texts: Global Variable/Node across multiple materials?

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How can I get a Node input/output (e.g. a single Color/Value) that I can control from the one spot, but have mapped across multiple materials? For example, to control a value (say, Glass Shader IOF, or a Mix Shader Fac) across 30 different materials (that may or may not have different node setups, but all use the input I want as a driving factor somewhere inside).
I've got a few ideas so far, but am not sure which will work and/or which will be the best way to go about it:

Use a Node Group
I tried setting up an input inside a node group, then using the node group in various locations - however I could only seem to automate/keyframe the 'default' values of things inside the group (these changes didn't flow through into the instances of the group).

Script node
I could set up a Script Node that returns the value I want - however I imagine this would be tricky to automate, and it would also lock me into OSL, which feels a bit roundabout and also rules out GPU rendering (not essential but it would be nice)

Driver
I could set up a dummy object or material, set up drivers through to the things I want to control, then keyframe the dummy object and that might achieve what I want. However this again feels a bit roundabout/messy.

Background: I'm working on a model that has a non-trivial number of materials (just over 100, auto-generated from a 3D scanner), and am trying to set up effective backface culling in rendering by using the method described here. This involves scripting the addition and connecting of all the extra nodes (Mix shader controlled by Geometry Backfacing, and a Transparent BSDF node to make the faces be rendered transparent from the back), because doing it manually for all 100+ materials would be a pain. It's not essential, but I was thinking it would be nice to be able to control the overall effect by automating all the Transparent BSDF Alpha amounts - I'm just not sure how I'd go about controlling that from a single point though.


texts: Editing phone videos with blender, audio is async?

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I edited a video from my phone with Blender (changed colors + added text synced with the audio). But then I saw that later in the video, the text is not synced with the audio (for example a text comes from the top on a new beat)
Using ffmpeg I saw that the video has variable fps (which I think is normal for phone videos). Is there a solution where I can sync the text, or should I convert the video to constant fps with ffmpeg first? (I don't want to render twice, x1 with ffmpeg and x1 with blender which uses ffmpeg)


texts:
I'm animating lines.
Similar to this:  (Let text follow animated beziercurve)

Now I would like to fill in the area behind the curve.
Similar to this:

so that if I move my line than the filled area also moves.
(It would be ideal if there is a gradient that the color is stronger near the line and fades out to transparent when further away.).

any suggestions on how to start this?


texts: How do I apply hook modifier to shape keys?

texts: Ok, so I figured out how to make my eyelashes for my character to follow the eyelids using the hook modifier. I'm somewhat stuck with applying the deformation as a shape key. For example, when I select the eyelash, the eyelid deforms along with it in object mode. However, I cannot apply it as a shape key in edit mode when selecting the eyelash itself, as the eyelid would not deform along with it. But in object mode it does. Does anyone have a workaround? It's my first time using shape keys.


texts: How to modify material node tree in order to get realistic craters

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Good morning, I' m trying to reproduce the surface of an asteroid. The result I obtained is quite good, the only problem is that I've created the craters thanks to a Voronoi texture and as can be seen from the picture the roughness of the surface continues inside the crater. I would like to avoid this effect and have a smooth surface in it (at the beginning I tried with a subtract node but I didn't get good results).

The corresponding node tree is the following and the craters are created thanks to the last branch.


texts: Importing animations for Rigify in Blender for use in Unity

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I've spent some time attaching the Rigify human armature to a skin in Blender, I can import the model into Unity and all looks well with the initial model.

I understand the steps involved in creating key frames for animations however I would like to know if there are any default animations which are designed to work with Rigify which I can apply to any skin I import into Blender?

I'd like to use animations composed by someone with more time/experience.


texts: Switched from cycles to blender, made render turn black and white

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Hi so I was creating something in cycles and then I realized that I needed to use the halo material for an effect and so switched back to blender render but now when I try to render the picture it comes out as black and white (it came out in color in cycles) I have the render settings set to RGBA but it doesn't work in RGB either.

Please help
Cheers

Also a side question, although cycles is better than blender from what ive read they both have different unique features so which is better for what?


texts: Change liquid density in flow simulation

texts: is it possible - and if yes how - to change the density of the liquid in Blender? The viscosity can be changed, but if the liquid has also another density, e.g. liquid steel with about 7000 kg/m**3, it cannot be changed at the moment, can it?


texts: Can we add dynamic hair particles to a softbody simulation?

texts:
I am modeling a winter Cap, The model looks like this

I am trying to apply softbody physics to the fur ball on the top of the cap. The physics act properly on the ball but the hair particles don't animate. I had the hair dynamics enabled.

Video Link is down below which will help you guys understand What I am speaking about :
https://drive.google.com/file/d/1UPyN2jaw88UCiHXp6p47w4Tku5rzhFrr/view?usp=sharing

My question is can we have dynamic hair particles on the soft body physics object? if yes, how do we do it?

by the way, I am using blender 2.8 for this.

thanks


texts: i am trying to pan my camera around my Falcon 9 , but the follow path constraint's Target is not listing the curve visible in the photo


texts: I want to reduce the polygon count from a model of around 50,000 faces to exactly 1,000 faces. Give me the settings and numbers okay?


texts: Splitting up a Texture and Object into different parts

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I was wondering if it is possible to split an object's texture/UV map after splitting an object in Blender i.e. splitting a full body mesh's map into legs, hips, etc. and how would I do it if it is possible?

For example, I need the lower jaw to have its own texture. I have no idea how to do it or go about it though.

The texture isn't just for the lower jaw, so when I export the object, there isn't a fitting texture for it.

Or is there another program that does this automatically?


texts: I used to be able to rotate upon the origin of any given item that I was working on, but now blender just wants to rotate around the cursor, which i usual have at the world origin. This is a little annoying!! Any ideas or am i missing something? I have searched the web and not had any joy. Tried the full stop, still the rotation is of.


texts: Does anyone know why this happened? I was rendering at 1000 samples on a gtx 1070 and the rendering crashed saying "CUDA error: Out of memory in cuCtxSynchronize(), line 1372"


texts: animation: edit the way an object moves by grabbing the pose in the curve editor or graph editor

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A Maya user asked me if it is possible to do this in blender: slow or accelerate a movement, rotation, etc. by grabbing a frame (not necessarily a keyframe) into the timeline, the graph editor or the dope sheet, and Maya automatically creates a new keyframe.

In blender you can go to any frame where the wanted pose is, insert a keyframe and then move it to the wanted location, but in Maya you can do it by a single click (grabbing the frame where the wanted pose is, to a different location in your timeline) which saves a lot of time when you are animating and need to test different times and speeds.

there is a way to do this in blender? I mean, the one single click stuff? thanks in advance


texts: Create an adaptive description for an Operator that take an attribute?

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Sometimes the attributes of an operator can change quite dratically the output for the end user.

is there a way to make the description of this operator adaptive to the attribute ?

exemple in the script below:

class SCATTER_OT_print(bpy.types.Operator):
    bl_idname      = "scatter.print"
    bl_label       = ""

    pref : bpy.props.StringProperty()
    bl_description = "print: " + pref #Adaptive desctiption ?

    def execute(self, context):
        print(self.pref)


texts: Black areas after rendering in Cycles - Material Issue

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my renderings are showing up like this:
When i move the Camera up ore down, the black area changes also. I play around with Clipping and that did not help.

I also checked all the faces orientated in the right way.

But when i apply another material to the Floor, the Black Areas are gone.
I used the same "beton-material" i used on the Floor, on a wall and there it shown up right.
(Beton-Image for Color channel + Beton-Image for Normal Map)

I am not sure, if this a Camera ore a material problem...
You can also download this project file here an have a look on it: https://we.tl/t-EAdl5p9Slk
So i really hope someone have an idea ore a tip, what else I can try!
Thanks a lot! :)


texts: I am made a flower with five petals which is one object. I want the inside center of the flower colored white then fade to a light pink on the outside petals. I can do some of the basics with the nodes but not sure how to mix two RGB to blend from the inside to the outside. As you can see I did have a start with the nodes but don't know how to make it all work. Thanks


texts: Blender audio visualization - waveform line?

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Alright, followed all the relevant tutorials on Blender audio visualizations but they all involve either scaling/distorting objects with f curves or the bars type visual like this - https://www.youtube.com/watch?v=fK9Umxy1AAs
What Im trying to achieve is a line waveform like this:

Ive tried applying a cloud distortion to a plane, then slicing it and adding wireframe modifier, but this wasnt the same effect. In Aftereffects, you can increase the number of bars in your audio visualizer and generate this line effect.
Is this possible in Blender?


texts: Detect when auto keying is turned on/off via Python?

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I want to make it VERY obvious when auto keying is turned on in Blender. I want to write an add-on where, if auto keying is turned on, Blender's theme turns to Blender Light. Otherwise, Blender's theme is Blender Dark.

The core of the add-on is basically this:

if bpy.context.scene.tool_settings.use_keyframe_insert_auto == True:
    bpy.ops.script.execute_preset(menu_idname="USERPREF_MT_interface_theme_presets", filepath="C:\\Programs\\blender\\2.81\\scripts\\presets\\interface_theme\\blender_light.xml")
else:
    bpy.ops.script.execute_preset(menu_idname="USERPREF_MT_interface_theme_presets", filepath="C:\\Programs\\blender\\2.81\\scripts\\presets\\interface_theme\\blender_dark.xml")

Is it possible -- via an add-on -- to intercept when use_keyframe_insert_auto changes and then have this code execute? If so, how?

If that's not possible, what is the recommended way of handling this?


texts: What's this camera viewport/clipping visualization for and how do I get rid of it?

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In Wireframe and Solid view modes, there's this "cone" of visibility that extends out from one of the cameras and clips all the objects in the scene:

It does not move at all when I switch cameras or move the camera. I've tried clearing the camera border but it had no effect.
It doesn't appear in Material Preview or Rendered modes.
How did this show up, and how can I make it go away?


texts: how to make an object mask, which fades in and out?

texts: I need to exclude some part of my model. A mask seem to be the way to go. How do i make it smoothly fade in, if it's possible?


texts: Is there a way to auto-save generated python code in Blender?

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Newbie here. I'm looking for a way to record or save the autogenerated python in the info editor (shown below)

I'm aware of the way to copy the required lines and then save it as a python file through the text editor.

The thing is I believe these lines of code are persistent only for a session and are not found in a saved .blend file. If there is a way to store/export these lines of code, it would make the job of re-creating the scene through code very easy. TIA.


texts: How to export a mesh with skeleton as FBX for UE4?

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i would like to export this mesh as an FBX file.
So far i'm able to export the static mesh but without the skeleton.
It looks like there are many "lines" but only 8-9 bones for the wheels. This Control Panel is able to move the wings and cabin glass but has no bones like the wheels. There are also many other moving things.
When i export the bones as FBX it's empty and i'm unable to open or export it to UE4.

I don't know what more i need to explain.
I just want to export the mesh and the skeleton so i will be able to make animations inside Unreal Engine 4.


texts: What controls the noise patterns generated when faces overlap?

texts:
I understand the reason these weird black patterns occur, i.e. faces overlapping one another. But I don't understand what actually controls the patterns which result. Is this to do with the way blender builds the 3D View? Just interested to know.

Thanks,

Jacob


texts: How can you access/open principled BSDF editor?

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Blender Version:2.79b
Cycles Render enabled

I have looked everywhere and I can't seem to figure out how to get the shader mixing editor (principled BSDF) to open.

I would really like to use it. Maybe I overlooked something simple. Please help. Thank you.

This is all I'm able to get. But I don't see shade mixer nor do I see principled bsdf.


texts: How do i make an object visible behind a specific object?

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Imagine a green suzanne have an eyebrow

after sometime suzanne grew hair

my question is how do i make suzanne eyebrow visible even though the eyebrow is obstructed/blocked by the hair in rendered view?


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I have multiple objects in my blender project, but the origin is faulty for all of them.

I would like the origin for each object to be at the center (geometry, or mass), but even if I select that for each of them, one by one, it does not appear to work.

It appears that my XYZ axis are at the cursor, rather than at the origin of the object. How do I change that?

(Feel free to edit question if unclear, incorrectly worded, or addressing something other than the origin point. I'd like my XYZ axis to be at the center of mess/geometry for each object automatically. This was originally so, but I did something to mess it up.)

Blend file: http://pasteall.org/blend/index.php?id=47595

UPDATE: It appears that, in addition to the "origin point" issue, my 3D cursor was set to "Bounding Box" rather than "Median Point". Thank you all!


texts: How can I bake textures on uneven goemetry without tearing and stretching

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There is a bug posted at the following page which shows that baking using raytracing (Selected to Active) is showing artifacts in some situations that ruin the bake.

https://developer.blender.org/T43696

By looking at the bolts, it can be seen that they are being sheared vertically along the middle.  It seems that elongated polygons are not being handled well on the code side of things.

Until this issue can be fixed with a proper code solution, a quick walk-through using an artist's workflow would be useful until things are repaired.


texts: Moving vertices along normal axis in BGE

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I'm using BGE and I need to move the vertices of a mesh using Python. I know how to change the position of the vertices in real time but the problem is that they move using LOCAL coordinates and I need to move them along NORMAL coordinates.

I found the code below but I don't know what to do with "nor", or maybe this is not the right way, I don't know.

###### get the vertex normal vector
# get controller
controller = GameLogic.getCurrentController()
# get object the controller is attached to
obj = controller.owner
# get the 1st mesh
mesh = obj.meshes[0]
# get the first vertex of the first material
vert  = mesh.getVertex( 0, 0)
# get normal of this vertex
nor = vert.normal


texts: Blender 2.8 Objects move when Export to Unity

texts: I'm hoping I don't have to start over, but I am pretty new to blender and I am not sure if I set up the rig correctly. I have been unable to find a solution, or the proper set up for objects that move based on an IK arm in Unity. I tried baking the animations but that did not work either. Any ideas how I can fix this? Thanks.


texts: Does anyone know how to fix random tracking errors in Blender?

texts:
I am using this as a last resort, since I have been reading forums and trying over and over again, and have watched just about every YouTube tutorial. Blender is giving me such random results on my tracking that it appears to just be absolutely broken.

I printed and used some good tracking sheets. I mean, from where I was before with tape, the tracks, visually anyhow, look very clean. When I scrub through, it pretty much stays within 1 or 2 visible pixels.

So at first when I solved, i was getting about 1.7 average error, which i have, with much frustration, been trying to improve upon. But I can stay at the same settings that I got the 1.7, and it swings wildly up to 200 average error, to erroring out saying it cannot reconstruct. Literally without changing a thing, or, changing and going back to the previous setting. Won't ever go back to the 1.7.

I have stabilization off, set at 1920x1080 60fps, video frames rendered to an image sequence as EXR, have tried a lot of different ways here, and I still just get absolute randomness. Video made is from a Pixel 4XL, and I hear "reviewers" talk about how awful the videos from the phone are, but man it seems pretty solid visually to me, so I will try using my SLR full frame camera and see if all these issues just go away, or if i still get complete randomness from Blender. Anyone else seen these wild swings in results and know of general ideas of why Blender reacts this way?

Thanks for the input. I do not find the answer helpful, however I do appreciate you took the time. A solid track visually means it is following the same point, even down to a pixel or two. I have used tracking a while not, and in Blender 2.7x I was pretty good at getting the results I needed.

I recorded the video again, only with an SLR full frame sensor and 17MM lens, not on a tripod. I literally didn't have to keep adjusting the tracking points as it was able to follow the tracks with ease, even though VISUALLY it looked the same as the other video at the zoomed level. There is clearly much more detail in the videos than Blender leads you to believe in the rendered preview of the video.

However, while i do not expect an actual answer to my question on Blender being broken, my follow on video that I had success with still suffered the same random wild throws in camera solve. I was getting 80.72 average on everything (16 points), even though it tracked phenomenally, no matter what settings I changed. Then, all of a sudden, when I changed the settings back to what I had started with (auto keyframe, refine k1 k2), which is what I expected would work in the first place, the camera solve jumped from the constant 80 to a solid .32 after just pressing solve camera over and over out of frustration. Out of the blue, really did nothing but kept trying to push solve camera, and wham. Nailed it at .32. So, again, i am not sure how to report bugs, but I will look into it.


texts: Is there a way to get the exact coordinates where you click on a mesh in python code? Faces can be big, so the vertices are not really good enough.


texts:
What if I will combine triangles and squares together in one object, can that make my object more broken in some ways when rendering? Do I have to make my object only with triangles or only with squares?

For example here.


texts: How to change the camera used for render?

texts:
I have 2 cameras in my scene, and want to use one for rendering an animation. Despite defining it as the active camera and playing with the "lock" camera to view button, my render is still made from the first camera, with different render settings than the ones I have set?

Any thoughts one where the problem might come from?

Here is the .blend file if anyone is willing to give it a look : http://www.pasteall.org/blend/26579


texts: So for this particular project, I need the object to be 1 but the animation to not move the actual machine. When I combine them together in the way I know how to it does this https://gyazo.com/fde11d1cecff66a43fb5b2d403f3a755


texts:
When I try extend the outermost edge of these panels using proportional editing (or simple transform for that matter) the loop cuts distort.

Can someone help me understand why—and how to workaround it?

I imagine that because the faces on the curved end are simply longer, it becomes apparent if you try to transform the shape. Ok, makes sense. But I’ve tried messing around with the proportional editing settings, the transform orientation, and the pivot point to no avail. It seems that Blender should be able to understand that a user would want to stretch this shape along the desired axis without distorting the loops.

Thanks,

John


texts: Ok so I am trying to get a simple cylinder to mirror around a circle to make what would look like Gatling gun barrels. I have tried to mirror the object around a empty point and than use an array modifier but I am having some problems getting it to circle around the object. Can someone please point me in the right direction on what I am doing wrong. I know that using a mirror on an object and than using an array modifier around an empty point works I have seen it done I just cant seem to copy the results.


texts: How do I import XYZ AND a fourth parameter that adds color to my objects?

texts:
I am a biologist, and I have generated spheres in Blender at designated XYZ coordinates, and now I want to add color to each of those spheres. The spheres represent cells in a living organism, and I want to add color to indicate the differences between those cells.

I generated a CSV file that has 60 rows and four columns: X, Y, Z, and Q. The XYZ coordinates were imported into blender to generate 60 different spheres at each of the XYZ coordinates using a Python script. However, now I would like to add color to each of those spheres in a manner that is dependent on the Q value.

Shown here are the 60 different spheres located at their respective XYZ coordinates in Blender. The spheres are all colored gray.

This is an image of the lookup table that I want to apply. In other words, spheres with low Q values should be dark blue while spheres with large Q values should be red.

The operator I've used to generate the spheres in Blender is:

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.5, calc_uvs=True, enter_editmode=False, align=("WORLD"), location=(' + xyz + '), rotation=(0,0,0))


texts: Hello. My strips are suddenly unlabeled. How do I get the labels back onto my strips? Thank you

texts:
Incredibly new to this. A minute ago the strips were labeled, and would display a waveform. I messed around with some settings, and now I can't get the labels back onto my strips. PLease help me get the labels back onto my strips. Thank you.
!(https://ibb.co/74w4LcY)


texts:
I'm trying to make a graphic that describes how to orient a planetary orbit in 3D.  I animate my planet going around in an ellipse on a Bezier curve.

Next, I want to perform several rotations on the ellipse in space.

What is a simple 30deg x-rotation for the ellipse cylinder object is a -90 x, -30 y and 90 z rotation for the Bezier curve, which it accomplishes at a different rate. In this image you can seem them both rotating, but the Bezier ellipse lagging behind the cylinder.

Any idea what might be going on and how to fix it so they all rotate together at the same speed?

I'm using Blender 2.79 on Windows 10.


texts:
A blend file I am working on has developed two quirks, but I'll deal with just the camera issue here. Basically, the 4 sided 'cone' of the camera is invisible. The 'lens' area is visible as is the origin point, the cone with the triangle on top is gone. I can move the camera, but when doing so the lens square and origin point vanish, so the only way to navigate is through camera view.
Note that this is file specific, and resetting prefs to default won't work. This is not occurring in any other blend file. The image below is what I see in the .blend in question;

and this is a different .blend showing the camera properly visible.

I am sort of assuming I have just hit some weird key combination by mistake, but I can't seem to recover it. Any thoughts? Oh, and it IS visible in the collections stack or the lens frame would also be gone.
Cheers


texts: How to add an image texture to a single face?

texts:
I'm expecting to see the face selected for adding it into a vertex group later on and the image texture mapped to the front face in order to map the image onto a road sign.
I've tried assigning the texture via material_index and I get the selected face but the image is not mapped properly. I guess something has been changed as of 2.8+, What am I missing here?
import bpy, bmesh, os

bpy.ops.mesh.primitive_cube_add()
bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.transform.resize(use_proportional_edit=True, value=(1.5, 0.005, 2))
bpy.context.object.location = (0, 0, 4)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True, properties=True)
bpy.context.object.name = "sign1"

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

mat = bpy.data.materials.new(name="matsign")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("S:\\roadsigns\\124_67.png")

if ob.data.materials:
    ob.data.materials[0] = mat
else:
    ob.data.materials.append(mat)

bm = bmesh.from_edit_mesh(ob.data)

bm.select_mode = {'FACE'}
bpy.ops.mesh.select_all(action='DESELECT')
bm.faces.ensure_lookup_table()
bm.faces[3].select_set(True)       # front face selected
bm.faces[3].material_index = ob.data.materials["matsign"].pass_index    # why can't I see it?


texts: Relation between Fresnel IOR and Layerweight blend?

texts: I know that the Fresnel and Layer Weight nodes do much the same thing, but with one accepting a proper Index of Refraction, and the other a value between 0 and 1. I have always used the Fresnel node as it allowed me to simply look up the proper IOR of any specific material online and plug it in. However, if I wanted to use Layer weight, how would I go about translating an IOR, which I've seen as low as .18 and as high as 2.5, into a value between 0 and 1 to get the same effect out of layer weight? Is there a conversion formula or ratio?


texts: How do I get a cycles render that is similar to the default OpenGL viewport render?

texts:
I want the whites to be "white" and not grey, and the shadows to not be so dark. Is this just a matter of setting up appropriate lightning? Or is there a shortcut to getting the viewport results (but with more control, like alpha channel)?

Bad render:

I'd like an more illustrative or "cartoon" style render. With subtle shadows, etc. Perhaps I should just do this in Illustrator -- but I saw the great tutorial on this and wanted to try out Blender. :D


texts: How to know if the system console is open?

texts:
Can we know, with python, if the system console of blender is open? I know that we can open or close it with this function:

bpy.ops.wm.console_toggle()

But it doesn't return the 'state' of the system console like open or closed (True,False).

I want to be sure that the console is open when i execute one of my script.


texts:
Rigify rig main properties and rig layers disappeared in N panel

so, the worse part, is cannot switch from IK and FK... how can I restore it and if I cannot, how can switch from IK and FK without the Rig Properties tab?

Thanks


texts: Blender VSE track/clip increase waveform height

texts:
I want to create an animation based on audio, so seeing the waveform is helpful.

How can I increase the vertical size of an audio clip in the timeline without increasing the size of the timeline itself?

I get this:

I want this (without having to fullscreen the VSE):


texts: I'm using version 2.79 and can't redo with shift+ctrl+Z. My redo shortcut is shift+ctrl+Z and it is enabled in the Input tab in the User Preferences window. I can undo with ctrl+Z. I can redo with Tool Shelf -> Tools -> History -> Redo. Why is my shortcut not working?


texts: really frustrated here. been using Blender for years but I'm at my wits end. Using 2.80; was working fine, now I'm unable to select anything. Even with a new file and default cube, still cant select anything without box selecting. Was using 2.81 for my project, but suddenly object instancer no longer works or shows up in outliner. I've searched all morning for an answer but nothing. Thanks for any help


texts: Baking textures in Cycles vs. Blender Internal

texts:
I am trying to write a command-line script that bakes vertex colors from one object to a UV-map on a new object that has been remeshed and smart-projected. I have gotten the code working using Cycles, but I find that the output texture looks a lot worse than when I bake the texture manually using the Blender internal renderer.

I am wondering if there is some setting within Cycles that could be resulting in the "splotchy", inaccurate texture in the image I have attached, or if there is a good reference or example for a baking script working with the Blender internal render. Based on this post it seems like a lot of GUI navigation as opposed to just setting up nodes using Cycles.


texts:
After creating a flat 'landscape' surface using textures in Sprytile I find that, after selecting some of the surfaces and pushing and pulling them, when they move some are not connected to neighbouring tiles.

Why is this?


texts:
G'day, guys!

Few days ago I stumbled upon one issue that I still can resolve! And I have no any idea how to complete it. I can create feathers as Particle System and use Weight painting to specify certain areas for them to grow on model. But I can't figure out how to make that smooth transition from one color to another!

I use Blender 2.79 only and I pasted here just a random photo from online just to ask this question!

So, my question is:
1. How to make feathers with smooth colour transition in Blender? Do we have any possibility to paint over Particle System and particles that are already grow on the model?

Thanx for your time! I really need your help here! Respect to all! :)


texts:
I'm new to blender, but I'm watching a lot of tutorials. I was following this video (minute 25), but at the end, I had some problems.
I was exporting my bottle of oil. If I export only the bottle this first image it's the render.

When inside the bottle, there is the liquid, the render it's this (2° photo)

This last two photo are the setting of materials.
Liquid

Bottle


texts: Boolean difference produces incorrect result

texts:
I'm carving letters on a cylinder with the Boolean difference operator.
This worked well for a while, but suddenly a strange result became to occur:

As you can see, a part of the letter made a pit in the cylinder (as intended), while outside part produced "walls" around the letter edge.

I already checked for broken normals and duplicate vertices.

Also, I can not see mesh geometry when I switch to wireframe shading (not sure if it's releated):

The file itself can be downloaded from here: https://drive.google.com/open?id=0B8QGeF3SuAgTRXNyZ2xsZVV4Tk0

What do I need to fix to make this operation work correctly?


texts: Compute Device Selection for a shared Blender Version

texts:
I am writing python scripts in blender for a team of 3D-Artists.
The scripts and the blender version are on a network drive "R:".
When calling the script
R:\blender-2.82a\blender.exe -b --python-expr "import bpy; print(bpy.context.preferences.addons['cycles'].preferences.devices.keys());"

The output for everybody is:
['GeForce GTX 1050', 'AMD Ryzen 5 3400G with Radeon Vega Graphics']

Which are my devices. The 3D-Artists have other devices.
Can it be that the devices listed in the cycles addon are not derived at runtime? Or how could that happen?
I want to activate the gpu for every 3D-Artist respectively, based on their own hardware.
Best,
Manuel


texts:
I created this shape keys animation(using vertex groups), and I want to export in into unity. Id does not work as i supposed, when I follow the tutorial about exporting to unity It works different. I haven't found any description about exporting animation like this to unity. Can you help me with doing this?
My animation:

0 frame

20 frame


texts: How to create a custom shortcut for loop cut count?

texts: I use a small Wacom tablet. So, I was wondering if it was possible to use those Express keys on the tablet to add or remove loop cuts after using the Ctrl+R shortcut to select loop cut.


texts: How to reverse all animations, physics and simulations?

texts:
I simply want to reverse EVERY animation, physic, motion blur etc. so that the scene is EXACTLY played and rendered backwards.

Is this possible?

I don't want to render my scene forward and use the VSE to put it in reverse, because I want to use motion blur, which looks odd when being reversed obviously. So, is there any way (without scripting for hours) to reverse everything, including physics, simulations and particle systems? Reversing only the motion blur would be okay as well (but I don't think that this is included as a feature by scratch), but not as great as reversing everything.

Thanks beforehand for taking some time to read through and provide help!


texts: Edit Python namespace used for property fields?

texts:
Numerical property input fields accept what seems to be arbitrary Python code. E.G.:
tau/pi evaluates out to 2.
[exec("from random import random as randr"), (lambda x: x/x)(randr())][-1] evaluates out to 1.
Is there some way to edit the namespace in which expressions are evaluated for property inputs, maybe similar to bpy.app.driver_namespace?


texts: Cloned armature animation exports to.glb with unwanted translation

texts:
I have an object with 3 animations.

First: jump up animation
Second: exact copy of first animation. I need this cloned animation, because in my game I will run it with different speed than first animation
Third: side jump animation

Here is animation movie: ANIMATION BLENDER
When I export file to .glb and insert into my game, second animation is different than first - objects is translated to the right, in start position of animation 3.
Here is animation movie: ANIMATION GAME
Why this is happening? When I look into imported file in game, animation tracks for first and second animations are different. In track of second animation there is a “x” translation (not wanted), and in first there is no “x” translation (it’s good):

Here is the blender file: BLENDER FILE


texts: Anime rendering; ray shadows odd results

texts:
I've been trying to render anime style characters in blender's internal render using opengl rendering; I can get things to look okay as long as things don't have shadows, but as soon as I turn shadows on things get weird. In particular, the shading freaks out and puts square shadows everywhere on the model and remove shadows from areas on the model where there would normally be shadows.

Anyone know how to solve this?


texts: I can't use models that were made or edited using 2.80 in 2.79 without the UI acting weird.


texts: i set up cube rotation and movement by object near by cube,but i also want to set up its z location so it cannot penetrate through plane every time it move forward and backward,there is some problem in expression i use in driver.


texts:
What is the cleanest way of creating mesh between the edges of two different objects, as shown? The closest tool I can think of is the Bridge Edge Loops tool but I am not trying to connect the whole edge loop, just the edges selected. I tried extruding one side and merging vertices but this did not work.

Thanks in advance.


texts: What are the system requirements for working with heavy/complex scene in Blender?

texts: Is it possible to create a scene like kung fu panda with more that 5 characters, environment, simulation, vfx, lighting ...etc.


texts: Plane in Render not visible in Object Mode

texts:
Thanks in advance for any help. I am following Andrew's Donut/Cup tut on youtube using 2.8.1 and had a render problem.  Here is a snap of my Object Mode

And here is the same view in render mode.  The 'pink' plane/table is not visible, instead I have a gray plane intersecting my cup which I cannot find in Object Mode.

Why do I have this plane and why is my cup, in Object Mode (Principled BSDF, Transmiission=1, Roughness=0) have what looks like an HDRI country scene in LookDev mode?


texts: Smooth transition between two edge loops

texts:
I've inherited some STL files for a device enclosure (meant to be 3D printed) that I need to alter. It contains several standoffs (posts for mounting circuit boards) that transition smoothly into the bottom and walls of the housing. Some of them are along a flat surface, which is easy, but other are tucked into the corner, like this one:

The trouble is, I need to move these beautifully modeled standoffs a few millimeters here and there. The one pictured above needs to go further into the corner shown behind it in both X and Y.

I've tried deleting the transition faces (selected in the image) and using the "Bridge Edge Loops" tool with mixed success. I end up with a somewhat craggy surface with a radial faceting or stepping, as seen on the right side of the transition here (my best recreation attempt so far):

This isn't going to print as well as I'd like, and the odd geometry may actually make this transition weaker (some standoffs are tall). More importantly, doing it this way limits me to using the existing outer loops of the transitions.

So, how do I achieve the transition shown in the first image? I'm open to deleting the standoffs, simplifying wall and corner geometry, and starting more or less from scratch.

Any help is greatly appreciated! Thanks!


texts:
Is there a way to scale up the bevel object on one end of a curve, a little bit over each point?

I notice the vertex "weight" slider will tweak how much influence each vertex has on the others, is there something like this that can scale the bevel object up a little bit?

Preferably with the option to constrain X,Y,Z independently


texts: Why does a material created in Substance Alchemist look completely different when imported to Blender?

texts: I created a material in Substance Alchemist and even materialized but when set up in Blender it looks very different even when I adjust the height values. Is my node setup incorrect?


texts: UV unwrapping texture problem, obvious seams and stretches

texts:
I'm a Skyrim modder and have worked quite a long time with Blender and always struggled with UV unwrapping. A few days ago, I decided to model a tree and with all meshes it needs textures.

As you can see in this picture, you can see on the UV map that it has got stretches, which is already a problem. But making more seams to "restore" it, makes the seams look more obvious.

Every branch in the mesh is basically a cylinder. So, I made a seam at the bottom of each branch a seam and just took one line towards the tip and made a seam. This way it should be able to lay it flat. At the bottom of the tree I made a seam that goes upwards, but it makes the seam very obvious if you're closing in on the mesh. Is there any tips to avoid those obvious seams and the stretching?

Thanks for reading.


texts: Error on Launch "Can't Detect 3d Hardware Accelerated Driver"

texts:
I'm not sure if this is a valid question, but it's about launching Bender?

Every time I try to open blender, it just says this:

Even though whenever I checked, it DID use the hardware acceleration?


texts: How do I scale without loosing my animation?

texts:
I have been trying to set the scale of this part from -1.000 to 1.000 but when I do that the faces flip inside out and the object completely looses it's rotation.
Is there any way to do this, it is absolutely necessary for my project as it is for Flight Simulator and it does not read the scales as blender does and everything needs to be at 1.000.


texts: How to disable vector pass calculating on unwanted frames?

texts:
I have an Internal Render animation more then 2000 frames and for 150 frames there is some postcomposed vector blur. All is good, except that calculating of vector pass taking about 10 seconds.
So to not wasting time, I've tried to drive the Vector checkbox in Render Passes tab, but it is working very buggy - sometimes it fails to produce decent vector.

Is there a decent way to avoid unwanted calculations?


texts: create 2D surface which exactly covers given irregular surface

texts: I want to make a 2D surface which exactly follows the undulations of another surface. If the given surface looks like the attached one; how can I create another surface which exactly covers it without leaving any gap between their point of contact? Specifically I have a 2D surface which needs to become the top face of a cube that results in a 3D volume with undulations on top. The original starting image can then be discarded.


texts:
My GPU supports open cl (it's a Radeon R9 M375) it should render scenes just fine but blender pretends like it can't do it and it doesn't show up in preferences
BUT when I use SHEEPIT render farm program the version of blender it uses to render, recognizes my GPU and it works just fine
I tried most things I thought could work like Radeon Pro Render or using Linux but none of them worked
Is this a bug or my GPU have a problem?
other details:
Lenovo Z51-70
i7-5500U
8GB Ram
Radeon R9 M375 4GB
Using Blender Version 2.92


texts:
Is it possible to create an Output Node with python?
I tried to do it, but I'm in stuck.

Here is what I want to create:

This is the code I started but I'm sure it's wrong:

import bpy

bpy.context.area.type = 'NODE_EDITOR'
bpy.ops.node.add_node(use_transform=False, type="CompositorNodeOutputFile")


texts:
This question follows from Constructing and bevelling a pie-slice

I'm trying to bring definition to the top edge of a solid geometric object.

EDIT: I'm trying to achieve something like this:

... The important thing is that the edge is clearly defined, rather than exactly how it looks. So I'm interested in any technique for doing this. I'm focusing on this one because it's the only one I currently know how to do.

First I go into edit mode, edge-select, CTRL+RightClick to select an edgeloop, and create a vertex group:

Then I attempt to apply wireframe modifier:

As you can see, it doesn't work.
However, if I try the same technique on a cube, it does work. (I've included the cube in the picture, although it isn't the best screenshot, sorry about that).

How to get this effect working?

And is there any other technique to bring the edges out? Could I somehow extrude a square/hexagon through that entire edge loop?

Someone on IRC suggested bézier + Bevel-object. I like the sound of this, but would I have to first create the curve, and then independently create an object for the border using bevel object, and then create the actual solid object by extruding the curve downwards?


texts:
I have recorded a video here.
As one can see, the Box Trim sculpting has no effect in this case.
What might I be missing?
Thank you!


texts: I don't know which key was pressed my objects has been duplicated and don't show up in blender

texts: I don't know which key was pressed my objects have been duplicated and don't show up. The object doesn't be hidden.


texts: Is it possible to turn off cap fill on an existing cylinder?

texts: I made a beer bottle with inner walls and everything by modifying a cylinder, but I didn't realize that Blender automatically fills them. Is there a way of turning this off or a better way to model a bottle?


texts: I have all of my models-- how do I bring them into blender?

texts:
I am 100% new to animation. I work for a company, and have been asked to try and learn animation for training purposes. All we need is very simple animations. We do have very good looking 3D models of workers, our machines, and possibly the environment they work in as well. I just need to figure out how to pull them all together and start learning the animation part.

Is there any videos you guys know of that could help me out here? I appreciate it.

***NOTE: I am not interested in learning to make these models at this point. I would love to know how, but I want to try and learn how to animate these models as fast as possible to start pushing out new training material. Maybe one day if I get the time, I will try and learn the modeling side. I am having to work all overtime to learn this part, so right now I do not want to take on more than I have to.


texts:
I added an image normally (Shift + A > Empty > Image) and the image's origin is at world (0,0,0), then I scaled the image to make it bigger.

The origin of the image is at its bottom-left corner, I tried to move it to the center of the image but it didn't seem to be possible.

The only property of the image I can see is its origin, so I'd like to know: how to find out the world point that represents the center of this image?


texts: I currently use a Huion Kamvas Pro 13 (8192). When I use Blender with my mouse, it works fine. My tablet works fine too, in other programs. However, when I focus on the Blender Window, I'm no longer able move the mouse cursor with my pen. Does anyone have an idea how I can fix this?


texts: How can I use nodes to make a Genshin-like grass material?

texts:
I have tried to make grass just like in Genshin, but it is still not like how I want it in EEVEE.

Game Screenshot

My Grass


texts: How do I remove dark areas from my mesh?

texts:
I am doing this tutorial to model an iPhone. One of the things I try to work on is my ability to judge wether a mesh is ok or not ok. Now I think that these parts are not ok

So ... is there something wrong or not ? I already tried moving vertices but could not make these "dark areas" go.

Also ... at about 10:30 min of the tutorial the "tutor" feels the edge of the iphone should be more "rounded" and repairs that. I thought my edge is ok ?


texts: How to Pack/Place Lipids in Blender using Python script?

texts:
I wrote a script to divide a 'Plane' into N Pieces and then Parented each Piece to a specific Lipid (3D model with van der waal surface). Then I use face duplication to populate each face with it's Child. The Final Plane will then look like below:

I did many tricks to make this patch a random so that they do not look like lined up in a linear fashion.

Now, I find some small spaces which I do not want between them.

Is there any way to add these Lipids tightly (as close as much they can - but with collision - each objects must not ram in each other) placed/packed in a defined area using Python?

Actually, I want to animate them like Molecular dynamics - So, a little wobbling motion will work for me.

How can I add objects in a defined area which are tightly packed in it?


texts:
I am one of Blenders eternal beginners!
The brush, inflate, sculpt draw brushes are acting strangely on only one object, on the others they work fine. The vertices seem to displace at an angle of 90 or 180 from which I would expect, the behaviour is unpredictable as far as I can see.I have tried adjusting with no luck, I even updated from 2.71 to 2.72 and the problem persists.

http://www.pasteall.org/blend/31967


texts: How to use the Freehand Curve drawing add-on?

texts:
Enabled/Installed the add-on, can not get it to work though...

There's the Options tab in the T-Tools panel, but there is no Draw Curve button in the Create tab.... Shift+LMB does not work as well...

Any idea why this might be?

Thanks

Peter


texts:
The question was solved but caused also a new problem as you can see here:
How can I get a correct wall without the sligts (more work with the uv maps) in it?

SOLVED (OLD) PROBLEM:
some of my objects don't to like to get textured, as you can see in this picture: (Hi btw ;)

In the last picture I tried to sperate the buggy part of the object with its own UV map, but without a better result:

I use UV maps (1. object mode ctrl+a -> scale ; 2. edit mode a; 3. edit mode n; 4. edit mode mark seam; 5. edit mode unwrap)

Do you have any idea what the problem might be?

Greetings and thanks a lot!

Marc

B)


texts: Some of these pieces of rubble are a dark gray color, and won't texture properly. I can't figure out why. The normals are fine, there's no overlapping geometry, and even when I convert the tris to quads, the objects remain dark grey and won't texture normally. What did I do? These are sculpted, but so are the large, unaffected pieces with them. How can I fix this? :(


texts: I encounter this Error: Multiple different uvs per loop at single vertex. when trying to export the model into mod3

texts:
So I'm trying to do some modding for MHW, I imported the mod3 of the Gae Bolg from chunk11 of the game, then imported the 3ds custom model.
After going through everything and making a UV map for it too, I try to export the model into mod3 file,
but I got this error instead:

  Meshes
  600 instances of: ('rod008 001 LOD 1', 'Error: Multiple different uvs per loop at single vertex. Consider
  marking islands as seams and then splitting at seams.')

I don't really understand what this is, can someone please help?


texts:
how to get number of selected vertex and the number of total vertex with python?
and how can I select an object by its name and make it the active?


texts: Why does blender forget steps when the file has been saved?

texts:
I'm new to blender and I don't know if it is a bug, but every time I make something and save it blender forgets some steps when I re-open the file.
For example, if I make a staircase and a building and I put the staircase against a wall of that building and save it, blender forgets that step when I close blender and re-open it. It is not always the last step that blender forgets.
How can I solve this?


texts:
I have a simple skewed cube (see below) and I would like move "face A" along the plane of "face B" (the direction of the arrow) to simply extend the dimension of the cube in that direction.

If I try selecting "face A" and pressing G Y, the face moves along the global Y axis, not along the plane of "face B".  I've also tried various combinations of Local coordinates (eg G Y Y) with no luck.

I also tried extruding the face (e.g. E Y) but found the same issue.  If extrusion actually is the answer, that's fine as I could just dissolve the internal edges once extruded.

Some background.  I'm creating a number of simple geometric shapes I then render out (in orthographic projection) as 2D isometric building "blocks".  Other shapes include basic ramps, triangular corners etc.   Often, I need to make small adjustments to dimensions to get the exact rendering output I need.


texts: I recently got into blender and I think I accidentally pressed a key and now my right toolbar is gone. I looked it up and it said press t but that opens up the left toolbar. I pressed n and it open up properties but I don't want that. I want the default right toolbar. thanks for your help


texts: Texture for 3D models are transparent at places

texts:
I am using Blender 2.83 as a part of my Masters project. I have obtained 3D models of various fishes (.obj files), and I import them using
File > Import > Wavefront (.obj)
The models loads without errors, but the textures are "corrupted". I would appreciate any help and/or pointers on how to fix this. You can see images below. The "dark spots" are transparent spots

Some (maybe all) of the models are obtained from sketchfab, which have 3D previews where the textures look correct. The fish "groups" are the models viewed from left and right.
Beneath you can see a closer look of a model as well as the UV-editor view in case that is relevant.


texts: How can I create hair using particle system as if it is modelled?

texts:
I'm creating a very simple character. I don't want to model hair to save time. I can do realistic hair using the particle system but it doesn't match the cartoonish style of my character. The hair needs to be modeled.

First try:
I played with the thickness of the hair and made it very thick and gave it cartoonish material. It looked pretty much like what I'm looking for but some hair didn't look well and it's hard to control

Second try:
I created an object that looks like a single hair. I used a particle system to instance it many times. It doesn't look great.

Is it possible to create something similar to the pictures using the particle system instead of modeling? How can I control it or What are the parameters?

Edit:
I used exactly the same parameters as the other question suggested but I was out of luck! The differences are my mish was made of quads instead of triangles and I used an object instead of a Bazier curve.


texts: Make an object disappear by moving through a mesh

texts: is it possible for me to make an object disappear by making it move through a mesh. For an example. I have a car modeling, and i want it to disappear after the end of the road. I don't want the car to suddenly disappear like turning off the visibility or restrict rendering. I want the mesh to work like a mask for the car. So that when the car go through the mesh. It will vanish. I'm sorry i am bad at explaining. I hope the image can help me a little bit.


texts: in blender game mode after scene changing all the shadows or light dissapeer

texts:
When I changed back to previous scene all the color or texture has gone.

after changing scene

before change scene


texts: Why do the movement arrows move but the object doesn't move?

texts:
My first day with Blender and I can't move a cube in the way that youtube claims that I can. I want to be like youtube.
To walk you through what I do:

Open up Blender.
New File > General.
Right click cube (the cube has a red outline,not yellow)
Object Mode > Move.
Right click green y-axis arrow and move mouse on the y-axis.

The arrows move but the cube does not.
What am I doing wrong?


texts:
I want to pierce a hole through a cylinder :

I've tried knife project and boolean/difference with this cylinder and it doesn't work. Any idea ?


texts: Principled python script for selected object

texts:
I want to ask a solution for blender scipt for principled. I have imported about 50 characters in FBX format, problem is that every one of them have about 10-15 materials with principled but they are wrong. I never scripted in python so Im in the dark right now. What I want to do I want create script for selected material that use Principled to set:

Specular and
Metallic

to 0.0

and disconnect(clear)

Alpha and
Normal

I found here this script and I try to recreate that but I'm afraid im too green to do that right. If anyone will be able to help it would be great!

import bpy

# I separated the creation of nodes to a function so it's easier
# to edit later if needed
def create_nodes(mat):
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    for every_node in nodes: # this removes all existing nodes
        nodes.remove(every_node)

    # creating Principled node and moving it:
    node = nodes.new('ShaderNodeBsdfPrincipled')
    node.location = (-190,100)

    # creating Output node and moving it:
    output_node = nodes.new('ShaderNodeOutputMaterial')
    output_node.location = (40,100)

    # creating the link between the two nodes:
    links = mat.node_tree.links
    link = links.new(node.outputs[0], output_node.inputs[0])

# this saves the currently active object so it can be restored later
active = bpy.context.object

# let's loop through all selected objects
for every_object in bpy.context.selected_objects:
    # I only want to work with objects capable of having a material
    if every_object.type in {'MESH','CURVE', 'SURFACE','META', 'FONT'}:
        if every_object.name not in bpy.data.materials:
        # if there is no material named after the object yet let's make one
            mat = bpy.data.materials.new(every_object.name)
            # and let's create the nodes for it
            create_nodes(mat)
        else:
            # if the material already exists let's just use it
            mat = bpy.data.materials.get(every_object.name)
        if len(every_object.material_slots) == 0: # if there are no material slots
            # let's make the current object active and create a material slot
            bpy.context.scene.objects.active = every_object
            bpy.ops.object.material_slot_add()
            # let's leave the active object as it was
            bpy.context.scene.objects.active = active

        # The only thing left now is to assign the material to
        # all material slots. We probably do not want to loose the info
        # about how the object is divided into separate materials
        for every_slot in every_object.material_slots:
            every_slot.material = mat


texts: My audio is there but how can I get back my video?

texts:
This was displaying my video and playing the accompanied audio track.
However somehow I tried moving some windows around, and now I get this, a blank video with perfect audio.

Is there any way to discover where my video is hiding and synchronize it to the audio once again?


texts: Blender 2.92, unexpected symbols at the top-left of each window

texts: Subject. Fresh installed Blender. What are those letters and how to get rid of them?


texts: Configure CPU for Viewport and GPU for render

texts: I have an AMD Ryzen 2200G and just started my first Blender tutorial (donut).  In Viewport mode, CPU is faster, but for Render the integrated GPU is faster.  How can I configure Blender to have Viewport with my CPU and Render with my GPU?


texts: Hair children aren't showing in particle edit mode

texts:
Can't display children hair from particle edit mode as it is shown on this famous video at 1:40:
Blender Hair Tutorial Part 1 (styling the hair)

I have to go back to the object mode so the additionals spline appears.

Is there any way to display the extra hair directly while editing?


texts:
I really hope that someone has the time to help out a complete newb regarding blender.

I hava a collada terrain thats been exported from QGIS. When exporting the terrain i get two files with the same name; one .dae (collada model) and one .png (texture).

I can import the collada file inte blender fine, but i really cant wrap my head around the texture file. When I export it i have a nice texturized terrain 3D modell (arial photo). In blender I get the bland collada file without any texture. I've tried looking at few dozen tutorials and forums, tried with materials, textures and shrinkwrap (in blender) but without any better results than getting the collade texturized with hundreds of miniversions of my picture.

Can anybody please explain how to get my arial photo on my terrain? Or at least point me in the right direction.

I would be extremely greatful since I'm starting to feel like a complete tech idiot (and I'm a GIS engineer :)

I've tried exporting to wawvefront and stl and importing in blender with the same results.


texts: Deforming/curving a mesh in two directions

texts:
I have a mesh which is a "rough cut" of a final shape that is to be 3D-printed  and I now want to curve the mesh into the final shape but am having trouble understanding how the deforming tools work.

The shape needs to be curved in two directions, see the red lines in the images below:

...so that the final shape looks like this (from the front and the side respectively):

It's important that only the top of the object deforms; the bottom has to mate with the thing below it and so must not change.  How best to go about this?  Answers may begin with the usual "don't start from here" :-).

To complete the picture, here is the back of the shape to show that it is a shell:


texts:
Is it possible to render in Blender with reduced low res files and then ask Blender to render the final render with 4k high res files? Low and high res files would be numbered identically but would be located in different folders.

Many thanks


texts: Are Cycles particles less voluminous than Eevee particles?

texts:
Does Cycles produce particles different from Eevee?

In Cycles
In Eevee

Unfortunately, the size of my .blend file is too large to upload to https://pasteall.org for posting the file.


texts:
I'm trying to follow along with a blender beginner tutorial, and I'm having trouble with spot lights. All other lights seem to work fine but I can't get spot lights to work.

Light isn't really doing anything to the scene, I can delete it and it'll look the same.

You can find the blend file here - https://drive.google.com/open?id=0ByReRoh-9WDQNVRoLXAzRjVCOWM


texts: is it possible (if so, how) to use a part of a material applied to a mesh as emitter?

texts:
I'm making a material (cycles) for a mountain :

I would like to add some grass (hair) in the green zone. Is it possible (if so, how) to do that by using the green part ?


texts: Mathematical Ratio among three point lights

texts: I was working on a interior model and I want to use the three point light system.And I was wondering if there is any mathematical relation among the lights and their position and strength to produce a better result.(You know some like rim light should be certain distance from character with certain strength and other lights also should be at certain position with specific strength and etc etc).Thanks in advance.


texts: Silhouette chroma key effect - how to finish off?

texts: I'm so close to finishing this off but I can't get my foreground to be single matte color. I'm not sure where I need to place a node to do so. My foreground right now has some aberrations coming through due to bad lighting but how can I make the white area a solid color? Thanks]1


texts:
I am trying to script Blender for the first time following the documentation

import bpy

def my_handler(scene):
    print("Frame Change", scene.frame_current)

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

How can I replace a type of frame handler, respectively clear it, instead of appending to it every time I run the script? I can't directly write into the handler, since it is read only.
However closing and reopening the project can not be the answer either.


texts:
I have an extra frame that's not supposed to be in the video that I imported in. I'm not sure why it's there, but for the video to play smoothly, I need frame 116 gone and for frame 117 to become frame 116 essentially. Thank in advance!

Ethan


texts:
I created this "astronauta", I created an armature and attached it with the "automatic height" function but the mesh doesn't move when I enter pose mode.
image
https://i.stack.imgur.com/vAr9L.png
this is the file
https://drive.google.com/file/d/1KRDiIxtDg7ZsqUJI5yvIXwdaAWklGU-k/view?usp=sharing


texts: How to cancel circle select mode by 'X' key instead of ESC key?

texts:
I noticed I use left sided keys frequently and did some customized but one remains.
1. Remove Delete function from X key because pressed accidentally many times.
2. And I want to assign 'Canceling Circle Select mode' by press X key instead of distanced ESC key.

I done step.1 but couldn't find how to do step.2, remap X key as cancel circle select mode. Initially I remapped by AutoHotKey but soon I noticed I couldn't type X character(when renaming/creating object &file)...

Thanks in advance.


texts: How to change mesh to Flat or Smooth shading while in sculpt mode?

texts: I am learning sculpt mode and the best way to see the results is by switching from flat to smooth shading in object mode, but the best way to see geometry of what i am doing is best viewed with flat shading. Is there a hot key to toggle flat or smooth shading without having to switch from object to sculpt mode each time?


texts: How do i use the knife tool in blender 2.78c?

texts: I am doing a tutorial on modeling and I try to use the knife tool(k + z) after choosing the object.  However it reports an error, can't rip selected surfaces.  Why?


texts: How to make an object to float on the water (fluid simulation, not ocean modifier)?

texts: How to make the object to float on the water (fluid simulation, not ocean modifier) such as the leaf of a tree? I tried two options that work with ocean modifier (https://youtu.be/11F1NRpqrzY?t=8m43s , https://www.youtube.com/watch?v=sfi7HW8qHAo) but they both give incorrect results. In addition, if they would work, they would make the leaf float on the surface of the water, staying in one place, and I want the water to cerry the leaf, as a physical object.


texts:
I wrote a simple addon to toggle the Camera Ray visibility of multiple elements, something I'm constantly doing in my workflow.

I'd love to be able to modify the Outliner panel to add a new column controlling this attribute like the mock up below, but I was unable to find where the outliner tree is created in the code.

I need something more complex than the current panel I have (Quick Camera Ray), something that would let me know in a glance which meshes are camera visible or not, just like the outliner icons do with viewport/render visibility. Any tips?


texts: Can't move any character in blender even when in pose mode

texts:
I am a new to blender...any way. I have followed these steps to the T and yet still when I try to move Vincent (character from blender), I cannot move any part of him. Any idea as to what I need to do? (I'm using blender 2.8)

These are the steps I have followed from blender site:
1. Put your 3D cursor in the Origin of your scene. Choose File > Link and browse the character file
2. Go to the Collections and select CH-Vincent.high. Make sure "Instance Collections" is enabled. Press Enter.
3. The Collection should appear instanced in the Viewport. Select it. Choose Object > Relations > Make Proxy...
4. In the list, select RIG-Vincent.

I followed the instruction listed above and I haven't configured anything else. Can anyone tell how I can solve this issue and get my character Vincent to move (meaning arms, legs etc.)

PS:
I have Blend rig 5 installed.
I am in pose mode when I try to move him...but can't.
I am on Blender Version 2.82
I have also tried other  (pre rigged) characters from blender cloud but none of them can move.


texts: How to copy data from one armature to another POSE MODE

texts:
I want to copy one armature as the pose of another armature.

Lets call my left armature A and my right armature B.

In the picture below, my armature A is originated by code, and my armature B is imported from Makehuman. A looks the same in the edit or pose mode. My goal is to transform B armature to look like the A armature in pose mode (i.e, deforming the mesh)

Here is my desired result (I changed my A armature by hand to achieve this effect, but I want to generate it by code).

I found here (How to copy position, size from one armature to another?) a way to copy them trough EDIT mode, but that does provide me what I need, since it would deform the skeleton B in the edit mode, and what I want is to deform it in the Pose mode.

Does anyone have an idea to help me?

Thank you =)


texts: Is it possible to get Material ID passes with Anti-aliasing rather than jagged edges?

texts:
I cannot get a clean anti-aliased material id pass which makes selecting in photoshop a nightmare.
Anyone has an answer to this ?


texts:
I need to move vertices along axis Z GLOBAL but I don't find how to do it. I've tried this:

ob = bpy.data.objects["object1"] #the vertices belong to object1
mat = ob.matrix_world
matloc = ob.matrix_local
for i in range( 0, len(poligonos) ):
    v = mesh.getVertex(0, poligonos[i]) #poligonos is an array where I store the index of each vertex that I want to move
    glo = mat * v.XYZ
    glo.x = glo.x
    glo.y = glo.y
    glo.z = glo.z - 0.1
    aux = matloc * glo
    v.setXYZ([aux.x, aux.y, aux.z])

But this code moves my vertices to weird locations and what I need is the vertices go down in 0.1


texts: When I add a wall using archipack it comes without the default materials

texts:
Normally when you add a wall using Archipack, it comes with a few default materials (like inside, outside, cuts, etc.), but now when I add a wall there are no materials.
In console I get this message:
archipack: unable to add material DEFAULT for wall2

It happens only with walls. Windows, doors, roofs work as expected.
I tried deleting and downloading blender again but it didn't solve the issue.


texts: Soft Select / Proportional Editing tool White circle guide disappeared

texts:
I am not sure when it happened, but I went to do proportional editing and the guide-circle that indicates how large an area is being affected, had disappeared.  At first i though it was perhaps very large suddenly but I scrolled out and it was not there.  When I select one vertex with soft select enabled it will just move the whole mesh, now.   Did I accidentally click the wrong thing, or could this be a glitch because my hard drive is in the red zone (getting full) ?  I restarted my PC but the problem remained.  Could i solve the problem by reinstalling Blender?

I opened another smaller file and the soft select circle is there!  So this problem only applies to this one project file.

Thank you for any help!!!


texts: Import properties of file/strip and set render correctly (resolution and fps)

texts:
When drag-and-dropping video files into sequencer, render FPS is automatically set correctly.
I want to import a file through python script and do the same. Also for resolution width/height.
This is a script so far.
Newbie, <3 Blender.
import bpy
import os

scene = bpy.context.scene
scene.sequence_editor_create()
seq = scene.sequence_editor.sequences
fp = "/path-to-movie-file.mp4"
name = os.path.basename(fp)
channel = 0
frame_start = 1

ms = seq.new_movie(
    name = name,
    filepath = fp,
    channel = channel,
    frame_start = frame_start
)
scene.frame_end = ms.frame_final_duration
print(ms)
strip = scene.sequence_editor.active_strip

#scene.render.fps = strip.fps
#scene.render.resolution_x = ms.resolution_x
#scene.render.resolution_y = ms.resolution_y


texts: How can I get a list of all objects named 'foo*'?

texts:
In my export script I wish to export all object named 'foo*' in one format, and all objects named 'bar*' in another format.

I could write 2 separate exporters that operate on the selection (so I select all 'foo*' objects and execute FooExporter,  rinse and repeat for 'bar*'

But I would rather get it done in one go, with:

fooList = get_objects_starting( 'foo' )
for obj in fooList:
    foo_exporter( obj )

barList = get_objects_starting( 'bar' )
for obj in barList:
    bar_exporter( obj )

How can I get a list of all 'foo*' objects?


texts:
Blender runs very slow on my laptop and freezes a lot. I did everything to fix it but it didnt work, so I'm thinking the problem might be my computer.

Here's the properties of my laptop:

Operating System: Windows 10pro (10.0.18362)
RAM: 8GB
Processor: intel(R) core i7-8550U CPU 1.80GHZ
Processor speed: 1992Mhz
Processor graphic in use: intel UHD graphics 620
OpenGl version: 4.6
driver version: 26.20.1007263
my blender version is 2.82

What should I do?


texts: how to flatten out the middle part of landscape

texts:
I made a landscape using ANT landscape add-on. Here's what I have:

What I want to do is to flatten out the middle part, to render sth like a valley. Specifically, the area that I circled below:

How do I go about doing this? (btw I don't necessarily have to use ANT landscape).

EDIT:
If I use S+Z+0, I get this:
where vertices are not at z=0, instead just levels the vertices I've selected. How can I set vertices to 0?

EDIT2: I tried setting the z values to 0 for the selected vertices. As yo can see they are stretched equally but are not at z=0. In fact, the top right panel seems to set the 'median' of the vertices, not individual vertices... How do I set them to 0 using to transform tool?


texts: How to combine multiple .OBJ point cloud files into one point cloud?

texts: I noticed that we can combine multiple OBJ meshes with this answer, but I don't know how to do this with point clouds. I have several point clouds that represent partial scans of an object and I wanted to drag these together to recombine them into one full scan of the object. Can I do this with Blender?


texts: how can i replicate the cluster sprinkles on this cupcake model

texts:
im modelling the cupcake below but i dont know how to replicate the cluster of sprinkles on the top.

i have had no problems replicating the smaller granules by using a particles system but i dont know how else to make it other than hand modelling the large cluster that heaps at the top which would take ages as i would have to duplicate and rotate it so it looks in a natural fashion.


texts: Converting Matrices to translations and back changes geometry in Animation Nodes

texts:
I was just working on an AN function to tilt a ring of points inwards or outwards from their center. The circle is generated from the Distribute matrix node, and then Z values are added from another source.

I got it working just fine in a test file, but when I added it into a large project, the points were just rotating around the Y axis.

Further investigation showed that the problem originated in the fact that I was converting the matrices into translations before returning them to the node that called the function, and then they were being converted back into a matrix in the next node group.

Clearly, the simple answer is to keep the values stored as matrices for as long as possible, and don't be converting back and forth. However, for my own curiosity I wondered if anyone could shed any light on why this is happening at all?


texts: Copy part of a mesh with an edgeloop as starting point

texts:
the red circle is the exact same size as the edge loops of the three holes...
how can i get a copy of the selected mesh matching rotation and position of the holes...? i tried to snap with all different settings in edit and object mode and had a lot more other attemps but nothing worked out yet


texts: Shwinkwrap with evenly spaced face edges

texts:
Is there a way to shrinkwrap a cylinder (without top & bottom faces) around an irregular/non-rotational solid and have the edges which are adjacent to faces distributed evenly?

In other words, if the cylinder were to be flattened out, I would like to get something like this:

|  |  |  |  |  |  |  |  |  |  |

instead of

| |    | |   | |    |  | | |     |

I don't care if the vertices are off on the axis parallel to the faces.

I want to dupliface the cylinder and the children objects have to be evenly spaced.

Thanks in advance :)


texts: How to rig a Seatbelt? (Buckle passing through seatbelt)

texts:
I am having some trouble with rigging a seatbelt. I want to create a rig where the seatbelt reacts to the movement of the seatbelt buckle. As the buckle would move (Up and down for example), the seatbelt should move with it and pass through the buckle attribute accordingly.
I really couldn't find any info on especially objects/rigs sliding or passing eachother.
See blend. file which I included.
https://pasteall.org/blend/246862150d814f40b4509414c372ff1a
Thank you so much in advance!
Cheers,
Sander


texts:
Im trying to make an image sequence of a scene with solid colours and no lighting effects. I need each object to keep its HEX value I assigned to it as I'm transferred the image to an AI. The problem I am facing is the render seems to produce a slightly different hex value which is confusing the AI.
The method I was trying was to create a scene with only emission shaders but the emission seems to darken or brighten the value.
Any solutions to assigning true HEX values to an object with no shadows/ lighting effects (almost like cell shading)
Cheers
AI colours:

Blender render (same hex value with emission shader):


texts:
I have a single path as mesh and after I've converted it into a path there are some vertices going in the wrong direction.

For example at the top right and at the bottom in the middle there is also some weird things going on as seen in the lower picture.

If I apply a bevel object it looks a bit weird as you can tell.

Is there a way that all vertices have the same direction?

Here you can download the file
Please don't mind the Audi R8 and the German names of the layers.


texts: I am trying to make a paper template to make a 3D paper model. when I export the model with the paper model add-on it only shows solid black lines, I can't tell which needs to be folded in or out. even when I specify to have anything but solid lines, like a dotted or dashed line, the PDF still only has solid black lines. if anyone knows how to specify on which way to fold the crease and to have it shown on the PDF it would be much appreciated.


texts: How can I copy and paste dimensions to make objects the same size?

texts: How can I copy dimensions of the first object and paste them onto the second bigger cushion so that they become identical, whithout having to copy and paste single dimensions on the n-bar?


texts: Cycles toon shading and regular shading in same image

texts:
I am new to Blender and I want to use cycles to render a scene that has both diffuse and glossy textures that have smooth lighting, and a toon shaded object that only has bands of solid color but is affected by the same light sources.

Is there a way to do this? I tried using the Toon BSDF shader but that doesn't provide solid blocks of color.

I am trying to render an indoor dimly lit scene, which seems to be giving me extra problems.


texts: How do I permanently add materials to Blender using Cycles?

texts:
I open Blender and set Render to Cycles. I have downloaded many materials to my computer. To use them in a project I Append and choose a file with materials and append 9 or 10 materials. They show up and I apply chosen ones to my models. I save my project and close. I start a new project and go to choose a material and there are no materials in the file. Why don't the materials that I appended before stay there? Do I have to do this process every time I start a new project or is there a way to keep the materials I appended? The projects are not related but I would like to have all materials available without having to Append in every new project.

Keep in mind that I am new. Is it possible that Append isn't what I'm looking for? whatever way I need, my point is to get materials into Blender so that they are always available. Thank you.


texts: Cannot scale or rotate geometry in object mode

texts: I'm a Blender newbie and I've got a scene with lots of geometry in it, but now I can't scale or rotate anything. This also applies to new primitives. I've searched the web and this forum, but the only answer I've been able to find is the Manipulate Center Points button is enabled. But I'm using 2.8, and can't even find that button. All transforms are unlocked. Any ideas would be greatly appreciated!


texts: I'm trying to get Blender working with OpenCL on a Mac but I get errors during the run (it tries to do compilation first and that fails).


texts: Does having objects behind other objects slow render times down in Cycles?

texts: When creating an object, like an A/C unit in my case, there are a lot of objects that are only partially visible because of the view or because they are behind other objects, and some are not visible at all because they might be on the back of the unit. Do all those objects, even the ones that aren't directly visible, get rendered when rendering in Cycles? Just trying to think of ways to improve render speeds. Thanks!


texts: Boolean object like texts transfer color to the object it is carved from?

texts:
I am wanting to make 3D text and then cut this text with a Boolean difference  from an object but want the engraved letters to have color so they stand out. I really could not find much on this topic. I have seen some nice tutorials on how to make some cool 3D texts but nothing about how to stamp the other object with the text color after the Boolean operation.

Thanks again.


texts: Which render engine renders faster? Blender Internal or Cycles?

texts:
I wonder which render engine is faster? I mean, you have 2 identical scenes and render it using BI and Cycles. Which image will be generated faster? What will be the time difference?

Do you know any site (please post a link) which shows the results of such comparison?


texts: Scene ran fine, then updated windows, now playback is VERY slow

texts:
So, I was animating a scene, not too complex, and playback was fine, then I found out my windows was outdated so I clicked update and restart, it then took 5 attempts to get back into the computer as the CPU would malfunction, and when I did, the same scene(no changes) couldn't even get past 18 fps.  Nothing I've tried works, I updated my graphics drivers and everything.

System Specs:
Ryzen 5 1600
16GB Ram(2400)
GTX 1070(non-ti variant)
MSI B350M PRO-VDH Motherboard
Stock Cooler
EVGA 80+ Gold Supernova G2 850W PSU
1TB WD Red Pro Hard Drive(7200 rpm 64MB Cache)

Does anyone have a clue as to what happened and more importantly, how to fix it?

P.S. All other cases of this happening were because of an underpowered system.  This time, it was working fine and now it isn't.


texts: modifier in python works, but not the same as in the gui

texts:
I'm trying to use a boolean modifier to difference two objects.  This works, but what it creates is incomplete vs what happens in blender itself.

Here's relevant code:

def difference(self, source_object, modifier_object):
    ## select the object
    bpy.ops.object.select_all(action = 'DESELECT')
    bpy.context.scene.objects.active = source_object

    ## add the boolean modifier to the selected object and apply it.
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
    bpy.context.object.modifiers["Boolean"].object = modifier_object
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
    modifier_object.hide = True ## hide the second object

If I call this with a cube and a sphere, the sphere is "cut" from the cube as expected, but there's a hole in the cube instead of a complete surface.  What am I doing wrong?  I've looked at a few different answers, for example using object.modifier.new -- but none have worked so far.


texts: What is the best way to convert VRay Reflection Maps to Roughness?

texts:
VRay uses a slightly different material workflow that makes use of reflection maps. I know that you can convert a gloss map to roughness by simply inverting it. However I've read that reflection maps can not be directly converted to roughness, but often that's the only map provided (other than albedo/basecolor).

Is there any kind of hack or method to convert a VRay reflection map to Roughness?
How would you go about converting a VRay material properly to a Cycles material?

Thanks for any advice.


texts: How to Use Pillow (PIL) Inside Blender Addon?

texts:
I want to do

from PIL import Image

inside a Blender addon. But it throws this error at me:

ModuleNotFoundError: No module named 'PIL'

Thus I've tried to install Pillow via pip like this:

import subprocess
import ensurepip
ensurepip.bootstrap()
pybin = bpy.app.binary_path_python
subprocess.check_call([pybin, '-m', 'pip', 'install', 'Pillow'])

But this doesn't work, either.

What am I doing wrong? :)


texts: How can I record a physics animation in the BGE

texts:
I made a bullet physics simulation in blender game where a bullet moves by use of key framing and collides with cell fractured objects.

The objects are two rectangles and I used game logic bricks to stop the simulation of the objects until the bullet reaches them. The simulation works fine when I press P, and it appears to be recording correctly, but when I try to press the play button underneath the timeline after I end the game it doesn't play what I just recorded.

It usually plays back the simulation as if the logic bricks were not being used (the cell fractured objects fall before the bullet reaches them). My goal is recording the animation and rendering it using Cycles.

My simulation is very similar to the Blender Cookie fracturing a cup of coffee tutorial.


texts:
it's me again with a UV problem.
(I was able to solve the Problem with Smart UV Project but I still dont know why it doesnt work with Seams and normal Unwrapping)

So here you can see the Object with my seams. One edge loop in the inside and one at the outisde. When I unwrap it it distorts one side heavily while the other one is ok. Also there are 4 Faces that get seperated.
I have tried to remove doubles, adjust the scaling of my object to 1 and tried to look if there still is a doubled face or sth. beneath the seperated faces in the UV. ( 2nd image )

Like I said I was able to go on with smart UV project but I still try to figure out the problem here and it seems that I wont get to an answer.

Have you guys an idea what I could try to fix that issue?


texts:
In my post about the Asymmetrical Basketball Carlo explained how a basketball is made. In the tutorial seams are made not only at the "diagonals" but also at the horizontal and vertical loops, but this is done on the "assumption" that the basketball is symmetric I think.

Question 1 If the basketball is made like Carlo explained then I would think that you set the seams only on the diagonal loop because then you get exactly the two pieces of which the basketball is made (like below).

Is this correct ? I ask this also because I am a beginner in UV unwrapping and I want to understand the why and how of UV unwrapping better.

Question 2 In the beginning of Part 2 of this tutorial some adjustments on the UV map are made. Is this also necessary in my UV map ? How does one know ?


texts: Why does Redo.Last command not work after executing a modeling command via Py script?

texts:
I noticed that when you write an operator lets say to extrude or crease an edge
and as the last step add the code for calling the F6 Redo.Last command, everything will be executed and work besides the F6 menu.

It seems that there is an issue calling the F6 from inside a script while calling it via pressing a button on a pie menu works:

pie.operator("screen.redo_last")

The idea or goal is to via script edge crease and then instantly call the redo.last command so you can via a better UI adjust the edge slide value.

#Set Edge Crease
class SetOrigin(bpy.types.Operator):
    bl_idname = "set.edgecrease"
    bl_label = "Set Edge Crease"
    bl_options = {'REGISTER'}

    def execute(self, context):
        scene = context.scene
        bpy.ops.transform.edge_crease(value=0)
        bpy.ops.screen.redo_last()
        return{'FINISHED'}

Any idea?


texts:
While making the eyes for a character I was creating, I came across an issue where when I mirrored the first eyeball, the result was textured incorrectly.

As you can see in the picture above, the original eyeball (on the right) has sort of a gradient on the iris where the outer rim is a darker brown than the inner rim. But then, if you look at the mirrored eyeball (on the left), it completely loses the effect and just becomes what looks like a solid color. I have tried applying the mirror modifier but it does nothing.

This effect was 100% procedural and achieved through a node setup I found in a tutorial. I'll also share it here for convenience. If anyone is wondering, the ColorRamp actually has two colors except they are extremely close to each other. I can share the file as well if anyone needs it. The white and the pupil of the eyeball are separate materials.


texts:
How do I create this?

I want to similarly add text to an old plank fence, but I don't want it to just look like an "overlay"


texts: Why these images in mode (rendered ) previous and in mode render are not the similar?

texts: Here is a rendering of human character, the top image is from the view3D window using "Display render preview" and the bottom image is the result of rendering. I remark that these images are not identical as expected! Normally, I want to get the top image in both cases? Any explanation ?


texts: How to match FK bone to IK bone via script?

texts:
I'm trying to make an IK to FK script, so I would like to have the FK bones align with the IK bones. What would be a good way to go about it?
I tried doing something like this:
upperArmFK.matrix = upperArmIK.matrix

forearmFK.matrix = forearmIK.matrix

handFK.matrix = handIK.matrix

But it would only align the upper IK and FK bones and not the forearm and hand bone.
Before applying my script:

After applying:


texts: Does anyone know how to rig a truck/trailer so that the trailer follows the truck in a realistic way?

texts:
I am trying to rig a truck with a trailer so it can be animated along a path/curve. Having the trailer follow is not a problem, but in order to look realistic it shouldn't follow the exact path of the truck it is attached to, but a shorter one.

There is surprisingly little documentation about this on the web, for Blender or any software.

I have seen that this dynamic is sometimes built into ordinary car rigs, where the front axle of the car is animated and the rear is dragged behind it in a realistic manner, but no tutorial I have found has a setup like that explained.


texts: Ripped models shows weird lines like this

texts: So I'm ripping models from a mobile game and when I import them into Blender there are always nodes and often lines like these that appear. What I want to know is what they are, their purpose and if it would be better if I kept them to help me rig this model.


texts: Invert Z depth hides some objects completely

texts:
I used a material with Invert Z depth to make an outline but it suddenly decided to hide part of the model completely...

It uses the same materials as the rest of the model
If i join the hidden part with another object of the model, it works fine, and if I make a new outline object for the hidden part, it works as an outline but the whole thing is behind everything else...
Any Idea why this happened?


texts: What is the best way to distort the shape of this leaf image plane? (i'm a complete beginner)

texts: I'm making a library of leaves. Once I have the image plane and all the maps assigned. What is the best method to distort the image plane to make the leaves look more natural/realistic shapes?


texts: How can i use an image as a background in Blender Render?

texts: I mean to say that for reflective materials like metal, I want that image as world material so that I get the cool reflections.


texts: How to make slash and shock wave effects for animations Blender Internal render

texts:
I want to make slash effects for an animation i am working on i want the slash to be similar to the slash and shockwaves in the fate series.

https://youtu.be/P20KupJZ_W4?t=353

this should be a good example


texts:
I have a wooden box in my example which looks like its made out of different wooden pieces. I'm trying to find a good method how to make it look its from separate pieces. So In my example I made loop cuts, and extruded the faces along the normals. would this be the right approach, or would it be incorrect to just make up a box from different meshes to get the ridge look where the red arrows are pointing?
Thank you.


texts: Texture doesn't show up after UV wrapping

texts: I have made a model, UV mapped it and made a UV image, but it doesn't show up on the actual model. I feel like I'm doing everything right, and don't understand what I'm doing wrong. Blender version is 2.77.


texts: Sections of 'Glass' object show black when in front of PNG

texts: You can see by the attached image that my sections of 'Glass' shelf object show black when in front of PNG, and fine when not in frot of the graphic. Any ideas? Suggestions?


texts: How to set cameras type to Orthographic with python scripting

texts:
I'm trying to add some cameras to my scene that are orthographic. For this I am using:

add camera
bpy.ops.object.camera_add(view_align=False, enter_editmode=False, location=(-12, 12, 12), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, ))

 make the camera of type orthographic
bpy.data.cameras["camera.001"].type('ORTHO')

I want all the cameras to be Orthographic, but i don't know how. I cant get this to work. I know that it is an ENUM, but i dont know what to do with it.

How can I set these to be orthographic?


texts: I'm new to Blender. I'm modelling my first head. I accidentally saved it with the sub divide on and tried to figure out how to unsubdivide. I found decimate, but that only worked in object mode. Then in edit mode, I tried unsubdivide from the Edge menu, but then the head was distorted like it had been in a fire accident! I had the geometry I wanted back in object mode but not in edit mode. :(


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I originally asked this question on Quixel's support forum, but the answer just said "What you're missing is conflating UVs with subdivisions. UVs are independent of subdivisions. You'll need to edit your UV mapping for this plane instead of editing its subdivisions." When I asked if he could elaborate on that, I never got a response. So I figured I'd come to the pros.
My understanding after watching tutorials and trying my best to follow them is this: I make a mesh, if I want detail on this mesh, I need high verts/faces. I then UV Map the mesh with those faces, and this gives me the detail for my textures and materials.
I've added a pic of the road I made to show the issue I'm having. 1k faces is a bit much in my opinion but I wanted to vertex paint so I needed enough verts to accomplish that.
When I drag and drop my materials to the mesh in UE4(and even in Quixel/Substance apps) it looks awful.
What am I missing about my UVs and what am I doing wrong? I follow the tutorials step by step, and they're not doing anything that I haven't done.
Here is my Quixel question as well:
No matter how many verts and faces I have, when i add Quixel or Substance  materials to my meshes which have UV maps, I get one very stretched tile. If I bump up to 6 in tiling, it does less stretching, but looks awful.
If i scale the mesh in Y in UE4, I can get it small and it looks okay, but then I would have to be tiling in the same asset over and over, and for performance that is bad.
I've went from 2K to 4K, same issue.
I'm using a Blended Material with 3 megascans assets.


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I come to a problem while texture painting. The lines and strokes are all pixelized and looks very ugly.
I tried to double/quadruple(2048px X 2048px/4096px X 4096px) the size of the image in the UV Editor window and reassign the new image to the image texture which is linked into a Principled BSDF, but even this seems not to get drawing sharper.
I even tried to enlarge the mesh to maybe cover more pixels but nothing works.
Is there anything we can do for this?
[Edit]
I figured that the faces ratio are not correct in the UV Map. I don't know if it may be part of the problem.


texts: Splitting bezier/nurb paths into multiple strands?

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I've been trying to add hair to my stylized character sculpt using the curve technique that many youtube tutorials teach, but I find myself quite stumped on something; If I want to have one strand of hair split into 2 smaller ends of hair, how would I do that?
I've kinda done this before by just duplicating the strand and moving the ends of the path slightly to achieve a similar effect, but this isn't ideal since it both doubles the polycount and doesn't really connect to the original strand organically (They're noclipping through each other)

This is a scuffed diagram of what I'd like to do. Just be able to extrude at a node and it have it properly create a new strand instead of the mess it actually creates in blender

Here's another diagram, from the artwork (Artist) I'm basing the hair from. You can see how one 'thick' strand splits into 2 smaller curved strands
I imagine it might be possible by duplicating the strands, making them into a mesh, then sculpting them so that the seam and overlap are unnoticeable, however, this is pretty time consuming and forces me to retopolgize the hair; I'd be grateful to hear any techniques for doing this as easily as possible!
(There is a similar question involving cables, but I do believe it is a different enough issue to warrant a separate question. Sorry if it isn't)


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Help me rotation new object by normal a face other object.
I have code that works half.
The axes at the selected polygon and the new object must be the same

code - http://pasteall.org/632513/python

scene - http://pasteall.org/blend/index.php?id=48131

code - http://pasteall.org/632513/python

scene - http://pasteall.org/blend/index.php?id=48131


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I've animated a box to open.

In the Dope Sheet the box sides appear as seperate objects, the actions are also seperate. I want to be able to combine the sides in order to export the box as a whole, as some of the animations rely on their parent transforms. Is this possible?

As a side question, what steps can I take to avoid this in the future?


texts: How to reset all settings and get back initial blender setings?

texts: I did some changes in user preferences, but I forgot that changes and where I did them. How to I get back the initial blender settings?