texts:
I am making my first game in Blender, so being kind of newbie, but I notice that when I run it in the standalone player, it runs very slow and jerky (in the built-in also, but not as bad), like some hi-end fancy game, but it's simple and has a primitive graphic/texturing/shading, so why does it run so jerky?

I heard something about "baking", to help it get rid of real-time processing and stuff if that's the problem, but if I want to bake an image, for example the grass field, it says "No objects or images found to bake to".

I would be SO GLAD AND GRATEFUL if someone could help me. I like how I made this game so far, but this is a pain in the heart.

Thank you so much for your time!

Here are some screens :


texts: There's a problem with meshes in my Blender

texts:
I'm relatively new to Blender, but have become pretty good at modeling in the past month. But each time I edit a mesh, a problem occurs.

Let's say, if I wanted to remove vertices in Edit Mode, It'd be as simple as that, but even something like that doesn't seem to work. When ever I exit Edit Mode into Object Mode, it's almost as if the change I made in Edit Mode didn't occur. Same problem happens when i want to use the knife tool on a mesh. It's as if the edit never occurred.

I have a few gyazo links to show you the problem, maybe to give you a better understanding.

https://gyazo.com/80f509c9d6a3a0d886e4d9e1fd891727

https://gyazo.com/54c2d6ecb80b59012701f32aba4e5505

Before anyone asks, no I do not have any object modifiers on it, this happens with every mesh I edit. And yes, I have tried reinstalling Blender several times. I hope someone has a solution for me, as this is halting some of my work. Help would be greatly appreciated.


texts: Real Translucency (NOT Transparency or SSS) in Principled Material Setup

texts:
I'm trying to create an effect where a creature has a part of its body that's really thin and translucent, and the blurry silhouettes of the bones can be seen inside it when light is behind it.
In technical terms, this means I need to have an object where light rays can pass through it, but only if it's thin enough and there are no obstructions inside the object.  Translucency, really.  (NOT transparency or SSS.)
This is actually exactly what the Translucent shader does (I tested it, and it does exactly what I need), but that shader literally only has parameters for color and a normal map, making it practically useless unless I can find a way to intelligently mix it with the Principled BSDF node.  I don't know why the Principled BSDF shader has no parameter for translucency.  I mean, sure, SSS is basically the same effect as translucency in theory, so maybe the developers thought it would be redundant, but with SSS (or maybe it's just Blender's SSS), external obstructions between the SSS object and the light source just aren't as clearly visible as with the Translucency shader, and obstructions inside the the SSS object are completely invisible for some reason.
I could try to fake it with rough transmission, but I need a way to use the thickness of the mesh (or, in more technical terms, how far a light ray must travel to get from its entry point to its exit point in the mesh) to control the transmission, and I haven't figured out where to get that data.  Using a hand-painted texture map to manually control the transmission looks like crap, because it just lacks the detail.
Does anyone have any ideas of how I could go about this?


texts:
basically I have two questions. both related to same problem.

I have a speeker product modeled in blender it has 4 different parts.
question 1: when I join the 4 parts shape get distorted like they have never been subdivided and allinged before join but infact they was alligened and subdivided.

question 2: If I select all the parts and give rotation for animation. shapes get deformed again while playing rotation. please clear the problem thanks community in advance. file is attached.


texts: I am trying to morph text into shape. Is there a convenient way to do this in Blender? For example, how would I morph the text "CH3" into a sphere? Please help if you know how to do this. Thank you!


texts:
When I am in Sculpt mode and I want to use the Grab brush, I'm not getting the result that I want. I start with a mesh cube, select Multires and subdivide it twice so that the cube now looks more like a sphere.
Now I want to use to Grab tool to pull part of the sphere down or to the left so that I can make an egg-like shape. If I have x selected under symmetry and I pull down, for example, from the side view, I find that when I look at the new shape that I've just made, there are two "legs" instead of one big shape.

What settings should I use to be able to do what seems to me to be a fairly easy thing in Blender? I am using a large radius and I've tried changing the strength.


texts: Why is my Mindtex-generated normalmap rendering weirdly in Cycles?

texts:
Sample .blend here.
Sorry, I imagine this is a fairly straightforward / dumb problem. I built a test normal map in MindTex from a greyscale pixel art height map. Testing the resultant map in Blender Cycles gives me some weird rendering issues, where identical (as far as I can tell) point lights at different sides of the column appear to render very different casts of light and shadow on individual faces.

The UV appears to be correct, the normalmap should be fine (it's a very simple map and MindTex has proven to be a useful tool in the past). If I disconnect the map in the material nodes, the problem fixes itself.

...What on earth is going on?

Appreciate any time you can give this. Looking forward to a solution...!

--Rev


texts: Solid fluid domain in frames where no action takes place

texts:
I'm very new to Blender and I'm just toying around with the fluid simulations at the moment.

That being said, I've come across a problem that I cant 't seem to get around...

In my animation, I have fluid running over an object, this happens between the points of 100 to 160 in a 250 frame animation.

In the wire frame view the simulation runs perfectly, but in solid mode, material previewing mode and rendering mode, the domain becomes a solid box from frames 0 to 99 and after the fluid simulation 161 to 250. The actual action of the water running over the water looks awesome in all view modes and is running just as I would like it to.

I've used so many YouTube videos and can't seem to find an answer to my problem

Any advice on how sort out the issue I'm having would be greatly appreciated.


texts:
I think what i'm looking for is the answer to a chronic problem with Blender but i thought i'd ask before giving up.

I simply want to build a random/chaotic pile of various boxes on a floor plane.  I've tried:

particles but they don't interact (pile up)
dropping groups of boxes on a floor using rigid body physics - great for the first heap but fixing in that in place ready to drop the next heap on top is so convoluted and doesn't seem reliable (removing the RigidBodyWorld group and rebuilding it each time would seem to be the solution but clumps of boxes return to their pre-drop position seemingly at random); and,
i've bought an add-on called MassFX that purports to drop random batches of objects on top of one another but it's horribly unstable and very lacking in documentation

So, if anyone has any suggestions for an approach.  I'd really appreciate your help/ideas while i still have some hair to tear out!

Thanks

Stephen


texts:
I just got a new laptop that said it had the AMD Radeon R7 mobile graphics in it. Ubuntu recognizes it as "AMD Carrizo", and Blender 2.79 doesn't have the "OpenCL" GPU rendering option in the System settings. This happens on both Xorg and Wayland

How can I enable OpenCL GPU rendering with AMD Carrizo graphics?

Here are my specs (according to Ubuntu):


texts: Dimensions changed cube (prism) is still a cube when UV unwrapped

texts:
I've changed dimensions of a cube to make it a prism. Then unwrapped it for UV mapping, but it is still a cube in UV view when unwrapped.

What am I doing wrong?


texts: Python Script to extrude faces on a plane?

texts:
I'm working on a blender project that could be more easily done via a python script. Unfortunately, I don't know much about python or scripting within Blender.

So I've got a plane that's loop-cut-and-and-slid into a 9x7 matrix of  square faces. I need to extrude these faces at different values that can be found on an excel spreadsheet.

I'd like to script this process to start from a face, extrude it the necessary amount (anywhere from 0 to 4.5), and then move onto the next face, extrude it the necessary amount, and on and on until all of the faces have been extruded.

Can anyone assist me with creating this script?


texts: How to make the texture follow the brush stroke direction?

texts: I'm trying to add wrinkles to my model using a custom brush, with a line stroke, however when I use it the texture is not following the same direction as the stroke. I've changed the angle of the texture and set it to rake however that doesn't change the outcome and it still appears bumpy and not following the pattern direction.


texts: How to merge vertices by distance or delete faces with zero area?

texts:
There is that mesh where we can see there are faces on the edges with zero area.

I guess there should be a function to remove faces with zero area or merge vertices/edge with distance threshold (like in Maya).


texts: Can't select vertex to use function "E". Function "E" Falling

texts:
I'm following this tutorial:
https://www.youtube.com/watch?v=JTIQ7KNM4XI

But when i do the function "E" (extrude) and stop and try to extrude again, it dosn't work correctly.


texts: How do I get image handles and click&drag things around in Blender Compositor?

texts: I'm not new to Blender but I was wondering how to use the Blender Compositor the After Effects away or like any other compositing or video editing software, meaning I'd like to click onto an image or layer and move it around. It's slow and complicated to move things around with the trasform node parameters, especially if I want to do it precisely


texts: Fluid animation, object which holds generated fluid

texts: I'm working with fluid animation and i struggle with one thing. I want my cup to hold the fluid that came from object which is set to Type: flow, Flow type: inflow. I've tried to set the cup to be effector and guide but that doesnt work i've also tried to set the cup to be domain, but fluid doesnt rly want to exists outside the domain to that doesnt work as well  :<. I read somewhere that effector has to have some thinckness to i add a solidy modifer, but that doesnt change anything.


texts: Particles - Aligning particles to an SVG

texts:
My friend asks me for help about aligning thousands of particles to an outline of an SVG.
Tell me, what do I have to do?
Progress:

What he wants to achieve:

How it would go:

As my friend said: "These are when the stars would stay in place in random seed, so the outline of the logo would form."


texts: What are these dots appearing on my model in the 3D View?

texts:
I am trying to model something and these keep coming up.

I have tried several buttons and none of them turn it off. This is in Blender 2.8 beta.

How do I fix this?


texts:
Hey Blender Community!

We at TRI3D at developing virtual dressing room technology. Currently we are using blender's cloth simulator as a test bed. The results have been very encouraging. Have a look at the simulation video to get an idea about the simulation quality.

There are two parts to the problem , garment digitisation and cloth simulation. We would want to open source the garment digitisation work which we would want to implement as an add-on.

To start off things we hosted the code on bitbucket, and also made addon installation and usage videos.

We would want to have Marvellous Designer like features for the blender cloth simulator to create the garments in an intuitive way.

How this add-on will help ?

Model the Garment Outline, Meshing will be taken care by 'meshpy'
Sewing Springs and Positions of Patterns can be saved and reused.
Can handle multiple garments and multiple patterns inside it.

Issues:

Currently we are not providing it as an add-on zip, source code is
available on bitbucket

2 . Requires meshpy to be installed in blender python site-packages

We have lot of features planned up. But before diving further we want to make sure the framework is right. We are really new to blender scripting and would want to make sure we are not committing any beginner mistakes. Hoping the community will support us in this project!


texts: How can I find Python structured faces and vertices of a blender object?

texts:
I am new to Blender and would like som help to extract Blender mesh information, such as faces and vertices so I can use it in my Python project. I have found a video (https://www.youtube.com/watch?v=gVUvnSJ-t3M) showing how to create objects in blender from Python code, and this is also the mesh structure I would like to use, e.g.

verts = [(0,0,0), (0,5,0), (5,5,0), (5,0,0), (0,0,5), (0,5,5), (5,5,5), (5,0,5)]
faces = [(0,1,2,3), (7,6,5,4), (0,4,5,1), (1,5,6,2), (2,6,7,3), (3,7,4,0)]

However, I would like to do it the other way around. First create a 3D object in blender, and then extract the mesh information to Python.

Can you help me?


texts: copy/paste (hair) modifier properties (different files)

texts:
Perhaps this is related to any modifier that has desired/tuned parameters....
I have played around with hair settings on a modified UV-sphere mesh in file-1, and now i'd like to migrate/save (copy/paste) all of these satisfactory settings onto a different mesh (separate scalp mesh of a character) in a different file.
In 3ds Max, there is a hair copy/paste and Save/Load preset.  Is there a modifier copy paste in Blender?


texts: Getting a closest point to 3d cursor gives a wrong result

texts:
I'm trying to find a point on an edge closest to 3d cursor with .intersect_point_line() but I'm getting a wrong point as a result, here I create an Empty in the result coordinate.

What am I doing wrong? When I'm printing out the results the distances are correct but it looks like verts indices are wrong..? My code:
import bpy
import bmesh
import math
import mathutils

def main():
    ob = bpy.context.view_layer.objects.active
    if not bpy.context.view_layer.objects.active:
        return
    me = ob.data
    bm = bmesh.new()
    bm.from_mesh(me)

    cursor_pos= bpy.context.scene.cursor.location.copy()
    bm.faces.ensure_lookup_table()

    print("start")
    print("cursor_location: ", cursor_pos)

    dist = 1000000
    good_res = None

    for index, edge in enumerate(bm.faces[0].edges):
        res = mathutils.geometry.intersect_point_line(cursor_pos, edge.verts[0].co, edge.verts[1].co)
        if res[1] < dist:
            dist = res[1]
            good_res = res[0]

    bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=good_res, scale=(1, 1, 1))

main()


texts: So at first I was having problems generating my metarig so I went into the preferences and turned on the auto run python scripts which fixed the problem, but then I ran into another one my generated rig isn't scaled accurately to fit my character or pre-existing metarig what am I doing wrong? I've tried everything so far and I'm still running into problems.


texts: Surface cannot be created with nurbs curves by pressing F key

texts:
I followed several tutorial to create a nurbs curve, and duplicate it in edit mode. Of course I pressed A key to select all points and F key to create surface. But there was no surface be created, a start point of one curve and an end point of another point were connected instead.

Is there anybody get any idea about this case?


texts: Background Video is shown in Rendered mode but not when szene is rendered

texts:
i have a 3D Object and want to add a background image( if possible even a movie) to this 3D Object. I use Cycles to render and tried a plane with the
image as texture. When i go into render mode, it looks like this(picture with background) and when rendered, it has no background. The key also looks into
a different direction.

Should i even use Cycles for this or use motion tracking? i tried to use that but had several problems.

http://imgur.com/a/Wk1VN

Rendered mode

When scene is rendered


texts: Is it possible to do this kind of wavy texture procedurally?

texts: How should I proceed creating this kind of wavy texture in Blender?


texts: How can I build a dynamic animated stiff cable?

texts:
I´m trying for hours to animate a stiff cable for our client. So you can imagine time is running low ;). I've watched several tutorials on how to build dynamic cables, but I need a stiff one. A really good isolated stiff cable.
The objects:

Cable Mount -> Pin point Nr1 (always fixed)
Turning Point of cable -> at this object the cable will be wrapped
around (180°) and comes parallel back to the mount.
Moving object -> Pin point Nr2 (will be animated and moved, object
rotation should affect the cable.

What I´ve tried so far:
- Inverse kinetic armature: stuck at the turning point, should be a tighter curve than the bending of the rest of the cable
– Cloth Simulation: the stiffness is not the desired one, also the collision and self collision don't work as expected. Gravity and weight are off, that's fine, but if I move the Object (Pin point Nr2) back, the cable should be pushed back also. Currently it makes a small turn...
So, if anybody has a suggestion or tutorial, please let me know.
Thanks a lot!


texts: What is causing my bones to display irregularly?

texts:
I'm working on a character animation, and on a test render I noticed a part of the model was being displayed incorrectly. I opened a previous version of the file, which contains the same animation, and the same part of the model, with the same exact rotations and coordinates, is being displayed correctly.
In the newer file, I didn't change anything about that animation recently (was working on the environmental aspects before I noticed the bad thumb) so I'm at a loss what could be causing this. I also tried to manually place the bones where they belong, updating the pose library, applying the pose back into the scene and getting the same result.


texts: Blender 2.8 FBX export doesn't retain material information correctly

texts:
I'm using Cycles Node to create materials in Blender.
Material has four image textures connected to a Principled BSDF.
Base-color, Metallic, Roughness, Normal(through a Normal Map node).

Everything is fine in Blender.
Then I export it to FBX, setting Path Mode to Copy and Embedding Textures using the small button to the right.

Everything is fine up until this point.
I have my FBX file, then I import said FBX and that's when the problem starts.

It imports correctly, with Textures connecting to BSDF as they should be.
But all their Color Space settings were set to sRGB(which was to be Non-Color) and the Normal Map node's value(which was 1) becomes 0.14.

Why does this change in settings occur? I know that material exporting doesn't work splendidly from environment to environment, but is this normal? Or Am I doing something wrong?


texts: Activating 2 or more bone layers at the same time with one button

texts:
We can make a button toggle a bone layer( but possibly other types of layers such as protected layers) with code like this:

class RigLayers(bpy.types.Panel):
    bl_idname = 'POSE_PT_RigLayers'
    bl_label = "Rig Layers"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_context = "posemode"
    bl_category = CUSTOM_CATEGORY

    def draw(self, context):
        column = self.layout.column() #items are placed under each other in a column

        column.prop(context.active_object.data, 'layers', index=0, toggle=True, text='Root bone')
        column.prop(context.active_object.data, 'layers', index=1, toggle=True, text='FK bones')

but, how do we toggle mutiple layers with one button, is there a provided functionality or do we have to implement one ourselves(in what way if possible)?


texts: Particle convert button makes my particles numbers increase but no conversion

texts:
I am trying to make a tree by emitting particles from particles. I was planning on emitting twigs from the branches of the tree that I made but I can't convert to an object or emit non-moveable particles from the branches. I need help converting the particles to a mesh/real object.

before...

after...


texts: Scripted scene building - where to begin?

texts:
First off, I'm very much a novice Blender user. I use Blender mainly for building mock-ups of PCBs that I design for customers to see how the designs will look when finished. (Yes, most professional PCB packages will do this for you, but I am an open-source nut and my chosen PCB design package doesn't, so I choose Blender. Also the results from Blender are far superior to what PCB packages make).

However, putting together a new PCB design in Blender is a time consuming thing, and I would love to automate it.

I have plenty of component models in blender files, all nicely textured and looking all spangly. Making the actual PCB substrate is simple enough - import an SVG of the outline and texture it with PNG exports from the PCB package. That side of things is all fine and I am happy doing that manually.

What I'd like to automate, though, is the importing of all the components from their respective blender files and positioning them within the scene. I have a CSV file with the ID, name, and location of each component, and currently I manually clone each component from a base model and type in the location details into Blender. Which works fine, it's just very slow.

Here's an example of the end result (I am still laying out some of the components on this one):

So I know that Blender can do fancy things with plugins written in Python. I am not a Python programmer, I do 99% of my programming in C and C++. That's not to say I can't program in Python, just that I don't, and as a result I don't know the finer points of Python crafting, but that will come as I learn.

As a result I'd like to write a plugin which can load this CSV file (specified at run time by me - preferably with a file browser window), parse it for components, find the right blender files (or the right models in a single large blender file, I am not fussy which), clone the models along with their textures, etc, and set the location of each one.

First off: is this something that is possible in Python in Blender, or am I asking too much of it with the automated file loading / model finding, etc?

Secondly: Where on earth would I start writing a plugin like this? I have absolutely no knowledge of how the internals of Blender work (which really helps things ;) ). Yes, I have the blender python API reference, but to use that I really need some idea of what I am looking for in it.

So I could do with a couple of things:

Some pointers to friendly plugin writing tutorials to kick-start my effort,
A clue as to which parts of the API would be of most interest to a plugin like this,
What would be the best way to store the component models:

A single file with all components in it, each named properly,
A file per component named after the component with the component named properly, or
A file per component named after the component with the component having a common name (such as "component")

Procedurally, what steps would need to occur for the plugin to do what I need of it (how I would put the different concepts from the API together to make it work).


texts:
there is a discrepancy between the viewport hair ( how I intend it to be) and the render in Cycles

What's the reason for this difference


texts:
I converted my rectangle into a curve so that the array can follow the path, but as you can see in the picture it's trying to smooth the edges. I already applied scale, location and rotation for the curve and the array, but it didn't solve the problem. I don't have any unapplied modifiers on my curve.

File: https://drive.google.com/open?id=1c2ogiodGyhzVrWPXdxHMtTJrR9jsoBaK


texts: Open user preferences directly into Add-ons tab

texts:
I'm using a script to show the User Preferences dialog:

bpy.ops.screen.userpref_show('INVOKE_DEFAULT')

But it shows the preferences "input" tab, and I want it to show the "Ad-ons" tab. I tried using this:

bpy.types.UserPreferences.active_section

It didn't work. How can I do that?


texts: How to child a control point of a Bezier curve to an object

texts:
The straight line is a 2D Bezier curve, with two control points. The bevel function gave it some thickness. The circle is a separate 2D object.

Now, when the circle moves, the idea is that that end of the Bezier curve should move with the circle, staying at the circle's center. The other end should remain where it is.

So, somehow that end of the Bezier curve should be "attached" to the center of the circle. I thought using the Hook modifier. But that requires a vertex group to attach to the object. Bezier curves apparently can't have vertex groups (couldn't find it in the property view), so can't use the modifier. Then I considered using the parent function, but apparently a vertex can indeed parent an object, but an object cannot parent a vertex (at least, I couldn't find a way). And anyway, again, Bezier curves don't have vertices. So wouldn't have worked either.

Anyone?


texts: Is there any way to mirror an already rigged mesh and skeleton in Blender?

texts: While working on my project, I completely rigged only one half of a mesh without the mirror modifier applied. I obviously want the whole thing rigged - Am Ia forced to redo the whole thing to get the other side? (Is there a way to just mirror the whole thing with the rig data?)


texts: I tried to open an .obj file using import but all I got was the workstation with the block. Yes, I'm a total beginner.


texts: Stupid Question: Multiselecting objects?

texts: I am working on this animation and just realized that around maybe 2 thousand objects are messed up with sequence of animation so how do I select all those objects? Kinda like Photoshop selection tool


texts:
I'm trying to apply text to a basic sphere but I can't figure it out. I've applied a shrinkwrap modifier to the text, and have the target of the modifier be the sphere, but the effect doesn't come out the way I want it to. The text hovers slightly in front of the sphere and part of the text doesn't look like the way it should (bottom half of the "O".)

The only way the text looks like the way I want it to is when I increase the offset setting in the shrinkwrap modifier. But then I have a problem where the text is too far away from the sphere. I want the text to look like it's a part of the sphere, sort of like a golf ball.


texts: Enabling rigid body physics on an object through Animation Nodes

texts:
I'm trying to use the Animation Nodes add-on to animate a practically infinite stream of envelopes falling into a (transparent) ballot box. I want one envelope to appear above the box every n frames, hang mid-air for a few frames, then fall through the hole into the pile of already generated envelopes. I need the physics simulator to handle the collisions.

What I'm currently doing is this: use an object instancer to create the envelopes, then divide time into periods so that envelope i becomes visible at period i. At period i + 10 frames, I then use a Python script to turn object.rigid_body.enabled to true.

That last part doesn't work however: the physics never get computed for the duplicated envelopes.
I'm guessing maybe this is because I'm changing the "dynamic" property through a script instead of keyframing it. However I don't know how to generate the keyframes I need through AN (or through a script connected to AN).

Here's my node setup:

The enable_physics script:

import bpy
object.rigid_body.enabled = enable
object.rigid_body.kinematic = enable

("Dynamic" is keyframed on this picture, but it's only for testing purposes on the parent object.)


texts:
What I'm trying to do in Blender is a blur effect in a way that, whenever something is not behind the crystal of the glasses, it should be blurred. That means, the sentence "Saw you there" should be clearly defined meanwhile "And I thought" should be blurred. Any ideas?

Thank you!


texts: Rigid body bounces away when starting animation

texts:
I'm trying to create an animation in which a ball is placed on a plane which I'll then animate by rotating it in different directions. However, as soon as I check the "Animation" box under Rigid body settings for the plane, the ball bounces away rather than fall down on the plane.
I've attached a gif below which hopefully is helpful.
Here is a link to the blender file as well: https://pasteall.org/blend/660da9a9fcac418eb1c1d67263c1425e
Any suggestions on how to resolve this would be incredibly helpful.


texts: Huge increase of memory use when increasing the resolution

texts:
I've been struggling to render an interior scene (pic below), which I don't think is very complex, around 2,5M of vertices. As I had many problems running out of memory, I had to do some optimisations, this is what I've done:

Render with the CPU (It would take 50 hours)
Get rid of a couple Adaptive Subdivision and use regular Normal Maps. Now I only use it for the carpet.
Reduce some levels of most of the Subdivision modifiers in some secondary objects.
Use 1K textures instead of 3k for most objects.
Decrease the resolution to 1980x1250px.

With these tweakings I managed to reduce the poly count to 1,7M and, most importantly, to render the entire scene using around 4GB (I have a 1060 6GB, so there's no much room).

I tried to increase the resolution to see how much I can get, so I've tried to increase it by just 15%. When starting, the memory usage is higher but no errors, it's still below 4.7GB which It's the limit for my graphics card. But when it reaches a specific tile the memory usage increases to... 22GB!

Why does increasing the resolution this little produce a huge difference?

This is the scene:

And here's the screenshot of the error:

The .blend file is(90MB)

I've uploaded it to Dropbox, here's the link.

Thanks in advance,


texts: Extrusion along a curve for a certain face

texts:
Is there any way to extrude a certain face along a curve?
I couldn't find anything on this.
I have used the curve modifier and i am familiar with it.
It works on the whole mesh rather than some particular faces which I select.

So any suggestion will be appreciated.
Thanks in advance.


texts: How to control RGB color input via python script

texts:
As part of a wider script, I'm trying to build a script that will allow me to change the Hex value of an RGB node. I'm struggling though to find where to hook in to the hex value of the input node. Although not ideal, I could make do with changing the RGB value rather than the hex value, but I can't find where to get hold of this value either?

Any help is very much appreciated!

Cheers

Sam


texts:
I render a scene in Multilayer EXR sequence (Cycles). After I've combined the passes together everything is OK, but there the foam is missing. I've checked all the passes, and I don't see pass with foam.

Combined pass:

Composite:

Math: ((DiffuseDir + DiffuseInd) * DiffuseCol) + ((GlossDir + GlossInd) * GlossCol) + ((TransDir + TransInd) * TransCol)

Ocean shader:

How can I get the foam for final composite?


texts:
I stumbled upon this link which depicts the workflow for creating materials in Houdini.

Material Studies: Metals

How would you approach this workflow in Blender ?

Thanks!


texts:
I have cut a hole in a plane, but I am left with some loose edges.

Is there an easy way to select and delete them all?

See this screenshot:

See this edges siting out with no face?


texts:
I made a game in blender game engine and had been testing it after each step. but after I finished making the game and pressed p to play it, it suddenly closed. at first it used to close after a few scenes but after some more attempts it closes immediately after the first scene. I could still edit the game and logic but couldn't play it. I tried to run it in .exe but it shows a message that blender isn't working it is some type of 32 bit problem. though my system is 64 bit.
please tell how to fix this issue. thanks in advance.


texts:
I have a baked particle simulation that emits light. I am trying to only catch the reflections but for some reason they aren't rendered properly within the domain.

I want to combine this with real life footage, so I need the reflections seperate. Different passes (indirect and direct diffuse) have the same issue.

Here is the scene with the domain in blue as well as my light path settings (right) and the renderd reflections (left).

The baking of the particle sim took very long, so It would be great if the solution didn't involve changing the simulation.


texts: Extracting vertices data after transformations

texts:
I'm using few rotations and scale changes in a model and then export the location of the vertices after the change, but when I do so, the vertices extracted are those of before the transformations and not after. How can I extract the new vertices?

An example for a transformation:

bpy.data.objects["Main"].pose.bones["finger5-.L"].rotation_quaternion[1]=random.uniform(0, 0.4)

And the code for extracting the vertices:

mesh = bpy.data.objects["Main:Body"]
vertices = mesh.data.vertices
for vertex in vertices:
    vertex1 = vertex.co[0]
    vertex2 = vertex.co[1]
    vertex3 = vertex.co[2]
    row = [vertex1, vertex2, vertex3]
    with open(os.path.join(vertices_output_path, 'vertices.csv'), 'a') as csvFile:
        writer = csv.writer(csvFile)
        writer.writerow(row)
        csvFile.close()


texts:
i need to initialize a CollectionProperty with a fixed number of items. This property is
used to store slot data, kind of like texture slots (There is 18 slots avaibles, but even if they are empty, they exist in the slot collection). Not sure if i am very clear so here is a bit of code

class MyPanel(bpy.types.Panel):
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "world"
    bl_label = "my panel"
    bl_options = {'DEFAULT_CLOSED'}

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

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

        ob = context.active_object

        # tried to initialize the collection here but i get the error "Writing to ID classes in this context is not allowed"
        """if(len(ob.test.myslots) < 4):
            for i in range(len(ob.test.myslots), 4):
                ob.test.myslots.add()"""
    # MyUIList inherit from bpy.types.UIList
        layout.template_list("MyUIList", "", ob.test, "myslots", ob.test, "myslots_active", rows=4, maxrows=4)

    @classmethod
    def poll(cls, context):
        return (context.active_object is not None and context.active_object.data is not None and isinstance(context.active_object.data, bpy.types.Mesh))

class MySlot(bpy.types.PropertyGroup):
    slotName = bpy.props.StringProperty()

class MyProperty(bpy.types.PropertyGroup):
    myslots = bpy.props.CollectionProperty(type=MySlot)
    myslots_active = bpy.props.IntProperty()

bpy.types.Object.test = bpy.props.PointerProperty(type=MyProperty)

How do I inititalize this list so...?


texts: How can I see two objects' keyframes at the same time on the dope sheet/action editor?

texts:
I want to be able to see and modify the keyframes of just two objects at the same time in the timeline/dope sheet. When I select the action editor, it sends me to the single object.

In the dope sheet it shows me everything, but I only need those two.


texts: Treat node group as 'final image' with vector input

texts:
After you have created a node setup ( eg. creating a shape from operations on co-ord constituents ) is there a way to alter the resulting output with a new vector input ?

I could create an image instead, and use the vector input to map the location, rotation, scale etc. However I want to use a custom generated UV co-ordinates on a custom shape without making it an image texture. The reason for this is to retain the procedural elements.

Ideally the solution would be either a custom node script, or a technique whereby a nodegroup can be treated as a texture, with it's own vector input affecting the result , not the input.


texts:
My question is this, say you have a scene and all the cameras are set up and all have key frames. Upon completion of the project, you decide to change the cameras out for stereo cameras to render out for 3d video, how would you go about transferring the key frames for position and rotation without the new second camera defaulting to the original key frames of the original camera.

For example would be you duplicating the original camera then shift it to the left, rename it camera_l and the original camera_r now when you start of the animation camera_l is going to drift back to camera_r original position and rotation, how do I stop this from happening yet keep the animation data so both cameras are in sync?


texts: Objects, shadows and reflections not rendering in EEVEE

texts:
I started to work with EEVEE short time ago and I was amazed by the capabilities of this engine. However, I noticed something strange when I was rendering some tests. Some objects/reflections/shadows dissapear when they're off canvas. I imagine that maybe this is for save memory data, but it can be not suitable to some projects.
To make my point graphical, I made a simple scene with simple objects. The main object is the sphere with a mirror-like shader. Out of focus there are different objects with different shaders. A yellow cone, a blue cylinder and a white cube light. But surprisingly, those objects dissapear when the composition is rendered. See the rendered animation below:

Notice that the blue cylinder is not even showing at all in the final render. And the blooming effect from the light cube also dies.
I would like to improve this bahaviour and render the objects that are still out of canvas using EEVEE. Do I missing something like memory configuration or reflection/shadow tweaks? Is this caused by the EEVEE engine or by my GPU config (GTX1060)?
Thank you in advance!


texts:
In Blender, we have an option to make Blender camera to be a stereo system. I found this post very helpful in getting the camera parameters (including intrinsic and extrinsic parameters). Yet, the post is mostly for monocular camera. I can assume that in Blender stereo system, the 2 cameras are cloned from each other, hence exactly the same intrinsic parameters. So there left the extrinsic parameters.

Basically, I need to find a transformation 3x4 matrix R*T that transform a 3D point in 1 camera coordinate (usually the right one) to the other (usually the left) in a stereo camera system.


texts:
Noticed I wasn't able to pan with Alt + middle mouse button anymore, clicked numpad . like the tutorials online suggested and now I can't move or rotate either. I tried loading factory settings 5x times, didn't work. I went into File >> User Preferences to change the keys, didn't work. I'm at a lost here.

Here's my blend file


texts:
I am creating a room using archimesh. And have applied auto holes

I have a room with three windows, all set up the same, all using the same material. If I place all the windows in the correct position light only shines through one of them.

If I remove the windows from the building and then only place one in position at a time then 2 out of the three allow light to pass through.

I cant seem to find out what is going on?

Any ideas

Thanks so much


texts: Stop blender from creating redundant animations for each new object

texts:
I'm creating a player character asset in Blender for use in Unity. I'm separating the armor and weapons into separate objects and attaching them all to the same rig so they animate in sync.

The problem is that several animations are created for these objects which is annoying as they are all empty animations that add nothing to the asset. How do I delete these animations or, better yet, stop Blender from doing it in the first place?


texts: Why do freestyle outlines occasionally have gaps?

texts:
Sometimes freestyle renders will have gaps in the lines:

Closer up:

What causes this and how can I prevent it?


texts: Animation smoothness and correctness when exporting

texts:
I have a very low-poly model with an armature, animated with 4 key-frames over a cycle that I want to repeat seamlessly and smoothly. In Blender itself, I get a mostly smooth rotation, but with a slight hesitation at the repeat.

I've seen a video that suggests "altering the f-curve to linear rather than Bezier", but have failed to find how to achieve that.

See the way the motion slows, stops and resumes as the right foot reaches the top of the stroke (reduced frame rate to make the hesitation more obvious):

Also, when I export the model as a .dae for its ultimate use in SceneKit, the circular nature of the motion is lost and I'm left with linear interpolation between the keyframes (90 degrees of rotation each). Possibly the solution is the same for each problem? Or do I need every frame to be a keyframe?


texts:
I am trying to fold a simple carton (package) dieline structure. Each flap has a bone.
I pretty much understand how to parent the bones (sorta), connected each flap's vertices (in edit mode) to the bone (vertex groups) BUT when I animate, the fold some of them twist and then fold... (see figures).
Twist fold issue:

Please help  Not sure how to get rid of the twisting. Am I doing the parenting wrong?
Here's the Blender file:
I tried looking for an answer everywhere so please be patient with me. If there is a question out there with a solid answer by all means help me find it but I do want to see everyone's answer before someone closes this question out with another answered question (some answers are outdated and not really specific). Thank you for your time and consideration


texts:
I just selected some pixels in Photoshop and deleted them, so this part became transparent. I save it as PNG. And imported this image as texture for cycles material.

What surprised me is a "Material" and "Texture" view in 3D window, that displays pixels that should not exist anymore in the image.

From result it seems to me like Ph deleted completely only all pixels (color information) out of a box (rectangle) that determinate pixels with alpha. And for pixels inside this "non alpha" box he kept colors and alpha info.

Blender than displays only color info without alpha inside this rectangle. That is probably a bug, but I just even didn't know that PNG saves this pixels as well.

Am'I right?
Or what is going on here?

Since the node tree consists from a "Transparent" shader as well, it displays alpha right, but not in a "Texture" method anyway.

Note: Render is OK.

So, the questions are:

How PNG file stores color/transparent data
(this doesn't seem to be blender related, but only blender displays data in that way for me)
Is this behaviour expected or is it a bug? (or any other user fault :)

Edit: probably more descriptive illustration


texts:
I would like to fill this extruded spline. In 3ds Max you extrude the splines and it automatically adds a cap. I would like to reproduce this in Blender.

Any help would be appreciated. Thanks.


texts: How to display FBX data(using microsoft 3DViewer) same as Blender displays

texts:
Introduction

Thank you for reading in advance.
and I am sorry for my bad English.

My problem is that an FBX file looks different when displayed with MS 3D Viewer and Blender.

How to make it look the same in both?

One Data, Different Results

Mesh at left are FBX data imported, and right side are .blend data

When 3DViewer shows FBX data

How to make FBX Data

The files are here

FBX file

https://www.dropbox.com/s/w7d5vnspwfqqnsc/test002.fbx?dl=0

.blend file

https://www.dropbox.com/s/zwqzbwva82awnuf/howto_display_same.blend?dl=0

My status

Beginner with only half year experiment on hobby use.

I can use basic skill of Blender but Animation, Physics

I have searched several hours about similar question, but no answer found.


texts: How to make raindrops fall onto an object?

texts:
I have a solid effector object and to put it simply I just want it to get rained on. Ideally I'd like to have a Mantaflow emitter above the object simulate raindrops falling onto it.
——
I've been following a few Mantaflow tutorials but can't seem to figure out how to tailor it to this specific project. As far as I can tell the only options are to dump all the fluid particles out at once like emptying a bucket of water, or pour like a faucet.
On top of that, I'm unable to get the particles to interact with the object itself even though it's the only object in the scene aside from the emitter and container. They usually pass through the object like it's not even there. On a couple of occasions I've gotten some interaction between the two, but the particles would start to be effected a couple inches away from the object like there was an invisible forcefield around it. I've played around with the surface thickness of the effector but it doesn't seem to make a difference.
I've been modeling in 3DS Max for a few years but I'm totally new to Blender and simulations, so it could just be some noob stuff I'm overlooking. Any help would be appreciated. Thanks!


texts: Extreme lag in the viewport directly after Startup

texts:
I've just installed Blender on my new Surface Pro 7
(Quad-core 10th Gen Intel® Core™ i5-1035G4 Processor, Intel® Iris™ Plus Graphics, 8GB LPDDR4x RAM) and really can't get it to work properly.
(Blender System Info: https://drive.google.com/file/d/10l_Wgz7lPkp2rcvESULWuxjG8vWTaaSI/view?usp=sharing)

Directly after startup, it is unusable, because whatever I do in the viewport is extremly laggy. The main issue is the viewport. Nonetheless the menu bars at the top ("File", "Edit",...) are lagging a little bit as well.

If I try to move the cube in the startup file, it seems like blender is overwhelmed (https://drive.google.com/file/d/1SS50Ta1a-CLOd4xGaRvic3TBbBQwGDDd/view?usp=sharing).

I've already downloaded the newest experimental Version, same Problem, no Solution.

On my Old Laptop (Quad-core 8th Gen Intel® Core™ i5-8250U Processor, Geforce GTX 1050, 8GB LPDDR4x RAM) everything runs as smooth as butter.

Actually, I really cant imagine that the Surface is to weak for Blender, or is it?!?! I've been browsing for this topic a couple of hours but couldn't find something fitting, so I would be really glad if someone can help me :D


texts:
I'm trying to model a ball gear (not a worm gear) in blender, like the one in this picture.

I have tried using the worm gear from the extra objects add on, but I can't get it to look right. Can anyone give me some tips?

Here is what I have been able to make so far:


texts: Unable to pose rigged hose or keyframe it

texts:
I'm new to rigging, so hopefully these errors aren't glaring :)  I'm trying to pose this hose and keyframe it, but the hose warps when I move the bones (I used a curve with IK spline for the bones).  Also, I'm not able to keyframe it.

Here's the resting pose:

Here's what happens when I try to move it:

I've attached the .blend


texts: How is the demo image for "Freestyle SVG Exporter" in the Blender manual made?

texts: On the page for Freestyle SVG Exporter, there's a demo image with 2 monkey head with Freestyle stripes. How could those stripes be made?


texts:
I am trying to create an 11x14" plane and would like to snap circles onto it in 1/4" spacing. I change the grid to inches and imperial and the scale automatically changes to .0254, which apparently reflects that 1 inch is .0254 meters. Not sure I understand why inches scale is reflected in meters, but I would like have a snap grid for 1/4" increments. The blender grid does not seem to change at all regardless to the scale setting. Zooming in or out does not change the grid lines. Does this work in Blender? If so, can anyone explain how to create a grid that would work for 1/4" increments?

Should I be using meters and converting inches?


texts:
I've been reading a lot about this, but I can't find the solution. Anything I've tried so far hasn't helped at all to solve my problem.

The scene is simple. There's a sun light outside which is blueish because this is gonna be a night time scene. I need a volumetric (god-ray like) light coming through the window. In the screenshots you can see my settings.

In order to use the sun light for this, I created a box that surrounds my scene and I've made the volume scatter material for it. I read that .1 is a good place to start at, but it makes my scene completely black. If I get to .001 I can see but I don't really think it creates any volumetric light.

I tried both a 1cm sun and a 1m sun, but nothing changes. sun strength at 50,000. I tried even more nothing changes and it seems stupid for me that I have to go higher to make this work, because I 've seen a lot of people working with much less and it works just fine.

Any help would be appreciated.


texts: Simple Deform animation isn't playing when exported as FBX

texts: I'm trying to animate one element of a model bending by using the Simple Deform modifier. I've got the animation looking how I want it in Blender, but when I export the object as an FBX and load it into Marmoset, the modifier doesn't animate. Iv'e tested exporting animations that use the location and rotation keyframes, and those work just fine.


texts:
I would like to center the origin on the geometry. How can I do that ?
I've tried with 'Origin to Geometry' but it doesn't seems to work correctly. Indeed, on the screenshot, we can see the origin is not exactly centered along the Z axis.

Thank you in advance.


texts: Why are two collections of identical rigid bodies simulated differently?

texts:
I have 2 identical collections of rigid bodies with identical settings. They are on different collision collections yet they are acting different when dropped from identical location. I need for them to be simulated in the exact same way as the previous collection. Why is this happening?
EDIT: The effect I want to achieve is a smoke simulation from shards of a cell fractured object and later hide them and replace with identical shards that liquify:

Unfortunately the rigid bodies do not behave the same way when duplicated.
I did however found a workaround by creating 2 blend files - one for smoke sim and other for liquid sim. Tho in the future I might look into baking physics as some of you pointed out.


texts:
Blender beginner here. I've been trying to find a simple node setup for human skin -- specifically, skin generated from MakeHuman. Almost all setups I could find on the web were either outdated, or quite complex, involving dozens of nodes and numerous textures (bump, displacement, etc.) in addition to the diffuse texture.

The (obviously basic) setup I have right now is this:

So, my question is: What can I do to improve the above setup, without using additional textures (which I don't have), and without too much additional complexity? Note that photorealism is not required at all; I'm only looking for slight and simple improvements over my current setup.

Update: Here's what my character currently looks like:

The skin already looks good enough for my purposes, but it still looks kind of... flat??


texts: My backgrounds planes get distorted in the render

texts:
The figures are two parent planes, everything looks good in render mode, object mode, and all other modes, but when I render the image the background planes bend strangely.
This didn't happen before so I'm sure I accidentally pressed something, Iam still a beginner, thank you.


texts:
How would I go a about making volume light beams?

I have have tried  various tutorials, but they must be for a older version. as applying them does seemingly nothing.

A link to a functioning tutorial would be greatly appreciated as well.

I don't have a picture or .blend to show, as my problem with atmospheric lighting does not pertain to any specific scene.


texts:
I want to make a bunch a similar characters with varying body types. I figure to go in pose mode and modify the bones then duplicate the distorted body mesh. Just that I can't figure out what to do with the bones.

How do I make the modified scaled/translated/rotated bones to become the Rest Position pose and reset transform scale/rotate values?


texts:
Is there a way to pass a PIL/(Pillow) Image to blender game engine
video texture / texture.ImageBuff() or and https://www.blender.org/api/blender_python_api_2_76_0/bge.texture.html function?

I am making something like photoshop in the bge.


texts:
I seem to have lost my keyframes from the timeline. They're still there on the dope sheet and dragging the frameline in the timeline still plays animation ok in viewport but I can no longer see the keyframes on the timeline. Everything is selected on the dope sheet and in the timeline view 'show only selected channels is unckecked (although this seems to make no difference anyway). What on earth have I done?
Thnx,
/gary


texts: How to set two different HDRI, one for environment lighting, and another for background, in 2.8 using Eevee?

texts:
I figured out how to use a normal image as the background while using an HDRI for environmental lighting. But I can't figure out how to use a different HDRI as the background.

Please note I already read this answer: https://blender.stackexchange.com/a/81011/50766 but this appears to be different for Eevee in 2.8.

Thanks!


texts:
I want to use the fly camera navigation in Blender 2.8, but I don't know how to do it. Shift + F doesn't work.
Thank you for your help.


texts: Bones can rotated/move only in Graph editor?

texts:
I am using Kinect to record moves in real time. I have made object and parented it with "retargered" rig which I got by appending ready Kinect-armatures "Capture Armature", "Coordinate data from Kinect" and "Retargeted rig" (got it from https://www.youtube.com/watch?v=1UPZtS5LVvw). After that I pressed Auto keying-button and get actions for every part of body. Now my object works like my moves, but there is every time some errors in some part (specially foot).
I tried to move my object to word origin, but can't do that (pose-mode). It is very important to get my object to right position on the scene.
I tried to rotate some part of bone, but can't do that. It is possible only to select action like "Right_ShoulderAction" and the move key in graph editor. I tried also to add bone constrains (Limit R, Limit L) and to some bones, like here: https://youtu.be/Fs_pJ7_1W58?t=32, but it is not working either, like it should.
I am so messed up, Can anyone give some helping hands?
And is there any way to get this Actions to zipped to one action? Now there is Left_AnkleAction, Left_FootAction, Left_HandAction etc. It is a mess! I hope to do actions like, Running, Sitting, Jumping etc. Is it possible in anyway?


texts: "GPU does not support OpenGL3.3 or newer"...but im using a VEGA64

texts:
im getting this error seemingly at random. its been happening for months but i havnt been able to pinpoint the cause. it only happens in 2.8+. my GPUs are on the latest drivers. it used to appear when loading a scene, and i was able to solve the issue by unchecking "load UI". but now im getting the error just from clicking "open". so i dont even get far enough to uncheck "load UI" before the program crashes.
i saw a thread from some nvidea users with the same issue. some of them were able to solve the issue by changing the Nvidea control panel setting for blender from "auto" to "GPU1" but i dont know if this is possible with radeon.
this has been driving me insane for months. any help would be appreciated.


texts: Does 3D printing with Blender only print faces?

texts:
So I'm pretty new to the whole 3D printing thing, and I was just wondering if only the faces will print when I use Blender to print a 3D model.

For example, if I take a basic cube from the template and print it, would a hollow cube be printed or a "solid" cube.


texts: Cycles Realistic Lighting & Emission material

texts:
I've been reading a bit on realistic lighting in Blender and was introduced to realistic physical light values, as well as color management through Filmic Blender and the Exposure slider.
This excellent tutorial suggests that the value for direct sun lighting outdoors is a whopping 441 units. This completely blows up the lighting in the scene, making it look bathed in nuclear fire.
A swipe of the Exposure slider in color management fixes that. However, if I'm not mistaken, this also messes with other light-related things which are organized around more "relaxed" numbers, including...
The Emission shader.
I have a character with glowing eyes. In my "regular", unrealistic, "if it looks good it works" lighting setup, I used a Strength of about 4 to control the emission on her eye textures (combined with the Diffuse via an Add shader), which made them look sufficiently glowy. However, with sun lighting cranked all the way UP and exposure all the way DOWN, it feels like they barely glow anymore.
Blender docs say the following about Emission shader strength:

Strength of the emitted light. For point and area lamps, the unit is Watts. For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it ‘shadeless’.

This confuses me. Does this mean that Emission material strength doesn't change regardless of the lighting? How can you even go beyond "shadeless"? Does this mean Emission materials don't use Watts as a unit, and so I can't apply the realistic lighting technique?
TL;DR

Do materials need to be changed according to the scene (lighting, exposure), or is the simulation realistic and materials only need to be configured for their realistic physical properties?
Is it normal that realistic light values completely destroy the scene when using default Exposure, and it needs to be dialed way down?
Is there a way to calculate realistic, physically correct emission for materials? (Ex. the emission of an LED lamp on a monitor)


texts: Any word on custom closures, or new ones?

texts: In an attempt to re-create Valve's Half-Lambert effect in cycles, I found out it is basically mathematically impossible at the moment, without patching cycles.  Does anyone know/have heard/rumored/what-have-you anything about more closures, or even better, custom closures?


texts: capturing user view movements as a camera?

texts:
Here's a question just for the sake of curiosity...
I was watching the new Damon Albarn video, the one that features his 3d head. And for the major part of the video it just looks like someone is recording what is seen on the screen of the computer, "camtasia"-like. or something.

But near the end, it start using really realistic lighting and shaders, and it ocurred to me that what actually is going on, is that, somehow they captured the movements the user was doing in the original interface, and used them as camera movements and settings.

I don't know if i am being clear, but do you guys think is possible with some scripting?
Here's the video, near the end, by the way:
https://www.youtube.com/watch?v=rjbiUj-FD-o


texts: How can i bake an animated and extruded curve to a mesh animation?

texts:
I have a text object that i want to reveal with a kind of handwriting effect. My plan is to animate an extruded curve which i want to use as a boolean operator on my original object.

How can the animated mesh (blue) be exported or converted so i can use it later on the red text? Right now i cannot select the blue mesh as an operand in the boolean operator.


texts: Texture shaking/trembling in Blender Game Engine

texts:
In trying to simulate a first person camera in the Blender Game Engine, I have hit a snag.

Kindly open the attached blend file and hit P to run a (very simple) demo of a first person camera (sitting atop a red cube moving across a deformed plane).

You will see that the textures of the plane (upon which a small cube is moving) shake and tremble a bit before settling down (?) every time the cube is moved.

W and S move the cube forth and back, the left and right cursor keys turn the cube.

If I try to run the test game from another view (not through the camera), there is no trembling of the texture of the plane. The problem only appears when I hit number pad zero to enter camera view and then hit P to run the game engine.

Can you help me correct this problem?


texts: Use part of an image sequence as specular map

texts:
I'm using Blenders plane track feature to replace a sign with an image sequence.

Now I want to add a little bit of realism to the scene so I 3D tracked it too and added a ground plane to catch the reflections of the screen. Of course I want the reflections to blend in better.

I'd like to use the ground of the background image sequence as a specular map. The asphalt is showing through and those parts should not be as reflective as the snow.

Is there some smart way to project the ground part of the background on to the plane?

Here's the background and the replaced sign I want to shine somewhat on to the snow.


texts: How can I get a model I made to look I want it to in Unity 3D?

texts:
After I made a model of a cup

,

I did some work with materials, which when rendered looked this

.

When I saved my model and opened it in Unity3d, it was nothing like this . What should I do for such result in unity3d?


texts: Why is the texture on the arm hair rendering so dark?


texts:
I am using blender 2.77 and working with the riggify add-on. I have made some walk and run animations with my alien, so far so good. While I was playing around with the alien's hands to grab around a weapon I recognized I am missing phalanx on each finger. So my alien won't be able to hold the weapon (at least it looks really poor)

Is there any way to save my work I've done the last 2 days, such as the walking and running animations, and edit my rig - lets say like adding the missing phalanxes and regenerate the vertex groups via the generate button? To rework just the hand animations in my walk/running animations - I would love to do just that

So is there any correct way to edit a generated rig after animations? Or do i have to reanimate everything?

If you guys want I can send you the blender file


texts:
So I'm new to Blender and have created an old tv. Its looking pretty good but I'm having trouble turning it into a net so I can texture it. I'm not sure which parts I need to mark as seams. I've attached some images so if you guys could help me, that' d be great.

http://imgur.com/a/7PdfI


texts: How can I go back to a prior screen layout?

texts:
If I have a screen that looks like this.

and I eventually end up with a screen that looks like this.

How can I get back to the screen first shown above with out starting all over?

Thanks


texts:
I would like to ask if there is a way to merge 2 objects together in a way that later it will not be separable if I hit "Separate by loose parts".

I am facing this problem when I am making a torch like object which consists of two objects, an icosphere and an elongated cube. When I do Ctrl+J to merge them, it's fine because it's only one object. But after I use the array modifier to make a lot of torches and then separate them by loose parts, I get all the icospheres and cubes separated too, not just the torches.

I have no idea how to solve this problem. I will appreciate any help.
Thanks.


texts: When I render the model it appears without the subdivision surface modifier

texts:
When I apply subdivision surface modifier for a model I set render and view to 3 then I apply it but when I render the model it appears without the subdivision surface modifier as if it is set to 1 what should I do?

I tried to render it as a video or as a photo I do not see the modifier applied.


texts: One rig, 4 meshes. Animation gets baked only to one of them and doesn't work in Unity

texts:
This one has taken me hours of trying and research and finally I decided I should possibly ask for help with it.
I'm trying to make a set of simple animations with blinking.
Issue: I have 4 meshes (main body, top eyelid, bottom eyelid, eyeball) with one rig controlling them (eyelids using "copy rotation" constraint that looks at one bone in the rig). All works perfectly fine in Blender. Once I export it as an fbx (with the option to bake animations on) and import to Unity, the eyes are in a weird position, and they don't move at all.
Info:

The eyes are parented to the armature, not to the main body (tried that before and they ended up behind the character)
Since I use an armature for the model, the eyes movement is keyed (the bone at the front controls them, so when it was rotated the key was inserted)
Different animations are separated into actions...
... which work perfectly fine in Unity. Only the eyes are messed up.

I tried different ways of fixing it, but with no luck. Even thought about shape keys, but the eyes are at such a weird angle/shape that really I would just rather use something that will neatly rotate the eyes for me.
And... if you have even simple solutions please do let me know. I'm a noob when it comes to animation (basically do it because I have to, I prefer doing other stuff waaay more).
Thank you!


texts: What are some good low-poly scene techniques?

texts:
Recently I have noticed that low-poly art has really come into vogue, and I thought it would be helpful if we could collect some helpful concepts and techniques in how to replicate this style.

How can you create pig-art styled low-poly scenes in Blender?


texts: export> stl> EXPORT STL, blender keeps saving the wrong file

texts:
5 hours now I have this mesh opened in blender that I been trying to export as a stl file. 5 hours blender every time exports the WRONG file. A file that is not even loaded into the editor. a file that I didn't open.
Select is not an ambiguous word. File, export, stl, these words have ONE and only one definition. it's really hard to misspell FILEX.STL, only one button with the label EXPORT STL.
Of course, there are plenty of things that I can double-check 5, 10, 20 times, including the MANY posts on this and other sites telling how to go FileExportStlFilenameButton....
I'm a programmer so I already have parts of my scalp where the nerves are dead from pulling my hair out. I've seen glitches that you wouldn't believe. I've never seen anything like this.
the .blend file I'm trying to export as STL is a quad mesh whereas the .stl image that blender keeps exporting is a triangle mesh which the quad mesh is derived from.
I loaded a triangle mesh, converted it to quad mesh, saved it as a blend file. quit blender, restart blender, load the quad mesh file, check it carefully yeah that's a quad mesh alright. export the quad mesh image as FILEX.STL. run my CAD program, open filex.stl and what do I see, the ORIGINAL triangle mesh file which I know is impossible. spend 4 more hours checking every conceivable way to verify that blender has the right file, to no avail.


texts: Does "AO" in World Settings apply the GI Effect too (Cycles)?

texts:
When I check the Ambient Occlusion checkbox in the World Settings, the scene becomes brighter, but it also applies the AO effect.

So this is the question: Does this option, apply both AO and GI to the scene?

(Blender v2.82)


texts:
Is it possible to load RAW DNG and/or CR2 Image sequences within Blender VSE? Might there be an addon available?

Update:
Link


texts: So I was making node groups the other day, and had a thought...  "Hey, could I put these into one of blender's premade categories?"  I searched far and wide, climbed mountains, ventured across multiple landscapes, but found no answer.  So what I want to do, is put these node groups into the default blender categories, or possibly make my own category.  I do not want to go into "Group" every time.  How can I do this?


texts: Exporting an empty's animation from Blender to After Effects?

texts: Anyone know how to get an Empty's transform animation to After Effects? The intention is that I want to parent a Trapcode particular (particle plug-in)'s emitter to this empty.


texts: How do you combine a sculpt mesh with primitives for 3d printing?

texts:
I created a crystal mesh 130mm x 120mm x 250mm high for 3d printing using sculpt. Now I want to add a tube within it and add some scaffold primitives to the inside of the mesh joining the tube for strength.
How do I combine the tube and cubes to the mesh to create a single entity for turning into an stl file for printing?
I know it needs a 3d print thickness and have tried adding thickness to the mesh, also getting a clean hole in the base for joining the tube to is an issue, its a saw tooth edge I have join?


texts:
Particles do not have the same scale as the objects from the collection they're created from:

They're much smaller:

The particles were assigned to a plane but appear outside of it as well:

I've played around with the scale and got them to the original intended size but the buildings were also spaced out outside the plane.


texts: how to repair multiple addons with the same name found?

texts:
my add-ons file shows this error message but when I go to the Blender files
there is no corresponding file to the message,

" multiple addons with the same name found "

Please delete one of each pair

Make Clothes:

C\User\thund\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\makeclothes_init_.py

C:\User\thund\AppData\Roaming\Blender\2.79\scripts\addons\maketarget.py

when I go to these files there is no makeclothes or target file. I have also dumped the addon where it is no longer showing in the Addon list and even uninstalled Blender and reinstalled , and deleted my  Blender files before reload however I did not dump the user files in my docs but checked and these files are not there ether , but when I reloaded the add-ons I got the same message.


texts:
I'm trying to copy this model:

what tools should I use to create the wrinkles and growths on the neck? Is there a seed up the process or must it all be done by hand?


texts:
In 2D-space I have this simple line consisting of three vertices connected by two edges.

How can I give thickness to this line? The thickness should only be in 2D. So in orthogonal bottom, top, left or right view the line should be invisible. Also, the corner in the line should be hard, not smooth.

extra question: how can I shape the ends of the line (rounded, squared etc.)?


texts:
I am following the donut tutorial by blender guru on youtube. When I try to move my donut the Icing (emitter) moves along with it but the sprinkles(particles) don't move. Please help

Blender file:


texts: "Align rotation with snapping target" not working properly

texts:
newbie to Blender here. I'm having trouble using the snapping tool, specifically the "align rotation" one. For some reason when I use it, the object instead of dragging along with the surface as it should normally, it kind of... "flips" itself, for example:

Here's how it looks without doing any action,

but the moment I try to move it around...

zoop

What is causing this? Am I doing something wrong? Did I forgot to configure a thing?


texts: How to properly rotate bevel object on a fractured beziercurve

texts:
I am trying to place long benches on a lot of edges in a park. I decided to use Curves with a bevel object for that. I placed edges on the places where the benches need to come and converted the mesh to a curve. There I added a bench profile. I placed the origin point of the bench profile to the bottom so I thought that works without problems. Now does the problem occur that the profile is randomly rotated over the curve like you can see on the image below. These images are taken on different positions in my park.

Of course, I did try to search for a similar problem and what I found here is that you need to rotate the profile in edit mode but that does not solve the problem because it keeps the different rotations but then just from another angle. Also is this inaccurate because you never know when it is horizontal.

So what I want is that the broader part of the profile (to sit area) is placed on the top on every part of the curve.

Here my curve (all parts are in one curve), my curve settings and the bench profile:

Can somebody help me with placing the bench profile correctly placed across the entire curve

Thanks in advance

Solved

What I did is create the curve directly from a curve instead of converting a mesh to a curve. I still want to thank everybody who gave suggestions that should work in normal situations.


texts: Reflection "ghost" when using EEVEE Reflection Plane

texts:
I'm trying to set up a nice looking partially reflecting glass plane in EEVEE. To test this, I just used a solidified plane, two Suzannes and a reflection plane.
What bothers me is the fact that the Suzanne nearest to the camera is reflected twice: Once seemingly correctly and a second time faintly and about half the expected size.
What am I doing wrong?
(Blender 2.91 on Linux with Nvidia drivers)
Edit: Here's the blendfile:
(Btw. anybody else having problems uploading blendfiles from firefox?)


texts:
Wondering if someone could help me out with identifying where I am going wrong here.
I'm running a fluid simulation in Blender (going for milkshake pouring into a cup), I've set the simulation settings up following this tutorial here with a few tweaks:
https://youtu.be/JYc_6fXEjw4
Once baking the data and mesh I can still see definition in the fluid which makes it not look like water/liquid at all. Example below:

I've shaded the mesh smooth, scaled the whole scene up a lot as I've heard it can struggle at small scale  and here are the headline settings I'm using:
Evee
Divisions: 256
Upres factor: 2
Particle radius(mesh): 1.25
Am I just not using enough resolution divisions? Lighting too harsh?
Really struggling as a lot of tutorials and users seem to be able to get a lot more realistic looking simulations with similar settings.
Any help would be appreciated!
Cheers,
Jake


texts: I was following this tutorial, up to the part where I had to make the bottom end shorter, but the faces keep overlapping when I'm trying to shorten them. Am I doing something wrong or is that how it's supposed to be?


texts: How does the cycles render-passes (for example: diffuse) works out when using colored light source?

texts:
As i read in the blender-wiki, there are several render-passes which are added/multiplied later on in order to give the final image.

My question is, How does colored light influences the values of the diffuse direct pass for example?
Is there an extra pass for every color channel?

Im confused because all the non-color passes are just giving values between 0 and 1, but a color is made up of 3 values, one for each channel. And in the blender-wiki, it just says (DiffuseDirect + DiffuseIndirect) * DiffuseColor.


texts: How to bring back Archipack measurement diagram when I click other tools?

texts: I'm building a wall using mesh Archipack and the measurement diagram disappears every time I click other tools. How to bring it back?


texts: Why does blender render a single image instead of the whole video?

texts:
I am trying to render an animation, and every time I go to render, it only renders one frame and stops. Please help.  I am stuck until I can fix this.

Thanks


texts: Is there any solution to let the character follow 2 path which include 2 different action?

texts: In this case, i want to do the cat follow the bezier curve path using walking action first follow by another curve path which using jumping action. Izit any better way to do the that?


texts: How to disable Auto - Keyframing in Blender 2.8

texts: Yesterday Blender 2.8 was released and it was exciting for me. But when I move the objects in the viewport, a keyframe gets added, which is quite annoying. Could someone tell me how to turn this off? Thanks in advance (:


texts:
Why do i have these gaps between faces using micropolygon displacement?

here is the unwrap

thank you.


texts: Installing module to blender's python (Mac)

texts:
I'm trying to install modules (one of them is open3d) with pip command.
From 2.8+ it should be easy as pip install open3d (mentioned here or here), but ...
cd /.../Blender\ 92.app/Contents/Resources/2.92/python/bin
python3.7m -m pip install open3d

results with Terminal report
zsh: command not found: python3.7m

The last one thread I found was a notification - pip is installed from 2.8+ for Win, but not for Linux/Mac builds. So I wanted to install pip with ensurepip as mentioned here ... into Blender's bin folder (where python3.7 file is stored) with command ...
python3.7m -m ensurepip

... but it fails with the same report
zsh: command not found: python3.7m


texts: Is there implementation of tri-planar mapping in Cycles renderer?

texts:
Is it possible to have tri-planar mapping in cycles?
Like in corona renderer or fstorm?


texts: Python Script Cycles Samples setting not respected

texts:
I have a script for rendering files, but I am not able to figure out how to set the samples per tile and have that value be used.

My script is:

import bpy

bpy.context.scene.cycles.samples = 50

bpy.context.scene.render.tile_x = 128
bpy.context.scene.render.tile_y = 128

bpy.context.user_preferences.system.compute_device_type = 'CUDA'
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

bpy.context.scene.cycles.device = 'GPU'

bpy.context.scene.render.image_settings.compression = 90
bpy.context.scene.render.image_settings.color_mode ='RGBA'
bpy.context.scene.render.image_settings.file_format='PNG'

bpy.ops.render.render(animation=True)

However, when it's rendering, I get 100 samples per tile, no matter what settings I have in the .blend file or in the script.

Fra:1 Mem:61.04M (0.00M, Peak 84.41M) | Time:00:06.95 | Remaining:00:10.82 | Mem:11.84M, Peak:35.21M | Scene, RenderLayer | Path Tracing Tile 53/135, Sample 0/100
Fra:1 Mem:60.47M (0.00M, Peak 84.41M) | Time:00:07.07 | Remaining:00:10.68 | Mem:11.28M, Peak:35.21M | Scene, RenderLayer | Path Tracing Tile 53/135, Sample 100/100


texts: X-Ray and In Front modes don't work together

texts:
I ran into this problem while modeling a character: whenever I try to set an object to X-Ray mode, then when I change the viewport display setting for the object to "in front", my object sets itself to a weird wireframe. I didn't have this issue when I last opened this file, so I'm hoping it's a setting that I flipped by accident. What's going on here? See below for pictures:

Object displaying in solid mode with x-ray on

Object displaying in solid mode with x-ray AND in front on


texts:
Is it possible to create a solid based on a 2D function in Blender?
Example:
I have a function $y=x^2$ where $x \in [0,1]$. Here 'Z' is simple projection of XY plane so, extrude shall do the job.

I looked at the 3D Math addon functions but it not what I really want.

I finally want to create an stl image (attached). The attached stl is done using OpenSCAD but I found few issues like the symmetry is missing, scales are not accurate and I was not flexible in increasing the face count to have an accurate shape.


texts:
I was hoping, is there a way to remove the reflection of the emitting material on the table and still retain the energy from the emission?

Thanks in advance...


texts: I'm in Draw mode (gpencil) and set the view to TOP. I want to rotate the canvas like i ussually do on real paper. I want to do 2d rotate the canvas while i'm drawing. Right now, if i rotate the view, it will change to perspective. Does anyone know ?


texts: Making the background see-through, with a recticle staying visible

texts: I'm modelling a rifle, and am up to the scope. I now know how to use cycles with its nodes, but I don't get how to the scope crosshairs. The image is a crosshair on a white background. However when I put it into blender, even with the transparency, translucent, or glass BSDF nodes, the white background is still there.


texts: How to find the distance from a face of one object to the surface of another object, along the face's normal

texts:
I feel like this has probably been answered, but I searched and couldn't find an exact solution.

What I want is a quick way to take a selected set of faces on an object (or the vertices that make up the faces), typically ones that are connected along a particular side of a rectangular-shaped object, and move each of them along the face normal until they're a fixed distance away from the surface of whatever object is in that particular direction.

I found an addon that moves faces along the face normal, so I was hoping to add a little bit of code to create a modified addon that would do the job.  OR, maybe there's an easy way to do this already in the Blender interface, and I'm overlooking it.

I created an addon for Blender several years ago, but I'm a little rusty now.  Seems like this should be easy to do, yet my searches have come up empty so far.

Thanks for the help!
-Mike


texts: How to save new default settings for Mantaflow?

texts:
In Blender I changed some of the default settings to my preferred values and saved them to my startup file, like using Cycles instead of Eevee, the default Tile Size, Max Bounces, enabling Use Nodes and Backdrop in the Compositor for example.
But since the latest versions I've got problems with Mantaflow crashing when it uses the default Blosc compression for the cache files, as described here:
Mantaflow: bake always crashes
Now I'd like to know if there is a way to save the default compression type to Zip - because even though I've identified the problem it still happens that I bake and forget to change it which makes Blender crash again and lose the simulation data.
I could do it by saving my startup file having the default cube be a domain with the desired setting, but I don't always want to start with a Mantaflow simulation. Setting the compression to Zip, deleting the domain and saving the startup file afterwards doesn't store the compression type, because then creating a new domain will use the default value Blosc again.


texts:
The viewport of my Blender project recently went completely blank except the cursor. I rendered once and only the HDR is seen. I've checked all the visibility options and everything seems okay.

Here is a screenshot:

Here is a link to the project file:

https://drive.google.com/open?id=1f78fxMpFFBaggM_THZPPZF_1a9s1jjPu


texts: Move object using coordinates from other objects

texts:
Is it possible to move an object using coordinates from other objects?
Example (see screenshot): Is it easily possible to move the blue cube in x-direction using the distance from the upper right corner of the green cube and the upper right corner of the right cube?
I currently measure the distance with snapping and add the number manually to the x-position of the blue cube in the location panel.


texts:
I have attached an image as an example below. I want to twist a rectangle. Do I have to convert that rectangle into a curve or into mesh and then twist it with ctrl+T?

Please explain with an example.


texts:
https://drive.google.com/file/d/1q3kcN4hKMkdARc4XzEbYOsSwoWuhSzKA/view?usp=sharing

Here's my Blender File

I can make the object active.

But when I click the smooth option, nothing happens.


texts:
Hi I'm a new at Blender can anyone help me?

I'm practicing to create an anime character, I clicked Ctrl + R to make a line to connect on the hand (as picture) but doesn't work, it doesn't go through on the back.

Does anyone know what should I do ? Please help me

I am sorry for my English


texts: The primitive objects box isn't displayed in the tool shelf

texts:
I started using the 3d software, Blender and was following these tutorials. halfway through creating my project I notice the window, that is supposed to pop up after creating an object and let you adjust properties, wanst popping up. I tried searching for some answers because I just couldn't figure it out.

ex. ALT-A> Meshes> Cylinder> Then there is no window in the toolbar that should pop up.

I don't know if I hit something to disable this but I would appreciate it if I could get some suggestions.

p.s. No, I don't have any add-ons that are affecting the windows


texts: EXR Artefacts / Lensdistortion STMap to Nuke / 3D Tracking

texts:
I bumpt into a STMap artifacts problem

In Nuke i generate a plate

red      (x+0.5)/width
 green    (y+0.5)/height"
 blue      0
 alpha     1

Format is EXR 32bit zip1

In Blender I undistort it with the tracking result and render it out as an EXR 32bit zip1

When I use this STMap for lens distortion in Nuke then i get artifacts

The lower and clean part of the image is the lens distortion applied directly in Blender.

Artifacts only appear when i render a EXR. Tiff does not have that problem, but does not allow linear workflow nor is it 32bit.

Something I found in an other Forum:
https://www.mail-archive.com/nuke-users@support.thefoundry.co.uk/msg12365.html
Quote from this thread:
¨Just to follow up. I spoke with the folks at Imagineer and they said the issues with distortion maps were fixed in v4, but it's possible that exr's are still affected. Tiff's are being rendered correctly from Mocha Pro v4 at 32-bit and the aliasing problem has disappeared.¨

What I'm doing wrong. Is there a faulty implementation of the EXR code?

Thank you for your help.

Differencemap Tiff vs. EXR:

This image heavy gamma lifted to show the differences in the picture. Ideally if everything works as expected with EXR the image should be black (RGB 0,0,0).


texts: White Image appearing grey when saved as RGBA

texts:
I have a bit of a problem with my blender project.
I need to render this as a transparent animation, so I'm using RGBA on PNGs
The issue is that, whenever I save the white image as RGBA, it appears slightly gray.
Below are the RGBA image and RGB image, from the same render. Why will the color change so much simply by changing the image "save as" format?


texts: Is Removing doubles no longer an option in Blender 2.8? I just noticed it last night when I finally got a chance to use the final version of Blender.


texts: Why when i fill a color in grease pencil the color is darken

texts:
Hello i am new to blender i am so excited about grease pencil. But there's a problem idk why.
So i am trying to copy a tutorial video and then i start to fill my drawing but the color is darken even if i choose the brightest color, i follow the video step bu step. For me its darken but the guy whi draw is not, is there some kind of lighting setting for grease pencil? What do i miss?


texts:
I am trying create a circle in blender 2.79.
But in edit mode, I can't see some point (read line in end 2nd picture). Can you tell me how to setting it same with 2nd pictue?


texts:
How to seamless connect a handle to a cup?

What i have done:

I add a Nurbs-Cylinder and close the bottom. (The cup).
I add Bezier-Curve formed like the profile of a handle.
I add a Bezier-Circle formed like the intersection of the handle.
Set the Bezier-Circle as Bevel Object.
Resize the nodes of the Bezier-Curve.
Render

The Handle touches the cup just a little bit.

How to Seal the handle with the cup?


texts: Custom hotkeys in pie menu (with out numpad)

texts:
Someone tell me how to change hotkeys in the Pie menu itself?
The idea is to work only with right hand, not to reach for us and not to take hand off the mouse.
That is, reassign numbers or replace them with letters.
Thank you in advance!


texts:
I've imported a face and shirt texture for a model but the shirt texture is repeating and overlapping the face texture where it is not specified to exist which creates this monstrosity.
I've got both materials in the editor

and the image is set to clip but it's still overlapping

You're a literal legend if you help me by the way.
Edit: This might not be a problem with repeating and more a problem with the wrong vertex groups being assigned to the shirt texture, there's a model with the correct textures in the blend file if it helps.
Here's the blend file link


texts:
I have this block model with a hood. I didn't think of this ahead of time. but I want to be sculpt the ears and back of the head. I can't do that with the hood in the way. I have a vertex group set up for the hood. I can hide it in edit mode fine, but it won't hide in sculpt mode. I'm aware of I can hide part of the sculpt with alt+B, but I can only do this one time. I could also separate by selection, but other than reconnecting each vertice one at a time, I'm not sure how to get it back to it's original form.

Can anyone offer any ideas?


texts: Change collision properties through time

texts:
I've recently started working with blender. For a project i'm working on i would like to visualize evapotranspiration of a park.

My animation starts with nighttime where dew is created (picture 1) where the trees and grass collect particles with a collision.

Picture 1:

Then during day the trees, grass and water should evaporate particles. But because there is a collision on the trees, the particles will stick to the bottom of the trees... (see red circle picture 2).

Picture 2:

Question: is there a way to change the properties of the collision after a certain frame?


texts: Python - Trouble when changing context (the first time)

texts:
In the following script I am trying to create a material on the active object, then change the context to the shader node editor and then delete the existing default node setup:

import bpy

mat = bpy.data.materials.get("Material")
geom = bpy.context.active_object

if mat is None:
    # create material
    mat = bpy.data.materials.new(name="Material")
# Assign it to object
if geom.data.materials:
    # assign to 1st material slot
    geom.data.materials[0] = mat
else:
    # no slots
    geom.data.materials.append(mat)

bpy.context.area.type = 'NODE_EDITOR'
bpy.ops.node.select_all(action='TOGGLE')
bpy.ops.node.delete()

When I first run this script (from the text editor) on my scene I get the following:

RuntimeError: Operator bpy.ops.node.select_all.poll() failed, context is incorrect

Although, curiously, when I run it a second time (again from the text editor), the context is successfully changed to the shader node editor but no nodes are deleted.

And finally, when I run it a third time, it successfully deletes the existing nodes in the shader node editor.

Why does this script apparently work better each time it is run?

(I am using Blender 2.8)


texts: How would I animate vertices randomly up and down (+looping)

texts:
I've got a plane which is displaced by a voronoi texture like this.

And know I want to give each vertex a looping animation where the vertex slides up and down on his Z-axis (looping). I want each vertex to have a random animation offset. What's my approach? Python scripting?

Thanks in advance!


texts: Blender Compositing Render layers has a white background

texts:
I am trying to composite a video over another video. I imported image as planes and the images have a subject with a transparent background. When I add render layers node in compositing though it has a strange white background. I have no idea how to remove this white background. It does not appear when I check render in the 3d viewport but appears only in compositing.
So when I render I have my subject over a white background and then the movie click behind it. Ideally there should be no white background.
Any help would be appreciated


texts: Is there a way to get ID masks or otherwise isolate an objects reflection in the compositor? For example, if I have a sphere above a reflective plane, I can set an ID mask on the sphere and use that to manipulate it in the compositor. But then the reflection will no longer be accurate. If I want to do the same manipulation on the reflection, I have no way to get it.


texts:
I am new in scripting in blender and I am trying to thicken a curve and make the radius vary just like in the following image:

What is the best way to obtain such a design through scripting?


texts: Shape key animation applies to all animation actions, how do I only apply it to one?

texts: Like the title says, I've been learning how to use shape keys, and need to change the value differently based on my animation. But when I make one shape key animation it applies to all of my actions. Would appreciate any ideas on how to have separate shape key animations for each action


texts: How to get Z-distance (not depth) from camera to object for every pixel in the frame?

texts:
I am currently doing a computer vision task and got stuck on the following problem. I need ground truth values for my sequence. I have a nice sequence where the camera moves trough my scene and captures the RGB-frames. Now, I need a corresponding frame for every RGB-frame, but instead of the RGB-values it should store the distance. I know, that you can get the total depth (euclidean distance from camera to real-world-object) by connecting the 'Depth'-output of the Render Layer Node to a File Output Node in the Compositing workspace using the EXR file format. But I just need the Z-component of the distance to the camera and I don't want to convert it afterwards with the camera parameters (already did it, but I need a cleaner workflow).

I stumbled upon this function: bpy_extras.view3d_utils.region_2d_to_location_3d , but could find almost nothing about how to use it properly. I don't know what I should give it as input.
Has anyone a solution or maybe already used the function and can explain me how i would use it in the default Blender setup (just a Cube, Camera and Light) and if it does what I expect it to do (giving the x,y,z and then I can strip the unnecessary information)?
I already tried using the world_to_camera_view function, but this only works for object-parameters like vertices and not for the whole surface to create a dense map.
I also know, that you can render the scene with a Cycles material to store x,y,z in the RGB-channels, but there you only get world-coordinates and you have to change the materials after you rendered the real sequence.
I really need just a frame with z-distance to the camera for every pixel in the frame.

I would be really grateful if someone could help me, because I've been trying to do that for days now. I posted the same question before, here at stackoverflow, but I thought it might be more suitable to post it here now, because it is blender-specific.

EDIT:

I am interested in getting  for every pixel  on my image plane.
The way I am doing it currently is, that I get the depth   for  from Blender and then I use the Thales' theorem to get  with my known focal length and the known principal point.
My problem with this solution is, that I don't get the actual true values for  because of the discrete pixels. A simple plane that is parallel to my camera (image plane) at the z-distance of 10 metres will give me values between 9.98 and 10.02 metres after my current approach.


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I'm new to Blender and newer to the community. Please be kind with my ignorance.
I've created a landscape mesh with the True Terrain addon, looks really nice, but when I place the automatic textures of the addon it put them on the other side of the mesh. I've tried not using the texture given and add one with the shader editor, same issue. Also the normals of the mesh are facing the right direction. I've tried flippin them just in case, and same problem.
Another thing to happen is when i render on cycles the mesh it's all streched and looks like a mess, works nice with the displacement off, but the texture still inverted. Experimental render and displacement and bump options are both checked.
I've tested this with Blender 2.83 and 2.9

With displacement

Without displacement

Without displacement


texts: I have 3d mesh data of a mouse brain in XML format. How can I import it into blender?

texts:
I have 3d mesh data of a mouse brain in XML format. How can I import it into blender ?
File Link


texts: User Login message box when opening blender to choose a different startup file on the start

texts:
I'm wondering how can I make a messagebox with the fields username and password to appear when blender is opened, and depending on the user's credentials a different startup file will start. I'm thinking that this can be done where the credentials will be staticly saved within a python script which will run when launching blender like:

if username == 'user1' and password == 'user1pass':
 open starup file1
elif username is 'user2' and password is 'user2pass':
 open starup file2
else:
 display a message saying "sorry not a correct user" and make the user try loginning again

Any thoughts please how this can be done?


texts: How to make Modifier panel visible in Toolshelve

texts:
import bpy

from bpy.types import Menu, Panel, UIList

class View3DPanel():
  bl_space_type = 'VIEW_3D'
  bl_region_type = 'TOOLS'

class OpenStudioAddRigPanel(View3DPanel, Panel):
 bl_label = "Test"
 bl_context = "objectmode"
 bl_category = "Test"

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

    ob = context.object

    layout.operator_menu_enum("object.modifier_add", "type")

    for md in ob.modifiers:
        box = layout.template_modifier(md)
        if box:
            # match enum type to our functions, avoids a lookup table.
            getattr(self, md.type)(box, ob, md)

def register(): bpy.utils.register_module(__name__)
def unregister(): bpy.utils.unregister_module(__name__)
if __name__ == "__main__": register()
print("Add Rig loaded")

So I try to learn how I could move the modifier stack into the tool shelve so I can work full screen without the need of the button menu.

I am totaly new at UI scripting and scripting in general with Blender, so I am looking for some guidance and tips what to do. I managed to make some modifier related stuff appear in the tool shelve but it does not list all added modifiers and such.

So I looked into: "properties_data_modifier.py"
This defines for example a boolean modifier operation but I fail to see how
I could also get this running in the tool shelve. Sad me ;)

def BOOLEAN(self, layout, ob, md):
    split = layout.split()

    col = split.column()
    col.label(text="Operation:")
    col.prop(md, "operation", text="")

    col = split.column()
    col.label(text="Object:")
    col.prop(md, "object", text="")

So to sum it up: what I try to look for is the ability to list all added modifiers in the 3D view port tool panel and in addition enable you to edit them.

I did a quick hack and edited the modifier py script and it all can be displayed in the tool panel - so technically this is possible. Can somebody tell me how one could include this as a class in a new script?


texts:
At one time, it seems that I made a mistake in something, and the object I was creating went far.

Then, even I scroll the mouse wheel to zoom it, it gradually stops zooming, and eventually stops.

Someone can help?

Thank you.