texts: Multiple KeyErrors leading to segfaults with custom properties

texts:
I know that Segmentation Fault is some sort of memory error having to do with C and C++ - beyond that I don't really know how to handle it. I read up on this error through this post on stackoverflow, and this post on multi-file registering/unregistering but still don't have much of a clue.
I am experimenting with custom properties, sliders and operators. Everything as far as I can tell is accessing what it is supposed to (as in, I adjust the slider and the appropriate object's value is updated) but I am getting a bajillion KeyError's and then Blender crashes with a segfault.
Code
# Functions/Callbacks

    def get_rotate_cam(self):
        return self["Rotate Camera"]

    def set_rotate_cam(self, value):
        self["Rotate Camera"] = value

    def update_rotate_cam(self, context):
        for obj in bpy.context.selected_objects:
            bpy.ops.opject.select_pattern(pattern="Camera")
            obj.rotation_euler[0] = get_rotate_cam_x(self)

#Property Group

    class SliderProperties(bpy.types.PropertyGroup):
        bpy.types.Scene.rotCam = FloatProperty(
            name="Rotate Camera",
            description="Rotate the camera with the slider"
            default=0,
            min=0,
            max=360,
            update=update_rotate_cam,
            get=get_rotate_cam,
            set=set_rotate_cam
        )

#Panel

    class EditStuff(bpy.types.Panel):
        bl_label = "Edit"
        bl_space_type = "VIEW_3D"
        bl_region_type = "TOOLS"
        bl_context = "objectmode"

        def draw(self, context):
            layout = self.layout
            layout.prop(bpy.context.scene, "rotCam")

# Registration

    def register():
        bpy.utils.register_module(__name__)
    def unregister():
        bpy.utils.unregister_module(__name__)

    if __name__ == "__main__":
        register()

So I am clearly doing something super inefficient here, I'm just not sure what it is. What is also throwing me off is when I use the custom slider once, clear the terminal, I don't get the KeyError any more. That has me thinking that it is some sort of initialization or context shenanegains going on. Hanging pointer maybe? Just not sure.
I also have a similar set up with compositor nodes to adjust things like shadows. Everything works correctly, I can adjust the shadows, but the KeyError makes Blender crash.
Thanks for the help!


texts:
I've imported an .OBJ file to my scene and it looks good in viewport, but when I try to render with F12 it's completely black.

Clearing custom split normals data (in object data panel) removes black rendering issue, but also completely destroys the shading in viewport and render.

Is there a way to somehow retain the viewport like shading in render?


texts: Geometry Backfacing Node for Double-Sided Normals/Displacement?

texts: I'm currently working on creating environment assets, and more specifically a vast array of plant material. As you can see in the photos, I'm using a "Geometry Backfacing node" as the mix factor between two textures which allows for a discrete front and a back to the material. The issue that I am running into comes when trying to achieve this for the normal/displacement maps. Nothing visible results concerning the normals with this setup. Any help with this is genuinely appreciated.


texts: Create a shower hose with correct physics

texts:
I'm making a shower hose that follows the handle when it moves.

I've created it successfully following THIS tutorial, but the hose is too "elasticy". I'm wondering which settings I should change (from the tutorial) to make it more rigid.

I also want it to have less "bending points" when it's moved, it should really only have one major curve like shower hoses do when you move them around.

Cheers.


texts: Classic Blender keymap mouse behavior -> Industry Compatible keymap [Change MMB to LMB]

texts:
I'm new to Blender, came from Maya LT. I'm very happy with what industry keymap 2.8 has to offer, just wanted to ask if it's possible (I tried and "bricked" my controls several times, had to delete config folder from appdata folder to restore defaults) to have mouse behavior from Blender classic keymap?

For example, when I use move tool, gizmo appears, so now I need to press MMB to move something and it confirms when I release MMB button. In classic keymap I press G (or whatever keybind for a move/grab tool) and the component or object initially "sticks" to my mouse so I can move it where I want and press LMB to confirm my transformation.

Thank you!


texts: Make Objects Appear and Disappear Blender 2.9

texts: I would like one of my objects to appear suddenly on frame 156. How would I do that in the latest version? I tried to press the eye to animate that but it said I couldn't animate it.


texts: Been messing around in blender a bit trying to find good ways to add CGI claws splitting through the knuckles of a hand. At first I thought I might just make a simple mesh the same shape as the hand and just make it a shadow catcher and have the cgi claws come through that. However, after I did this how would I show the skin splitting open? is there a way to make the front face a shadow catcher and the back face like mushy guts looking material?


texts:
I seem to be missing several tools in Blender 2.62, or at least I'm not able to get to them the way the manual says they should be accessed. For example:

According to the Help file, the Bevel Tool is supposed to be accessible either with the Hotkey of CTRL-B or W > Bevel, or from Mesh > Edge > Bevel while in Editing mode, but it's not there. Nor am I able to access the Knife tool.

Any ideas where they've gone?


texts: How to set default save location for an image?

texts:
Currently, when I have a rendered image (or any other kind of image) I want to save, the file browser always insists on starting the save location from my Documents folder.
I would prefer to set a default location for the file browser to start from, so that I don't need to navigate to the appropriate folder before saving.
I have already attempted to set this in "Preferences" by modifying the "Render Output" filepath to point to the desired folder. The file browser is able to 'see' this location (I'm able to open it up from the file path), so the path is clearly valid. However, setting this property doesn't seem to do anything at all, as far as I can tell.
I've also attempted to create a new Blend file, save a render to the desired folder, and then save the start-up file. This also doesn't do anything to the file navigator's behavior.
Please note that I am not referring to where animation frames are saved by default- I am aware this is under the Output Properties panel. Rather, I want to specify a default save location for the file explorer to start from when saving a render.


texts: Tips for creating an animated music video?

texts:
I’m trying to create an animated music video. Specifically, I want characters singing and objects moving in sync with the music. Anybody got any helpful tips?
As for me, this is what I’ve found works well:

You can turn on “audio scrubbing” the timeline to play back various parts of the audio file manually. Make sure to turn on “AV-sync” (this is especially useful if you’re using the laggy shaded mode). The downside is that the audio turns out a bit garbled, so I end up just using the regular play button often.
When lip-syncing, it’s sometimes helpful to use the NLA (Nonlinear animation) editor to create animation strips according to various phonemes or even words, move around and mix between them easily by just moving the strips around. Turn on “Auto Blend in/out” to make sure there’s a smooth transition between overlapping strips.
I think I might create a karaoke-style video file as a helpful overlay when animating. I want phonemes to appear as written words on video, so as not to constantly check with the audio to see if the animation syncs up. For the pure music sections, I might also create some sort of visual text feedback to help when animating.

If anybody has any more (or better) tips, please share.


texts:
I made some characters in blender, and armature deform with automatic weights.
everything goes fine, except the arms. Import them in unity3d as humanoid,
and play an idle animation, the arms should be straight, but all of the arms are rotated backwardly.

I spent hours, tried to paint different weights, moved bones. But problems remain.

Thanks for any insight.

https://www.dropbox.com/s/yl3div22tf8gkuv/seaman.blend?dl=0


texts: Currently whenever I render an audio clip it always starts from the beginning regardless of where I am in the audio clip. It's obviously a bug, but any idea on how to fix this?


texts: I rigged a human model with Inversed Kinematics but it is not working. How can I debug this?

texts:
I'm having a hard time understanding how to debug my rig not working. I created the human model and now I am trying to rig the right leg.

How could share more information about this?

I would like my rig to behave this way: https://youtu.be/SBYb1YmaOMY?t=443

https://blend-exchange.giantcowfilms.com/b/d9lXpgeP


texts: Curving text around cone for 3D printing (requires clean geometry)

texts:
I'm having difficulty figuring out create text that curves around a cone, and then removing that text mesh from my cone so I can have a cone shape with the text debossed in it for 3D printing.
I see tutorials out there for doing this in a way using the shrinkwrap modifier - This works to a small extent but I end up with geometry that I can perform a boolean difference to deboss the text.
Does my text have too little subdivisions or something? Does anyone have a workflow for this? I feel like it should be quite simple but I'm just not fluent in Blender enough to get this to work.


texts:
I followed this tutorial:
https://youtu.be/kB9cJ3wOoPk?t=1039

When I try to scale the bone to make the eye smaller the texture multiplies as shown here:


texts: How can I make dynamic text in an animation?

texts: Is there a way to change text during an animation? Something like a readout that could show distance traveled. And have it displayed on the screen of the animation.


texts:
I am new to blender and I am trying to make a character player. I just finished creating the model and somehow messed everything up. There is a character object inside my character object. But, they are the same object. It is almost as if blender copied every vertex and re-added it slightly out of line. Looking for some help and advice. Attached is a drive link to my blender file.

https://drive.google.com/open?id=1QALbFkmGPriKuchhaha0Xx1PFYW3G2-x


texts: Could anyone please tell me how I can fix the distortion I'm getting on the texture?


texts: Any way to make the inside of an imported FBX model all solid?

texts:
i have a few imported FBX models and i want to make an animated cut using the boolean modifier and a qube that gets moved into the part. However these FBX models do have no solid inside, so i can see all the way through the models exposing other models (screws etc.), which makes it kind of ugly and confusing.
Is there a way to make an fbx imported model solid on the inside?
Thanks!


texts:
For a model I used a bevel to get nice and smooth edges, but since the bottom right side is slightly angled* I need to add some extra geometry to maintain a quad only design. But this makes it that the shading gives weird results. Is there any way to fix this?
*I can't get rid of this angle since this is needed in the model


texts: I've been working on making some goalkeeper's gloves in blender 2.8 and I feel like I've got the shape and model pretty realistic but just can't the materials, especially the latex of the palm, to look real. I've attached some of my renders below and am hoping someone might have some tips for me. The last photo is the reference I've been using. Thanks for any and all help.


texts: Select object pattern and then selecting the object

texts: I import and object C27389_Part into the scene. I search the part by using bpy.ops.object.select_pattern(pattern="*_Part"). That's all good, however it is selected (in red outline) and not active (orange), so I cannot do anything with it at this stage. Please help. I have searched and yet cannot solve this simple riddle. bpy.context.scene.objects.active will not do it.


texts: Playing and stopping sound on in Blender game engine

texts:
I'm setting up an audio book of sorts in BGE. I'm wanting to be able to click on a button to play a sound until the end, unless I click on a different button before the sound ends. If i click on the second button I want the first button to stop making it's sound.

If i set the sound actuator to Play Stop then i have to hold the button down to listen to it all. Then if I set the sound actuator to Play End and click on different buttons, then all the sounds play over each other.

I would prefer to be able to do this with just using the logic bricks, but do i have to use a python text to get it to do what i want?


texts: How to render only audio from command line?

texts: Yes, how do we render ONLY audio from command line? I know there is an option to do it from the GUI, but I don't want that. Don't be too critical, as I'm still a newbie. Thanks.


texts: Enable / Stop automatic refresh particle system in blender 2.8?

texts: Touching same parametres, by default in 2.8, particles doesn't move along object when changing it's coordinates manualy.


texts:
I would like my mesh to achieve similar shape (helmet) like this:

The mesh:

I know my mesh is far away from look like what I want, but I'm kinda newbie so I'm trying the best with what I got.

Without subsurf (just for let you know how it looks without it):

Base mesh with subsurf:

How can I get rid of those weird and ugly lines or achieve similar form?

Thank you for helping guys!, got something similar @Manu Järvinen , @Leander, @miceterminator


texts: How can I extract the rendering as images on the hard disk instead a video file?

texts:
Now I'm using ffmpeg in the Output properties and it's making one video file format.
How can I make that it will also create 120 images of all the frames on the hard disk type png ?
When I'm doing CTRL + F12 it's rendering one video file on the hard disk but I want also that it will create 120 images of the frames.


texts:
Blender I usually fast other devices, like a Windows or Mac but on Chromebooks, it is a different story! Since a Chromebook is not made for power and CPU hungry applications, Rerendering Enything 3D (Moving the View Camra, Moving a Cube, Playing Anamains, Rendering, etc.) makes it realy laggy!
Question

How Can You Make Blender Not Lag As Much
Speed Up A Chrombook
Speed Up Blender (Vesion Has to be ≥ 2.8)

Extra Info

OS: Chrome OS

OS version: Version 86.0.4240.199 (Official Build) (64-bit)

Blender Vesion: 2.82 (It is the only one that has no interface lag -Veiw Port)


texts: Unable to identify frame for cut in VSE - Bug?

texts:
in addition to my other question, I have another problem with the Video Sequence Editor in Blender.

I am editing a screen capture, where I need to identify that one frame in which a window disappears. I found the correct frame and cut the clip. Afterwards, I searched for that frame again. When I approach the frame in which the window disappears from the left, frame number 1044 is the very first frame, in which the window is gone. I would expect that if I go one single frame left, the window would appear again. But in fact, it doesn't. I have to go left until I reach frame 1040, which is then the very first frame, in which the window appears again.

So in summary, I am unable to find the right frame for separating the screen capture as it makes a difference whether I am approaching it from the left or right.

Do you consider this a bug? And if not: Could anyone tell me how to get rid of this "feature"?

I am using Blender v2.75 on a Win7 system.

I tried to follow 3pointedit's instructions and it seems to reveal a problem with the screen capture clip.  I started a complete new Blender-project and added the screen capture as a movie. Then, I did "Rebuild Proxy and Timecode Indices" with the settings attached. Unfortunately, Blender crashes immediately without any error message, it just exits.

I tried the same with one of the GoPro clips and it works perfectly (same settings).

So obviously, there is something wrong with the screen capture clip...


texts:
When I try to bake a normal map I get the message "object xxx is not enabled for rendering".

I found some topics but the hotkeys (Space) for  doesn't work. In fact with Space I get a lot of functions but nowhere a hint how to clear the restrictions.

In SceneCollection the capera is on (same effect if off), the object is visible.

Any idea how to toggle the render permission?


texts:
I want to be able to have a bone locked to a particular slope vector and use another bone to control its length. The image below shows the armature and two bones. The Target Horz bone can be moved on the world X-Axis. The Slope bone's tip should extend/retract to Target Horz's position while holding it's vector orientation.

Blend file here: Fixed Slope Bone

Thanks!


texts: TypeError: UILayout.prop() when trying to display custom settings in a menu

texts:
I want to make a custom menu in Blender where I can change certain custom settings (code below).

import bpy

class CustomMenu(bpy.types.Menu):
    bl_label = "Custom Menu"
    bl_idname = "custom.menu"

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

        settings = context.blend_data.custom_settings

        layout.row().prop(settings, "type", expand=True)

class CustomSettings(bpy.types.PropertyGroup):
    my_settings = bpy.props.EnumProperty(
        name="My Settings",
        description="Custom Settings",
        items=[
            ('S1', "Setting One", "", 0),
            ('S2', "Setting Two", "", 1),
            ('S3', "Setting Three", "", 2),
        ],
        default='S1'
    )

def register():
    bpy.types.BlendData.custom_settings = bpy.props.PointerProperty(type=CustomSettings)
    bpy.utils.register_class(CustomMenu)

def unregister():
    del bpy.types.BlendData.custom_settings
    bpy.utils.unregister_class(CustomMenu)

if __name__ == "__main__":
    register()

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

When I run this code it gives me this error:

TypeError: UILayout.prop(): error with argument 1, "data" -  Function.data expected a AnyType type, not tuple

I'm new to scripting in Blender (I do have some experience with python), and most of the code I copied from examples. I would like to have a better understanding of how these custom settings, the prop() function, and blender types work.


texts: Blender scene freezes between different steps of execution

texts:
I am trying to use a python script in blender which places certain animations at each step. Initially, I couldnt see anything on the screen until the last step, as blender was freezing during whole operation, but, I was told to use modal operators to avoid this problem. I used them and now I can see different step animations in between. The change of steps is triggered using keystroke.

However, still in between changing steps, I cannot zoom or edit on the blender scene. The intend is, once I have imported images or animation on blender scene, I want to even modify the shape and size after each step manually. But, the screen is freezes until I dont send next keystroke to change the resources on the scene.

The modal operator I have implemented is as below:

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def modal(self, context, event):

        print("MODAL")
        if event.type == 'TIMER':
            print("Inside modal handler timer")
            keystroke = receivedFromServer()
            executeInstructions(keystroke)

        return {'PASS_THROUGH'}

    def execute(self, context):
        print("EXECUTE")
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self) # add modal handler!!!
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        print("INVOKE")

        return self.execute(context)

Is there anyway to avoid the freezing of blender scene in between changing step, such that I can edit the objects on the scene manually before sending new keystroke from the server?

Thanks


texts: How to put a Part of my Model into a New File

texts: I'm Newbie and i have a packet of Trees which are packed into one single 3ds file. How can i make seperate models of it? In Photoshop etc, i'd use "Copy&Paste" it into a new File, how is it done in blender, the easiest way?


texts:
Edit: This is not a duplicate of How do I put an image texture on a material in Cycles? because that question only seems to talk about adding an image texture, not combining an image texture with additional shader effects.

Original question:

I want to make the paper you'd find in a fortune cookie. To create the shape, I extruded a bezier curve and added a Solidify modifier to it.

For the material, I tried this:

Made an image texture and added text in Photoshop
Made a Principled BSDF shader with subsurface scattering
Used an Add Shader to combine the other two shaders

However, the text of the image gets faded:

How would I put opaque text on translucent paper?


texts: How to create face between plane and cylinder objects?

texts: Creating a 3D model of a vehicle, so I need to create faces between cylinder and plane object in order to form a fender of the car. Every time when I try to press F on my keyboard or select "New Edge/Face from Vertices", the command does not work. Please help me to fix this!


texts: Material will not assign to selected vertices

texts: My material will not assign to the selected vertices. I pressed the assigned button, but it still isn't working.


texts: How to get rid of sharp edges\artifacts in Cycles?

texts:
So I imported a model of my sim into blender to mess around with renders and maybe try and make some CC, but (as usually the case with game extracted models) the model has these 'artifacts':

How do I get rid of them? I removed doubles, reset vectors and recalculated normals, cleared sharps, have 2 light sources with a plane underneath to bounce light off of, idk what else to do...
Edit: Subdivision surface doesn't fix it, and on the other model I imported smooth shading doesn't work at all
Sims likes to use overlapping geometry for things like beards and hair and upon removing doubles the polygons still look messed up. I remember there might be double polygons sometimes but I don't remember how to clean them. This one shows only with subsurf
And random walk subsurf for some reason looks like this (after removing doubles)
Ok, I see why the second model is messed up now

The first one looks alright though, must be something else...
The proposed answer was wrong, I mentioned I checked the normals and then someone proposes to check the normals and closes the question.


texts: Copy a mesh at the location of each vertex of another mesh or curve

texts:
I have a mesh (e.g. a fish). I would like to duplicate this mesh at the location of every vertices of another mesh.

In my example, this means that I would like the fish to be duplicated at the location of each vertex of a mesh. I would then edit this mesh to easily control the location of all fishes.

I looked at modifiers (and in particular Array), but couldn't find it. I wonder if this could be achieve using particles. Maybe a dupli-group? (I haven't tried this last one)


texts:
so, I was previously on 2.91 and now installed 2.92. My Nvidia GTX 1660 Super is not available in the new version anymore. Anybody knows if this is a common bug and if I can do something about it? I searched around but didnt find useful and fitting answers so far.
I'm on manjaro linux.


texts: Objects behind glass shader appear black

texts:
Why is this Iris not showing? It worked previously, before I started working on the fur and particle system today and other parts of the model (a monkey model) and at the end I realised that the Iris disappeared. I haven't touched the eyeball, but now the iris doesn't show. I suspect that it has to do with the UVs, but everything is in place, I didn't tweak anything, it should work. I'm attaching a stripped down .blend (only the eyeball) and a screenshot. Can someone have a look into the file, and try to make the iris show?

I should also note, that when I open the previous file, it shows. But when I append that eyeball to the new file, it doesn't show.


texts:
Guess you have an icosphere and want to shrinkwrap it onto a rather complex object like a deflating balloon, is there a way to set up the object like a point gravity source (force field) for the icosphere to shrinkwrap like cloth falling in rigid body gravity, but with point gravity to the object?
What would be the modifiers to do that?


texts:
I want to make a cover for a preview of my first animation, so in he middle of my animation video, I put all the models in the main set to make a cover for the video, and grabbed one of the cameras.

However when I render it, it just shows the render of the last frame I did on the animation. Its like Blender doesn't want to shoot the cover and just wants to get back to the animation.


texts: Why does my exported FBX "grow" a face on my object once exported into UnrealEngine4?

texts:
I made a cleaning cart in blender using quite a few Boolean modifiers.
Originally I had the same issue within blender, but after just messing around with the object I was able to fix it.
Now once I export the object as an FBX into UE4, it mysteriously "grows" a face over the handle area.
I have exported the cart with just one (1) receptacle and had no issues, but as soon as I shift D the receptacle part to the other side and join all three (3) objects I have this issue.
I have also unwrapped the UV's multiple times and feel like they are at the most optimized they can be.

Other questions on this site related to this issue did not help me.


texts: I'm trying to rig 3D clothing on top of an animated character of mine. I have used the "Transfer Weights" method in the past on a Rigify rig and it worked very well. This rig is not a Rigify rig and now whenever I try to transfer weights, it only transfers weight data from one random bone in the rig, instead of all the bones that the object is near. As a workaround, I tried to parent the object to the rig with automatic weights and it causes the object to go super far away from the rig. Not sure why this is happening but if I could have someone help me clear this up I'd highly appreciate it.


texts: How to make rope wrapping around spheres?

texts:
I am looking to make tiki lamps like this:

but I don't know how to make rope that wraps around a sphere. Can anyone tell me if there is a tutorial on how I can make rope wrap like this?


texts: How to animate morphing a sphere from a lipid membrane (rectangular plane)

texts:
I'm trying to animate cellular endocytosis, similar to in the link below. I wanted to show a virus particule moving towards a flat lipid membrane, before getting engulfed by the membrane and emerging on the other side surrounded by a lipid bubbble.I'm completely new to blender and I don't even know where to start, any pointers in the right direction would be extremely helpful!

https://www.google.com/url?sa=i&url=https%3A%2F%2Fgfycat.com%2Fdiscover%2Fendocytosis-gifs&psig=AOvVaw2F0LWhpRoofavpHTlUDfVS&ust=1591082936457000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCOCHq4GM4OkCFQAAAAAdAAAAABAJ


texts: Why are parts of my scene not visible after rendering?

texts:
This probably has already been asked, but I couldn't find it so

(there's only one camera in the scene)


texts: How can I convert a file with the command line?

texts:
I want to convert a file from VRML to FBX without rendering the model using blender. Is this possible via command line?

edit:
I'm working on windows and tried the following:
I added the blender directory to my path environment variable. After that I wrote a .bat script with the following content:

start "" blender test.vrml --background --C:\Program Files\Blender Foundation\Blender\2.76\scripts\addons\io_scene_x3d\import_x3d.py -- foobar.blend
start "" blender foobar.blend --background --C:\Program Files\Blender Foundation\Blender\2.76\scripts\addons\io_scene_fbx\export_fbx.py test.fbx

Unfortunately this opens a lot of windows until my windows crashes. I think the error is my lack of knowledge about .bat scripts :-(.


texts:
I received a set of *.bobj files. Those files were not created with Blender, they were generated by an external fluid simulator. I am not familiar with the physics engine of blender and I don't need it. I only need to read the mesh for rendering purposes. Using Blender 2.68a.

How to import those files in Blender?


texts: How do i duplicate to get the same size on all corners of the objects?

texts: I am creating landing feet for my space craft and when i do it manualy and as you can see from the picture if i do this manualy by creating a cube cutting eachcorner i cant seem to get the cut's exactly identical on all sides is there anyway i can do it for one corner and one click duplicate for all corners, do's blender have this functionality so i am not getting fustrated by the end product not being right in dimension'senter image description here? :)


texts: lookdev viewport shading issue - objects all bright white

texts: Using ver. 2.8, tried restarting Blender and changing render engines... didn't work. No texture, no lighting. It's a problem when I have to change material properties as changes aren't applied to objects.


texts: snap object by using its vertex as reference

texts:
i attach the screenshot. There's a box and a yellow dot (next to the box , near top left corner/vertex) . The yellow dot is the origin point of the box itself.

I want to move the whole box by using the top left corner (vertex) as reference so that corner will jump/snap to that yellow dot .

what is the shortest step to do it?


texts: How to make object visible only inside another object?

texts:
I am not such an expert, but also not completely noob and want to make animation like in this template: https://www.storyblocks.com/video/stock/new-business-corporate-promo-hl-kj1ijhk2tf55tw And want to make it in Blender
I already learned how to make radial sweep animation in this tutorial: https://www.youtube.com/watch?v=PUauJWWLqFI (very simple) and had success to make it be rectangle shape with help of this answer: https://blender.stackexchange.com/a/109005/46872
To not be completely spammer with links, below is result:
Whole procedure:

I created a plane, deleted 3 edges, left 1 edge and added screw modifier to this new object (to edge) so I can animate it like radial sweep:

I added the cube with hole in center. I set Object Properties > Viewport Display > Display As > Wire for this cube and unchecked Visibility > Renders.

I want that Plane (i.e. Edge with screw modifier) be visible only in region of cube body. I want it to be invisible as outside of cube, also in hole in center of cube.

As you can see on below screenshot, I had success only with invisibility outside of cube. Plane (i.e. Edge with screw modifier) is still visible through hole in cube center and I don't want it. Btw, material of Plane is also on below screenshot:

One more thing: I suppose there is maybe more simple way to accomplish my target - animation from linked video at the beginning of post, but as said, I'm not an expert, had no other idea and was started this way.
Please let me know if any additional info is needed and thanks in advance.


texts:
i want to join all thoses curves with faces in a non destructive way , to form an organic building.
so when i join them with faces i want to still have the possibility to ajust thoses curves.
is it possible to do that ?


texts:
Im trying to bake a texture onto the uv and export it so i dont have to start painting the uv from scratch. (or so I can simply use it later for importing)
I will point out that i did separate the object into 3 sections then use nodes to texture and then joined them back before trying to bake uvs. the baked uv with emission node looks fine but if exported it turns gray and doesn't work anymore.
but it does seem that the two parts that were separated are not even being baked and stay the way they are before and after bake.
I did not separate and rejoin after bake, I did it before. so I dont see how thats effecting the texture baking onto uvs. but iv never been good with baking ect.
so
1. what am i doing wrong?
2.how do i bake the texture to the uvs and export them correctly for later use.
3. is there a way to bake textures to uvs with out shadows. and why isent the ring part being baked after i rejoined it?

]3


texts: I have to double every command? (V 2.76)

texts: Recently, my PC crashed after I upgraded from Windows 7 to 10. I was able to restore my PC back to Windows 7, but since then I have had an issue with having to repeat everything within Blender. A perfect example would be with the text tool. If I add a text object that should say "Blender", when I'm done typing as such, I have an end result of "Blende". The same goes for loopcuts. I have to stop one short, or I have one too many. However, and this is the weird part, if I use the screencast keys addon, problem solved. No need to repeat anything, everything is as it should be. I have refreshed defaults, and gone so far as uninstalling and reinstalling Blender. Any ideas?


texts: How to keep certain faces planar while decimating mesh

texts:
For a papercrafting application I need to decimate (collapse) the geometry in order to reduce the number of faces. The original geometry looks like this:

When applying the decimate modifier (with triangulation), I noticed that the flat base of the spherical dome is not planar anymore:

I want keep this face planar (which is intentionally so in order to be glued to something else) while collapsing.
Is there a way to constrain the vertices of that face such that the decimate modifier will be able to move them only within the plane of that face?
Since I'm still a newby to Blender, I wouldn't know where to look for a solution. My searches for obvious keywords did not surface anything that looked applicable to my problem.


texts: Unwanted glowing line where particles intersect with the particle emitter

texts:
I am working on a Project and I got a problem with my particle system. I use planes to generate lots of foliage for my background. There is a reflection where the plane intesects with the Underground/emitter and i have no idea how i can remove it.

I was searching for a fix but i couldnt find one so far. Maybe i just couldnt find the right  term.

I added a picture of the scene and hope you can help me. Thank you


texts: (Video Included) Addon Wont Activate after Installation

texts:
I'm trying to enable an addon from a basic python template I saved, but it wont let me check the box to activate it. Here's what the problem looks like:
https://www.youtube.com/watch?v=tGFOwwfikAA&feature=youtu.be

Is there any reason it's not letting me do this?
Thank you very much for your time!

import bpy

def main(context):
    for ob in context.scene.objects:
        print(ob)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

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

    def execute(self, context):
        main(context)
        return {'FINISHED'}

bpy.ops.transform.translate(value=(0, 2.20362, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()


texts: Two Particle Systems - Fire +Water, But only one shows - How come?

texts:
I am working on a project to shoot out fire and want to have it start as liquid then go to flame. I couldn't figure that out so I decided to have two particle systems, one for each material.

I can get the flames to show, but can't see the liquid particles, no matter what I try. I have a dupli object, materials applied etc, but only the fire shows in the view port and render.

How can I get the other material, set to a diffuse black for now bc I was worried that the glass/water effect was hiding it.

Here's the blend file:


texts: I have a fairly recent iMac, but Blender says I have no supported GPU. Are there any libraries to hoo


texts: Is bpy props able to create a list of lists?

texts:
I'm trying to create an export dialog for an add-on I'm creating, and I want to be able to do something like

Replace texture names
-------------------
Replace    With
[TEXTBOX] [TEXTBOX]
<ADD BUTTON>

Where the user can click "ADD BUTTON" and add more rows of textboxes. So in the end they could have something like

[YELLOW] [RED]
[YELLOW] [GREEN]

Would it be possible to use something from bpy.props to achieve this?


texts: How does subsurface scattering RGB radius work? Right now, I have a light source and instead of RGB, it is showing cyan magenta and yellow. I don't know why this is happening and I have read documentation and watched video tutorials and nothing seems to have shown the problem or even properly explain how to use this tool.


texts: Is there a way to auto name my AOV outputs?

texts:
So in most other software I use like Houdini and C4D there are tokens you can use to assign auto naming conventions such as the $ (dollar sign) expression.
In C4D $prj will name the output name as the project name. or in Houdini $OS.F will name the output as the "OperatorString.FrameNumber"
Is there anything in Blender that can make outputs a lot easier than manually naming stuff all the time?


texts: How to unwrap a model with every polygon facing the view?

texts: How to unwrap a model with every polygon facing the view in the "UV Image editor" window? An alternative to this is to align every polygon one by one to the view in orthographic view and one by one to unwrap it with "U|Project from view bounds". But instead of doing it one by one, is there a faster way?


texts: Parenting an object to a bone not working

texts: I am making a sword attack animation for my character and I want to parent the sword to his right index finger. I read that you have to create an empty, parent the empty to the bone and then parent the sword to the empty. When I tried doing this Blender wouldn't let me parent the empty to a specific bone, only to the whole model. It would also only act as a regular child (following the parents transforms etc.) when I was in object mode. When I tried moving bones in pose mode the sword wouldn't follow. Why is this happening and how do I fix this?


texts: Get a list of all mesh vertices that have a non-zero vertex group value in Animation Nodes

texts: How do I get a list of all mesh vertices that have a non-zero vertex group value in Animation Nodes.


texts:
There is a topic here which describes how to shift UDIMs and create different meshes from it from Knald (which currently lacks UDIM support).

The Blender thread starts at the line:

  Sure, the thing to remember is that Knald can only see the UVs that are within the 1001 area

Since the described process is time-consuming if you have many models, I was hoping for an automated solution.

Does such a solution exist? I have like 100 models, so an automated process would be really helpful.


texts:
I am trying to texture hair cards,  I UV unwrapped by multiple methods ( unwrap and then follow active quad /or reset UV and follow active quad) but when I put the texture on the card it is zig-zag, is it because I am trying to use a tear shape card with a rectangular UV? I`ve seen people doing this but get smooth textures, I am modeling in blender and texturing in substance.
first time trying hair cards method so the answer may be obvious but i just couldn't find the problem.


texts: why the mesh moves from its position with curve modifier

texts: When i add a curve modifier stairs moves from its position. How it works can u explain in detail.How to set correct position from where i have the exact position i have set. Rotation scale and position are all 0,0,1 of stairs and curve. In some cases why we have to move and adjust. Any suggestion or help. Thanks


texts: How to show Point Density data in 3D viewport the same way a smoke simulation is visualised?

texts:
I'd like to visualize Point Density cycles node in 3D view with python. Something basic - iterate through all vertices or particles and draw a (voxel?) sphere for each of them.
How is smoke visualization done in real time in the viewport? Is that accessible from python?


texts: Correct way to use the Normal Map node in Cycles

texts:
The Node Map usage in the first case looks correct and crisp:

But second case looks inverted and crumpled:

Why the second way doesn't work?
I use the purple normal map and follow this tutorial


texts: Rigged clothing doesn't deform properly - any suggestions?

texts:
I am using parenting with empty groups and data transfer modifier to rig garments to a character. However, when the bones are moved and after I use some mocap animations, the garment deforms in weird ways presenting this shredded results.
Any help would be very much appreciated.
Thank you.


texts: I can select all bones in a bone chain in sequence by using "ctrl+" shortcut. However if I just want to move to the next bone (in the chain), highlighting it and unselecting the previous one. Is there a shortcut for this?


texts:
Will a book for blender 2.62 work for blender 2.78?
Do the updates from 2.62 to 2.78 make the out of version books obsolete and
not worth studying?
Thank you.
Kathy


texts: Action in NLA Editor transforms object for no reason

texts:
I have two actions, an Idle action and a Crouching action. They have equal size and rotation when I open them individually in the Action Editor, but when I open the Crouching action in the NLA Editor, the Crouching stance is, for some reason, rotated 90 degrees on the x Axis and several times the size of the Idle animation. I never had a problem like this before, so does anyone have any advice as to why a new action transforms the armature as an object, and how I could fix it? I've been pulling my hair out over this issue for some time and some advice would be amazing. Thanks
SOLVED: I was getting my animations from Mixamo.com, and it turns out that I was making some mistake at some point while downloading.


texts: My mesh deforms while moving a armature in object mode

texts: I'm trying to do bug walking animation that follows a path but mesh deforms too much especially legs . Btw there is no problem if I move all bones in the pose mode


texts: Fluid Animation have dragged me through blood and sweat

texts:
I've been trying to animate fluid simulation from past 3 days, and i've failed. Sometimes inflow object didn't emit fluid, tho it was set correctly, sometimes fluid was  c o m p l e t y  ignoring my collision object. But today miracle happened and everything is working as expected, my particles instead of something that represent uv sphere are 2D squares(??) despite the resolution is set to 128.
Also my cup is dripping a bit (no it ain't bruised). I encountered Xylvier's guide (Jesus what a good man) I am trying to fill a bottle with Liquid that did not help me tho.

My beautiful squares:

And link to download whole project:
My Project on Google-Drive

Edit, now when i created new folder to export my blender file, squares transformed to giant uv balls.

Also, i don't know why it is laggy.
Every form of help really appreciated.


texts: Animation nodes setup not rendering as it appears int the viewport

texts:
I've been researching for a project and have developed a few techniques that I'd like to use. However one of them (a simplified version of which I've put into a linked zip) isn't rendering in cycles the same as it appears in the viewport or even in openGL render...

I can use the openGL as I'll do FX in post anyway but it'd be good to solve this issue as I would like to develop it further and without it rendering properly I'll be stuck when the client asks me why I can't :)

https://www.dropbox.com/s/7sv29eylova17jg/soundscape.zip?dl=0


texts:
whenever following along a guide for micropolygon displacement, I encounted a weird issue where everything seems shifted and out of place.
It's supposed to be bricks.


texts: Blender wireframe without backface issues

texts:
Hi I am simply trying to remove the backfaces from my wireframe. The left one has a wireframe material on it. there is my question: How could i integrate an geometry node with "backfacing" as output so that the backfacing side is ignored by the camera?
The right one has a wireframe modifier on it with unchecked "keep original" and a material index of 1.
It has two materials. First one for solids is just transparent. Second one is simply a colour. There as well I wanted to put a geometry info node on the solid onces, so that I can see only the front and make that one transparent.
But I seem to not get it right in this instance, while i could have sworn it was a super easy thing to do.
Could anyone point me to the right way? Better solution? Wireframe with backface culling for rendering. ....
Thanks a lot.


texts: How can I model a spread cylinder type of shape?

texts:
I want to model this kind of spread cylinder type of shape and after multiple tries I can't figure out how.

I've tried using a primitive cylinder and then to spread its edges but that just resulted in a glitched cylinder, then I tried making my own cylinder from a primitive cube and spread the edges again and it just resulted in a glitched edge for the cube. How can I do this?


texts:
I have a question about rigging.
I try to make a player character in blender to export to FBX (to use in the Unreal Engine).
However every time I try to import it in Unreal Engine I get an error that my skeleton contains multiple root bones.
I really don't get why it's saying that, I can only find one root bone.
So my question is: Is there a command or something where it will tell me how many root bones my skeleton has and witch bones are root bones?
(normally I would try to delete my skeleton and start all over but this model cotains 306 bones, so yeah.... I rather try somethings else first ;p)

Thx in advance for reading and thinking! :)


texts:
I am new to blender. I was trying to render the default cube which appears when we open a new project but whenever I render it, it shows some weird outlines on the object. I have tried this with eevee engine.
But, it appears well in the other three modes.
Render Mode:-

Other Mode:-

Edit:-
After a deeper dive into the settings and blender, I found that the issue is somewhat releated to alpha and color rendering.
Some of the screenshots are below:-
1- Alpha and color mode:

2-Alpha mode:-

3- Color mode:-

Note: These screenshots which are shared after edit are of the actual render window and the previous ones are of my viewport render mode
Please help me with configuring blender settings.
Thanks.


texts: Move selected mesh items to cursor in defined axis

texts:
I want to make a pie menu to snap selected parts of my mesh to the cursor constrained to specified directions. Example of snapping to cursor along x:

I would like to do this for x,y,z,xy,zx,yx. I don't know much scripting but I assumed that just subtracting locations would do the trick:

import bpy
import bmesh
import math
import mathutils

obj = bpy.context.edit_object
me = obj.data

bm = bmesh.from_edit_mesh(me)
cursor_location = bpy.context.scene.cursor.location

for v in bm.verts:
    v.co = cursor_location - v.co
    print(v.co)

bmesh.update_edit_mesh(me, True)

I'm probably doing something very wrong here, so I'd like some help if possible.


texts: I know what empties are for, but I'd like to change the colors of empties as a visual aid (for example, red for camera controls, green for object controls etc.) while animating. Is this possible?


texts:
So I was using the boolean difference modifier and this happened...

So I have three questions, what is this annoying line that should not be there called, how do I get rid of it ,and how do I prevent it from happening?

File here:


texts: Can Blender use a GPU's remotely? (over a network)

texts:
I work for a mid-size company. All employees are Mac based. A colleague and myself have been tasked with modelling and rendering. We will be using Blender / Cycles. The Macs GPUs are rubbish and I would like to know if there is a method we could use to get Blender to use server-mounted GPUs?

To clarify: my colleague and I will be working on iMacs using blender to model and render. The Macs GPU is not up to the task so efficient rendering is not available using just the iMacs. How do we point Blender to recognise the GPUs on our server over the network to perform this task more efficiently?

Thanks
JK


texts: Blender 2.79: How do I do different facial expressions with the material tool in Cycles Render?

texts:
I'm working on a model for a game in Blender 2.79, and I'm thinking the model will have facial expressions that can change in a similar manner to Ocarina of Time.

(A prototype of what I'd like to go for)
However, I'm not sure how to make the head of the model change expressions in order to get as many facial expressions as I'd like. What would I need to do to not only make this model have different facial expressions, but have him be able to change between them in animations?


texts:
What could be causing my plane with glass shader to act like a lens?

I want normal glass, and already have tried 2 different node setups, but it still acts like a lens.

Render:

Glass node setup 1:

Glass node setup 2:


texts: How can I make a texture follow the shape of the mesh?

texts:
I consider myself a newbie Blender user (and still use 2.79). I am having trouble applying a texture to a floor that's an 'S' type shape, so that the texture follows that shape. Following a couple previously answered questions, I am currently trying texture coordinate>mapping and a checkered texture to test, but I clearly don't know what I am doing. I marked the seams around the outside, I unwrapped, and I am still lost. Could someone give me any tips please?
This is my inspiration and the desired result:

This is what I am dealing with right now:


texts:
I'm in pose mode, in the animation tab, the Rigify character is all at the default pose and default location. I make the animation range from 1 to 20.

On frame 1, I select the root bone I press i and choose location, a keyframe appears.
On frame 20, I select and move the root bone, I press i and choose location, a keyframe appears.

I press the spacebar nothing happens.

What am I doing wrong?

[UPDATE]

I did some more research and  what is preventing my character from moving is when you convert a bone to a wiggle bone. Without everything works as expected.


texts: Why do my particles grow outside the density vertex group?

texts:
I made a particle hair system and a vertex group for control its density, but it doesn't seem to have any influence.
as you can see in the picture, hairs grow everywhere. I checked if I weight paint the same texture as I use and I don't know, what other reason this could have. I also noticed, that if i add interpolated (doesn't change anything if it is simple children) children, everything works all right, but not in particle edit mode. I tried rendering it and the rendered image doesn't have any hair outside the density group.


texts:
I would like to create a sunken area.

I wonder what would be the best way to achieve this.
Should "intruding" (the opposite of extruding, I guess) be used here?
Scaling would not easily work because the neighbouring vertices would also be moved. I would have to introduce 2 extra ringcuts to avoid moving the neighbouring vertices.

Could anybody tell me the best way to achieve what I want?
Thank you.


texts: Is it possible to make the image appear in the order of object number

texts:
https://www.youtube.com/watch?v=j5jUoLAXmCA&feature=youtu.be

This is a video of the Eiffel Tower that I made to appear by designating a frame myself.
but I want to frame automatically in the order of object number or creation so that they appear in the video.
So, I want to make a video that appears in order, one by one, block by block like the Minecraft building videos.
Is there a way to use an animation node or another way?


texts: Disable the 'see though mode' in edit mode

texts:
I am currently modeling an ear and it becomes very hard to see some vertices

I know that I could hide some geometry in the background, but is it possible to completely disable the see though mode so that I only see the vertices on the surface?


texts: Why doesn't Blender render the the geometry I've created properly

texts:
I have a model that consists of the following:

A tire tread: A polygon plane with an array modifer and a curve modifier to bend it into the shape of a wheel and a mirror modifier to mirror it from one side of the tire to the other
A wheel hub (a rim): A polygon plane with a mirror modifier on it and an array modifier set to object with a null rotated to create the other parts of the wheel.
1 & 2 are grouped and instanced 3x to create the other wheels
A simple polygonal box cut in half and mirrored for the body of the car

The model is obviously not done, but why isn't it rendering properly?


texts: I made an animation using the cycles renderer but the end animation is jittery, and I don't know why. I've attached the final video file link here. I'm using the latest 2.92 version of blenderenter link description here


texts: Connecting two curves with same number of vertices

texts:
I'm looking to connect two curves. One duplicated from the other and then modified. They have the same number of vertices. While a more broad question than this example, I'm trying to connect a top and bottom curve to define a curtain.

I know that I can convert the curves to meshes and then do the time consuming task of connecting the vertices into faces. I'm looking for a faster work flow where I can extrude or bevel from one curve to the other. TIA


texts: 2.8 - Do I still need to mark each animation action for saving?

texts:
In Blender 2.8, do I still need to mark each animation action for saving, or will it retain the animation action datablocks when I close Blender down?

I'm sorta used to having to doing some extra clicks in 2.7 etc in order to preserve my animation actions, so that they're retained when Blender shuts down.

After some tests with 2.8, it appears that the animation datablocks are being saved by default, but I'd really like to get confirmation on this from the horses mouth - or from users used to using this feature.


texts: After giving 2 days of failed attempts to model this image (of a lamp) using Simple deform modifier; can any one help me to model it (preferably with simple deform tool)?


texts: How can i make an hdri interact only with certain materials or objects in the scene and ignore others? I'm using eevee engine for this project.


texts: I'm trying to create a node setup for a liquid metal like material similar to this, but even after hours of trying, I'm nowhere near. Can anyone give me any advice on how to do this?


texts: Certain faces will not line up with vertices when using subdivision modifier

texts:
So I am creating a body, and I have applied the mirror and subdivision modifier, However, the lower faces meet the vertices whereas the upper faces do not, Why is this happening?

This is an image of the issue:

I extruded the part that works correctly but why is the chest area like that, Is there some modifier that i have to add. I am quite new to blender so this is very confusing.


texts:
I have made a model I'm happy with and want to color it. I have used UV mapping for this but now I have learned maybe that wasn't the best thing to do...

Only one object in the model shows up in color at a time, but when I see other peoples models they are fully colored.

I'm just really confused, I don't know what I did wrong. Are all the objects like hair, eyes, clothing and skin meant to be all attached on one layer? I assumed not because I'm going to be rigging it later.

If anyone could give me some advice or point out what I'm doing wrong it would be extremely helpful as I'm just struggling a lot and don't know anything about 3d modelling.

I heard that there is this thing called texturing but I don't know if that's different to UV mapping.

I just want colors on my character. What is the best way to do this?


texts: Rigged body appears distorted when moving

texts: I finally copied off the bones of a character I ripped from SFM, but when I rig them to the mesh itself (automatic weights option), when i move it in pose mode, it's heavily distorted aside from lower areas in the legs. Is there any way to fix this?


texts: How can I get a list shows which add-ons are enabled by user?

texts: I want to know which add-ons in Blender 2.79 are enabled by me.


texts: Translate area mouse coordinates to the the Node Editor's blackboard coordinates?

texts:
I'm trying to to add a node from a custom made panel which pops from a pie menu. And I want the node to appear at my mouse's location (see bpy.context.active_node.location below).
The problem is that 'mouse_region_x' and 'mouse_region_y' give me the x and y mouse coordinates according to the area's size. And as its size may vary, this would give me, each time, a different offset from the cursor when the node is placed. I want my mouse's coordinates of the Node Editor area to be translated to the Node Editor's "internal" blackboard coordinates.
    e = get_event()

    if context.material != None:
        bpy.ops.node.add_node(
            type="ShaderNodeGroup",
            use_transform=True,
            settings=[{"name":"node_tree", "value": "bpy.data.node_groups[\"%s\"]" % node_group_datablock_name}]
            )
        bpy.context.active_node.location = Vector((e.mouse_region_x, e.mouse_region_y)) # Need the coordinates here.

Any idea how to achieve this?
Thanks.


texts: material - single faces - Blender Game Rendering

texts:
I am working on my first blender project
- I learnd before that Cycles Render will be the Render Engine of the future
- So I set up objects with materials (using material and texture Nodes) with cycles.
Than I wanted to use BGE logic bricks to let a person run through the rooms.

When I changed to Blender Game Rendering engine, I had to allpy the materials again. but I cannot apply different materials on single faces of my person - object: so I have following questions:
- how can I apply different materials for single faces?
- how can I use material nodes in "Blender Game" render engine
- Is cycles "Cycles Render" only for rendering high quality pictures and videos?
...
I tryied to attache screenshots to my question showing the situation in Cycles Render and then in Blender Game. But I could not find the option to do this.
Any help will be appreciated!!!!
Thanks in advance


texts: Why does only shadow ray from light path node work in this material setup?

texts:
This is initial setup. Red plane and green cube is a single object, red plane has flipped normal (directed inside cube). Another plane is half glossy half diffuse material:

It becomes interesting... Subtracting Backface from Shadow ray blocks shadow casting from red plane but alows shadowing from green cube (dark spot behind):

Then I tried with all other rays and such behaviour didn't occur. Every bounced ray is gone away except shadows:

I'm curious what is going on here, because I didn't expect Shadow ray to differ from others.


texts:
I am making a racing game and I want to know something:
How do I make gauges for my game. I have 6 gears on car set by states, but only way to visualiate them is game debug. But game debug is ugly- I want to make fancy gauges. How do I make them?


texts:
I work with Blender 2.81a and I have a problem with some artifacts in the shadows of objects with smooth shading. Based on the release note of Blender 2.81 ,(https://www.blender.org/download/releases/2-81/), I expected this problem to be solved. There’s a note with a comparative screenshot saying: “Reduced shadow terminator artifacts for bump mapping with diffuse BSDFs.“

There’s no detail about the issue. There’s a mention about “bump mapping”. I have another scene with bump mapping and the problem is the same as in my test shown below. Here’s a screenshot of my test below.

The only solution right now is to increase of the number of polygons with a “Subdivision Surface” modifier. However that makes a crazy amount of polygons and the modifier cannot fit all situations.

Another element of solution is about the light. I noticed that happens particularly when there’s one directional light in the scene like a sun light. Increasing the “Angle” parameter creates a smoother effect. Too much of this becomes blurry and unrealistic. My screenshot shows a sun with the angle 6.4 degrees.

These artifacts only happen in Cycles. Eevee seems to be correct.

I expected this problem to be solved. However it is still present. Am I missing something?


texts: How do I have an exception to a material override?

texts:
I tried to have this clay look to my model, and I used the material override to have all materials look like the default white. Works fine, but I would like to highlight the building I'm working on.
Is there a way to have everything the default white color except for that building only?


texts:
I'm trying to mirror an arch and then subdivide to get a smooth look but vertices that should be merged in the process do not behave as I would assume. I cannot subdivide and moreover, shading gets distorted.

Here's a youtube video: https://www.youtube.com/watch?v=w3lguvtfWr0

How can I apply this mirror modifier so it works normal?

PS:blender 2.78a


texts: Boolean modifier shows object as hollow at the cut out

texts:
I am trying to cut out a tiny section from object (the red one) using Boolean modifier but when I do that it shows the object as hollow behind the cut out. But when I do the same with let's say Cube added from the Blender menu the cut out is solid - why?
Solutions I found around here talks about using Solidify modifier but that does not solve that for me: it just make the walls thicker but not doing the object solid and does not even respect the cut out shape (it should be like elongated ball as seen below)!
Can anyone tell me how to tell Blender that the cut out section needs to be solid and not hollow?
CLICK HERE FOR TEST BLENDER FILE

I am somehow starting to think maybe it is something with how is the object - LEGO brick - made, tho it is a standard official LDRAW brick repository DAT file imported into Blender, so it should not be the case (or I think it should not be thinking that anyone who made that 3D object known what he/she is doing when it is official brick from LDRAW). So maybe someone willing could look into possible design problems of the brick itself? Just a quick thought tho for those experienced Blender users (not my case).
EDIT
It turns out something unspecified was wrong with my Blender 2.90.1, once I downloaded and installed the newest version (v2.92.0) everything worked instantly as expected...but I will check the right answer anyway as ti basically correctly stated as of what to do to achieve the cut out itslef. :-)


texts: Is there a way to separate selected vertices within the same object

texts:
Is there a way to separate a selection of vertices from a mesh directly without creating a new object?
My current way of doing this is:

Select vertices
Use Separate by Selection (P > By Selection)
Select both objects and join again J

I feel like there should be a way of doing this completely within edit mode.
Is there?


texts:
I need to import and specially export in 3DS format. I know that I can import a file in 2.79 and the copy-paste to 2.8, but then when I copy-paste it back to 2.79 I'm having problems with textures missing.
Is there any way to import/export 3ds in 2.8 without using any other version or software like we did in 2.79? The extension is missing in the add-ons repository either.


texts: All addons missing after upgrading Blender from 2.83-4 to 2.90

texts:
I'm on Arch Linux and after running "sudo pacman -Su" to upgrade blender, my addons disappeared. I've tried manually installing the addons from "/usr/share/blender/2.90/scripts/addons" but that throws an error. I've also tried reinstalling blender and its dependencies but I still run into the same issue. The only solution that works for me is to download the binaries from blender.org but that would still leave me with a "broken" package. Has anyone else run into this issue before? And if so, is it related to Arch's blender package or could it be something else?
I'd appreciate any insight into the issue.


texts: I "run out of application memory" when trying to render a scene

texts:
I spent a long time designing a scene which involves 5 particle systems (no more than 1000 particles in each), and now I would like to render it.

Unfortunately, I invariably get this error message when I start trying to render it:

This is a problem brought up in this discussion but this page doesn't give solutions I can apply.

There is no doubt for me that Blender is the culprit, since I tried to render the same scene on two different computers and got the same error messages on each one, even when Blender was the only program running.

Computer 1

Computer 2

Is there anything I can do to make sure I can render this scene without crashing the computer? I tried quitting all the other apps besides Blender, and rendering as a PNG instead as EXR, but it doesn't make a difference.

(I would share the file but it is around 50 megs, is there a way to do so?)


texts: It seems that blender still does not support Metalness baking in 2.8. This is essential to asset designers, will there be support for full PBR map baking anytime soon? and are there any Free programs or add ons that will allow me to bake out a full set of PBR textures specifically the Metalness map for a mesh?


texts: How do I fix a defect in the freestyle render if there are no apparent causes?

texts: I am once again posting this question, because it was not answered properly. My motion blur is in fact not on and the instruction provided for the solution in a similar question is not specific enough to apply to my case. As I tried to state before, when I checked the freestyle option with a thickness of 0.2, it does not render as it usually does, which was in time with the character animation. It is ahead one frame, but only in some frames. Is there an actual solution to this problem? Or am I supposed refer to an answered questioned from four years ago?


texts: There is "remove doubles" function for removing overlapping vertices and it works nice. But sometimes I'd like to see which vertices will be merged in order to decide whether I actually need to remove them or not. So in this case selecting them first (specifying distance threshold) to highlight would be useful. Unfortunately I have not found any such option in "select all by trait"


texts: How do you hide an object in a render while keeping its reflections in 2.8?

texts: Back in 2.79, you could do this by hiding a layer--it would hide the original object but all the reflections from it still exist. In 2.8, with the collection system, hiding an object also hides its reflections. I need a work around for this.


texts: How to make a plane responsive to light?

texts: I need the plane color to be white and the lambs to only expose the plane beneath it. However the plane just lights up on it's own even when using really dark colors. How do I fix this? I've checked the world lighting. Emissions, and none of these are even on. I'm on cycles engine.


texts: How to use existing UV unwrap texture on model

texts: I have character model extracted and it has separate diff, normal map textures etc. Is there any way to apply them as they are? Without manual adjustments?


texts: What happens when you plug a BSDF into a value socket?

texts:
What happens when you plug a BSDF (shader) socket into a value (float/color/vector) socket, or vice-versa?  Obviously there is no way to convert a function to a value, so what does blender do?

From some simple testing it seems that it converts the BSDF to 0.5, but sparked by the discussion in comments on this answer I would like a more definitive answer.


texts: I can't download blender 2.8 zip file.I tried to download on blender website,but they show us blender msi file not zip file


texts: Blender Python erase whole Directory content

texts:
After a week I made a nice Addon for Blender. For testing I run it with

import bpy
import sys

scriptdir = "S:Blender\Dev\Scripts\Addons\meshEdit"
sys.path.append(scriptdir)

# Test
filename = "S:\Scripts\Addons\meshEdit\meshEditorv7.py"
exec(compile(open(filename).read(), filename, 'exec'))

from Blender.
All Package-Files are located in the Folder 'scriptdir'.
After I finished i copy all Files to an other Folder (named 'S:\Setup Blender\AddOnes\meshEdit)
and install it as Addon 'meshEdit' from Blenders Preferences/Addons.

Everything works fine.

For testing i remove the Addon 'meshEdit'

After this I realize that Blender has removed EVERY Python-File in the Develope-Folder

"S:Blender\Dev\Scripts\Addons\meshEdit",

including ALL 5 backup copies Folders inside.

I thinks the reason for this the Codeline 'sys.path.append(scriptdir)'
So is there an other Way to testing an Addon and avoid this behaviour?

And is there a way to recover my work?


texts: Mesh deforms after automatic weights (IK and pole vector)

texts:
Blend : https://gofile.io/?c=4od4mq

My self made rig completely deforms after automatic weights. I've altered the rotation of the IK bone, in pose mode and reset the rotation of the bones with alt+G. When I created the bones, I did not pay attention to rotation axes. Did I mention I did not took the time to rename the bones?

What I might think is the problem is the legs, of the original mesh were not completely in T Pose.
Furthermore, the lower part of the mesh breaks after the process, which is caused by other problems.
I Followed this tutorial
https://www.youtube.com/watch?v=PM8mOq9RiNE


texts: Face rotation results with deformation in modifier stack

texts:
I try to rotate a face, but the original form is deformed. Please view attached blend file for more details.

https://1drv.ms/u/s!AuAcyL2kNiCPg7l0Vk7C-Vl4Bo0FKg?e=LdeKBM


texts: How to create glass with a glowing core in blender?

texts:
I'm a newbie to Blender and would like to create glass objects (rough glass) with a glow coming from the center. For example, you can think of glowing marbles when the glow source is trapped inside the glass.

What's the best approach for creating such an effect in Blender?

Thanks in advance!

EDIT: Some missing information I forgot to include: I'm using the Cycles engine, and am aiming at a look similar to this image: http://www.supercoolpets.com/pictures/HA6319blueLight_x.jpg (less texturing on the glass itself perhaps though)


texts:
I use UV Sphere to make thìs trophy, and I choose the smooth, in Blender, it is quite good and smooth.

But when I export to .model file, and import to the Pes 2017 game, it shows the edges.


texts: Average UV Islands equivalent for averaging faces?

texts: Is there a way to average faces on a model in the way average UV islands works?


texts:
i downloaded an .obj file from the web. It shows an tank. The tracks of the tank has some transparent parts in the texture. But the mesh is always showing behind texture. I dont know how to remove them.

For better explain, here the images:

I mean the lightgrey parts. How can i remove them? Thank you for help and sorry for my worse english.

Cheers :)


texts: How to render all cameras in the scene automatically

texts:
How can I render all cameras in the blender scene automatically, with multiple resolutions and sampling set per camera? I'm using Blender 2.8

The reason I am looking for automation is the following: when the model is remodelled, the old renders are outdated and new ones must be created. Doing so manually for multiple cameras, with each their own settings, is time consuming (and boring).


texts: Does rigid body physics support rotations? I would expect this thing to start to during a free fall rotate due to its non-symmetrical mass distribution which would give a larger torque on the left. However all I get is a translation downwards.


texts: Low resolution of texture when I paint on my model

texts: I have very bad resolution if i paint or change all texture of model.


texts: I am new to Blender. I find a model. When I'm trying to render it, there is a texture. But when I export this model to unity it isn't shown. What I do wrong?


texts: How to convert Quaternions keyframes to Euler ones in several Actions?

texts:
I created a character for a game. It has IK legs. I animated its foot and didn't realize that they were Quaterinon. I made lot of actions with it.

Now... as I will make more actions with this character, I would like to convert every Action with its rotation data to Euler. So, after changing its rotation mode, the bone would have the same visual rotation as it had with Quaternions.

There are some ways to do it by hand. In my opinion, the easiest is:

Select one Action.
Select the bone I want to convert.
Enter in Edit mode.
Duplicate it.
Go to pose mode.
Insert a keyframe LocRotScale (now, it appear as a channel in the Action).
Copy every frame from the first bone and paste them in the duplicated one (select keyframes, Ctrl-C, select channel, Ctrl-V)
Change Rotation mode to XYZ-Euler to the duplicated bone (this step has to be here. If not, it wouldn't have the correct keyframes).
Add a CopyRot constraint to the duplicated bone, copying the visual rotation from the first one.
In the first keyframe, insert VisualRotation Keyframe (selecting VisualRot in keying set).
Press Up key, press I key. Again. Again. Again till the last keyframe.
Select first bone.
Convert to Euler.
Insert a keyframe (to aquire Euler channels).
Copy every keyframe from the second bone and paste to the first.
Delete the second bone and its channel in the Action.

As you can see, it is a big deal to do this with every bone and every Action.

I think, in total, there are 3 ways to do this:

The one I said, by hand.
To make a script that make all those steps, but automatic.
To make a script that include advanced math operation to convert those Quaterion keyframes to Euler ones.
To use "Rotation mode keyframes" in every Action, to respect the correct mode. I mean, to put a Quaternion keyframe in every already done Action and put a Euler keyframe in every new action. (I didn't try this technique, I don't know if it works in BGE)

... any other?


texts: Lately I've been hearing this term a lot, but I don't really know what does it means.


texts: Sorry for the very dumb question. I just don't know how to do this. How can I make the side of this object follow the curve in my reference image in the background?


texts:
I'm talking about this:

In Google Skethcup, you can select a mesh, then any point on the mesh, and then move that mesh around as if the selected point is it's origin.

In the above picture, for instance, I'd like to be able to drag the entire mesh by the lowest vertex (The one the cursor is on).

Is it possible to select a mesh, and then move that mesh by a certain point?


texts: Gradient material separate z axis and x axis

texts:
I made a gradient material shown in the picture.

It should fade out on Z axis.
But on the actual mesh that I applied the texture on. The color faded out to Y axis instead of Z axis.

Any solution to this problem?


texts: Using rigify, Automatic weights parenting fails

texts:
I'm doing a basic human rig for practice. All of my bones are set up and the rig generates just fine, however, when I try to parent to the rig with auto weights, a majority of my mesh disappears (See pictures)

Any ideas on what's happening?


texts: New install of Blender unbearably slow UI - any suggestions?

texts:
I'm a new user installing Blender 2.78c on a laptop with an i7, lots of RAM and rather basic GE Force 650M graphics. I used the installer.

As I move between the menus such as 'File', it takes a full second to open. Similarly running down the list of menu items has a lag of 1-2 seconds. The very first time I ran, I was able to pull up the User Preferences menu  but now, on subsequent runs, I can't seem to get any menu item to do anything.

I've uninstalled and re-installed with exactly the same result. I've looked at other similar questions and tried changing to use the integrated graphics with no change.

Does anyone have an idea as to what the problem might be?

Thanks.

Note: The solution given in this issue with very similar symptoms does not work in this case. In addition a I tried constraining the system to only use the integrated graphics but it did not help.


texts: How to scale/repeat texture on object? (blender internal)

texts:
How do I make the texture on my object smaller? (I'm pretty new to blender, any help would be appreciated)

I want that texture repeated, (e.g to make the whole thing look like lizard skin)


texts: Unexplained and unintentional mirroring behaviour of vertices with various actions

texts:
I think I might have messed up some setting. The latest example was when attempting to subdivide an extruded rectangle.
The first subdivision went okay.

Selection of the first edge for subdivision

Vertex selection after subdivision

Moved vertex without problem

Edge select for cut 2

Vertex selection after subdivision of second edge

As soon as I attempted to move this vertex, the first went flying
At this point any attempt at moving either vertex resulted in a type of mirrored movement of the unselected vertex. Even crazier examples happen when certain objects are moved. I have reloaded Blender.app, tried backups and was unsuccessful in finding the cause.
Thanks, TOM


texts: bpy.ops.mesh.fill() Warning: No edges selected

texts:
I'm attempting to write a background script to process an obj file. It's a single mesh with a hole at both ends; I want to fill in those holes with triangles for rendering purposes.

The shape is along the Y axis, with holes at X=0 and X=[largest X]. I appear to be able to find and select those edges, but bpy.ops.mesh.fill() continues to give a "No edges selected" error. I've tried using bmesh, and also bpy.ops.mesh.loop_multi_select(ring=False) (in every combination!) but nothing seems to make any difference. I'm about to give up and write the fill manually. My code so far is as follows:

import sys
import bpy
import bmesh

argv = sys.argv
argv = argv[argv.index("--") + 1:]  # get all args after "--"
filename = argv[0]
filenameOut = argv[1]

#Delete the cube mesh
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')

#Import object:
status = bpy.ops.import_scene.obj(filepath=filename)

#Deselect everything
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
bpy.ops.object.mode_set(mode='OBJECT')

mesh=bpy.data.objects[0].data
EPSILON = 1.0e-5

#Find the highest X coordinate
maxX=0
for vert in mesh.vertices:
    if vert.co[0]>maxX:
        maxX=vert.co[0]

print(maxX)

i=0
for edge in mesh.edges:
    v1=mesh.vertices[edge.vertices[0]]
    v2=mesh.vertices[edge.vertices[1]]
    if -EPSILON <= v1.co[0] <= EPSILON and -EPSILON <= v2.co[0] <= EPSILON:
        i=i+1
        edge.select = True
        v1.select = True
        v2.select = True
print(i)

i=0;
for edge in mesh.edges:
    v1=mesh.vertices[edge.vertices[0]]
    v2=mesh.vertices[edge.vertices[1]]
    if maxX-EPSILON <= v1.co[0] <= maxX+EPSILON and maxX-EPSILON <= v2.co[0] <= maxX+EPSILON:
        i=i+1
        edge.select = True
        v1.select = True
        v2.select = True
print(i)

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

#Just checking...
i=0
for edge in mesh.edges:
    if edge.select:
        i=i+1
print(i)

print("a")
bpy.ops.mesh.fill()
print("b")

bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.merge()

bpy.ops.export_scene.obj(filepath=filenameOut)

Output is as follows:

[importing file OK]
1.587500810623169
164
164
328
a
Warning: No edges selected
Warning: No edges selected
b
[exporting file]

Uh. What?
I could give the bmesh code as well, but it too seems to successfully select edges... only for the fill() to  give the same error.


texts: Show custom thumbnails in file browser for folders

texts:
Is there a way in the Blender file browser to show custom icons or thumbnails for folders?

It bugs me when I'm browsing through textures and I have to open all folders containing a group of PBR textures seperately to get an idea how one looks.

It would help, if there would be a way to preview files like Windows does it (see screenshot), or if there would be a way to set icons manually/via script.


texts: The first picture uses the sub modification. the second is its original form.I just want the edges to be soft and cylindrical.


texts:
I would like the cloth to fall and hit the bricks, but it just passes through. I've replaced the bricks with a rigid cube before and it does the same thing. Am I missing something? I'll include the file and a GIF.
Thanks


texts: Drive value to follow path while driving object?

texts:
I’m working in a portable conveyors like this:

Source: https://youtu.be/I1LRYNS4ndo
I used copy rotation toexpand it and a driver to active it, but I don't know how to make it follow the bezier curve to use the spline IK, also maybe I need another bone for the other end of the conveyor. Link to the project file
Q: How to make the conveyor follow a bezier curve considering the spline IK?


texts: How can I render rays bounced only by certain objects?

texts:
I need to composite some CG elements into IRL footage but blender's (frankly terrible) shadowcatcher doesn't catch reflections. Every workaround fails when rebuilding a scene because the non-render objects (that only exist to bounce light and simulate the real world environment) end up rendering. How can I filter ray bounces to only the ones bounced by certain objects? for example,

How can I make only the blue and green rays (Bouncing off Suzanne) render and make sure that the yellow ray DOESN'T?
for context, I need a specular object to reflect onto it's surroundings but the glossy indirect pass picks up the bounced light from the rebuilt scene which messes up my compositing.


texts: Cycles rendering double question: render quality and render time

texts:
oh, smart ones,

I have a scene with 12,405 vertices and 9,766 faces which is a kitchen I'm designing for our house. I'm using Blender 2.76 on OS X 10.11.2 on an iMac Retina.

First, rendering quality:
My samples are set to 18 square samples for 324 AA passes. I am using the Progressive Refine with 64x64 tiles. Rendering quality is basically like a 120000 ISO on a digital camera - very, very grainy. My "camera" sensor is set to 35mm DSLR.

I have no Blender Phong lights in my scene, everything is set for Emission material, with 7 object light sources, trying to replicate the existing, real-world kitchen. The material's Emission light strength is 11 for Surface and 7 for Volume. I have attached one such render output.

I have read most other questions that have to do with "grainy cycles, help!" or "fireflies, help!", but none of the fixes suggested there actually visibly improved the quality (of course samples helps, but when I bumped sampling to some large number I ended up with unrealistic times). Why don't we see any graininess in e.g. Sintel?

Second, rendering time:
I have played with CPU rendering (8 threads since I have 8 cores), and also GPU rendering (this is my ATI video card). Overall, there is not much speed difference between my CPU and my GPU and both have extremely long times to render. For the 300+ samples above, I end up with about 40 minutes render time.

So, I said, it's definitely glass, reflections and what other complex objects I have in my scene. Therefore, I hid those from the render (no glass / windows, just plain cabinet boxes). Rendering time decreased only slightly.

How can I improve both issues? And finally, how can I "pack" the .blend so it contains the materials as well - if I want to, say, share it here for debugging?

Thanks,
Virgil


texts: Array Along a Curve Without Deforming Mesh

texts: How to set array modifier along a curve without deforming the cubes?


texts:
When I add any strip to Blender's Video Sequence Editor, the default Blend Type is Cross.

Is it possible to change the default to Alpha Over?


texts: How to install the latest version of Blender

texts: I've use the Ubuntu 14.04. Know anyone how can I install the latest version of blender from terminal? And after that how can I make cycle render work?


texts:
I'm trying to add a fog glow to the blue circles behind Susan using the compositor but so far not being able to make it, the fog glow is applied to all the image but no the blue circles or sometimes the blue circles appear on top of Susan lol
Thanks guys for your help, I'm new to the compositing world of Blender.
Blender file attached*


texts:
I want to make a simple tear in a piece of cloth (the cloth itself was made with the cloth sim) Ideally, the torn strip should hang realistically, but I don't need it to be animated.

I'm aiming for a threadbare look, as shown below, with the little bits of string fuzz around it.

I also need the torn fabric to be hanging down, not just a hole in the model/texture.

Is there a tool or add-on to do this "simply," other than manually modeling it? If I do have to make it by hand, how should I go about doing it?


texts:
I have created a python API script that creates a 3D model from scratch for 17 separate objects in 4 different collections. Now, I want to, with the python API, select edges, mark them as seams, unwrap each separate object, and with the python API link a material to each and wrap them dynamically.

I have been struggling a lot, the most difficult part is to select a specific edge, mark it as a seam, and then unwrapping the whole object once done.

With Bmesh, I can display the index of the edge, and even select it, but then I am unable to mark it as a seam.

If there is anyone that can please help, I am new to blender, this is my first project. I would like to understand how to select objects dynamically, and their edges or faces or verts, apply modifications to them, such as marking them as a seam, and then using the UV or Shaping libraries to wrap them all with a simple command.

Thank you
Christiaan


texts: Mirroring object across global axis using mirror modifier?

texts:
I'm having trouble mirroring an object across the global X axis. As it stands the mirror modifier uses the local object center.
Is there any way to use global axis as the pivot?


texts: I am really new to blender and I am scrambling to learn as fast as possible however I am currently stuck. I have modeled a basic barrel and textured it as best as I can, I would like to add a dynamic kind of grunge to the barrel and I was assuming I could do this with nodes. The only tutorial I can find though is from back in 2015. Any ideas where I should start to achieve a grungy look? This is where I am currently.


texts:
I am trying to bake a texture for a mesh, a simple diffuse material with the wireframe on top of it. I'm trying to get the effect you can see here: https://youtu.be/7dK1VVtja5c?t=9s.

I need to bake the entire texture for use in Unity. I tried Cycles+Freestyle, it works well, but Freestyle can't be baked as far as I know. I tried the wireframe modifier, but that means having a much more complex mesh, if the surface is flat I want a flat mesh there.

So I came back to Blender Internal, since I don't need any fancy light effect anyway. The wireframe material works great, but I couldn't find a way to bake it on top of the diffuse material...

Any idea?


texts:
Hello while I understand this is a 3d animation software not a video editing software, I have heard of people getting great quality videos with the video editing feature in blender. I watched a few tutorials and researched settings for good video quality but for some reason I cannot get good video output. No matter the render settings I use my video ends up pixelated and terrible looking (source file is great quality).

I am basically trying to render gaming videos at 1080p, 60fps for Youtube I don't know what I am doing wrong but I can't seem to render a good quality video.

The below settings I found on the internet which was recommended for Youtube but quality wasn't very good after my testing
Format = xvid
container = AVI
codac = h.264
bitrate=10000
min-rate 7000
max-rate 15000
Gop-size=15

settings below I configured myself to try get the best but still didn't work
format = H.264
Codac = H.264
bitrate = 10000
min=rate=5000
max-rate=20000
buffer=2000
GOP size=1

Am I doing something wrong? Has anybody got a better render setting that I could try?

Any help would be greatly appreciated and thanks in advance.


texts: Is there a way to output two videos from rendering - one with compositing and one without?

texts:
So I have a scene with a fluid simulation and I want to know if the result is better with or without the vector blur node.

Is there a way to render a video where blender first renders the image and exports it to a file and then adds the compositing nodes and exports the image to a different file?

This way you will get two video's at the end, one with compositing and one without.

This would save a lot of render time because you only have to render it once.


texts: How to make Abstract EM Waves material in Cycles?

texts:
I found out a cool image on Internet, and I want to recreate a similar scene (or an animation) with Blender (using Cycle).
But after all of my researches, I didnt find out a way to make this type of material. I also tried a lot of different node trees, but no sucess...
I hope that someone have some tips, and I hope that you'll understand me :).
Thanks for reading.
- A.C


texts: Do you have some fix for this? I fractured my model and when I add bones now it doesn't work properly. I have some mesh issues and also every piece is rotating individually


texts:
I've looked at several videos and webpages explaining how to color individual faces, but none of them work for me.

When I select a face and change the material in v2.8, the entire object changes color. This is in solid mode, rendered, and look dev.


texts:
I am trying to transfer UVs from one model to another model, but it does not work (the destination UV map does not change). What could be the reasons for this?

More information: Seams are the same (same vertex positions), but the other vertices are different.


texts: I'm trying to texture a character models face

texts: When I go into UV editor and unwrap, the uv map is awfully distorted. Even with seems, Some of the eye doesn't highlight when I choose the eye with the b select short cut. I'd be more then happy to take images and attach them to an Email if anyone is interested in helping me. Thank you.


texts: Export Paper Model addon not exporting textures

texts: Does the Export Paper Model addon (found here) have the capability to map the textures of the model onto the faces of the paper model? The documentation suggests that it does, but I have no idea how to do that. Thanks!!


texts: How to make animation with multiple camera

texts:
In my scene I want to use one camera rotating an object until a specific frame and after that I want to change that camera to another camera.
Any help will be appreciated. Thanks.


texts:
So all I want to do is unwrap this UV mesh correctly so I can export it to Photoshop, however once i unwrap it I get a mess of jumbled shapes that leaves no reason whatsoever. I made a video of it so that someone could help me if they would like.

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

I apologize in advance my voice is very low.


texts: Split large mesh into small pieces efficiently using Python

texts:
I have use case where I need split a large mesh into small pieces. When I select and separate each of the desired pieces separately, the consolidation of the indices of the large mesh (i.e. building new packed vertex and face lists) takes alot of time. The consolidation is not really necessary in my use case, as I will be splitting off more pieces right away. If I mark all the different split regions using different materials and separate by material, the runtime suggest to me that this approach is also splitting of the regions piece by piece and consolidating the larger mesh in each iteration.
So what is the most efficient way to tackle this problem?


texts: Does Blender have a software-limited amount of RAM it can use?

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The other way to ask this question is, are Blender's memory limitations solely hardware related? Or, is there a point at which Blender will either crash or fail to use additional memory, even though there is more memory still available on the machine?

Speculation isn't useful, but anecdotal evidence is, i.e. "I have 64GB of RAM and Blender has used all of it." Or "I have 64GB of RAM and Blender crashed trying to render a scene that required 16GB."

Even more useful than that is a software engineer's answer about how Blender actually works (not should work, not if it was coded the way I'd code it; what it actually does).


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I wanted, for a game with level editing capabilities, to create an Action (animation fcurves) from scratch and assign it to an existing Action actuator.

However, when the Action is created at runtime (or at least in the same script and in the same use of it), it will not be recognised as existing when its name is assigned to the actuator's "action" variable
Does anyone know how to register the action in order to make it usable?
Thanks in advance


texts: different assigned materials into one texture?

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so i am using blender cycles render and i have this character
i colored it with materials assigned to the mesh
i need to bake them into one texture
i cannot do it because i can only bake one material at a time and use one color texture which does not give good results "only black"
please help


texts: Weight paint substraction not working? Blender 2.8

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i am trying to remove weight paint from a vertex group.
Adding weight works just fine but when i change the weight scale to 0.0 it does not remove weight. What am i missing or how else do i remove weight paint? (I am using Blender 2.8)


texts: What does the "unused" output on the Vector Math node do?

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The Vector Math node has two output sockets, Vector (vector type) and Value (scalar type).

Most of the vector operations (Normalize, Cross Product, Average, Subtract, and Add) result in vectors, what does the Value socket output when one of these operations is selected?  Likewise, what does the Vector socket output when Dot Product (which results in a scalar) is selected?


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Ive been having this problem that my MP4 renders look chopped in final render.
I cant find the solution

This is in the render screen:

This is in the final render

Hey thanks for trying to help.
I checked those settings but no difference.
Here are my settings:
I just add movie and sound and render it so no prosessing


texts: Why does a duplicated object not mirror correctly?

texts: The original object on the right is after applying a proportional transform to the face of a cylinder. The object on the left is a duplicate of the original showing the distorted mirror effect. Mirroring was set up with "Symmetrize" and selecting "X Mirror" on the "Mesh Options" tab.


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I'm working on a uh60 Blackhawk. The problem is I need to give the main body a thickness. Extruding gives the object different thicknesses at different points.  I want it to have the same thickness across all of the body. So for example, I might want to have a thickness of 5cm that is maintained for the entire body.

Here is a picture of what I want to make, that needs a thickness that is maintained throughout the main body:


texts: Is there a way to split a hollow mesh by faces?

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For example, I have a hollow cubic sphere like this:

A problem is to split it by all its faces like this:

The way I have done this one is an application the P > Selection to an outer face and an appropriate inner one. Then I just have connected appropriate edges to get that little piece. But this way is not really practical since I have to iterate over each face of the sphere manually.
Is there a way to get the result automatically?


texts: How to animate textures / how to read animation clips at an offset

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I've recently moved from unity to blender to try and make some music visualizations. A common effect I loved to create in unity was a pulsating effect where the beats of the music would pulsate through something. For an example see this video: https://www.youtube.com/watch?v=130cb8e-WF4
notice how the music pulsates through the particles.

Anyways I've found myself wanting to recreate this effect in blender and I've realized I'm a bit stuck. Currently I'd like to create the effect with a black and white texture so I can have the effect go through a model. The idea is I have to to somehow generate a texture based on the timelines position on an animation curve of baked sound. Then evaluate that animation curve back in time to create a delay across the texture as the animation plays. Thing is I don't even know where to start, and after researching python scripts for an hour I'm beginning to wonder if it's even possible. Can someone tell me if this is possible? and if so, point me in a direction where I can learn more about this?

thanks in advance.


texts: Blender 2.8 OpenGL requirements and Render Farms

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I am currently theory crafting with my IT team about getting Blender installed on our render farm.  However the render blades we have do not have GPUs currently installed.  I was wondering if this would be an issue with 2.8 due to the Hardware requirement?

These blades already handle Vray stand alone which we are eventually going to utilize once the 3D program we are using gives us a released build with Vray.  But in the mean time I am trying to utilize blender for Deadline based farm rendering.