texts: Is it possible to simplify this mesh? I have too many vertices

texts: I'm struggling to work my model with this amount of edge-loops/handles. Can anyone suggest a less cumbersome approach?


texts: I just started getting into 3d printing. At first I scaled my models down to a few cm tall in blender, but found them nearly microscopic at print time. After some fiddling with netfab, it seems like 1m/1bu = 1mm in print world. Is it common practice to keep the model in bu and let the printer software scale the object? Could this be an .stl export setting I missed? Is there a way to match the two environments consistently? Thanks!


texts: Adding more cuts not creating more round object when using curve modifier on specific object

texts:
I needed more detail in this barrel that I made from flat plane and using curve modifier to bend it,
but when I add more cutts they are ignored when bending and the shape stays the same as if they were not there. Also when I fast created new model it works just as expected and I have no idea why on my original model they are not working. There is also a problem with both of them creating these vertical distortions when shade smoothing.
.blend if needed:
https://drive.google.com/drive/folders/1I_9nzNFiBAv7eToh8vH_j0HR5IoTEW5d?usp=sharing


texts: Import a .mhx file and export it to .bvh problem

texts: I imported a .mhx file. After that, I export it to .bvh without changing it. I remark that when I import the .bvh file, I did not get the same .mhx file? I found a closer question to this problem question but i did not understand how can resolve this problem. Are there any configuration before exporting to .bvh or before importing it? Any suggestion?


texts: Changing the specular exponent of Principled BSDF with texture when exporting to Wavefront (.obj)

texts:
I'm making models in Blender in order to export them to Wavefront format. I'm using an image texture connected to the base color of a principled BSDF, and that principled BSDF is connected to the material output. From what I understand, that's the only way to get Blender 2.8 to properly export the material with the texture to Wavefront format.

I'm having a problem though with the specular exponent (Ns) - for some reason Blender exports it as 225.000000, which is too high and messes up the lighting.

I tried changing each and every one of the principled BSDF's numeric values and export to .obj, but the specular exponent remained at 255. Do I need more nodes than Principled to do it?

EDIT: Almost forgot - I use this Python script when exporting to .obj:

import bpy
import sys
from os.path import splitext

target_file_name, _ext = splitext(bpy.data.filepath)
target_file_name += '.obj'
bpy.ops.export_scene.obj(
    filepath=target_file_name,
    use_materials=True,
    path_mode='STRIP',
    axis_forward='-Z',
    axis_up='Y',
)


texts: How to have rounded (beveled?) edges in inset?

texts:
As per the attachment, I'd like to have rounded (beveled) edges in the places marked, and then inwardly extrude the face in question (or can extrude first, then round the inset face). Many thanks in advance if someone can tell me how to do this.

I tried using edge loops, scaling the loops out towards the edges of the inset face, and then scaling down the edges with proportional editing, but that didn't work.


texts: When Clicked on light, nodes go missing in node editor

texts:
When I click on light source to change its position, nodes go missing in node editor. Can anyone please tell me how to retain it back.
Thanks


texts:
My skill are very limited with blender, however I need to print a tool but can't seem to make it properly on blender
This is my initial object, but I need to add a additional layer (finer) on the top so it look a bit like the second pictures :

I tried to select the edge and extrude them which seems fine and then select the faces that I just extruded and extrude them in X so it can be a few mm thick (for printing)

but that doesn't work and it make something like this

I also tried to created a duplicate of the first object and change the dimension on X/Y but it's change complete the angle of the object
Blender file


texts: Select an object from its location with Python

texts:
I would like to select one object among more than 8,000 objects from location.
I have a CSV data which determines each object(plane) location.  After putting all planes, I need to move some vertices of each plane.
I have done creation, so next I would like to know how to select one plane and make it active from its location. The CSV file has number for (x,y,z).
Blender version is 2.8
Thank you.


texts: Orthographic camera mirrored in viewport?

texts:
I'm trying to render a building using an orthographic camera. The first side of the building works fine, but when I mirror the camera to the other side of the building the camera is in the right position but the view through the camera is mirrored on the Y axis.

I tried different things:

Mirror the camera again and rotate it around 180°. Doesn't work, the viewport is still mirrored on one axis.
Apply Rotation, Location and Scale (doesn't work either)

My question is, how do I fix this behavior?

PS: I fixed it with new camera - but the question, or the answer is still interesting.


texts: trying open blender but getting error failed to set 44100hz, got 48000hz instead.and crashing. what to do?

texts:
I am new to blender and installed it for the first time in my computer.

And when i started it  showed a error "Error AL lib: UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead.". And the error closed automatically and blender did not open at all.

I looked around on internet and found the most common solution to this problem was deleting the config files in appdata. But the thing is there is no Blender Foundation folder in my appdata\Roaming

What should i do?. My blender is 2.79


texts: How to Make Extruded/Drawn Vertices part of Face it Was Drawn On?

texts:
I took a vertex from an existing face and extruded it to draw new lines onto that face. The face is perfectly aligned to one axis/plane and I limited the vertices to that plane of existence when extruding so I know they're perfectly aligned with the face.

I had kind of hoped that they would then become a part of that face but I cannot seem to join J them with other vertices of that face.

Can this be done? And how?

Or else, what is the easier way to do what I am trying to do? I really hope my only option is not to split the existing lines hundreds of times and join them all together and split the new lines just to get vertices where I want them.


texts: My liquid looks like tiny balls not like a liquid

texts:
I made a liquid animation. It looks good, but it looks like tiny balls instead of liquid.
How can I fix this?


texts: when I add IK, my bone moves out of place in Blender 2.8

texts: please see the picture, after adding IK the bone is moving out of my character, please help.


texts: How to approach the modeling of paneling on walls and floors?

texts:
Panelling in Sci-fi models is especially important because it adds visual interest and I would love to learn how to do it. I would like to learn how you model paneling, especially with complex shapes? I think I'm mostly confused about getting the fine lines between panels and how to conform them to the model especially on complex shapes.

Here are some references for what I want to do.


texts: Issues installing two addons to under Mac OS

texts:
I am new to Blender and downloaded this program from Steam under Mac OS.
I am attempting to install two addons, called UniVRM, and the other is called Catsblender.
Here are a look at those links:  https://github.com/vrm-c/UniVRM
https://github.com/GiveMeAllYourCats/cats-blender-plugin/releases
I go to blender after installing these and click system preferences and attempt to install add ons there. I get an alert that says this:
.
.

Traceback (most recent call last):   File
"/Users/megmeg/Library/Application
Support/Steam/steamapps/common/Blender/blender.app/Contents/Resources/2.90/scripts/startup/bl_operators/userpref.py",
line 630, in execute ModuleNotFoundError: No module named 'zipfile'
location: :-1
bpy.context.space_data.system_bookmarks_active = 2 Traceback (most
recent call last):   File "/Users/megmeg/Library/Application
Support/Steam/steamapps/common/Blender/blender.app/Contents/Resources/2.90/scripts/startup/bl_operators/userpref.py",
line 630, in execute ModuleNotFoundError: No module named 'zipfile'
location: :-1
Traceback (most recent call last):   File
"/Users/megmeg/Library/Application
Support/Steam/steamapps/common/Blender/blender.app/Contents/Resources/2.90/scripts/startup/bl_operators/userpref.py",
line 630, in execute ModuleNotFoundError: No module named 'zipfile'
location: :-1

.
.
.
I have tried to download these add on files from a different web browser like google chrome. but that didn't work..
if anyone has any information or advice on what the issue may be, id appreciate the tips!


texts:
I was running through a tutorial I found and for this tutorial, the bone that is supposed to rotate the entire foot is wrong. The instructor cleared the parent for the bone that protrudes through the heel and reconnects them using the keep offset option.

Is there a way to reverse this?
Thank you!


texts: Textures are missing, but only when I render

texts:
I was trying to make an animation but for some reason when I try to render it or just go into render view the materials are all pink.
I seen other posts about a similar problem of the textures not being linked to the file or whatever but that's not the issue, the textures appear when I'm in material view. I have it set to render using CPU in my user preferences. This is happening for all my projects in Cycles render. The few projects that I made in Blender render when I first began do not have this problem.


texts: Cycles OpenCL GPU Render Gray Overlay/Mist?

texts:
Dear Blender Community,

Several weeks ago I suddenly experienced difficulty when rendering on my GPU.
Whereas before the renders looked just like the CPU renders as they are supposed to, my GPU renders now had a gray overlay or mist, if you will, in them.
This happens in every scenes, but I will illustrate the difference with pictures from the following test scene:

A rendered image using CPU rendering (looking normal)

The same scene rendered by GPU

For the GPU render I used OpenCL rendering, thus using an AMD graphics card.
The odd thing is that when I used GPU rendering in the viewport rendering the preview looked perfectly fine without any gray overlay.
I've already tried tweaking many settings, though nothing made any difference.
Except rendering with a very low sampling amount, like 5, made it so you have a very ugly grainy image though with very little of the gray overlay.

I really hope someone might have a solution for this problem so I will again be able to render scenes with shorter render time.
If any more information is required feel free to asked and thank you very much in advance.


texts: I'm trying to combine 3 textures into 1 using baking for external use in Roblox. They don't support a meshes multiple textures. This wouldn't be an issue in most cases except the egg shaped body which has a texture for the eyes/head and one for the face. Therefor I have to combine the textures within blender. I've followed this guy's video because nothing else comes close to combining 3 textures onto one file. The only weird thing happening was after deleting the bones was Shadow Teddie becoming super massive, but that wasn't an issue because I'll probably be resizing him within Roblox Studio once all the textures are on 1 file. After following the rest of the tutorial I hit bake, and Shadow Teddie turns black instead of what should be the textures appearing. I have to then go back to Texture Paint and replace them back to looking like the normal Shadow Teddie.  When baking I got an error about a Circular dependency for image "dark_kuma_hand_t01.png" from object "EM105_6" in the bottom right corner.


texts: Why does my character not walk on the path when its on the correct axis

texts:
blend filevideo

Ive had alot of problems with this model. Last time I was trying to connect the character to the path but it was glitching out because i connected it to the mesh and not the bones. Now i have connected it to the bones and when i press play it doesnt follow the path. I have tried changing the axis on the right hand side but it only not walks when its on the correct axis. What am i doing wrong?


texts: Keyframes not setting where I place them

texts:
I have 3 layers. I have the 1st layer animated over 160 keyframes. I am not sure as to which of the other layers is doing it but as I set a frame at say frame 20, it shows up at frame 40 instead, but claims the values are at frame 20.

Also, when I drag the slider, if I drag it to frame 40, the frame count says I am on frame 40 but the slider jumps to frame 20. Is there a way to fix this as I have no idea what has caused it.

Here is the dope sheet if it helps

I thought it may be worth noting that I originally had the earth do 2 rotations from 0-160 and the clouds to only do 1 rotation but when rendered the playback is strange and only does one rotation despite being set up for 2.


texts: Adding a Property to a CollectionProperty After Creating it

texts:
O, I have this Collection Property:

class particle_instancer(bpy.types.PropertyGroup):
    particle_object = StringProperty (name = "Object", description = "")
    particle_material = StringProperty (name = "Material", description = "")

bpy.utils.register_class(particle_instancer)
bpy.types.Scene.particle_instancer = CollectionProperty(type = particle_instancer)

And then I have an operator that is supposed to add a StringProperty() to its first item.

If Instead of a CollectionProperty I used the scene as the "Container" for the properties, I could simply do:

bpy.types.Scene.my_prop = StringProperty()

I thought I could do:

bpy.types.particle_instancer.my_prop = StringProperty()

But this leads to nothing as the property doesn't get register and it doesn't give me any error StackTrace neither. So is it possible to do? If yes how could I do?


texts: How to mathematically define a torus in a volume

texts: Using the node editor and Cycles, how can I define a material that looks like a torus? This is useful in order to render a really smooth torus, without needing to a bazillion vertices.


texts: Rotation animation isn't fixed on the pivot point

texts:
I'm trying to animate a door turning and I've successfully created the keyframes by using rotate on the X-Y axis around my 3D cursor. I've created start and end keyframes that are fine:

note how both have the end fixed on the 3d cursor, my pivot point. However, the animation has the door poking out, for lack of a better word, 'escaping' the hinge.

It rotates and changes location, making it jut out and snap back again.
I've tried adding more keyframes in the middle to fix its position, but then I can't control the easing...

I'm very new to blender and animation, so I'm not sure how to proceed ><
Is there a setting to sort of 'fix' the door to the 'hinge' or pivot point during animation? Any help would be so much appreciated!


texts:
So I'm trying to have my X-Wing and Tie fighter exhausts light up like the ones below.

Currently, they just look like this which isn't that nice. The material is just a red emission for the Tie fighter and a yellow emission for the X-Wing.

Anyone got any ideas on how to accomplish this effect, would it be something I would do later in After Effects. Also, how would I go about creating the laser beams like the ones in Image 1?, I was thinking of just using the saber plugin for After Effects but they never look that nice.

Thanks in Advance


texts:
In cycles I have imported an image as a plane.
I've added an object to it and the default lamp. I see shadow from my own object onto the object itself but my object does not have any shadow on the plane/image/texture.

If I select the object and the plane the Cycles settings have for Ray Visibility everything turned on.


texts:
i want to add a vertex group by it's name (vgroup22) to a surface deform modifier.
the code should look kinda like this:
bpy.data.objects['Body.p.2'].modifiers["Surface Deform"].vertex_group ??????

thx for taking a look


texts:
I simply want to dig a hole on a cube. I tried to extrude after creating a circle on the surface, which left me a hole with both ends covered by the original surfaces. I tried the Bridge Edge Loops and got the same result. I cannot find a way to get rid of the surface inside the circle(it cannot be seleted and delete).

I am a beginner hopefully anyone can help me.
thanks in advance.


texts: Can I affect the particle frequency of objects in a collection?

texts:
So I have a scene that I am working on below. Currently I have only one type of tree simulated across the entire surface, but I want 3 different types instead. However I do not want an equal mix of these 3 trees, instead I want 80% of the first type of tree, 15% of the second, and 5% of the third.

Is there a way to put 3 trees in a collection and have the particle system affect the frequency of the objects inside it in this way?

For extra points let me know if there are settings to help prevent these trees intersecting to heavily ( I will be going in close on my animation )

Thank you so much!


texts: For some reason faces in UV Editing are glued to each other. How do I split them from eachother?


texts:
Sorry for miserable english.

Here is my problem: I made model by stupidly circling circuit.
With smooth shading it makes me sad. I understand that bad topology is the crux of problem but don't know how to make it better.
Whether there is a way to make this shape with adequate topology?

My blender file

https://drive.google.com/file/d/0B_-tV3odolwlZDg1eDdWbU5mSnM/view?usp=sharing


texts: How to get the mouse position outside of the window on Modal Operator

texts:
I'm making a simple script that will move some vertices by using modal operator.
I'm using mouse position value as a variable but I noticed when the cursor is outside of blender's window it stops incrementing the value. For example, blender's normal scaling operator keeps gettign the mouse position even if the mouse is outside of the window.

How to get the mouse position even if it's outside of the window? or is there better way to do it? Below is a script that I'm testing on.

Thank you.

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

# Init
def __init__(self):
    print("init")

# invoke
def invoke(self, context, event):
    print("invoke");
    self.init_loc_x = context.object.location.x
    self.init_loc_x = context.object.location.y
    self.mouse_initial_x = event.mouse_x
    self.mouse_initial_y = event.mouse_y
    self.value = 0
    #self.value = event.mouse_xa
    self.execute(context)
    context.window_manager.modal_handler_add(self)
    return {'RUNNING_MODAL'}

# Actual content
def execute(self, context):
    print("excute");
    context.object.location.x = self.init_loc_x + self.value / 100.0
    return {'FINISHED'}

# While loop
def modal(self, context, event):
    print("modal");
    if event.type == 'MOUSEMOVE':  # Apply
        # Use UP / DOWN
        self.value = event.mouse_y - self.mouse_initial_y
        print(self.value)
        self.execute(context)
    elif event.type == 'LEFTMOUSE':  # Confirm
        return {'FINISHED'}
    elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
        context.object.location.x = self.init_loc_x
        return {'CANCELLED'}

    return {'RUNNING_MODAL'}

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


texts:
Okay, I'm making something organic; a paw. The problem is, the toes of a paw touch. How do I make them touch and not go through each other. How do I then prevent removing doubles from merging touching toes, but still use that feature? I can't find the search terms I need for this subject. If someone could give me a means to find tutorials or other help on how to do this, that would be great.

Thank you very much for any help. :)


texts: Problem in animating multiple materials of the same object

texts:
Below is the image. I am animating those speaker "waves".
In the timeline it works great.

The logic bricks are shown below. 4 action actuuators, one for each segment of the object (the speaker and the 3 waves). Now when I run it all segments become red even if the speaker-segment's mat never becomes red(and I even keyframed it to 2 black mat keyframes to make sure).

What should happen is from frame 1-96 segment 1 stays black.
From frame 1-48 second segment(first wave) goes from black to red. And from frames 1-72 and 1-96 the next segments do the same.

I double checked to see if I assigned materials correctly and I did. Also I repeat in the timeline it works as intented. So what could be wrong?


texts: My render suddenly can't find any light's

texts:
Suddenly when i render, it has lost all it's light - but only in the beginning of the animation (frame 0 - approx.2391) The rest works fine.

hmm, I have som ideas about why it could have been. In my animation, when i don't need the light I keyframe it far far away in to a closed box?
I think I also screwed up when setting a new camera, I accidently hit Ctrl-B on a wrong camera(can't remember which), and not the one before the new camera i had planned to put.

I have the file for my project here:

https://www.dropbox.com/s/4hoy0u2f0bgw8pc/Berenice%20Help%21.blend?dl=0

Really hope you can help!


texts:
I have a mesh and a curve and trying to make follow path. I have selected the mesh and then curve and press Ctrl+P and selected follow path. But the mesh is not moving in the curve shape. Its bouncing here and there. Any suggestion or help why its not in the path.

Not rotating in path.


texts: As shown in the picture, why the square in the red circle looks lighter? I can see the edges in the middle. The normal is correct in edit mode. The shading smooth is is clicked. It looks good in materials.


texts: How do I upload cycles materials in sketchfab while retaining the materials

texts:
Assuming that sketchfab does not support the renders of cycles, i'm not sure how I can upload this file without losing the materials esp when exporting in FBX.

Here is what I want the output to look like (with glass bsdf as the main material used for the whole scene along with custom nodes for the platform)

I get this instead

Is there a way for me to upload the model while retaining the appearance and settings of the materials?


texts: How to make part of an object solid like a cut?

texts:
I am working on a plate for a cup and I don't know how to make the bottom of the plate look solid instead of clay-liked. I used the solidify modifier and subdivision modifier and here is the picture of my current work:

I want it to look like this, a solid and clear bottom (look for the second image of the product):
https://www.atelierjapan.co.uk/product/satsuma-small-plate-ware-autumnal-plate-sara/


texts: The bottle is simple glass shader and the desert is a deformed plane mesh with thickness. But as we can see, the bottle buried gives a really weird look of deep black hole. I want to get rid of this black hole with filling it with sand. How can I achieve this?


texts: How to add duplicate units of a mesh to unwrapped UV sphere

texts:
Hi I am trying to insert the ico-sphere seen in the picture (gray colour, unselected) to each vertex of the UV sphere that is unwrapped, and then finally make an animation to wrap the UV sphere with the icospheres in the vertex attached.

I wish to use the duplivert function to insert my icoshphere in the vertex and animate the plain into a sphere. May be I am not starting from the right point?

Is it possible? Thanks in advance for you help.


texts: Joining multiple objects removing internal geometry

texts:
I am fairly new to using Blender and I am having trouble performing a particular operation and could use some guidance. I have been creating complex objects by joining multiple overlapping duplicates of a base object. Say like a flower made out of a bunch petals. The only method I have found to quickly remove all internal geometry is to use a boolean modifier intersect+carve with a larger object such as a cube completely surrounding the object. However carve is no longer available in 2.8 and Bmesh is not producing the desired result.

Is there a different approach I can take to produce the same results?

Below is an example of before and after

With only two objects it is straightforward to do, but with 5+ all overlapping it becomes overwhelming.


texts: Baking textures for multiple elements that share same materials

texts:
I have following scene, where all trees share 2 materials (trunk, leaves). I want to bake multiple textures for the whole scene, dividing them into groups like trees, terrain, rocks ...
I began by unwrapping all trees onto that white image texture. First thing I noticed that there seems to be too few elements in UV for all of the trees, not sure why, maybe because trees are linked duplicates?
I then selected all the trees, added this image texture to their shared graph for both materials and baked. In the end, blender ran few times and ended up with a texture for what seems to be 1 tree. I was looking at texture updates and it looked like new baked textures were overlaid on top of previous bake.
So I'm now looking for help here, on how to do following

Unwrap all selected objects onto single texture image
Bake textures for each object / material without overlaying previous bake


texts: Make particles go to the target object and stick to it

texts: Is there any way to make particles move from one object(emitter) to another object and stick to it?


texts: UV unwrap doesn't show faces in UV image editor

texts:
I am following this tutorial, however for some reason the mesh isn't appearing in the UV image editor.

According to the tutorial, it should look like this:

However in my blender, it looks like this:

Obviously I tried to show the UV texture coordinates by pressing U and selecting "Unwrap".

I have tried looking at this Blender StackExchange question, however the answer there says "only selected faces will be unwrapped", and I think I have them all unwrapped.


texts: CUDA & OpenCL GPUs compatibility in Cycles

texts: I would like to add second GPU to my rig (currently I have GTX 1070). My budget allows two options: 1070 ti or Vega 64 (which seems to be much faster in Cycles) The question is: can a CUDA based GPU work with OpenCL card? This guy tested Radeon Pro Duo with GTX 1080, so it might be possible. I was actually kind of surprised about it. Can anyone confirm this? https://www.youtube.com/watch?v=To_N2xT6Xa8 (time 8:30)


texts: How can I select just the outer edges? I have tried several things without success. I need to delete/dissolve the outer edges ,but this needs to be done with code.


texts: Recreating the line detail in shadows from The Wolf Among Us in blender?

texts:
This is my first year of using blender so I don't have a lot of experience in blender at all.

I'm trying to recreate an effect that Telltale used in The Wolf Among Us for my short film.

I don't know what its called or how to describe it, so here is my attempt to explain it, You can see the detail from the painted textures in dark shadows. I added a picture so you can understand my horrible explanation.

I tried a few experiments with texture nodes and even mixing nodes in composting but I can't get the effect I want and I'm hoping someone will tell me if this is even possible or direct me into the right nodes and usage of them.

This is just a basic scene I created to figure out how it works. In the next image you can see exactly what I want to do, keep in mind this is created in Photoshop by combining two renders just for explanation purposes.

Unfortunately I can't add anymore photos and I'm not sure how to link my .blend file so I hope this is enough info to show what I want to do.

Thanks.


texts: Armature bug: keyframes are "ineffective"

texts:
I downloaded a simple forearm rig from the internet in hopes of making some weapon animations. Alas, when I keyframe the rig, there is a stupid bug that stops me from effectively doing anything.

This is the default state, and it looks weird:

So, I go to the next frame, correct it, and make a keyframe:

I go back a frame and then return to my keyframe. Lo and behold... nothing.

Am I doing something wrong? I can't get this to work.


texts:
Today I opened Blender and started modelling a bullet,

And I found that when i switch to wireframe mode, theres only the object silhouette / outline showing up, the mesh edges have gone missing, and I couldn't select the bullet in wireframe mode.
This haven't happened before, I have just found out the wireframe mode somehow broke itself today

I tried to reopen Blender, reinstall and updating it, but the problem doesn't seem to go away,

Here is how I am expecting the wireframe to look like

So how can I fix the wireframe view?


texts: Text turns into squares in BGE, text not visible

texts:
A sample file with dynamic text was created, and works fine. The same information was added to this working file, but when "P" is pressed, the text turns into a colored square. Here's a before and after pressing "P":

The next pic shows debug information confirming the text is being changed:

In fact, this is the same with ALL the text in this file, static or dynamic. Obviously, I'm missing a setting somewhere. Any ideas would be appreciated.

I found this information on Recording number of checkpoints passed:

We first need to change the font, because the default font will not display in the game engine. (an answer by X-27)
I'm doing research on that now.

Here's a screenshot of the AlarmBox with logic bricks.


texts:
I have designed a model in Blender I want to print through Shapeways.

Here are the dimensions of the object in Blender, and the Scene's Units settings:

After import in Shapeways, the sizes are wrong:

When I fiddle around the Scale tool in Shapeways, I am still getting dimensions that are wrong (for example if I scale 10 000%, the dimension for Z will be 12.8cm but is 12.14cm on my model).

So I tried following their guidelines "scale your objects to the size you want, assuming 1 blender unit equals one millimeter".

So, I click on Units > None and my dimensions become this:

So I type S 100 and I obtain this:

Which I think is what I want. So I upload the .STL file in Shapeways:

But after import the file is still given an imprecise/different size in Shapeways:

12.8cm on the Z axis while it should be 12.1cm.

Can I get Shapeways to print my model the exact size I want it?


texts: AutoCAD User Converting Rectangular Joints to Curves

texts:
I have made a bunch of rectangular joints which i want to convert to curves please see attachment. Any help is appreciated.

Thanks]1


texts: Why are my objects invisible and in the wrong places?

texts:
When I add an object, it is invisible. When I change to evee, it turns black, and when I move around the view, it takes away from the black and makes it grey. Then when I turn to cycles it turns grey like in solid view. I've already tried rolling back my drivers, and it doesn't effect anything. I am using Blender 2.81. Everything was normal for a while, then all of the sudden I added an object and it was invisible.
When I restarted my computer, it did the same thing but only when I was close. The origin and outline are still there. My clip start was set very low, but even when I change it it didn't change anything.
One time when this was happening, I deleted everything, then added a new cube. It was displayed as one of the old cubes, but the outline was not in the right place.
When I add more objects, some of them disappear and others display the wrong shape. This only happens in object mode, and going into edit mode fixes it.
This only happens every so often, and seems to just magically be fixed.


texts: Per particle displacement with displacment node

texts:
I am trying to make a displacement for each particle, using a displacement node (so not a displacement modifier!).

But they all share the displacement.

Is there anyway to make the displacement happen on a per particle basis?
And if not, what is the right place to request this future?


texts: Is there a way to assign vertex groups to all loose elements via python

texts: I have loose mesh elements within an object and I would like each loos element to be placed in its own vertex group.


texts: How do I clear the normal map seams even though I painted over the texture?

texts: I have an altar model that I want to texture. I have visible seams, but I paint over them. It appears correct when a map is in the Color node (diff/normal). I save the painted over image, but when I reload as Normal Map Color node, the seams are there, and they are pretty obvious. I've done the same with the normal map (just smudging the seams but it does appear seamless when the map is in Color). Any clues?


texts: Alpha modifier, or properties, that affect the child of the group "as a single object"

texts:
I try to transfer my UI design workflow into Blender and I have one major blocker.
In UI design we overuse the ability to group object and modify/animate the properties of this group like scale/position/rotation and alpha (or opacity).
The only way I found to do this is for opacity is to make controller that control the child individually and that really not the result I need. I need to control the opacity of the group as it's a single object.
Is there a way to do that without going into complex, time consuming and not easily iterative process of a compositing phase ?


texts: I can not get "track To"constraint to work on my eyes

texts:
I have bones in the eyes names Eye.L and Eye.R I have bones in front of the eyes marked Eye_Look_At.L and Eye_Look_at.R - The course instructor says to add a "Track To" constraint on the Eye.L and Eye.R bones and choose "Armature" and the corresponding Eye look at bone. I have tried everything to try and move the eyes with the Eye_Look_At bones but nothing is working.

blend -  https://pasteall.org/blend/58c09422bd24405191af0c587d16b8e3


texts: Numeric values of camera angles while tracking

texts:
When tracking, for example the origin, and moving the camera in
space, the camera angles are clearly not zero. Still, in the
parameter display the 'Transform/Rotation' is displayed as (0,0,0).
How is this possible?

How can I get the real camera angles?


texts: Smoke Simulation - Bake Offset before Frame 0

texts:
Helo, i am wondering how to offset smoke simulation, treat it as if keyframes.

ie. you simulated 250 frames of smoke, you want the animation to start on frame 125

(ex. fluid simulations have "offset" slider )


texts: Attributing "active" type to object during animation

texts:
An object is suspended above a plane. Halfway the animation I want it to suddenly become an "active" body, so that it drops down under the influence of gravity, ending with bouncing on the plane.

However, apparently it is impossible to keyframe "type" (under the Rigid Body tab). In this case it would need to change from "passive" to "active".

Any solutions?


texts:
I found and followed a tutorial from youtube to create a spring but I found that it can't bend.

I want to create a jack in the box so I want the crown to be able to hang down to scare someone. The model doesn't have pose mode and I can't use bones to rig or weight paint it. What am I doing wrong here?


texts:
After baking my textures (the left window is in material view, not render) I attempted to export to babylon.js (built on top of three.js):

I did not use any kind of checker pattern in my material--rather, I applied a different material to the dark and light squares and a third one to the grout:

So, it can't be a UV issue since there was no actual checker textures to begin with. I think the checker pattern on the right may be some default texture for babylon.js, but I'm not sure.

Has anyone got this process to work?

EDIT

Here's the javascript that loads the .babylon file into the scene:

BABYLON.SceneLoader.Append("", "babylon\\checkerboard2.79.babylon", scene, function (scene) {});


texts: How can I connect a side with many vertices to a side with much fewer to produce a clean looking topology?

texts:
I'm trying to learn topology by modeling difficult shapes, in this case a gaming mouse. I'm getting stuck with two problems with this model.

The first one is that I have no idea how to connect two sides with much different number of vertices. As you can see below, I try to reduce the vertices on one side but it ends up messy as hell.

The second issue I'm facing is the unexpected pinch when I try to pull along the z axis the middle line in the left click & right click shape.

How can I solve these problems? I've watched some topology videos from CG Cookie and understood some topology concepts, but I still struggle to get all the decisions right when connecting the vertices. What do you base your decisions on when connecting the remaining parts after finishing setting up all the main loops that support the main features?

My Blender file: Logitech_G600.blend

Updated: I've just reworked the model and come up with this:

Edit: English


texts: Dynamically color or highlight current sculpt stroke

texts:
When I sculpt, if the current stroke I was making was a different color or highlighted, I then could see how I was effecting the vertices better. After the stroke, I could change angles and take an even better look. When I start another stroke, the last stroke would become the same color as the rest of the mesh and the new stroke would become highlighted. Even better, have the option of a number of strokes that would be highlighted, but just one would be nice.

Is there a way to achieve this effect?


texts: i cant save smoke effect(fire) of my blender animation

texts:
i made a flame animation by using smoke effect with UVSphere. everything is okey when i am in blender. but i wanna use this animation in unity3D. But when i exported the animation .fbx, I can see only UVSphere not flames. You can see the image below what i meant.
I wanna use this animation in Unity3D. Can anyone help me?


texts:
I seem to be having an issue importing an FBX from Blender to Unreal 4, as you can see from the images below. I'm not sure what is going on here. I've tried limiting bone influence, Normalizing weights, applying location, rotation, and scale. I am lost. Any help would be greatly appreciated. Thanks in advance.

I'll upload the .blend if someone can tell me how to do it.


texts: Problems weeding out a particle systems using a texture

texts:
I want to progressively weed out the particles in a particle system using a texture. Here I slowly reduce the surface occupied by the particles by keyframing the siders on the color ramp that is linked to the texture so that progressively more of the particles are removed in an animation.

This all works well apart from this: at every frame, all of the particles are repositioned, creating chaos in the animation. Indeed the surface of the particles is reduced, but it looks like total chaos. I would like the particles to remain in the same spot until they are removed.

I use a vertex group to position the particles (mussels) on bumps in the landscapes, and a cloud texture to make them patchy. This works fine when there is no animation.

I have already tried to provide a fixed particle seeding value, but this didn’t help.

See here an animation, chaos starts at about 5 seconds.
https://youtu.be/cvPsl97V3C0


texts: How much would Blender benefit from multiple core / threads?

texts: I'm currently building a PC for game development (and regular gaming of course :P) and I have all of my parts chosen (Radeon RX 580, 16gb Corsair vengeance, 256gb m.2, 1 TB HDD, MSI B450 Gaming Plus) and I was wondering whether to get the Ryzen 5 2600 or shell out an extra hundred for the Ryzen 7 2700, since as far as I can tell the only major benefit the 2700 has is its 8 core / 16 threads VS the 2600's 6 core / 12 threads. Will the thread/core difference impact rendering/shading in any meaningful way?


texts: Blender 2.76b wont install. Error Message pops up

texts:
I've been trying to install the latest build of blender on my PC but every time I try I get this error message

Does anyone know why this is happening and how I can fix it?  Thanks!


texts: Disabling occlusion culling in BGE hides nearby objects

texts: I am making a game which you can get here. I was editing different system settings in Blender to fix my one-digit framerate issues. I disabled the occlusion culling option in the world settings and now the game runs at a stable 60 FPS. I have one problem though. Any nearby objects, such as my zombies, will disappear if I get too close to them. Also, all HUD items which are parented to my camera disappear except for my text. I checked my camera clipping settings and it's at 0.25 blender units for the near one. It's not even that I can see through a close part of the zombie like you'd expect. I mean that they just completely vanish until I get far enough away. This is really annoying. Is there any way that I can have occlusion culling disabled to boost my performance but at the same time not have any near objects disappear? Thanks!


texts: Every time I try to select a single object, it selects everything in the scene. How do I separate them?

texts:
I am currently modeling a character and made my head and body separate meshes. Since they were separate meshes, I couldn't join them together.

So my lecturer did some dark magic and made it possible for me to join them together as one mesh (Made it possible to join vertices from the head to the body).

Now, I've run into a problem where even if I simply add a cube to the scene and select it, it selects the head and body as well. Not only that, the cube automatically has modifiers put on it that were on the head and body.

I'm not too sure as to what setting he changed or how to change it back. Help!

P.S I am still relatively new to Blender, so apologies for my noobness.


texts: Can I create pbr textures from blender and export it to Unreal or Unity?

texts:
I would like to experiment with pbr on blender, using the pbr feature, I know people who export from substance painter  as albedo map, normal map, specular ,etc from substance to another engine such as unity or even unreal, I noticed that "whatever happens in cycles dies in cycles", but can my luck change ?
if I create Pbr maps and export in from blender cycles-Pbr to an engine?
pd : Cycles nodes does not exist in another engine! ,but pbr is an exception?


texts: Blender renders HDRI instead of background clip

texts:
I am a little confused right now. My plan was to take a 360 image with the camera in the spot where that red thing is, take that picture as enviroment light for more or less realistic reflections. Then I filmed the same spot with my camera and tried to add that metal sphere in.
Tracking worked fine.

The problem now is, that blender shows the actual footage I want in the preview render but when I try to render a frame by hitting F12 the background is this distorted version of the footage.

It cant be the image from the 360 camera because the perspective doesn't fit.

How do I fix it?


texts: Difference between VSE Add Blend Type and Compositor Mix Node Set to Add

texts:
I'm doing another lightsaber movie and I just realized something that makes me pretty sad.
My workflow is such that I edit, then export reference footage, animate the lightsabers, and then render out the lightsabers and clashes by themselves that way I do not lose more quality in the original footage and I have more flexibility. However, I realized that the images I'm seeing in the compositor aren't quite the same as what comes out of the VSE when I set the clip to the Add blend mode:
Here is my node setup:

This makes it so I can see how it should look with the footage and render out the lightsaber layer before it's added to the footage:
So then I take the rendered out lightsaber layer and add it back in the VSE:
But much to my dismay, rendering out stills from the compositor and VSE look very different (I personally prefer the compositor's look).
With the Compositor:

With the VSE:

To see the difference easier, right click to view in a new tab and then tab between the two (I didn't want to loose any more image quality by using a .gif).
So what is the difference between these two addition functions and how can I make it so the VSE add blend mode has the same result as the compositor? Clamping the add nodes and turning off the adjustment layer does not influence this effect.
Thanks!
UPDATE: Rendering to .exr surprisingly does not fix the issue. Further testing also shows that the issue is most likely in the adding method.


texts: Creating a wavy dot pattern in a Cycles shader

texts:
[Solution at bottom of question]
I'm trying to create a shader to draw dots in a wavy pattern. I have the dots, and I have the waves, but I'm not sure how to combine the two.
I create the dots by adding together 2 wave textures that are 90° apart from each other, and use a Less Than node to draw each dot with a hard border. (Fun fact -- if you rotate the overall dot pattern by 90° you can switch between staggered and non-staggered dots.) This results in a grid of dots.
The "wavy waves" pattern is a combination of two wave textures. One base wave with another wave being added to the X-coordinate of the base wave to create the variation.
Every time I've tried to combine the dots with the waves doesn't work out... the waves always end up squishing or stretching the dots. I don't want that -- I want to keep the circular dots, and only adjust their placement to match the wave pattern.
Any advice? Intended end-result below.
.
Shader nodes to draw plain dots:

Resulting plain dots

Shader nodes to draw wavy waves:

Resulting wavy waves:

End goal:

================================================================
Solution
(thanks to @RobinBetts below)
Using Robin's clever method of UV tiling, I made a small change to achieve just what I wanted. (note - you need 2.81 to open Robin's .blend file)
I wanted to be able to adjust the spacing of the dots in the X and Y, which I think is the next step after Robin's answer. To do this, I changed the Fraction node into a Modulo node, which lets you adjust how quickly the UV space is repeated. Note that the modulo coeff in the X direction must always be a positive integer to keep the correct dot shape. The modulo coeff in the Y direction can be any positive number. And that's it. Adjusting the Scale, Freq, and Amplitude does all the rest.


texts:
I want to add solidify modifier to give thickness.

With Solidify modifier Getting this result

Without solidify modifier result is good but some sharp edge seen (mark in white)

Want to have some thickness but without this all above issue. Any suggestion. Thanks


texts: How to create an oblique circle of points with Python?

texts:
I created a program that define some vertices and faces and generate a cylinder in the Blender scene:

import bpy
import math
import mathutils

points = 10
step = ((math.pi* 2) / points)
x = 0
y = 0
current = 0
radius = 0.1
vertices = []
edges = []
faces = []
n_points = 5
n_step = 0
n_dist = 0

for iterator in range(0,n_points):
    for count in range(0,points):

        x = math.sin(current) * radius
        y = math.cos(current) * radius

        vertices.append((0+n_step,x,y))

        print("(",x,",",y,")")
        current += step

    for count in range(0,points):
        if(iterator >= 1):
            if(count != points-1):
                faces.append((count + iterator*points - points, count + iterator*points+1 - points,  count + iterator*points + 1, count + iterator*points))
            else:
                faces.append((count + iterator*points - points, count + iterator*points - (points-1)-points, count + iterator*points - (points-1),count + iterator*points))

    n_step += 0.1

object_mesh = bpy.data.meshes.new("object_mesh")
object_mesh.from_pydata(vertices, edges, faces)
object_object = bpy.data.objects.new("object", object_mesh)
scene = bpy.context.scene
scene.objects.link(object_object)

Following this philosophy I would like to generate a structure that is not just a cylinder but it's a bit more complex and it's shown in the following figure:

Each of the line in the figure is a circle of points points and they are connected exactly the same way I connected the points in the cylinder with my code. Generating the four sides shouldn't be a big problem but I can't understand how I can generate the oblique circles.
Just to make an example if this code create the upper part of the figure I am achieving, replacing the line vertices.append((0+n_step,x,y)) with vertices.append((0+n_step,x-0.5,y-0.5)) can generate the down part.
With some inversions, I think I can generate the side parts but how can I manage the four oblique circles?
Notice that I have to generate the circles in order if I want to add the faces as I am doing now. Of course I am opened to alternatives.


texts: Scale object to match bounding box python

texts:
I have two objects, one of them is an armature and the other is a mesh. I want to scale the mesh using it's bounding box so that the bounding box y length matches the bounding box y of the armature object using python.
This is the mesh and the armature:

This is what I want to do where the mesh object was proportionally scaled using the bounding boxes y dimensions:

My .blend file can be found here:


texts:
I imported this .obj from some site and after applying the provided textures the viewport does this.

Zoomed in on the mesh looks fine, but as I zoom out it gets all black. I think it has something to do with textures since it doesn't happen with non-textured surfaces.

here is the .blend


texts: How can I put a custom property into my pie menu?

texts:
I'm playing around with pie menus in blender. I used the default pie menu template and customized it to suit. But now I have four custom properties on a model and I want to edit them with the pie menu. I followed along one of Sebastians Konig's tutorials but he only used very basic tools like smooth shading etc. He simply right clicked > edit source, but doing that on my custom shaders takes me to this:

row.prop(rna_item, '["%s"]' % escape_identifier(key), text="")

And doing that to any of my custom properties leads me to the same place. How can I access the custom properties and put them into my pie menu?

Here is my code:

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Macbook Controller"
    bl_idname = "Object Mode.mc_pie_menu"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        pie.prop(context.object.data, '["00_iSight Camera Indicator"]', text="iSight Camera Indicator Toggle")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name = "Object Mode")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS").properties.name = "Object Mode.mc_pie_menu"

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    #bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts:
I’m creating an animation with metaballs using animation nodes. The idea is to have the metaballs interact with each other for some time, then one of the metaballs morphs into an object.
I know about shape keys and have tried to do 2 renders: one with just the metaballs, one with a regular sphere with the size of the metaball shaping to the object and to compose these two renders together, but this is a lot of post-processing work without amazing results and I’m wondering if there would be any other way to morph a specific (or any) metaball to a complete new object with the same metaball-stretch-like morph?


texts: Why is my texture applying itself to unwanted objects?

texts:
I am currently working on the hair for a female character. Two other people worked on the body, and sent me the file from which to make the hair. The body is textured, but the texture file was not packed along with the .blend. (I assumed that wasn't an issue, and went ahead with the hair anyway.)

When I try to unwrap the hair, however, many of the faces get sent to a different UV map for some reason, even though I want the hair to be a cohesive unit. Additionally, the hair is somehow connected to the body (which is a separate object). When I add texture paint to the hair, the body gets painted as well, even though the UV map does not show the body anywhere on it.

There are also some unwanted faces showing up on the hair UV map:

It seems to be attached to the model's stomach for some reason. I need all of the faces of the hair to share the same UV map, and I need the body and hair to be completely separate objects. (The body is actually irrelevant to this project--I'm only working off of it to get the size and shape of the hair correct. The hair itself, so the programmers tell me, will be applied like a wig, so that the character can adopt different hairstyles while keeping the same body model.)

Here's a link to the .blend: http://www.pasteall.org/blend/30038 Thank you in advance for any help!


texts: How can I create a color gradient in Blender 2.8?


texts: Internal render stuck at Freestyle View Map Creation

texts:
I am using the freestyle effect in Blender internal and when I preview it, the effect gets rendered really quickly, but when I render the image for real, it always gets stuck on 'Freestyle: view map creation'.

Help would be greatly appreciated.


texts:
I am creating an island and adding a fresnel effect. However, the effect shows on the edges of my final render, but I want the brownish color to radiate out from the island. (See picture attached)

Does anybody know how I can achieve this? (Note: The end result is the same with and without the invert node)

Thanks


texts: How do you make the camera point in the same direction throughout a animation?

texts:
I am trying to make a animation looking at a building facade. As the camera moves along the path it rotates or points the wrong way.
How do I lock the view of the camera so that it continues to point in one direction and not rotate?
Sorry if this has been asked before
Cheers


texts: Can't identify where this lip is in hiding in this model

texts:
This is somewhat related to my previous question here, however this question is related to the partial invisibility of one of the sides when exported and loaded into ThreeJS.

In there it looks like this:

Notice the pink lip at the top of this side. In Blender I've extended the red side to the top of the bag so it should cover whatever this pink lip is - the problem is I don't know where it's coming from.

Based on the "Edit Mode" view there are only two sides here, both are the same height and width & both are facing the same direction (outside). I've also recalculated the normals after I flipped the directions but I still see this pink lip. Why?

Here's the Blender view with the two sides hidden:

Any advice on this would be good.

P.S. It has also been suggested that this can be caused by not using a THREE.DoubleSide but I am using that as the material so this shouldn't be the issue:

EDIT
Link to the uploaded bag:


texts: Rigging. When i try to rotate bones, the shapes are distorted

texts:
I have rigged my character.  In the pose mode, when I try to rotate these bones, the shapes are distorted in weird ways.
This is the mesh:

How it is in weight mode:

This is how I posed it :

...And my regrettable result.

This is the type of result I am aiming at; very smooth folding of the arm.

Would there be any tips for rigging & posing this kind of round limbs?
Thanks!


texts:
I import points from a .csv and connect them with a single line. After that I Spin them 360 degrees/steps. Deselect and Reselect all vertices. Click Remove Doubles. Unfortunately the mesh is not only non Manifold but also the resulting non manifold vertices are not constant. Here a screenshot of the upper part, where one can see that not all of the vertices are non manifold.

I did the exact thing already and it worked the first time. I don't understand why it gives me this error. Any help would be great. Thanks


texts: blender 2.77a and 2.78b crashes whenever I click an object in 3Dmodeling window. However 2.76b works flawlessly in all respects. I am ble to select camera and lamp in 3D window and any object I want in properties panel. Am using linux 17.3 on toshiba laptop dual core intel


texts: Rigging doesn't work: Bone heat weighting: failed to find solution for one or more bones

texts:
First: i have searched and read all the threads, tried the solutions! I just can't get the rigging to work. I have a model and a rig, when i try to apply the parenting-part (With automatic weights) i get the dreaded "Bone heat weighting"-error. I have applied/cleared all scales/rotation, removed doubles, set a subsurf before the armature-modifier.... i just can't figure it out.
The .blend-file is attached, hope you with more knowledge can figure out why it's not working and help me with a solution.


texts: How can I make a wall collapse from the top?

texts: I have a wall made up of many cubes and I would like to make it collapse starting from the top, row by row, kind of like a domino effect. I am pretty new to Blender physics and just can't figure out how to do it. I played around with rigid body simulation and force field settings, but it always starts collapsing from the centre, or the top row collapses but the next row don't follow it, etc. Using rigid body constraits is an option I guess, but it would be very tedious to set that up with hundreds of cubes.


texts: Update a script for Unwrapping trees using a python script

texts:
I was hoping someone in the community will be able to help with this.
A similar question was posted back in 2017 and the user @Rich Sedman answered with a custom made python script that was able to unwrap the mesh in an almost seamless way.
link here: How Can I Use a Procedural Bump Map to Replicate a Natural Pattern?
I have attempted to do the same for a mesh I created recently replicating the process shown in the post but unfortunately came up with error show in the the image attached. It shows the system console for blender and which lines were specifically throwing out errors. So I downloaded the project file provided (this can be found at the bottom of the answer in the old post) and attempted to run the script but the same error occurred. I suspected this could be due to running the newer version of blender. But because I'm not familiar with python that's the only problem I could think of.
I have been in contact with Rich on the old post and he suspected it could be that as well. He kindly suggested to make a new post to see if anyone else can find a solution in the mean time and that he will review when he can.
Hopefully any answer from you guys can help future people as well.
UPDATE: as in batFingers comments some of the script needs updating from the changes done to 2.8+ API. So far I have managed to change line 11, 12, 18 using his comment. The rest needs updating as it goes, still attempting it atm.


texts: Do you have any ideas how to achieve this foamy material?


texts: I cannot pose my humanoid, even though it is rigged and parented

texts:
I have a mesh based humanoid with texture.
I added and adjusted the metarig.
I click body, then shift-click metarig.
I right click and do parent -> Armature Deform -> With Automatic Weights.

I try then to pose the model but the metarig is the only thing that moves. Seems like the mesh and the rig are not bound, despite looking like it in my scene collection pane, within the metarig's tree. (Body is inside the metarig's collection).
About to self-destruct.


texts:
I'm fallowing a tutorial about Hair. And in the Tutorial, he alters the value of the Particle/Face property in The Particle System but don't explain what it does.
And I'm not noticing any difference visually in the particles.
Can somebody tell me what it does?


texts: So maybe a question I already have the answer for but would like some verification from more experienced users. I was baking low to high today because that had the proper UVs (related to another question I posted today). Every time, I would also get the edges of the mesh in as well. Is that because I'm baking Low to High, instead of High to Low, and it's capturing those edges in the bake?


texts: Weird shadow colors / saturation in a Copper material (Principled BSDF)

texts:
I feel like an idiot right now for not knowing what's causing this. I have been saving out some metal shaders and ran into this problem:

If you look at the interior of the ball, the shadows are extremely saturated (almost red). I have nothing fancy going on like SSS or translucency / whatever.
It's even worse at low roughness values:

Do any of you know what's causing this and how to fix?
Thanks much.


texts:
I recently rigged a character that is a single object, with no parts. Just one mesh. The rigging is fine and works, but when I move the Master controller everything moves with it, except the teeth and the pupils. Is there a reason why they would be separate? I made sure there was no odd weight texture on it (I think) but can't figure out why the teeth and pupils don't move, as if they were totally separate. And they don't deform. They just sit there.

Any advice would be appreciated!


texts:
I have been trying to render an animated movie I made and before the rendering was doing what it was supposed to be doing: doing a sequence render where it renders everything I did in the VSe and the 3D default view...

But that doesn't seem to be the case any more, I changed the render samples to 40 and I changed the resolution to 40%, now instead of doing a "Sequence Render" it's doing just a render... I want everything rendered out that I put into the VSE not just the Scene.


texts: When i add new mesh an setting window will Appear at bottom left corner but after it disappear a can't reopen that again.


texts: Blendrer 2.92 cycles producing weird white noise-like artifacts, but viewport render seems fine. Can anyone help me out?

texts: This is the final render idky the image is being degraded like this. Up until about 40 samples it seems fine then the white starts forming


texts: is Object.ray_cast is not working in blender 2.8.1?

texts:
Using object.ray_cast I get

RuntimeError: Error: Object 'Cube' has no evaluated mesh data.

What's wrong with code?

        mesh = context.active_object.data
        obj = bpy.context.active_object
        depsgraph  = bpy.context.evaluated_depsgraph_get()
        obj_eval = obj.evaluated_get(depsgraph)
        for vert in mesh.vertices:
            obj_eval.ray_cast(vert.co, (0.0, 0.0, 1.0))


texts: Calculate angle between two vertices of two different objects

texts:
I have a scene in which there are two objects, a sphere and a pole:

I would like to calculate the angle between two vertices: one belonging to the first object and the second belonging to the second object in such a way that then I can apply a rotation_euler to rotate the pole out of the sphere. The rotation point (= the origin of the pole) is already set well. So what I need is just the calculation of the angle between the two given points.
In the following picture I joined the two objects so I can show you which are the interesting points but keep in mind that these two objects are separate and I don't want to join them together:

I know the indices of these two points for the two different objects. So, is there a way to calculate the angle between them so then I can apply a rotation_euler on the Z axis of the pole and bring it of the sphere in Python?

Hope it's clear.


texts: Addon object using PropertyGroup object attribute

texts:
I'm working on adaptation some addon from 2.79 to 2.8x.
It uses property groups to fill other objects with recurring attributes.
TestProps:
my_float_prop: bpy.props.FloatProperty(default=3.1415926)

MyCustomNode:
my_float_prop: TestProps.my_float_prop

With 2.79 using = assignment addon works fine.
But 2.8x with pep-0526 I'm getting
AttributeError: type object 'TestProps' has no attribute 'my_float_prop'

I had created github repo demonstrates my problem with same project structure.


texts: Pressing Ctrl Alt 0 is not working for me

texts:
I'm learning through Blender Guru's videos and he said press ctrl + alt + 0 and it's not working for me. And even when he sculpted the donut I did not quite understand how to do it. Anyone know? Maybe there is another way?
https://www.youtube.com/watch?v=ZTxBrjN1ugA&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&index=7


texts: How can i solve this error when importing materials?

texts:
When I try to add materials to Blender I have this error pop up, I tried importing different materials but without any luck.

bpy.context.space_data.recent_folders_active = 2
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\node_wrangler.py", line 2689, in execute
    if not active_node.bl_idname == 'ShaderNodeBsdfPrincipled':
AttributeError: 'NoneType' object has no attribute 'bl_idname'

location: <unknown location>:-1
```


texts:
I have a problem and I don't know why. The append option for my file is gray and doesn't work, but, this problem is only for my file. The append button works for all my other files.

This the file blend file.


texts: How to render an orthographic image with an alpha mask in cycles?

texts:
I have created a simple grass scene with materials created in cycles.

I would like to render this image with an alpha mask and without any lighting. How would I do it?


texts: Problem exporting blender model to substance painter, Marmoset and sketchfab

texts:
When i export this model in as an .obj and import them into the other software the meshes get all mest up. I recalculated the normals and made sure is facing out but nothing fixes it. Also i used other models i had to test and they all work fine so i don't know why this model in specific is giving me problems.

Weird thing is when i flip the normals (they look darker) and import it into SP it looks fine. So i guess the reason i'm having the problem might be the normals but i don't know. also in sketchfab the model becomes transparent.


texts: Saving a different file output after rendering?

texts:
Is it possible to save a file output after rendering that wasn't previously set up in the node editor when rendered?

For example if I rendered a scene with all of the passes send to an .exr but then wanted to just render the combined image to a png. When the scene was rendered only the export to .exr was set up and the .png wasn't. Is there any way to do this without rendering again?


texts: how to add vertex colors to multiple objects using animation nodes

texts:
What are the steps to assign a list of colors to the vertex color of a list of objects? The 'set vertex color' node does not accept a
list of colors and a list of objects. So how to wrap this action into a loop or script?


texts:
I want to add a prop search to my addon which allows me to search and select bones of a selected armature in the scene.
But I dont know the path where to find the bones of the armature. I want to have it like in the constraints panel where you can choose an armature target and a bone target.

I have created something like this:

import bpy

#
#CREATE ArFi LAYOUT START
#

class armatureFind(bpy.types.Panel):
    bl_space_type="VIEW_3D"
    bl_region_type="TOOLS"
    bl_label="Armature Find"
    bl_category="ArFi"

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

        box.prop(bpy.context.scene.objects, "active", text="Armature") #Problem1
        box.prop(bpy.data.armatures, "rna_type", text="Bone 1", icon="VIEWZOOM") #Problem2
        box.prop(bpy.data.armatures, "rna_type", text="Bone 2", icon="VIEWZOOM") #Problem3

#REGISTER CLASSES

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

def unregister():
    bpy.utils.unregister_moduel(__name__)

if __name__ == "__main__":
    register()


texts: Python: does it matter where I save properties?

texts:
When I create a new property, I do something like this:

bpy.types.WindowManager.something = StringProperty(...

Or maybe:

bpy.types.Scene.something = StringProperty(...

etc. Could someone explain what the difference is and what are the best practices?


texts:
Blender 2.79

No matter which mouse button I click, I cannot select or deselect any of the vertices on a curve. This seems to also apply to when I am editing vertices on a mesh and "Limit Selection to Visible" is disabled. However, the shortcut keys of "(De)Select All", "Invert Selection", and so on do work. I've tried rebooting the entire computer and still I have this problem.

Pressed every single side of the mouse.


texts:
I am making my first object in blender (a bow) its very simple started with a cube, thinned and / extruded / scaled / rotated / extruded / scaled / rotated / etc. to create half the bow about 5 pieces, I then simply mirrored if for the other half added a string then placed a single bone on the string (parent) another bone on the main bow (child) them) parented them, tested the mechanic, pulled the sting bone pulled away from the body bone okay.

Then selected the entire bow, and parented it to the bones with auto weights.  Now here is the problem.  In pose mode when I go to pull the bow string, it does pull back but instead of the string just pulling away from the bow frame, the string pulls back and the bow frame kind of pulls apart at all of its vertices. It just kind of falls apart.

I am following a tutorial that explains little to nothing other than just watching someone do it, so I don't know what he did that kept the bow in tack when he pulled the string, I tried groping the bow pieces all together but this didn't help.

Any help would be greatly appreciated.


texts:
Hey all!

Little trouble here.

Meshes went crazy (shaky) when moving around in both viewport and rendered views.

i have a really huge scene. Some objects are very large and some very small.

This happens only to small objects.

Tried playing with clip distances, tried scaling everything up or down with no luck.

Video of the problem: https://www.youtube.com/watch?v=86Th-HOGY9Y&feature=youtu.be

Thank You


texts: When I import a *.wmv movie using import image to plane in the 2d animation environment, it works correctly. When I attempt to do the same thing in the general workflow setup. the movie doesn't appear. I cant figure out what I'm doing wrong.


texts: Motion blur still showing after particles hit a sticky plane

texts:
Here is a simple particle system hitting a plane with the collision on and also with a high stickiness.

The objects marked with red have already landed and still have motion blur. The orange has just landed.

For comparison motion blur vs turned off:

How can I fix this?

Edited:

If this is really a bug, as commented on @Yann Masoch's answer, is there a workaround? probably converting the particles to rigid bodies, a mesh, a compositing trick, etc.


texts:
I'm trying to override the context, in order to run this Delaunay Triangulation add-on. I'm using the approach suggested in this answer:

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.delaunay.triangulation(override)
        break

However the add-on still fails when it tries to create a mesh, due to incorrect context:

Error: Traceback (most recent call last):
  File    "/Applications/Blender/blender.app/Contents/Resources/2.74/scripts/addons/delaunay_voronoi/delaunayVoronoiBlender.py", line 97, in execute
    bpy.ops.view3d.snap_cursor_to_selected()#move 3d-cursor
  File "/Applications/Blender/blender.app/Contents/MacOS/../Resources/2.74/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_selected.poll() failed, context is incorrect

The same error message appears four or five times, but always relating to line 97 of the add-on's script (bpy.ops.view3d.snap_cursor_to_selected()).

Am I overriding the context correctly? Is there anything else I could try?


texts: I'd like to correct local exposure in compositor so I've set up multiply node with main image and mask image. All works fine, but I'd like to show main image as overlay or instead of mask image - like painting on main image but strokes should come to mask image. Similar to photoshop painting on adjustment layer - adjustment layer is not visible only correction is. Is it possible to do it in blender?


texts: I’m trying to make this environment but I’m actually having trouble with this curve. I know I can manually do it but I feel like it won’t look natural and smooth. I saw tutorials using the simple deform but that applies to the whole object while the one in the photo is more like a L shape.


texts: How can I voiceover in blender video editing?

texts: I am beginner in blender. But I am using blender. Because blender is free for all. I am a premire pro user but I love blender for their good functional option in blender. I can not voiceover in  blender video editing. Do you have any solution? I want voiceover option in blender. Also need voice editing option in new version. Please make voiceover option in blender.


texts:
I am trying to land a project similar to the one in this image. Any ideas how I could get a similar render for any type of figure, for example a Torus or an octagon? I don't care about the mesh, but about the render type (wireframe, colors, and maybe shader).

I don't really know what could help to nail this. Maybe by using some kind of freestyle set? All ideas are welcome.


texts:
I am just starting 3D modeling and I am having a bit of trouble planning my meshes so that they flow well and are built in a way that supports the model.

I keep running into "trouble spots" where my meshes kink, pinch, or twist up. I have been unable to find resources that explain the best places for loops/cuts/etc.

I understand it will be dependent upon the model, but I would like to know the best way to plan the flow of meshes and deal with common situations.


texts: Vertex Indices change after using Subsurf Modifier

texts:
I have an initial mesh with 4 vertices with indices 0,1,2,3 as shown in the first image with index 0 at the bottom left corner.

Now when I use a subsurf modifier and apply the modifier, the indices are changing as shown in the second image:

Now, is there a way in which I can keep the initial indices assigned to the same vertices so that I can access them later on from a script?

PS: I'm using subsurf modifier and not subdivide tool from edit mode because I have objects with more than 4 sides (before subdivision) and hence not able to use subdivide. I'm trying to create a uniform mesh for the object automatically and felt that using subsurf and triangulate and then applying them is giving me a decent mesh. (I know that I can select 4 vertices at a time make 4 sided faces initially and then use subdivide, but I am just thinking of alternate ways of doing this)


texts: I separated arms from the torso of a model, how can I seamlessly attach them again?

texts: So I ended up separating the arms from the torso of this model to make it easier to rig. I just got into blender today and I don't know how to seamlessly join them back together with the torso again without disturbing the weights of the model. How can I join these edges back together?


texts: Silk Option Missing from Cloth in Psychics Tab

texts: I am trying to make a bed in Blender as part of a personal project but the Silk option is missing under the cloth in the Psychics tab. I have made the surface below have a collision put on it, but I just can't find it! Any help?


texts:
When I apply an armature to a character (with automatic weight), my character gets a really weird bend on any parts of its body. I have rigged a character before, so I don't know how it went wrong. I've repeated the process multiple times and got the same results. I even tried exporting it as a mesh and loading it into a new blender file, but I still get the distortions. I have the blender file available, but don't know how to share it, so if you need it, tell me how.

EDIT: Here's the file: http://pasteall.org/blend/23791. The bones are in place, but the modifiers need to be applied before applying the bones. (With automatic weights.)

 .


texts: Is there a way to snap color ramp stops to equal distances?

texts:
Is there a way to snap stops in the Color ramp node to equal distances from each other?

For example, when you add a new stop by pressing the Add button, the new stop is added halfway between the selected stop and the stop to the left, but this doesn't allow for equally aligning 4 stops.

You actually could align four stops, by doing something like adding a stop in the middle, then adding stops in between the ends and the middle stop, then adding stops in between those stops and the middle stop, etc. However, this quickly gets complicated.

Is there a simple way to align stops evenly?


texts: Reset origin of objects after file import (from Cinema 4D)

texts:
After import of a house model into Blender, all objects have a reference I don't know how to handle. I setup all to Meters and yes, I can scale it down and move manually and find a camera which works. But all models has values like -13000 but only as origin as it looks like. Every movement and rotation becomes horrible. How to fix the origin issue in Blender for file import??

It occurs on obj, dae, 3ds files and others.

Download project


texts: Multiple renders issues: render_pre handler do not set render borders before rendering

texts:
I am doing multiple renders using this template:
https://blender.stackexchange.com/a/71830/66604.

Method 'pre' should be executed before every render - and it is, for example then I am setting render file path in this method. But then I am setting render.border_max_x it has no effect on this render, only for next one. Why? Can it be fixed?
Perhaps this whole template can be done much simpler using peisistent handler?


texts: Accidentally removed cloth preset, how can I restore it?

texts: I accidentally clicked the 'remove preset' button and now I am missing "rubber".  Is there a way to restore the preset?  Thank you!


texts: Delete parts of mesh in a shape key animation?

texts:
I have a character with arms, I want to make those arms shrink back and disappear into his body in an animation.

I tried using a shape key to scale all the vertices down, but the problem is when I have all those vertices clustered together on the character in one spot it forms weird shadows.

Is there any way to delete part of the mesh in one shape key?


texts: I'm trying to add a hair system but every time i try the hairs go off along the axis and at weird angles any help?

texts: zoomed out shot of a simple plane with a hair particle system


texts: I was rigging a character from Mario Kart and the model I got already contained materials for the meshes, I checked to see if the materials worked, and it did! so after following a tutorial on how to rig a model, I was fixing a weight paint problem and did the best I could to fix it, when I finally did and checked the material/texture, her whole body was brown instead of the material/texture it uses, I really don't want to start ALL over again with the weight paint process so hopefully this is fixable, thank you.


texts:
I have 2GB of RAM and I just want to use this program. Can Blender use Virtual Memory?

Getting one image rendered takes like 20-30 seconds and it's not even on the full resolution.


texts: Rotate Edge to Be Perpendicular to the Ground

texts: How can I rotate a diagonal edge, in edit mode, so that it becomes perpendicular to the ground?


texts: Are there Shadow Groups" like there are Light Groups?

texts: Im having a problem where I only want an object cast shadows on itself, with one light group. I have two separate light groups, and two light source, but the objects still seem to cast shadows onto other objects. I have no idea how to fix this.


texts:
For some unknown reason, I can't manipulate my textures while in UV Edit mode (both v2.79 & 2.80.) The texture is applied and displayed on screen, and when I go into UV Edit mode, the UV Map appears over the texture like it should, but then any changes I make to the map have no effect on the applied texture. Resize, rotate, move, the map changes but the texture doesn't and I have no idea why.

I'm trying to edit an old Blender file (probably created using v2.64 but I don't think it matters.) I can't stand the new v2.80 interface (what used to be simple things are now 12-step processes) so I prefer to continue using 2.79.

I'm not a total Blender novice, but I'm definitely on the low end of the scale when it comes to knowing why things do what they do.

Any help is appreciated. TIA.


texts: Rotating particles in two different axis

texts: I'm having some trouble randomizing these particles on top of my cylinder. My goal is to randomize the orientation of my particles with respect to the object's y-axis, which makes the particles stand up as shown in the image below, however now I am having some issues randomizing their phase in the z-axis. Hence they all look like they have a uniform rotation about the z-axis. Anyone have any ideas how I might be able to stand my particles up while also randomizing their phase in the z-axis? The origin of all my particles is located in the middle of their base at the bottom. I also tried creating duplicates and rotating them myself, but this didn't work out either. Please help! :(


texts: How do I add a solid material inside edges?

texts: I want to add a solid kind of mesh inside the chosen edges. I dont know much about modeling so if someone could help me it would be great. Outer lines will be used for different kind of material that I have a tutorial for. So outer edges should not be touched. Im new to this.


texts: Activating one object disables another object's transparency

texts:
I have a plane with a displacement modifier and assigned different colors to the z-values by a color ramp. I then animated it that it extends from individual points to the whole plane by keyframing the color ramp, also with alpha values. It works absolutely fine, unless I activate another plane lying underneath with a solid color. When I check visibility in Viewport or Render, the first (smaller) mesh looses its transparency.
I've already tried to change the Principled BSDF to diffuse or use a transparency shader, but that didn't solve the problem. Is it more likely a problem with the shaders, or with general Blender settings?
Thanks for any help.


texts: How can I snap a duplicated part of a mesh to a hole with the exact size so it forms one whole object again?

texts:
I am still very much new to Blender, and I've been struggling with this problem for a couple of hours now. It might have been better if i'd just created another project from scratch at this point, but I want to see it through to the end and learn more in the process. Scouring the internet hasn't helped much.

I've been following a tutorial on modeling and composition and made a tea pot. All was fine and dandy until i started working on its handle. After much fiddling I was dissatisfied with the results and decided to delete the handle altogether. This left me with the following situation:

Since it is a round and symmetrical object, my first instinct was to duplicate the corresponding 3x4 side of the pot and just replace the old faces. That's where I got stuck - no matter how i try to snap to the remaining vertices / faces, the duplicated part always becomes deformed since there is nowhere i can snap the middle 2 faces to:

So, is there any kind of way for me to bring this pot back into its original shape, or do I need to start over?


texts: Too many edges/faces to create smooth surface?

texts:
I started learning modelling a few days ago, and came across a problem that I haven't yet learned how to solve.
At the moment, I'm modelling a handgun's magazine, and thought about adding multiple vertical loop cuts to make the curves smoother. This was the result (I hope it's visible):

But, from what I learned in the past days, having less polygons (and therefore having less edges, I think) is better than having too many of them. So, I removed a few edges to reduce polygon count, and got the following result:

Now, am I supposed to leave the magazine with more edges, as seen in the first image, or remove the unneeded edges and smooth out the surface later? If so, how can I smooth a surface, or add a curve to it?


texts: Use vertex path on one mesh to cut a hole in another mesh

texts:
I am attempting to prepare a mesh for an acoustic simulation that requires a maximum edge of 4mm, with 1mm resolution at the ears.

The original mesh is @ 1mm res.

I'm aware of two techniques:

ReMesh
Sculpting with Simplify brush (and dynamic topology enabled)

I've tried both out.

My favourite is ReMesh, as it lets me precisely control the upper edge length:

But I require the ears to be at a higher density!

So, I duplicate, and remesh the duplicate to low resolution. Now I want to put the ears of the original onto the head of the Lo-Res.

Now I'm stuck, what next?

It would be wonderful if I could just use this path to cut the original mesh.

Maybe if I select the entire ear, and extrude slightly into the head and slightly out of the head, then I could perform Boolean operations using this extruded ear.

So I could do
  LoRes-mesh MINUS extruded-ear
  +
  original-mesh INTERSECT extruded-ear

I have to say, I don't like the sound of this.

How about Knife Project, using the vertex path?


texts: Export armature DAE -> glTF rotates mesh 90 degrees

texts:
To reproduce:

Download DAE
Open in Blender
Export to glTF (default settings)
Open exported glTF in Blender
Click on mesh
Go into edit mode
See that it is rotated 90 degrees around the X axis


texts:
Whenever I try to transform any edges, all of the surrounding edges will raise up even if they are not connected.

Does anyone know why this happens and/or know how to turn it off?


texts: Texture Painted images suddenly gone gray

texts:
I was texture painting a scene, and had nearly finished the majority of it, when I suddenly noticed that all but the texture I was working on had gone a solid colour.  (The greyish textures were grey, the wood textures were brown, etc).

I've saved and reloaded my .blend, I've saved out the textures, but they were the same colour.

However, I think the textures are still there underneath or somewhere, because in the UV editor and material windows, the thumbnails for the textures and materials still show as they did before.

I've uploaded the .blend file, is that enough?

In the above image, the arrows point at the solid colour pillars that were texturd, the chest which had some texturing, but now just has materials, the lampstand which is just solid colour, and the banner, which still holds its texture.

in the .blend below, you should (hopefully) see that the pillars, floor, lampstands, and what I did paint of the chest are just a solid colour now. However, the banner on the wall still holds its texture.

LINK to .blend

Any and all help is appreciated!

UPDATE: After looking a bit further, it appears that Blender has some somehow changed all those textures into generated ones, and gotten rid of those old ones. However, I think they are still there somewhere, because they're still appearing as thumbnails for the materials.

If not, then I guess the answer is to just retexture them all again :(.

Anyone with answers to above is still welcome, and also any ideas as to why they suddenly all got wiped...


texts: Trouble Viewing Whole HDR Image as cycles world

texts: When I load an HDR image into an environment texture using Cycles Render, only a small fraction of the image appears. I have a feeling it's an easy fix, but I can not find what needs to be changed.


texts:
When outputting values for a mathutils.Vector and mathutils.Matrix, there's normally only 4 decimals printed out. Is there a way to output more decimals or would I have to do it manually like this?

print("%.7f, %.7f, %.7f" % (myVector.x, myVector.y, myVector.z))


texts: Blender 2.8.2 Crashes on Startup (Windows10) - Not enough video memory?

texts:
Update: Also tried 2.78 - It seemingly gets little bit further but still hungs up before accessing the program.

I just installed Blender 2.82a off the Windows64 installer on my brand new PC and it crashes upon starting. No error visible at all.

I had previously chosen to use the OpenGL renderer (figuring it would better suit my video card). I'd like to try choosing the DirectX one instead but I can no longer find where you are able to choose.

I also tried uninstalling and installing Blender 2.7 to no avail. Have also installed the latest Python just in case, but that was no good, either.

I did a debug memory dump on the cmd.exe and the results are below.

My system configuration is found here: https://www.dropbox.com/s/m80bionqd0qfipv/blender_system_info.txt?dl=0

A more detailed debug output is here:
https://www.dropbox.com/s/i7ulibwgmgm2hlw/blender_debug_output.txt?dl=0

Any tips would be much appreciated!

Specs:

Windows 10
Intel Core I9-9900
Asus rog strix b360-f
Geforce RTX 2070 Super with latest Nvidia drivers (445.75)

Microsoft Windows [Version 10.0.18363.752]
(c) 2019 Microsoft Corporation. All rights reserved.

C:\Users\Diego>"C:\Program Files\Blender Foundation\Blender 2.82\blender.exe" --debug-memory --debug-gpumem --debug-all > results.txt.
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
I0407 23:31:42.917873 11880 blender_python.cpp:184] Debug flags initialized to:
CPU flags:
  AVX2       : True
  AVX        : True
  SSE4.1     : True
  SSE3       : True
  SSE2       : True
  BVH layout : BVH8
  Split      : False
CUDA flags:
  Adaptive Compile : False
OptiX flags:
  CUDA streams : 1
OpenCL flags:
  Device type    : ALL
  Debug          : False
  Memory limit   : 0
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.15 MiB.
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF66F0C7295
Module  : C:\Program Files\Blender Foundation\Blender 2.82\blender.exe

Debug on Blender 2.7a is as follows:

Microsoft Windows [Version 10.0.18363.752]
(c) 2019 Microsoft Corporation. All rights reserved.

C:\Users\Diego>"C:\Program Files\Blender Foundation\Blender\blender.exe" --debug-memory --debug-gpumem --debug-all > results.txt.
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
C:\b\blender\source\blender\gpu\intern\gpu_texture.c:655: Pre Texture Unbind'' -> GL Error (0x0505 - GL_OUT_OF_MEMORY): Out of Memory
C:\b\blender\source\blender\gpu\intern\gpu_texture.c:655:Pre Texture Unbind'' -> GL Error (0x0505 - GL_OUT_OF_MEMORY): Out of Memory


texts: There are strange lines that appear on my glass in my phone render. How do I get rid of them?

texts:
I've been working on a phone model for some friends, and there are strange lines that appear in the glass when I render it. I'm using Cycles. Here's an example:

I think it might have something to do with the distance between the glass (which is now just the outside layer of white) and the layer below it, but it doesn't appear in the render preview... Is there anything I can do about it? It only appears in the final render.
If you need the .blend, here you go: Google Drive


texts: How do I get precise foot placement in animated walk motion?

texts:
Controlling a walk cycle's timing and foot placement is one of the many things I do poorly... and I wonder if it is because I am missing or do not understand a Blender control device or approach.

While (I think) I understand FK and IK use, I am using them to get natural-looking motion but not so much to control precisely the resulting placement of feet: where/when the feet land and where they are pointed/rotated. I use empties and paths to move the armature through the scene, but again not knowing how to precisely use this approach to target individual "LeftFooptStep1" or "RightFootStep6" onto precise locations, rotations and frame numbers.

In 3ds, for example, your walk cycle can:

ID footstep placement after first iteration.

Allow editing of footstep orientation.

Allow positional editing and animation to assure placement through cycle

And can even be animated to give slipping and sliding.

And, as it happens, those are all things I need to do on my current project:

Precise placement (position, orientation, time) of footfalls within walk cycles
Undulating surface interactions
Synchronization of two or more characters' walk cycles' footfalls and timing.

EDIT=================

I will accept this answer since it adds considerably to my understanding, and I am sure I am not using it to its fullest yet. That said, it does not do everything I'd LIKE to have, but it certainly seems to do a lot of stuff I need to have.

The wikie suggests that the Floor must be level: "Note that it is only capable of simulating entirely flat planes, even if you use the Vertex Group option. It cannot be used for uneven floors or walls."

I probably do not fully understand what they intend that to mean, since I am able to vary the Z position and have the Floor constraint assist. I have not worked with rotation yet, but have seen tutes suggesting I can get some of what I want.

Thanks!


texts: How to animate camera around a water simulation?

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I have just created a water fountain with a water simulation creating the water sprouting out. I would like to Animate the camera around the water fountain while it is flowing water from its sprout.  I have tried key framing all the movements but they do not register, and I just end up with a stationary shot of the fountain sprouting water.
Can anyone help with how to set this up to work, or point me to a video on the technique.


texts:
I'm having trouble with a project. I need to animate this play mat wich have snap button in each corner.
But I don't know how to do this. Would an cloth sim be the quickest solution? Or do you think I have to do it manually with shape key?

Thanks for help


texts: How can I align the edges of a cut cylinder with another cylinder?

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So I have two cylinders, one is cut and one is not.

Here is the misaligned cylinder (That is cut at 45 degrees):

Is is possible to align those edges and make them straight again with the cylinder behind it?

Edit:

Kind of like this, where the green lines represent how I want the selected objects edges to be aligned with.


texts: Would it be possible to create a new constraint "type" with python?

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Obviously it is possible to add new mesh "type" with python in the list of create mesh. I think I read that it isn't possible to create a new "modifier" type with python. What about constraints type (like a 4th kind of "track to" for example)? Would this be possible to do in python and if yes where should I start to look at in the docs ?

Thx a lot,
Stan

Almost three years after ..., I was wondering if that is still the case ? Are we able to create new modifiers or constraints types with the python API in 2.78 ?


texts: Split (shortcut `y`) face to limit loop cut?

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I was trying to vertically-cut only one face like the screenshot blow. I remembered that I saw a man of a fairly large Blender channel on YouTube using split (y) for that. Basically, he was creating a window on one side of the wall of a room by adding two lines vertically and two lines horizontally using loop cuts. But before he was using loop cut, he selected the wall (one face) and pressed y.

I created a plane and then added two horizontal loop cuts. Now I had 8 vertices. But when I selected the middle face and pressed y, the number of vertices became 12. Does this mean that there are duplicate vertices on the same places? I searched Google for a way to limit the loop cut and people were suggesting "subdivide". So, I created the same shape as the screenshot below by both 'y' + loop cut, and subdivision. The former resulted in 18 vertices, the latter resulted in 14 vertices.

So, in short, was it a good idea to use "split" (y) as the YouTube presenter to limit the loop cut to one face?


texts: I'm having a strange issue where alpha images appear as completely black. It doesn't seem consistent and i'm not sure why. Anyone got an idea?


texts: No change in Texture Paint Brush Sensitivity on changing Pressure Curves

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In Blender2.79b/Windows10-64bit,stroke's painted with mouse,using the texDraw brush(Strength = 1,Blend = Mix ) on the default DiffuseColor layer(No Alpha) work fine .

However on switching to a pressure sensitive tablet(on latest drivers),the stroke is suddenly next to invisible.On changing the Pressure Curve  for the brush from the  Original [origin (0,0,)end(1,1)] to a New[origin (0,1),end(1,1)],the tablet stroke still remains next to invisible.

Normally, if the software recognises the MouseStroke it means the machine's hardware is able to compute the stroke realtime but when it does not detect the pressure sensitivity of the tablet ,it does mean that the machine is not able to compute and render the Pressure sensitive stroke realtime.

On disabling pressure sensitivity by changing the PressureCurve to a Flat (0,1)(1,1) this issue is normally solved.
However in this case ,the solution is not working.
Is there any other way to completely turnoff pressure sensitivity ?


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Sorry for the "newbie" question.

When I create an object on the "stage", especially a large object, if I push it far into the back ground, it starts to disappear.  If I push far enough it seems to disappear behind some invisible wall.

Is there a limit to how far the horizon is in Blender? Can that be changed somewhere in settings?  I don't see any obvious settings that effect that.

Thanks for your help!

RonK95