app.handlers.render_complete.append(make_foo)
bpy.utils.register_class(FooOp)

When rendering finishes, this error message is printed to the terminal:

Traceback (most recent call last):
  File "/Users/reillyi/Dropbox/blender_dev/addons/render_notification/call_operator.blend/Text", line 16, in make_foo
  File "/Applications/Blender/blender.app/Contents/MacOS/2.71/scripts/modules/bpy/ops.py", line 186, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.development.fooop.poll() Missing 'window' in context

If I replace line 16, calling my FooOp operator, with

bpy.ops.mesh.primitive_torus_add()

Then a torus is created with no problem.

Can you help?


texts: Moving/scaling selections based on formula (exponentially, etc)

texts:
Imagine I have a line with five points, left to right.

What I would like to is, having the first point (Point[0]) as a base, manipulate the positions of the further points using a formula, such as:

Point[n]['z-value'] = Point[n-1]['z-value']/2

so that when Point[1] is at Z 2, Point[2] would be at Z 1, Point[3] would be at Z .5, Point[4] would be at Z .25... etc, to the end of the line.

I understand the basics of implementing this with Python, but before I delve into that, I'd like to make sure such a feature does not already exist.

If not, what would be the direction for beginning to implement something that would manipulate line points in order?

Alternatively/in addition, what would the right direction be for implementation on order of selected vertices in a mesh, as opposed to lines/shapes/splines?


texts: What would be the best way to add groves to this control knob?

texts:
I am learning blender for school and I need some help, I want to add groves to this control knob in the picture, but I'm not sure what would be the best way to go about it.
Should I try editing the mesh? Or should I try to construct a cutter piece?
Thanks in advance if you can help.


texts: mocap, bone(s) rotation re-target with python

texts:
I have two armatures, source and target, for each bone I want mapped from source I add an empty parented as bone (tail), for each bone in target I want mapped I add a copy-rotation (global) constraint that targets the relative empty in the source armature.
What I should calculate is the rotation needed to apply to the empty to return the bone in the target armature to the rotation it had before the copy-rotation was applied.
I have created a couple of scripts to place empty and constraints but for the rotation calculation I have no idea where to start (yet).


texts: I wonder what is the Fake User in UV Editor for. Since I know you can't restore the render result after closing Blender (without saving). Any ideas?


texts: Can only concatenate list (not"tuple") to list /Error, while importing OBJ

texts:
I'm trying to import an OBJ format I exported from Rhino.

It used to work without any troubles, but now this shows up.

I went to the file and opened it with note++, but don't know hat to do next.

This is line 809:

nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + (1.0,))])


texts: "Make links" moving all selected objects to 1 point

texts:
I really tied found solution but I did't so I post here my question.

I want to optimize my viewport with "Make Limks" Option.
Problem is when I select all objects that I want to link and applied this option all my objects moves to object that I was linking to.

enter image description here


texts: Smoke physics interacting with particles?

texts: I have a scene where an ink drop effect created with smoke physics enters a scene with a fur ball created with the particle system. What I would like is to see the smoke interacting with the hair, pushing the strands without moving the object that the particles are emitting from. Is this possible?


texts: Apply scaling to rigged model without affecting visual aspect

texts:
I rigged my model and I realized that it has a scale of -1 on X axis (left/right).
Then if I mirror the model the left bones deform the right and vice versa, I tried "Mirror vertex groups" but it does strange things (seems a buggy function). I though about applying a inverse scaling to the vertices and the scaling the the object but it doesn't work. I don't know how to do.
Is there a script or something to do so ?
Thanks


texts: How to flip all the normals properly on this model?

texts:
this is my first time here on StackExchange. I'm pretty new to Blender but I have successfully created some simplistic models so far.
So I just modeled a roof rack made for Euro Truck Simulator 2. Since it's made out of cylinders a lot of normals need to be flipped, but doing it one by one could take hours and it's a pain.
The model with the default material:

The model with a chrome-like material, as you can see the normals are off almost everywhere:

Is it possible to flip every normal with a simplier method? Thanks in advance for the answer! :)


texts: Moving Cube in Object Mode leaves Outline of the Cube on Screen

texts:
When I want to move my cube in object mode, I see another cube. This seems to be the same cube but in edit mode.

Here are two screenshots, when I tried to move the first cube in object mode.

NOTE: the 3D view (N) are all unlocked so the problem comes from something else.


texts: How do I apply complex texture in Blender?

texts:
I have basic skill for 3D.

So I have an .obj file and the texture assets extracted from the game called Mobile Legends.

I want to import the model but the original model texture or shading is too complex for me, but I want to know how to make texture or shading like this.

Here is the original model.

As you can see the model is very complex, so I want to ask your help.

How to make the animated texture or material (I don't know either texture or material that animates in it) like on her arms and her legs?

I wonder if it is uses a mask. I have the material but I have no idea how to make it happen. I search on google, I got no answer. So I ask here.

If you want to take a look the texture and material, here it is:

And I don't know which the mask material is on that asset list.

If you want to take a look the .obj use this link


texts: I have tried Flip Normals ctrl+N and recalculate normals but the spots not going all the way. How to get the clean faces. Any suggestion


texts: Can't have Weight Painting in one workspace and Posing in another

texts: I'm trying to weight paint my model, and I would like to test the weight painting in pose mode whenever I make a change. The thing is, I am unable to have weight painting in one workspace and posing in another. Every time I change the mode in one workspace, the mode in the other changes to something else. I think this is really dumb that I cant do this. Is there a potential workaround for quickly switching between Weight painting and Posing? Thanks.


texts: I can't delete keyframe in timeline and dope sheet

texts:
I want to delete keyframe for rendering.
but a keyframe is there and i had only same picture.

It exists on the timeline. :(

I don't solve with "click the keyframe and ctrl+i" Strangely, the delete menu did not appear.

I don't solve whit "dope sheet" Strangely, the keyframe is not here!!!


texts: Best method to create low poly version of a complicated mesh?

texts:
I'm making this train in blender, which I will export later on into unreal engine. But I need to create a low poly version of it. Its around 200k tris at the moment in total, which seems like a lot for a game asset. Its a complicated mesh with many separate parts. So I don't want to go through every single part and try to make a low poly of each piece... I feel like there might be another way? So is there a method for doing it more quickly?

Cheers
updated results from decimate and limited disolve----


texts: Is there any method to make almost an automatic 'hive'?

texts:
I'm trying to do something like in the picture,

Which is a grid made of hexagons, like a 'hive'.

I  could generate a texture in another software like PS to add it, but what i want is to extrude upwards the yellow part, so the black parts are in depth.

How can i do this, using the options of Blender, without having to model it completely? i was thinking on making one hexagon and then duplicate it infinitely, but i think there should be another way for this.

Thanks in regards.


texts: What tool do I use to make a part smooth

texts:
I have what is on image 1 (the black colors), and i want it to be like the image 2 (orange color legs)

I know that there a tool that can do it but i can't find it.


texts: How to batch convert between file formats?

texts:
I have about thousands of files I need to convert into from one format to another. Both formats are handled by existing add-ons..

I assume the script process would go something like this:

Select every source file in a directory and it's sub-directories
Store the path and filename of the source format.
Delete everything in scene and import the file
Export the file to the destination format with the same path and the same filename as the original file, with a different extension.
move on to the next item

The problem is that I have very little experience with Blender, and Python is not my area. The manual solution of importing and exporting works perfectly fine, as there is no need for anything to be modified.


texts: How do I get the 'Fracture' panel to appear in the Toolshelf?

texts:
What must I do to get the "fracture" panel to appear in the 3D View Toolshelf? I have download the "Blender fracture; version --> 2.79a".

I have made a picture of a Youtube video where I can see that they have the "fracture" panel (I have made a orange circle around the 'Fracture' panel):


texts: Import key configuration error -- simple problem?

texts:
I'm interested in using Blender as a video editing software.
I found a decent tutorial introducing that topic and providing really useful key configuration file, which helps using Blender with a workflow similar to Final Cut Pro.

My problem is -- importing that particular configuration file ends each time with this error:

Here's a transcription of the essentials:

File "...\Blender\2.72\scripts\modules\bpy\utils.py", line 509, in keyconfig_set
    {"_file_":filepath})

File "...\FCP_KeyPreset.py", line 118, in <module>
   kmi.properties.left_right = False

TypeError: bpy_struct: item.attr = val: expected a string enum, not bool

Known facts:

I run Blender 2.72b on Windows 8.1 x64.
My Blender is fresh and clean -- I tried to import my key configuration moments after I installed Blender.
Author of the file is a Mac user and he definitely used older version of Blender, but I don't know which version.

The file can be found here: download link for key configuration file.
It might be worth noticing, that this preset is a part of a video tutorial, which can be found here: Video Editing in Blender - Introduction

halp plox :)


texts: Is it possible to animate a character using animation nodes? I like to have a character move but if I can do it with out having to manually set up all key frames to make a walk cycle. Thanks for the help.


texts: Blender 2.8.2 crashes on start up, requires graphics card or drivers that support OpenGL 3.3 or higher

texts:
I am trying to get Blender 2.8.2 to open on my computer but I keep getting the following error:

I have checked to see if my graphics card supports OpenGL and indeed it does, supports an OpenGL version 4.5. I have also checked to see if my system meets the minimum requirements for Blender , and they do. The specs are as follows:

Intel Core i7-7700 CPU @ 3.60GHz
Windows Home 64bit
8GB RAM
Intel HD Graphics 630
Radeon RX 560
1TB HDD
450W PSU
1 Monitor Display

Steps I have taken to fix this:

Updated the graphics drivers
Changed compatibility settings in program properties menu
Switched the program to run on Intel HD Graphics 630 in Graphics settings
Uninstalled and Reinstalled Drivers

Previously working versions:

Blender 2.8.2 (When run on Intel Graphics)
Blender 2.7.9


texts: Light source automatically fitting to object

texts: I want to setup a light source that is automatically fitting to the loaded object. Either by a script or by maybe setting it in a way that it works great for every object that might get loaded (maybe sun or area?). This means that the brightness should be good for every object, however contours and shape should be still visible, so shadows/shades have to probably be visible.


texts: Move a set to another scene even though it’s done

texts: I have finished my video, but I put everything in one scene. There are a total of four sets. Is it possible to move a set to another scene  and render that other scene by itself or is it to late?


texts: Best way to make a Ghillie suit in Blender?

texts:
So I have a basic T pose female character that I'm using for a sniper game I am creating with a friend. I'd love to have a ghillie suit on her, as It's going to be very stealthy game, and we'd like to make use of the camouflage.

The problem I'm having is actually creating the grass and/or leaves/branches. I'm not entirely sure the best way to tackle it, and being very new to blender, I was hoping someone with a bit more experience could point me in the right direction and give me a few tips. As I'm stuck for what to do, your help would be extremely invaluable.

Thank you in advance.

Edit: Thanks for the replies, brasshat. The engine will be/is Unreal Engine 4 (version 4.8.3 specifically) and we intend to just have a static ghillie suit for now, so we can get the basic look going to aid us in camouflage, etc. The eventual plan could probably be give it a few basic physics like swaying and such. But that is months down the line. I'm aware of the online courses, but any chance you could share a few ways that'd be suitable for this? that way I can focus on what I need to learn specifically


texts: I am creating a waterfall and I want to have the fluid physics loop over a set of frames

texts:
I am creating a small waterfall for an animation. I have the ground texture and rocks all created. I am specifically wanting to create an 8 second long animation that will be an endlessly looping video file.

I am well aware of how to work the fluid physics - create the realm where the fluid sim takes place, identifying an object for inflow, labeling the ground and other objects as obstacles, etc.

I found a number of guides and forum posts on blender.stackexchange on how to create a looping ocean, but not a stream.

I am assuming that I would take the fluid physics, duplicate, then scale back to earlier in the keyframes. I would then interpolate the meshes of both fluid physics at a point where its indistinguishable to the viewer. Since the waterfall itself would be the most dynamic aspect, I would assume that I interpolate the mesh before it falls and once it hits so the falling water streams don't show any glaring changes mid-fall.

I am unsure how to change the timing of a physics simulation along the animation strip, and how to interpolate the streams.

I know that I can add a Cyclic F-modifier to simpler animations, but would something as complex as a stream be able to have that work without a glaring seam?


texts:
I'm making my first animation with people. I downloaded 6 characters from Mixiamo, with a simple walk animation in position. For my animation, it's an archvisualization of an urban place - I need a lot of people. I'm proceeding like this:

Rig the characters.
Make a follow path by the rig, to a bezier curve.
Repeat manually copying the 6 characters I've for source.

It's a very expensive process for the time. I've tried to array the characters but I can't because I would have to make an array to each part of my characters.

So my question is, how can I automate the process or just make the follow path like a particle system?


texts: python drivers don't work anymore after reloading file

texts:
I am using python drivers to set the position of a number of bones, using a script to register custom functions in the driver namespace, so that I can reference them in the expressions (bpy.app.driver_namespace['calcPosition'] = calcPosition).
that works fine, but as soon as I reload the file, it does not work anymore. yes, I made sure to reload trusted, and I re-ran the script (do I have to do that?), but it simply won't work until I re-enter each and every expression and hit enter.

is this expected behavior?

is there a way to make things just work, right after opening a file?


texts: Annotation Tool - How to control placement of drawing

texts:
Even in orthographic views there is 0 control over the depth at which it draws. you draw a line, then pan even a tiny amount and it's obvious the line is nowhere near where it first appeared. I have even experienced it seeming to draw behind the viewport camera position? Not to mention trying to point to a specific vertex or face, where it will randomly draw in front or behind the mesh. I was wondering if anybody has managed to use this tool successfully. Am I missing a vital setting?
I am in 2.9 by the way.
thanks for reading!


texts: Scale of rotation is not matching to the real scale

texts: At the moment I work on a project with many rotations and many little rotation steps. Now the problem is my rotation scale is not matching to my real object rotation. 360° are not longer 360°. Instead I have to set the rotation at 3.15... for one rotation of 360°. Does anyone know how to fix this problem?


texts: How can i create the shader of the virus?

texts:
I've been trying, but my result is not convincing at all

here it is:
(Note that the model is missing a subsurf)

here the node setup

Thank you


texts: How to return to the default view that you see when blender starts?

texts:
I was wondering if anyone knew how to reset the viewing angle to what it was at the startup. I just want to reset it to that view, not reload startup file or load factory settings or anything. I want to have this viewpoint

but still have all the work that I did.


texts: Edges of mesh with emission shader look like of low resolution

texts:
As you can see the edges of a plane mesh with emission shader don't look like a smooth straight edge.
I have noticed that generally the edges of a mesh with just a plain emission shader are not smooth.
How can fix that?
I would like to smooth the edges out and make the emission more "blurred".

Is it about settings?
Is it about the type of Mix shading in the node editor?
Is it about the material around the emitting mesh?

My settings:

Resolution: 4096x2080
Resolution %: 200%
Samples: 300
Integrator: Branches Path Tracing


texts:
I have a strange start screen of Blender 2.8 on a MacOS 10.11.6 as you can see below....
I am not quite sure what is going on.
It is a clean install after a MacOS reinstall. I had an older version of blender that worked fine.

Ideas?


texts:
I have a model where its material is defined in Ward BRDF. I know that Blender Cycles does not natively support Ward BRDF, but is there any way I can use the Ward BRDF parameters for rendering my model?

Thanks in advance.


texts:
I have modelled half of character and added Mirror modifier to it.

Now there are 2 vertices in the bottom that refuse to connect.

First, I can't move them by X axis towards each other for some reason. Also, I've tried every option that Alt+M has to offer but it didn't do anything.

P.S Also if anyone knows why the shading is so massive, that would be helpful too.


texts: How can I make an image plane have transparency in Eevee with nodes?

texts:
I have an imported model from Adobe Fuse with a basic animation. I have set up the clothes and skin to have the appropriate transparency but following the same workflow for the eyelashes does not seem to work. I have currently tried linking the file to a Diffuse BDSF and a transparent BDSF node mix shader but that doesn't seem to work out. In cycles this works out just fine but in Eevee this still shows the planes. I have checked that screen space reflections are on and that refraction is checked. Even still the render always shows the planes.

Any advice would be appreciated and I will make sure to follow up if I am able to figure this out.


texts:
So my cube or objects is greyed in viewport shadow

like this below

the scenes settings is cycles and gpu compute

anyone know how to fix this? i'm new to blender, i just followed tutorial from youtube(IanHubert). thanks


texts: Transparent shader renders black when Transparent shader is behind it (Cycles)

texts:
So when I render rougly speaking a plane with an alpha channel
it's fine. But only as long as there is no such material behind it. In that case it renders the transparent part black. Why is that so and how to solve it? Thanks in advance.


texts: Video Sequncer (Audio only) resets when playing on Animation Timeline

texts:
So I'm trying to do a lip-sync animation with a model, I have one of Blenders own models and added audio from Youtube video into the Video Sequencer but when I go back on my Animation Timeline the audio plays from the beginning everytime I click play rather than continuing to play where I paused at. i.e. if I start at frame 0 and pause at frame 223, the audio restarts at frame 223 rather than continuing. I don't know if this a bug or glitch, but its gotten really annoying to try and get the correct timing with the lip sync because I always have to restart the timeline/audio. Would be greatful for any tips/solutions to this issue. Thanks
EDIT: Rather than restarting the audio it now it's just delayed instead but still not correct/accurate with how it should play


texts: How can I most easily export a Blender 2.8 scene to a Vive VR device? (I'm not talking about using Blender while wearing a headset; I mean just exporting a scene to be handed-off to a different PC with a headset.)


texts:
So, I was trying to bake an albedo map with emission shader and for some reason, some part of the texture is always too dark. It's not the normals, I flipped them many times, tried different texture sizes, used a different UV map and practically tried every trick in the book to make it work.
Here is the render from emission shader + bake

And here the applied material

Please can someone help? I'm out of ideas...


texts: Alt+S moves vertex instead of scaling skin modifier in 2.79

texts: I seem to be having an issue with Alt/S when using the skin modifier. It used to work fine in earlier version, but now it will only move the vertex up or down, it does not scale the skin. I have checked all my shortcuts and nothing has been changed and I have checked the XYZ checkboxes and no effect. Any pointers?


texts: Can I update a displacement , or should that go automaticly?

texts:
I made a long corridor, it's to have a video, for a music track of mine.
I was using an mp3 before, now added a newer version of the track, a wave file for better sound quality.
Deleted keyframes, made new ones, displacement modifyer, strength, bake sound to f curves.
It worked but, I can't shake the feeling only the first displacements is updated.
( the one I had selected )
Looks like all the others are still reacting to the mp3.
Is there a way to check this, to what music track a displacement is linked.
And or how to edit this. I made allot of copies, of the planes with the modifyer, before I added the wave file.
I hope I won't have to learn phyton for this. :P


texts: BGE: How to change camera's focal length?

texts:
Is it possible to change camera's focal length
within the game?

What im looking for is that "Bow zoom in"
Or "warping".


texts: Smooth Realtime-Audio Reaction in Animation Nodes?

texts:
I am animating certain objects in a scene using audio in animation nodes. The current setup makes my models react in a very aggressive way to the audio.

Is there a simple way to smooth the reaction to it? I know that for some this might be a simple math problem but I haven't been able to wrap my head around a solution yet.

Thanks.

Edit: I have played around with the attack and release settings but they're not working as I would expect them to.


texts:
I'm trying create a crumpled paper material in Blender Internal. It's pretty easy, here's my result just using Voronoi texture with little setting:

But when I've moved to Cycles, it is not getting close in material nodes using Voronoi, Noise & Musgrave textures.

Just give me little step to make this crumpled paper in Cycles, I'll do the rest...

What I needed exactly:


texts: I downloaded Blender 64 bit and the OS indicated that the program was not compatible with my computer chip. I then downloaded the 32 bit version which seemed to allow me to install. However the blender Icon in windows when pressed informs me that the program is not a window application. I have an Intel(R) Core (TM)2 Duo CPU E7300 @2.66Ghz if that is important and I am running XP. I am fairly sure I am doing something wrong here- can anyone help please?


texts: Weird Color Overlay in Solid Shading Mode in the Viewport

texts:
When I am displaying my mesh with solid shading in the viewport it looks wrong:

It has some weird blue overlay when it should have colors that look more similar to the ones I have in "texture" viewport shading mode:

Any idea where I'm going wrong? I can upload the file if necessary.
This is my file


texts: 'Rigify' with automatic weights makes my mesh disappear

texts:
I'm making a human character. I'm trying to rig it with rigify - but I don't think I'm doing it correctly, as when I press ctrl+p > with automatic weights it makes the mesh disappear.

The blend file is here: http://www.pasteall.org/blend/36983
Also, a video and gif are on my Dropbox: https://www.dropbox.com/s/7tsr5dv25253gv8/rigging.gif?dl=0
https://www.dropbox.com/s/bv65dd1kzxkwwg1/rigging.mov?dl=0


texts: Where can I see and edit keyframes for texture properties?

texts:
I am pretty new to blender and I want to animate the alpha value of a texture. (Actually I want to have an object appear and disappear in a pulsating way). I need to do it in eevee, NOT in cycles.

I have succeeded to change the opacity of an object by changing the alpha value of the texture:

And then switching to «alpha blend» within the textures settings:

So far so good.
Now I would want to create a pulsating animation between alpha 0.25 and 0.75. I found this post where it's said that I could create my animation with keyframes and then add a cyclic f-modifier.

The problem is, that I can't see my keyframes I am setting for the texture.
I can open up my timeline, go the desired frame and right-click on the alpha property:

This will indeed add a keyframe, and I can see that the texture is changing over time, but they keyframes don't show up in any view.

I tried to change to «Graph Editor» and deselected the «only selected»

But I can nowhere find the keyframes for my alpha property!

I would be super happy to know where I can edit them in a timeline-like way and how I can then add a cyclic f-modifier to that animation, changing between the values of 0.25 and 0.75.

Thank you for any help.

PS: I am using blender 2.81


texts: Colorramp node makes colors clip or blow out

texts:
I've been trying to do little special effects for some of my videos.
For example I create a light emitting object that woud cast light on a black floor, later composit the black out and the finished result would be a light pattern on a transparent background. Using this method I could have a camera tracked scene with an object that would realstically light the floor around it.

So lets get on it!
Firstly I rendered an image of a point lamp that casts light onto a floor.

The floor is a diffuse node with 0 roughness and white color. The lamp emits pure white light. And the world has its material removed so that it couldn't interrupt anything.

Next I added a ColorRamp node and turned its black value into transparent. That would make blacks transparent, grays half transparent until white which will not be transparent.

Then I noticed an ugly white blown out clipping area in the middle which was not there when I rendered the image. It reminded me the problem of colors clipping and low dynamic range that we had before Filmic color management was introduced to Blender.

No matter how I moved the colorramp sliders, the white blob in the middle stayed there. I even tried using Separate RGBA node and used one of its outputs as a factor for where the whites should be, but the clipping area in the middle stayed there.

Lastly i added a black background to the image and this made the problem little less obvious, but it didn't solve it. I suppose there is something to do with Blender color management tools, but I let someone more experienced decide.

My question is what is causing this issue and is there some kind of way to maintain this smooth light transition as there was on the render, when composited onto transparent background?


texts: How to attach mesh object to another mesh

texts:
I'm still new to blender and I've been having trouble attaching meshes to another mesh. For example, I'm trying to attach this hairpiece accessory to this hair mesh and I can't quite seem to get it to stick.

The best I can do is have it joined together with the hair but it doesn't follow the armature when I pose it around like it wasn't even attached.

Parenting it to a hair bone also messes it up. I got no clue.

Is there a proper way to do this? Any help would be great!


texts: EEVEE 2.8 : the light goes through the egdes of a simple cube?

texts:
The scene : a simple cube with the front face deleted, and a simple light behind the cube.
The light could be seen inside the cube. It comes through the edges !
How to prevent this ? Thanks a lot !
Emmanuel


texts: Python scripting: How to hide from viewport all child objects linked through parent

texts:
Update:

Let me ask a slightly different way, since I may be over-complicating things.

If working from the UI there's an option to do this:

You can Shift-Click to hide parent and children objects. How do you accomplish this programmatically? The only way I've found so far just hides the main object:

row.prop(wall, "hide_viewport")

Original Question

I'm working on an addon that's essentially a kitchen designer, so the base objects that need tracking are walls. Each wall has objects snap to it and become the parent object for everything underneath.

The walls need the ability to be hidden, along with all of the associated child objects. This requires a function for a little processing. If all of the walls could be defined ahead of time, I know how to accomplish this (create the class functions and register them, etc).

However walls are added as needed, with a simple loop that tracks and displays them:

    row.label(text="Walls")

    if object.expanded_walls:
        row = box.row()
        for wall in objs:
            row = box.row()
            row.prop(wall, "name")
        --> row.##boolean_flag(script_that_hides, arg_with_wall_id)

This list is updated dynamically in the display, so displaying any wall property is easy.

But, I can't figure out how to put a simple boolean flag with each line item capable of calling a function data from objects in the same row. Any way to do that?


texts:
I was always under the assumption that turning an image to "Non-Color data" that is was converting it to greyscale. Playing around with normal maps it doesn't seem to be doing that at all. So what is happening?

Also because normal maps have color data in them I have always left the setting on "color" is this correct?

Shouldn't the 2nd image be black and white?

(using Node Wrangler viewer as rendered)


texts: Why do I get the error "Camera not Multi-View Camera"?

texts:
Stereo3D modes will render fine, but when switching to Multi-View I always get the error, "Camera 'Camera' in not mutli-view camera". The Camera is set to Panoramic with both a left and right camera. I even added a few extras to see if that would change anything.

I've come across this error on the 2.74 branch, the 2.75 Test Build, and 2.75 Release Candidate, so I surely doing something wrong. I've checked the camera settings, render settings, and of course scene settings, not finding a single option anywhere to change the camera type. Even from the Multi-View document page, and the branch documentation, it is said, "that it should just work".

Does anyone have any idea on how to get the camera to register as a "multi-view" camera?


texts: Animation doesn't show up in render. Issue with image sequencer

texts: I broke a glass in blender and initially I got the renderer animation in image sequence, later i did few changes in animation and now the renderer is not giving the animation in image sequence. Only the 1st frame is getting repeated. Kindly help solving the issue immediately.


texts: how to clip only one object with the camera?

texts: What would be a logic workflow to just clip one object with the camera in order to look inside of it and see how the light bounces (for example a cube with an opening)?


texts: I'm not too sure how to explain this. I've done the Alt+R to reset rotation, but when I am in pose mode, I move a bone, LocRot the whole armature, and the next frame it flips upside down. I have no clue why, and I can't find this online either. I've been searching for quite some time. I need to finish this animation, I have a deadline, but I can't figure this problem out and I'm too far to start over.


texts:
When selecting the color of a material, I have the option to change diffuse and specular color. Where do I change the ambient color?

When I export to .obj/.mtl, I get Ka 0.000000 0.000000 0.000000, which I then need to adjust manually.

How can I set this value in Blender?

According to phong model, every object has ambient, diffuse, and specular color. That's why exporting to .obj/.mtl has Ka Kd Ks elements. However, in blender I can only set specular and diffuse color. How can I set ambient color resulting non-zero values of Ka after exporting to .obj/.mtl?


texts: Is it possibile to retain a glossy material when the object is made shadeless in cycles?

texts: I've used glossy material shaders for a spaceship but, as you can see in the picture, the hand in the foreground is projecting a horrible shadow. I made the object shadeless but I lost the glossy effect as a result (this is because of the emission shader). Is there a way to keep the object glossy but shadeless at the same time? Thank you in advance!


texts:
How can I add all the texters that should be on the obj soldier model?
When I want to add texture, my whole model stands out. Because of this, I can add only one texture.
So, I threw a photo on where there are a lot of textures, how to add them?

I can’t find the answer, I’ve been suffering for several days.

/LGhYb.jpg


texts: Missing the "Create" tab for creating splines

texts:
Im learning blender on my own, and have a problem.
I am trying to learn how to use the spline tool, but tutorials have a menu I do not by default.

The top picture is what I see, and the bottom is what the tutorials have. I have enabled the addon that allows for splines, and I had the menu previously and was able to create splines. I dont know what changed between then and now.
edit: I installed blender on a different computer, and the create menu showed up when I enabled an addon. When I enable the addon on my laptop, the create menu does not show up. I dont understand why this is happening


texts: How do I get rid of this star shaped mark on a sphere?

texts: I've seen these weird marks before but I usually get rid of them by making an invert ring by pressing I. But in this case, this doesn't make any rings. Perhaps because it's curved? It worked on a flat circle. What do I do then?


texts: Changing dimensions of shapes in Blender 2.8

texts:
For anyone who is using Blender 2.8 right now, does anyone know how I can change the dimensions of the shapes in Blender 2.8.

Take the sphere for instance: I want to change the number of rings and grids on the sphere, which was a process I usually did in 2.79b. Does anyone know how I can do this in Blender 2.8?


texts: I want to add a new material in Blender, and instead of showing a long list of menu like "previews", "surface", etc., all I get is "view port display" and Customer property".


texts: How to do number-pad actions like: "Number-Pad ." to zoom into an object

texts: I use a Mac and the Blender emulator doesn't do those kind of actions, my computer doesn’t have a number-pad function and number lock doesn't perform any number-pad actions. What keys can a Mac user use to do number-pad actions?


texts: Why does my model look "patchy" after I enable smooth shading on it?

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

How I do I fix those strange patches? I tried hours of subdividing areas and such but to no luck.. Is there a simple fix? Could someone people help, I'd be glad to share the Blender file I just really need to get this finished as soon as possible.

Blender file, would be amazing if you could help :)


texts:
Is there a way to slice a 3D object into planes (see attached image), merge them and export it as a single .obj?
I do not want to see the parts of the object that are left between planes, I just want to see the slices. Kind of like a tomography.
I saw a video of guy make this in Houdini, is it possible to do in Blender?
Link to the video: https://youtu.be/4ggS6G9HIh8?t=685


texts: Blender not selecting edge (only vertices)

texts:
When I select two connecting vertices it should highlight the edge in question for extrusion however, when I try selecting the vertices it won't highlight the edge in between resulting in extrusions like this (where only the vertices are extruded:

I realize this is a rookie mistake but I couldn't find anything online to help with this problem. Thanks.


texts: I have a simple issue that I'm trying to get around fixing. On trigger, an object is added and a message gets sent to that object. When the message is sent, the object plays an animation. The problem is that the animation gets played to all the objects and not the new one. How can I fix this? Thanks!


texts: creating new object through python API is different from existing one

texts:
In the blender model, i have a white line which is based on plane. I used the code below to make a second one.

def createObjectWithName(name):
    obj = bpy.data.objects[name]
    mesh = obj.data
    new_obj = bpy.data.objects.new(name, mesh)
    bpy.context.scene.objects.link(new_obj)
    return new_obj

 createObjectWithName('spot1')

However, the new created one is so different from the existing one, I can't figure out why, can anyone help?


texts:
I have a simple shape that I want to add a texture to. But when I unwrap it, it shows in separate pieces rather than one whole square like the tutorial shows.
Incidentally, when I first came to ask this question, I had a different problem — my lines where all shooting out of bounds and going all over the place. I found the answer to that (Smart UV Project) but that's when it gave me the separate shapes. It's probably easier to just recreate the shape, but I am curious to know what I did wrong to end up like this.


texts:
I have been searching alot for a way to shape a fluid animation to a solid shape

Kinda like this

https://www.youtube.com/watch?v=QQ9HogEWcT0

I have found this solution

how to convert a shape key animation to a fluid?

problem is I need to have 1 part of the mesh shaped solid and the other side liquid like while having some growth (like in the video)

Any idea how I can achieve this effect?


texts: Object on screen but not showing up on screen collection/hiearchy

texts: I have 2 cylinders and one cube in my scene. The cube is in the hierarchy, whereas the cylinders are not. Can someone explain to me why this is happening? It's kind of a pain to have to select every single vertice every time I want to move it!


texts: Identical (but smaller) scenes render a slightly different image

texts:
I am experimenting around and trying to create an "inception" effect. Basically, a cube splits into several smaller ones and breaks apart, while the camera zooms into one of the smaller cubes. The smaller cube then breaks apart, and it repeats. I want to make this a loop, so to do that I need a start and end frame that look exactly the same.
Unfortunately, for some reason, the end frame which shows the larger (yet identical) cube has a slight but noticeably darker shadow (see the gif below). The light is a sun lamp parented to the camera, so the angle and intensity should be exactly the same. Are there any other possible reasons for why this happens? I have attached the file above so it will make more sense.


texts: Renaming or reorder vertex groups of a mesh to match the names of a second mesh

texts:
I have two meshes which share similar vertex groups (positions), but they have different names and order. I want to reorder or rename the vertex groups from the first mesh to match the second one.
The only thing that came to my mind is to visually compare each vertex group in weight view to find its match in the second mesh and then rename it. Too tedious to do it for almost 200 vertex groups.
Is there any more efficient way to do this task?


texts:
i try to get an effect on an image texture in blender like an UV-coating.

Example could be:
https://i.shgcdn.com/1d8071fc-58f9-4ed8-b1f6-4e6febb330d9/-/format/auto/-/stretch/off/-/resize/3000x/-/quality/lighter/
or
http://fourprint.pl/wp-content/uploads/2018/02/Spot-UV-Logo-MocUp-full1.jpg

I used image texture node and put it into an glossy and diffuse node. As the fac i used Frensel node but I was not able to manage to get the effect of the reflection.

I am using cycles render only.

Should be easy, but I am not able to manage it.

Thanks a million.


texts: Blender is rendering white in Cycles Reder

texts:
I'm actually using Blender 2.79 on a Raspberry Pi 4 Model B and I tried rendering in Cycles Render my scene but it renders a complete white image, however, in Blender Render, it gives me my scene with no problem.

So this is my final render in Cycles...

...and this is my render in Blender Render.
So I would like to know what is causing that and how to fix it.


texts:
What order are these modifiers applied in?
I would think the Armature would be applied first, followed by Lattice. Or is it the other way around?


texts:
I have been having a problem setting the link limits for a custom node socket. Currently, only one link as allowed on input the socket. I have tried setting link_limit in the socket class but it has not worked.
The node socket definition:
class Tree_Force_Socket(NodeSocket):
    '''Tree Force Node Socket'''
    bl_idname = "tree_force_socket_type"
    bl_label = "Tree Force Socket"

    default_value = None
    link_limit = 1024

    def draw(self, context, layout, node, text):

        layout.label(text=text)

    def draw_color(self, context, node):
        return 0.9, 0.57, 0.14, 1

```


texts: Where can I specify how many sides 'Select Faces By Sides' uses?

texts: I'm looking for non-quad faces in my mesh and I found someone mentioned Select Faces By Sides. I found that option on the Select menu and in the Help documentation, but I do not see where I can specify how many sides. I must be looking right at it, but any help would be appreciated.


texts: How to add the Procedural Nebula shader to a new blend file

texts:
I found a procedural nebular shader online https://www.youtube.com/watch?v=pB1DS7ISoy0
I am new to blender I don't see this shader when I start 2.9, is this an addon, or how do i create the shader in a my current blend file.


texts: missing files blender 2.82 Missing UVs, Textures, detected!

texts:
Missing UVs, Textures, detected!
Missing UVs, Textures, detected!
Missing UVs, Textures, detected!
Missing UVs, Textures, detected!
the message seems like this, can't use shapes and color pls help urgently. blender 2.82 version
and its look like this pic


texts: How to create procedurally generated surface bubbles on a liquid

texts:
I am trying to procedurally generated surface bubbles on coffee. I know that you can use a UV map to do this, but I'd like to have more control. There is a nice demo of doing this with animation is 3ds Max, but I haven't worked out a way to do it in Blender.

http://www.3dtotal.com/tutorial/1878-creating-and-animating-bubbles-3ds-max-misc-by-alvaro-moreira-particle-flow-frost

I have tried using metaballs, but without much success. Here is the look I'd like simulate.


texts: How to clone body part, mirror it and connect it to another bone

texts:
I have just started learning Blender.
I have downloaded a model from the Final Fantasy XIII game, and found some weird texture elements on one of the legs that I wanted to get rid of.
I have split some parts of the mesh, deleted the leg, and wanted to clone and mirror the second one. And it worked, except for the bones. The new cloned leg is still connected to the first leg bone, and they both work as a mirror.
I ried doing this in two ways - adding a mirror modifier to the first leg, and duplicating and then mirroring the leg itself. Both resulted in the same issue. What would be the best way to make it work with the second bone instead?
Maybe instead of deleting the second leg, I could just leave it, but somehow clone and mirror the texture from the first one to it?


texts: Animation node get particle system points around a radius

texts:
I'm trying to recreate an effect similar to this one:

As far my result:

My workflow is to create a spline using a particle system. The problem is that I want to use just points inside a radius i.e. for each point in the particle system, loop and create splines only with points with a distance less than, let's say, 10
This is my node system

I was thinking about using a script node, but the documentation for animation nodes it's not really clear about it


texts: Import SVG option doesn't appear on the import menu

texts:
I am using Blender 2.81 and 2.82a.
I want to import a SVG graphics, but the import SVG option doesn't appear on the import menu. I checked on both Blender 2.81 and 2.82a and it doesn't show. I checked on Add-ons, and the only import add-on I see is the AutoCAD DXF. Is this normal?

Does anyone know what can I do to bring the import SVG option back?

Thanks


texts: Is there a solution to combining bevel with subdiv?

texts:
The scenario is I have an object that needs beveled edges, but simultaneously I want to use micropolygon displacement, which requires adaptive subdiv. The problem is that bevels and subdiv surfaces do not get along well, because subdiv likes neat quad geometry, but beveling tends to create a mess. This leads to frequent artifacts.
It seems to me like Blender should have a bevel node that works with displacement (no, not talking about the one that bends normal). Since the mesh is already being subdivided to pixel sized polygons, it would be ideal to just calculate the bevel as a vector displacement, rather than through a mesh modifier. It doesn't seem like this functionality exists in Blender and I can find no discussion of such a method.


texts:
I'm trying to make a cloth fall on an object (imagine a hook but on its side), and whenever the cloth tries to bend around it there are weird blocks that come up. The object has a decimate modifier (collapse) on it and the cloth has been subdivided multiple times and has smooth shading and has a subsurf mod on it. This weird blockyness of the cloth is causing it to tear as well so idk what to do.

How to prevent this??


texts: Can you animate a beveled spiral curve into a tapered version with even thickness?

texts:
Hey there I’m trying to get this beveled spiral curve into a tapered version (using the Simple Deform modifier) with even thickness.

but it’s turning out like this, ie flattened, is there anyway to have an even thickness if I’m animating from the untapered version to the tapered?


texts: Cell fracture does not fracture my house model properly

texts:
I am trying to apply cell fracture to my house model. The model looks like here:

When I apply the fracture, the model becomes

And here are my settings which I am using:

Does anyone has any idea what's going on?


texts: Why isn't Rigify adding constraints to the bones it generates?

texts:
I'm new to the rigify add-on and I think that I might be struggling with it. I have the armature that comes with the add-on and if I press the generate button it generates a the rig with the root, arms, face... The issue is when I try to pose the rig, the armature doesn't move because the bones of the metarig doesn't have constraints with the rig.
I'll upload the project, but is only the rigify add-on loaded.(https://drive.google.com/open?id=1I2CZmrD6FTKLtk5t7MBZP9eYOZQcR6BY).
Also, I found the issue in a full modeled model, but it seems to not work on any project.
My blender version is 2.79.

Edit: I found that, for some reason, the bones doesn't have constraints.


texts: Video won't render properly, only audio?

texts: I recently created a 3:45 minute video, it's like a montage, a lot of short clips put together. It's my first time using blender but everything seemed to go smoothly, except that now that I want to render, the only thing I get is a black screen but the audio is there. If it's any help, whenever I change my proxy from 25% the preview window doesn't show my video anymore. It won't play my video unless I have it set to 25%. This is what I used to edit, since my laptop had an easier time loading the full FPS of the clips with this low proxy. However, whenever I try to make a proxy for 50, 75, or 100%, the progress bar goes maybe to 5% and then disappears. Being a first time user, this is a bad experience as I put so much time into this and now I can't render. Is there any way I can fix this? I'm clueless


texts: Is it possible to capture a shadow on an emissive plane?

texts:
I understand the absurdity of my question, but I'm curious to know if it is possible to do this (On Cycles, and Eevee)

Basically, the plane captures the shadow, if the material is not emissive.
But I would like to make the plane emissive and at the same time capture the shadow,Avoiding the use of any shadow catcher

Plane with material not emissive:

Emissive plane (Without shadow obviously)


texts: Is it possible to use timeline markers for driver expression?

texts:
I want to use timeline markers for driver expression, is it possible? And is it need to be added to bpy.app.driver_namespace for quick driver add like #frame? If yes, then how?

Thanks


texts:
I'm sorry this question won't be very clear but i really can't understand why i can't "Copy Data Path".

I can't even select him although i corretly paste data before.

What could be wrong??


texts:
can we detach faces from the object through UV editor
What I want is to select the poly through UV and then detach them from the geometry


texts:
I clicked on render animation (F12) and nothing appears.
Here a image of the result:


texts:
I was following a tutorial on YouTube from Dikko on retopologying the face and when it had come to retopo the lips I wanted to turn off the Object Properties< Viewport Display < In Front on the reotopology and I couldn't see the model when facing it.
I guessed it was because I had another copy of the retopo face so I turned that off, but nothing happened.
While working on it I then thought "oh maybe it's the view < Clip start " Because I played around with that, Nothing. I tried importing the head sculpt to the project because I had separately sculpted the head in another blender project, the error is still being applied to the copy. So I guess I don't know what I'm doing


texts: What are the most optimal ways to utilize reference images?

texts: I find the standard Background Images too restricted and I would like to know what are the best ways to use and fine-tune the Image Empties, Import Image as Plane and others.


texts:
I have a model that is made of a flat plane that has been sculpted in the middle.  I need to fade the edges of the plane gradually into transparency.  How do I accomplish this?  I am totally new to this!  Thank you for help!

Edit:

Response to Cegaton:

Thank you, this works just as described on a new plane.  It is really just what i need, but it does not work on my model, which was modeled in Blender 2.7, if that makes any difference.  On my model, the adjustment only affects the top half of the mesh, and the bottom part is either translucent or opaque, with sharp edges.  I am baffled.  I will add that the model was made from a plane but many nips and tucks and extra rows of vertices have been added since the beginning.  I wonder if there is something about an older model that does not work with the new compositing options ('separate xyz'  was not available in 2.7).

PROBLEM SOLVED: The transparency begins at model's origin.  I moved the origin point from the center to the bottom of the model and now the transparency adjustment is operating exactly as demonstrated in Cegaton's answer.


texts:
This is my first time asking anything on here, but I have been using Blender for many years now. I am currently working on a specific type of toon shader. I want it to be able to automate any image and texture into its definite toon values.

Currently, I am stuck. I have a Color Ramp set up on constant to give a toon effect, but whenever I use Color Ramps it always replaces the values of the original with whatever values are set in the ramp. I know that is what it is supposed to do, but I just want the constant part from the ramp and not the values that come from it. I know I could just change the values of the ramp to work for it, but I don't want to have to change them every time. My final project that this is meant for has many different values and I don't want to have to manually do each one.


texts: When I notice 2 edges in each other, I select both of the points and hit Alt+M, which allows me to merge them. I always merge them at center to have both points merge and have them as one point. I always, when I finish a model, select every edge in wireframe mode twice to see if there are edges in each other that I may have modeled by mistake. Is there any way the system could help me with this task? It takes a lot of time and I could always miss something. Any help is appreciated. Thank you!


texts: .blend Files won't open but it asks me how i want to

texts:
^ This is my problem. ^

At first, it may seem innocent, like I can just press "OK" in order to open blender, but that's not the case. Instead, when I press the "OK" button, the prompt pops up again. I'm trying to use Sims 4 Studio to make poses, but this prevents me from doing so. I appreciate any help!

Thank you,

Fellby


texts: Blender using wrong GPU for 3D View (This is not about Rendering)

texts:
I'm using two graphic cards in my system. I have recently replaced an old AMD gpu with a GT 710. Now blender is using the GT 710 instead of the much more powerful GTX 760. Blender now is painfullly slow and already stutters at 100k verts.

Anybody knows how I can choose what GPU Blender should run on?

Blender GPU settings as requested:

EDIT

All my programs start in Monitor 1. Blender starts in Monitor 4. Don't know why, but they are all connected to the GTC 760


texts:
I have a quaternion coming from a ros tf tree that is representing the orientation of my camera. I am trying to set these values for a blender script to render a scene, but the camera looks into the wrong direction, compared to when I visualize the quaternion within rviz(ros visualization tool). So I assume there is some fixed rotation that I need to apply between the tf exported quaternions and the beldner quaternions, but I'm not sure which one. Example pictures will make clear what I mean:

The box I'm trying to render is where box_corner_tracker is

The camera in rviz looks along the z(blue) axis. The perspective here is slightly changed, but imaging the box being there where the camera frame is looking with the z(blue) axis.

Now when I enter some example values into blender you can see that the camera look completely into the wrong direction:

The tooltip in blender for quaternions says wxyz am I right to assume that this is the order the values need to be entered(I did it this way)?

I'm not sure what the problem is but I assume that my question is what is the transformation between the looking direction of the blender camera and it's z-vector?


texts:
How do you proerply model a MESH TYPE VENTILATION GRILL for a PC? In the photo, this diamond shape object is actually a MESH GRILL from COOLERMASTER MASTERBOX K500L chassis.

I've tried using a PNG file I created in illustration as texture with alpha but it just doesn't look right to me. (no BUMPS, and SHDAOWS)

I'm thinking of manually doing BOOLEAN DIFFERENCE to the surface but I know that's just stupid.

Anybody else have done this before?


texts: Can I make a freestyle selection by material ?(blender 2.9)

texts: I Have a lot of objects in my scene and I can't sort them in collections but I want to control the freestyle settings differently depending on certain objects. My idea was to select the materials to apply the properties but I don't know if it's possible or if there is a more effective way to do that.


texts: How to use an image to control the displace modifier?

texts:
I have a simple rectangle which I have subdivided multiple times, added UV for colors and then added Displace modifier.

For the displace texture I've set a black and white version of the image used for the material.

Now the problem is when I set strength to some value to see the result, this is what i see (I set it more than I need but just so details are easier to see):

As you can see first problem is that it started displacing on top of the object. I know i can handle this with Direction but the Displacement image on that part is painted black (so it should stay down).

Second problem is that as I can see it doesn't even follow Texture i have assigned. As you can see on the image, it has wide displacement from top to the bottom all the way, and it is not like that in texture!

So what is the solution? What am i doing wrong?

I have done this in Blender Render but i would like to do it in Cycles also (which i know how to do on flat surface)