texts: Grass grows through the floor of my building

texts: I'm trying to make grass and a house, but, the grass just grows through the floor. How can I remove the grass where it is touching the building.


texts: How do I restart the scene when no collision for 5secs (BGE)

texts:
Im working in the game engine, I want to restart my game asap my character had no collision for more than 5 secs.
Can you help?


texts:
So I have this towel render; everything seems to look fine about it, except that little distracting point of floating fur at the top which just ruins it.

Looking a tiny bit into the scene, I found the hair is built at exactly the origin point, and changing it will render the hair in the set place.

I could surely move the origin point out of the camera, but if I wanted to rotate it, scale it or animate it in a way that involves it, it'd be really important to have it in the appropriate location, meaning the hair will have to be rendered there as well.

So what exactly causes the hair to just... appear there?

Here are the particle settings if that matters BTW.

Edit: Here's the .blend file for more clarity, though this is a pretty small issue: https://www.dropbox.com/s/bejfakblkf8ntuj/extowel.zip?dl=0


texts: Cycles renders black areas in glossy concave mirror

texts:
I am trying to render a parabolic trough collector (essentially a concave shaped mirror). But the rendered image has an area that is rendered completely black. I have tried different variations for shading and they are listed below along with the results:

Glossy BSDF, Roughness=0: Render Image #1
Glossy BSDF, Roughness=1: Render Image #2
Principled BSDF, Metallic=1: Render Image #3
Principled BSDF, Metallic=0.462: Render Image#4
Principled BSDF, Metallic=0: Render Image#5

Rendered Images can be found here (the image name can be read from Google Photos Image info bar)

From what I read on the internet, this is most probably caused by mirror reflecting it self (owing to it's curved shape). And the advice on most of these threads was to increase the value of indirect clamping. But changing the value of indirect clamping does not seem to have any affect (I went up to 100) on the render. For reference, the uploaded pics were rendered at indirect clamping value of 5.00

Using Principled BSDF and reducing the metallic value seems to to give somewhat better result, but the dark area still exist, although the intensity is quite low. However, due to reduced metallic value, the mirror effect gets suppressed.

Any help in this matter will be highly appreciated

The .blend file can also be downloaded from here

Regards,

Uzair


texts: How do I fill these holes, fill space without information, and deal with overlapping meshes

texts:
Hello user forums and those interested,

I have scanned a brick using a 3D scanner and the mesh it provided has lots of holes, overlapping mesh, and it missed the extruded interior of the holes.
How can I fill the random holes more efficiently than selecting edges and filling the holes? How do I deal with the overlapping faces? How should I fill the extruded interior?


texts: boolean modifier removing the exact opposite of what i want it to?

texts:
i’m trying to animate the marvel title card and i want to engrave the marvel text through the metallic box but when i apply the boolean modifier to the box it removes the box and not the text (i have converted the text to a mesh)
before:

after:

sorry if this is stupid I only started blender a few days ago and couldn't find an answer to this anywhere


texts: Can I pin a custom startup file permanently?

texts:
I would like to create a start-up file that does not move from the menu, and disappear after I select and load a few different project files.

I previously set up files but they keep moving out of the menu start-ups when I choose other file names.  How do I pin this permanently to the menu, and can I add more than the 5 or so available without opening up extra file windows?  Thanks.

To be more clear as some misunderstood, I am looking to PIN files permanently to the recent files menu on start-up, permanently, as more than one start-up file.  The below solution only changes the default start-up = 1, not many as preferred.  Every time I use a file that I set up as a template, I have to save the file as a new name for the project, as I should, but the template is then replaced in the "recent-files start-up menu", so how can I pin them or add more default settings for extra start-up files, just to be clearer.

Or will I have to have a separate folder full of "templates" and navigate to it on start-up, if pinning is not an option? Can I not just alter the default 5 menu options such as "2d", "3d", "video sequencer" on the left? Thanks.


texts: How do I get an object to spin properly in my animation?

texts:
So basically I have a sphere that is tilted over at 90 degrees, and the rotation doesn't come out clean. I hit 5 then 3, and the cursor and all that is set to center, and when I click R then 90, the end result is fine but within the animation it comes out all wonky and doesn't do a clean spin or rotation properly (I want it to simulate an orbit, without moving the space station directly above it.)

Here is the file if you wanna take a look at it. https://www.mediafire.com/?13lr815jb51ws0t


texts: Blender Subsurface Scattering on Certain Area

texts: Is there a way to increase the Subsurf Scatteringjust for certain areas like Vertex Groups?


texts: BGE: How to make an object leave [skid]marks on another object

texts: I want to know how to make an object leave marks on another in the game engine, like skidmarks as in this video. I'm not looking for a tutorial, just the logic of it.  How can this be done?


texts: Edges with mean crease set to 1 are still rounded by a subsurf modifier

texts:
I am a complete beginner in blender, so my question may turn out to be trivial.

I have a cylinder with some square-ish elements slightly carved into it, as you can see in this screenshot

All of the edges of the squares have a mean crease value of 1:

However when i apply a subsurf modifier the result looks like this

.

What should I do to keep the edges straight when applying the modifier?


texts: No operator presets: FBX 6.1 ASCII, FBX 7.4 Binary

texts: I have no operator preset options (FBX 6.1 ASCII, FBX 7.4 Binary). I had blender 2,79 now 2.80 but no presets appear. That makes it impossible for me to export FBX with textures. I read somewhere that some file needs to be modify somewhere on the computer but it wasn't clear. Any ideas??


texts:
I want to duplicate the active strip and place the duplicate strip in the next available channel above the original.

I have been doing this manually by shortcut shift+D then dragging the strip manually above.  The code behind shift+D is:

bpy.ops.sequencer.duplicate_move(SEQUENCER_OT_duplicate={"mode":'TRANSLATION'},
TRANSFORM_OT_seq_slide={"value":(0, 0), "snap":False,
"snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False,
"snap_normal":(0, 0, 0), "release_confirm":False})

In this code how do I specify to move up by one channel the duplicated movie strip?


texts: How do I omit the default text at the start of my output video

texts: When I click Animate my video for output, the rendered video had a text title on it, such as Video 1-1429-2584. I do not want any text at all - just the video that I built. How do I turn this off?


texts:
I`m pretty new to blender and i have now 2 issues with which i could need some help.
I want to animate an old welder torch welding a railway section (simple) and i added a wind force field behind the fire emitter but for some reason the wind stops at frame 33. I tried to add the strenght as a keyframe and also the direction but i still have the same issue.
The second issue is that the fire is colliding the ground floor but not the rail section although I have the same settings set up for plane and rail.
If someone could help me out here :)


texts: How can I make a plane's edges taper inwards?

texts: How can I deform one edge or multiple edges of a plane or cube so they are tapered in and rounded equally?


texts:
I have model and with preview render and final render result are totally different.

Preview (Shift+Z) render

Final render F12

The pipe color totally change. Any suggestion or help. Why im getting this result.


texts: Is the Mesh deform modifier supported in BGE?

texts:
I'm trying to make a cube squish (like a slime) when pressing a key but Lattice is not supported in BGE, so I've used the Mesh Deform modifier using another cube as the deforming object, then I've created a shape key for the squishing animation.
But when I start the game and press the key that should start the animation, only the deforming object squishes. If the Mesh deform  is not supported as well, how can I make the cube squish?


texts:
Sometimes one part of my model takes strange transparency and i dont know why.
When i import model to unity it looks even more strange.


texts: Underlying tiny checkerboard on painted object

texts: I have my object set up to paint, but as soon as I paint on it, a tiny checkerboard pattern shows up under the paint color?


texts: During a Cycles render an object behind glass looks striped

texts:
Using Cycles I rendered a object inside a tube (it's glass material). The problem is the object edges are striped as shown here:

The same thing happened for another project too:

In the first render I tried different options but the issue is still there. Is there any way to fix this?


texts: Why does my Eevee renders freeze at 98%?

texts:
I have here a strange situation today. On Blender 2.81 and 2.82, while trying to render a scene file, that I've been assembling for years, it strangely now keeps freezing at 98% and returns several "TIFFReadDirectory:Warning, unknown field with tag 18246 (0x4746) encountered"
...But I don't even have Tiff textures on the objects, they are all .png
...Some versions ago (from 2 months ago) render just fine, but from some point on, this error occurs.

Anyone knows what can be this related to? At least a clue?

It's surely not memory, I have a 12Gb Graphic Card (TitanX) and I can deactivate all collections (having just a few Mb of memory in use) and I still get the error.

Thank you very much for the attention!

Best regards,

Rogério

Edit: I've found the reason of the problem! It was some TIFF images loaded on a no longer existing object and the freezing at 98% was due it being render a 2nd ViewLayer that had all the objects turned on:

This view layer wasn't being used on the compositor and as such I wasn't seeing this render result in any place until now. Thanks for all the help!


texts: Creating a UV map through the Node Editor

texts:
Is there a way to create a UV map in Blender inside the node editor?

I want to create a universal UV map in a custom shader node I am building for all of the objects that use it.

I'll be using this to determine the scale of my wear and tear textures for this object. I want them to be on a universal scale (this texture is a plastic shader that is being used on some Lego packages I've made, a minifigure in this case) so that they are on a real-world scale to add to the realism of my shader.

This issue was pointed out to me by someone on Twitter (https://twitter.com/lucianomunoz_/status/1107095374299365377).

So far, I've been able to get 2/3 of my wear textures working properly (the dust and smears), but I can't seem to get the scratches working. I still can't seem to shake the feeling that I'm doing this all wrong.


texts: Blender game recording at the wrong time

texts: I have a simple animation for a midterm project; someone walks up and pushes dominoes over. I can set something with physics to knock the dominoes over at frame 125, then play the engine and he will walk up and push the dominoes up easy enough. When I record though, the animation will still show those things happening simultaneously, but the keyframes for the dominoes falling over are recorded at frame 270, a very long time after they're pushed over. How can I fix this?


texts:
I am trying to make a clear plastic material.

Here is what I have.

I am looking for something more like this. (but darker)

Everything I try looks more like glass than plastic.

I have tried messing with just the refraction node and with the roughness of the shaders but it tends to look more "frosted" where the clear plastic has more of a soft/blurry reflection.

Plus I found the IOR of clear plastic is 1.4 but from looking at different reference pics it doesn't look like there is much refraction going on at all.

Any ideas?


texts:
What causes a Quad mesh to be triangulated when importing it in blender and how can I avoid it?

(note: the .fbx export was done in 3ds Max with correct settings)


texts:
Does anyone else ever run into an issue where weight painting turns things a bit pixelated? I've tried smoothing and blurring out the weights. I'm trying to stop the volume loss in the wrist of this character but it's gone a bit weird...
I tried googling around but couldn't find an answer despite trying for hours. I also checked "Similar questions" with no luck. Anyone got an idea of how to fix this problem?


texts: how to hide mesh but keep hair particles

texts:
I'm using hair on my mesh but when I comb the mesh the hair goes through it. I don't want the mesh anyways so instead of figuring out how to stop the hair from going through the mesh I'm trying to figure out how make the mesh invisible but not the hair. When I use a transparency node it effects hair and mesh

I added the particle instance modifier like it says in this question Hiding source of particle instancing but it didn't hide the mesh.

Thanks in advance


texts: How do I change the units to meters or create an object that is X mm wide?

texts:
So I want to make a model for 3D-printing and searched for a guide on how to change the units to metric units first of course, but the guides I found were totally outdated, because there seems to have been massive changes to the UI.
I don't even know where to start in the Manual and got kinda lost in the pages there without finding an answer.

What I want to do:

1) Change the "blender" units to metric units.

2) Display the volume of objects in Blender.

Thank you guys so much in advance for any help!


texts: How do you check motion blur in Cycles when you create something

texts:
Devices
CPU Intel Core i7-9700KF
memory 64GB
GPU GEFORCE RTX 2070
Question
When I create something in Eevee, it's possible to check how is motion blur because real time rendering works good.
But in cycles, it's impossible to check it out because of pc spec.
So after rendering finally I get how is motion blur in cycles, but it's waste of time.
I wanna know how do you check motion blur in cycles, if you know good/create way, just let me know please.


texts: Objects showing through other objects in the BGE?

texts:
I am having trouble with a rig I imported from MakeHuman. When I run the Embedded Player or the Standalone Player my character's facial features come through the mesh.

They are positioned properly, but for some reason they seem to get priority over the outer mesh and are displayed through the outer skin.

Here is a picture to illustrate my conundrum:


texts:
I have a hair particle system (basically a hedge with a lot of leaves).  I can't render because there are too many leaves.  Will converting them to mesh make blender run more efficiently?  Is there a better way to make this hedge with 1000 leaves x 100 children x 40 polys per leave work better?

Thanks
JS


texts: unable to use movement keys after moving the camera close to object

texts:
I was trying to get he camera close to a very small object. But immediately after it wouldn't allow me to use any buttons to zoom in or out.

I checked and it wasn't a hardware issue, as the on-screen button would zoom in/out either. I saved and closed my program, and signed out of my computer, and opened the page again, and the issue still persisted.

Is this a glitch or an accidental feature i didn't realize?


texts: Would it be possible to write an addon that highlights all modified settings?

texts:
Most if not all settings have an item Reset to Default Value in the context menu.
This would be helpful when tracking down issues when someone played a bit to much with the settings.

Could an addon be created to highlight changed settings, or would this require to change implementation of blender to adjust all hardcoded default values to the values of the default scene?

Can an hook-method be defined to intercept calls to draw an UI control so that the changed settings could be highlighted in one piece of code?

Apart from that there currently is a bug regarding the default settings.


texts: My script incorrectly adds 1 extra int to game propert, why?

texts:
been spending this whole day trying to figure out why
my script adds 1 extra (wrongfully) int to the property 'score'.
All code works, excepts that the IF statement adds one extra int, messing up the score since only one int should be added.

I'm a newbie to scripting so an answer would be beautiful.
Thanks


texts:
When editing my model, it looks like this:

when I press P to go into 'game-mode' (or however it is called)
it looks like this.

This question is NOT about the Texture space bounding box (dashed orange or black, depending on selection state) around the selected object. This I can turn off in the properties area, in the objects tab, in the Display panel, by ticking off the Texture Space.

It is also not about the bounding boxes you get by selecting a different viewport shading. As you can tell by the right most object, the red bounding boxes are bigger than the objects Texture space, ... or viewport bounding box (I checked).

What are the red boxes surrounding my objects?

Why are some meshes green while others are not shown at all?


texts: What are the best Blender add-ons or plugins to use for 3D printing?

texts: I just started learning Blender and actually still learning. I want to use Blender in order to 3D print my designs. I want to know what are the best add-ons or plugins to have in order to assure that my designs are printable and good to go.


texts: Why some parts of the object don't move with the armature?

texts: I tried to fix the bones so that things could look better but these things keep staying in place. And when I subtract weight paint on some parts it becomes bumpy.


texts:
I have such an example:
On an object
the obtuse angle between 2 faces is 150 deg (but I know it, blender shows 30), in another place the acute angle between 2  different faces is 30 deg.
In both cases, Blender shows me 30 deg. How could I find the difference with Python help


texts:
I'm trying out my first rig with rigify. But the bone is always larger than the armature.

As you can see, the dimensions are different and if the dimensions are matched, the camera perspective changes.

How can i have the bone size same as the armature?

Many Thanks


texts: So I have set up a particle emitter and a fluid sim, the emitter particles do not interact with the fluid even when I set the emitter as an obstacle, also tried setting the object as an obstacle but no luck. Can anyone help please, thanks.


texts: So I'm trying to rig eyes on my rig. They have two layers on with the eye whites and one with the pupil. When I try to move it, it can go into the skin of the character and look like it's floating.When I rotate it, it can also sink back into the eye white its self.If anyone could help me fix this problem and get normal looking eyes it would be greatly appreciated. I should also include I'm using Blender version 2.79b


texts:
So I have a plane and leaf which I used as a hair particle. But the leaf is passing through the plane. What should I do?

Enabling or disabling rotation doesn't change anything.

These are the leaves used as collection

No rigid body or collision is set up since I don't know how to set that up.
The leaves are stationary and no animation is made with the leaves...


texts: How to hook a spline curve to "n" cubes using python?

texts:
How to hook a curve to "n" cubes using python, if the center of the cubes are same location with the curve points?
I am able to create the curve in the center of the cubes but I can't hook the through python.
With the Cube1, Cube2, Cube3 the spline curve selected and in edit mode what do I need to assign the hooks. I would like the code to be for "n" cubes.
The solution has to be for "n" cubes.


texts: I put in a texture diffuse and normal texture image for my floor but it doesn't work. It has the texture correct in the preview but it doesn't show in the render?I would appreciate some help.


texts: Keying node removing everything but the green screen

texts:
I'm just learning how to green screen. I started in Movie Clip Editor, opened a clip, added a Mask, and then switched to the Compositing tab, and added the nodes shown in the pictures.

This was all according to a tutorial. And in the tutorial the green screen disappeared. However, for me only the green screen remains. Not sure what I'm doing wrong?


texts: Where are objects if you add them when nothing is selected?

texts: I've been trying to learn 2.8 but I ran into stupid issue. I have nothing selected and (in object mode) I try to (shift-a) add a plane, cube or anything and it is added but it is not visible and I can't find it. It is not in any collection as far as I know. I can't enter edit mode and pressing "," doesn't find it either but it is selected as its properties are open on the  right side menu (Plane.007 and so forth...). If I add object while having other object selected the new object appears normally (as the new object is added to new collection). Where is it?


texts: i have created a bezier curve, to make a corrugated sheet, and i am then trying to slide a thin cube mesh. i have placed the origin at one end of the the cube mesh and am trying to do the same with the bezier curve, but it will not move to the cursor which i have placed at the end point of the curve! how can i trick it into doing what i want, or any other method. Running OSX 10.15.6 and 2.83.3


texts: Technique to get a more organic shape from a base model head

texts:
I am a novice, and have been watching this old Maya video to practice modeling faces.
Around the 30sec mark the modeler uses something like vertex relaxing after adding cuts to the brow, chin, and ear areas, completely improving the head to a more organic shape.
https://youtu.be/ac4qV2uIF3Q?t=29

How would I achieve this in Blender2.9? I have discovered that the relax tool has been merged into the Mesh:Loop Tools Add-on, but cannot achieve similar results.


texts: I have an animation to render, and i want snow to fall. i've achieved that with particles, that are objects spawned from a plane high above, so it isn't visible when playing the animation. The problem is, i use a drag force field to prevent the snow particles from falling too fast and looking like rain, but they take a while to reach the ground. Can i do something so the first already at ground level when the animation begins?


texts: Why does it appear like it is snowing in my animation?

texts: I created a simple animation where I am circling around a chair in a room. For some reason, as I was key framing the camera, I noticed that at around 60 frames, this weird snow-like particle stuff started falling and it happens for about 40 frames. I have no idea what is happening or how to make it go away. I didn't hit anything accidentally to my knowledge. Anyone have any ideas what could be causing this?


texts: Hide an object from reflecting in the ocean modifier using nodes

texts:
I asked this question the other day and it got closed as being a duplicate.
The answer that I was directed to did help, but didn't solve the full problem.
To clarify, I followed this answer which did nothing and I tried all the different combinations of the Light Path node trying to find one that worked before eventually changing the material from Alpha Hashed to Alpha Blended.
It disappeared from the ocean. I thought I had found the solution but then when I went back to the camera view I realised it was still being reflected in the sun's shine on the ocean.
Here is the issue and the node setup I have:

(If you look on the original question you will see that initially it was showing all over the ocean)
Is there something I have missed?


texts: How can I make a non-handwriting text appearing like if someone writes it?

texts:
I followed this tutorial https://www.youtube.com/watch?v=Y59O7wunijo
 making a text with a Grease Pencil and then converting it to Bezier curve so I can control the text appearing by tweaking Bevel factor End parameter. However I need a printed text with fonts, I thought if I create a text and then convert it to Bezier Curve it would give me the same result, but it doesn`t work, nothing changes. Is there a way to achieve it?


texts: Default color for objects is blue. How do i change that?

texts: I installed config for blender and now my default color for objects is blue. How do i change that to standart blender color?


texts: How can I run blender from the command line to export and import models

texts:
I am interested in exporting and importing 3d models using blender via the command line, as mentioned in this question.

So now I want to know how I can import and export the models in blender with python using this method?


texts: Any way to have more than 8 vertex paint slots?

texts: Currently there is a limit of 8 vertex paints slots, is there anyway to have more than 8 slots?


texts: How to turn off snapping while tumbling (3d rotating) in sculpt mode?

texts: When I 3d rotate around my model as Im sculpting (I do this with middle mouse button), it does this annoying thing where it snaps to front side and 3/4 angles... I searched the forums and manuals about turning this off but no luck. Help please.  Thank you.


texts:
I am thinking how to store the image which is being used in an image texture node

 bpy.context.object.active_material.node_tree.nodes['Image Texture'].image

I want to store the image used, and then on clicking a button, that image stored will be applied to some other active object's image texture node

I tried using StringProperty but that stores only String type and not images!

I don't get know how to do that......


texts: Grease pencil: Why are my lines turning thin

texts:
I am having the same issue as this person here (you'll find a gif of what I mean): Why are Grease Pencil Strokes converted to thin Lines? and I've tried changing displays and fiddling around with the stroke properties but I've had no luck. I believe this was caused from accidently pressing on some short cut :(
If you've encountered this problem please help!


texts: Is it possible to compress or split '.blend' files within Blender? If so, how?

texts:
I have a large blender file.

How can I compress this file and can I split the file into multiple files to ship it?


texts:
So I'm currently using Java's ProcessBuilder to run Blender Python scripts for rendering in the background and that's working fine. However, I would also like to abort Blender at any time, and unless if I'm mistaken, killing the blender.exe processes would be the best method of doing this.

So I tried using the destroy() method on the process that runs Blender, only to find that Blender actually starts two processes. Using the destroy() method only kills one of the two processes (and not the one that's doing the actual rendering). Does anyone know of a good workaround or another method of implementing a render abort? Thanks!


texts: I have a complex shape with many materials assigned to it so I can't just easily pick faces to those to apply this material, so how do I reduce 3 slots that have the exact same material into one slot on one shape?


texts:
I have a texture image that I wanted to place on the outside of an object (boolean intersection between spherical shell and angular wedge).  Unfortunately, when I do this, I get blurring only in the horizontal direction and nothing in the vertical direction.  It is possible this could be from a UV mapping issue.  I am very new to this and thought that I had UV kind of figured out but I could be wrong.  Here is an image of the poor result:

I have tried to use the information contained in the following post:

https://blender.stackexchange.com/a/10544/48234

The following are my shader setups for the ring:

Full Shader

Just Image Blur Node

As an aside, for some reason, the image blurring fails to work at all when I pack the image.  Any help on that would be great as well.  Below are the blend file and the necessary image.

Edit

After I used the pack all to blend file from the 'File' menu, I think the images got correctly packed so that the blurring still works, but it is still incorrect.  The updated blend file is below:


texts: How to make my petals stop floating in the air

texts: I use the particles system to make a flower, but all petals are floating, I don't know how to fix it.


texts: How can I tell what part of the model the UV map is from? (In Blender)

texts:
I have a model in blender, and when I unwrap it, I noticed that there is a lot of stretch in one section.  How can I tell what section of the model this is from?

As you can see, there is one Huge green area that shows a many more vertex's than I was expecting to see.

Also, those boxes look huge.  Is everything the same scale?


texts: How to get rid of fireflies in blender 2.8 mesh

texts:
When I use image reference in Blender 2.8 viewport, I'm getting these fireflies

I read this and this discussions, but here it's happening in the mesh, not on the rendered image. It doesn't happen if I remove image reference.

Any idea how to get rid of this?


texts: Edge Detect / Edge Outline for a procedural grayscale texture (material setup question)

texts:
I'm working on a procedural material and got stuck with the following issue. My material generates a high contrast grayscale mask which is used to blend layers. I need to break up the edges of this mask with noise. In order to do that I gotta have some edge detect node setup. In Substance Designer there's is a special Edge Detect node for this which is based on blurring the input texture. In UE4 this can be done by "If" node and other methods. However, in Blender, there is no blur node or logic operators. The best I could do is the example below. It is not good enough, because the outline is too narrow and there is no control over its width. I will be grateful for any ideas on a better node setup. Examples illustrated below.

Desired effect from Substance Designer

Blender - Original Generated Mask Texture

Blender - Lousy Edge Detect Setup


texts: so I'm planning to weight paint a tentacle. I chose one of the bones on the tentacles and started on weight painting. I found something wrong though... When I weight paint, sometimes it shows, sometimes nothing happens. How do i solve this? I actually tried subdividing the tentacles into 10++ cuts. It solved the problem, but it become very very laggy. Anyone knows how to solve this problem? Weight paint problem


texts:
I have an SVG file that I imported into Blender that uses curves. The image is split into multiple sections and I cannot figure out how to extrude multiple curves at once.

I tried selecting all of the curves by type and then tried to extrude but it only extrudes one curve. Does anyone know why?


texts: Newish to Blender and desperatly need help with textures

texts:
So I've had Blender for about 1.5 months now and have been playing around with it. With a friend we have decided to make a third person tank game so he is doing the coding while I'm doing the art.

This is the first tank I've come up with, rigged and all, and am pretty happy with how it turned out. However, as soon as I try to do any texturing whether it be jpgs or even Poliigons texture files I just struggle so hard with making it look good. As far as I've gotten is give the mud flaps and side panels a weird looking camouflage. Ideally, I am hoping to texture it to a similar standard that the model is rather than a primary schoolers colouring in book. Any tips and tricks or even links to useful videos would be amazing. Thanks to anyone that comments.


texts: Spheres appearing upon baking in particles system

texts:
Im making a tentacle-like render and I want to see whats it looking like at the center so that i may convert it to mesh later on, but there are these spheres appearing after i click bake due to which i dont have a clear view.
Is there a way we turn this off? Im really just an amateur with this though...
Here is the image:


texts: Masking footage over 3d objects in Blender 2.8+?

texts:
I don't get how to make a mask and use it properly. What I'd like know exactly is how to make a mask of a certain area of the footage, keep it tracked to the footage and make the mask layered in front of any 3d mesh.

Q: How do I create a proper mask to place any 3d object behind an element of my footage?


texts: Problem with particle system in blender 2.9

texts: I have water droplets raining down from my shower head and when I look at them in Viewport they start at the shower head, but when I render them it looks like that. Does anyone know what could be the problem here?


texts: Dynamic cord for real time simulation [Blender -> Unity question]

texts:
I have a mechanical arm model with animations that I export to unity for a simulation game.
Now I need to add some cables and wires that move realistically with the robotic arm. Something like this just to demonstrate-
 https://www.youtube.com/watch?time_continue=7&v=QtVQ-NSms2A

How should I approach this solution?
Thanks.


texts: Can smoke receive shadows in Eevee on 2.8?

texts:
I have a shot with an object in silhouette against a spotlight with volumetric lighting and a smoke simulation.

With Eevee is there a way to have the smoke simulation receive the shadow of an object suspended in the smoke from the spotlight?

Would try this in Cycles but I'm working remotely on a MBP right now and my machine sits on the first eight sample squares for 30 minutes so even rendering a single frame to evaluate the result is prohibitively expensive.

Have tried the following and non of them result in shadows:

Render Tab:

volumetric shadows

Spot Light:

shadow settings contact shadow settings

Here is a link to a blend file that demonstrates the question. In the actual file I have text instead of a sphere, so in this .blend there is placeholder text in place:

https://www.dropbox.com/s/azj00xfp5y9dl1r/Stinger_SEShare.blend?dl=0


texts: MP4 Publishing does not have Audio in Blender v2.79.6

texts: Video editing for MP4 does not work with audio anymore with v2.79.6. I got only an mp4 without an audio.


texts: I was working on something and I must've zoomed out and moved too far and now I cannot find my object I was working on.


texts:
thanks for support in advance.
while rendering in cycles the SHADOW of GLASS material is sparkling. Setting sun, but always the shadow looks like thousand stars.
How do I create a black shadow and stop sparkling from GLASS material?


texts: Ocean Modified mesh has disappeared upon reopening file

texts:
I have two oceans that are both no longer visible, both created from the start cube (one was duplicated).
They aren't visible in the viewport or any renders even with the visibility icons toggled on.
Sometimes when I open with administrator, the oceans come back but with totally different settings (the actual modifier settings are still how I set them though the ocean doesn't reflect that).


texts: looking for help with base rigging a game model

texts:
i am looking for help trying to set up a custom made skeleton for a game unit (For xcom 2) that i have made the concept sculpt for, but my skills with setting up something like that are more or less non existing as i am very new to stuff like this.
I have done custom animations before / edited existing animations and i know how to add custom / more bones to existing skeletons

examples of some of my animations here
https://streamable.com/khmug
https://streamable.com/jpcw0

so i am thinking I got this part down (somewhat)

the model i sculpted is here
https://imgur.com/a/RnOJq

i have tried on and off for a few months trying to set up a rig for this but have to admit i actually dont have the skill to do that yet..

anyone in here that would be able to provide some guidance on how you would set this up for animations?


texts: How To Create a Matte Car Paint Material?

texts:
This is something that has been irking me for a while, as I've been working on a car project. I'm trying to create a paint (in cycles) similar to the the material in this image:

The problem is, whenever I try to make it, it always comes out looking to diffused or too sharp.

Here's my node setup:

And here's the render:


texts: Transparent material acting wrong when in object mode

texts:
It's hard to explain, would be the best to show you

In the first image i'm in the object mode when everything is deselected, as you can see i can only see a back fan and some random shape, while what I should see is when i'm in object mode, when that front panel is selected or when i'm in edit mode. Why is this happening?


texts: Scattering objects on surface with Geometry nodes

texts:
I've been trying to scatter grass on a sculpted plane with the geometry nodes. However when i do just that the grass objects do not stick to the plane but hover above it as in the picture.

I've restarted everything several times. I applied the transforms on all the objects and i am using Blender 2.93 however the problem was already there when using 2.92.
What am i doing wrong?


texts:
How to convert follow path to object I have made a add object constraint follow path and given the path. I dont want to animated it. I want that mesh to be used. How can i delete the path and used the mesh that is created. An image i have attached with the follow path i have made the sphere a shape and i dont want that path just the sphere i want with that path shape. I want to convert to a single object. ctrl+j not working and if i delete the path ever thing disappear
blend file ...


texts: What am I doing incorrectly with the Boolean modifier? *Video attached*

texts:
I have two objects that are planes and when I attempt to apply the Boolean, the modifier simply does not work.
I have been racking my brain and searching the internet to try and figure out why the Boolean modifier is not working for me.
I have applied rotation, scale, and location.
I also was able to have the modifier work with two simple planes.
Any and all help is welcome, thank you!
https://drive.google.com/file/d/1Wo0kxsovobzij0gBlMff8IOa41fKfwHA/view?usp=sharing
Edit
https://drive.google.com/file/d/1F3Z020GwRJ8jEBpgRR_YtysTRJ_KOgFF/view?usp=sharing
Edit*
My scene is very basic, I haven't tweaked any settings. I am attempting to build a cleaning cart. The first photo is a reference image of what I am shooting for. The second photo shows my first draft of the cart and the new one I am working on.


texts: Materials from Imported FBX are incomplete

texts:
First of all, sorry if there's an answer for this question anywhere but I decided to ask this and get personal help as I can't solve it with other's issues. Well, recently I ripped 3d models from Fate/Extella PC game. They're in fbx format.

This is one of the models from game. Within the game files there are some png textures, and all of them (but the normals) are at half opacity. As can be seen, his body doesn't fit with the texture, so it must be that there's some material completing the texture. I tried removing it and the result is that seen at right, as it should be. What I need is them together, as an image file that I can use. I also tried baking but the result is this.

It means that material is empty, as I think, but also it's "supporting" the texture. Sorry, it's hard to explain in english when you're spanish. I need help with this, any suggestion is accepted. However, if anyone has time enough to try it, he can download the .blend file here (http://www.mediafire.com/file/k0n3j3hkm4rjt4e/Karna.blend).

Anyway, thanks to all of you!


texts: Is it possible to do cloth simulation with imported obj files?

texts:
The question might look dumb but I was wondering if it’s possible to do cloth simulation with a cloth mesh that I imported (for example, a dress in obj format) I already tried that but the dress is falling in pieces and I don’t know if I can do anything with it to work.
I put a model human base and I set it as a collision. The dress in question is in tris, not quads.


texts:
How do I handle operators / dialog boxes to implement something similar to the "add preset" functionality in blender? I want to have a +/- buttons to add/remove presets and when the + button is clicked it should essentially invoke an operator to add the preset, but first it will have to pop up a dialog box to ask for the preset's name. How would these operators / dialog box work together so that the output of the dialog box entered in the preset name dialog box is then used to carry out adding the preset via the "add preset" operator? I looked at the blender presets.py code but it's rather dense and hard to understand so I need some hints.

Note: any links to posts/code that show the operators/dialog boxes interaction within an addon script are highly appreciated.


texts: Video file is much shorter than the number of frames set for the output

texts:
When I render animation, it renders all 3000 frames (avi jpg) but, the resulting video file is much shorter than the 3000 frame render. I believe that it is only creating a video file that is  about the first 1200 frames (it is stopping at a point that I had a previous render going to) event though I am rendering 3000 frames.
Why in the world would it render all of the frames in the timeline but only provide a video with less than half of the rendered frames?


texts: How do I make it so when I apply my boolean modifier, the space just fills in?

texts:
[
Hi, when I apply my boolean modifiers to my building, it just fills a block of mesh where it used to be, i'm confused and don't know how to fix this. Any help would be GREATLY appreciated.


texts: How to get glare on a specific emission reflection

texts:
I am attempting to make a red dot sight that is (relatively) physically-correct, but I would like to add a bloom/glare effect to the red dot.  Basically, a face that emits red light reflects off a lens back to the camera, and the emitting face is not visible at all.  Is there an easy way that I can filter out only that reflection and add glare to it in the compositor?

(diagram from Wikipedia):


texts: weird reflection on rendered images/videos

texts: so like the title says, every time a render something and the object reflects the light, that light spot on the objet looks like really bad. i uploaded an image , the object has no modifiers. its only a plane with glass bsdf  so you can understand what is my problem. thanks for any help


texts: How do I select parts of my model to independently rotate?

texts:
I'm a noob. I have a 3D scan of a casting of my teeth. I want to select each tooth and rotate them independently, but I don't even know where to begin. I am sure that there is a very easy method to do this, but I don't have a clue what it is.

Thank you in advance for the answers.

:)


texts: is margin the same thing of texture bleeding?

texts: I want to know if margin size , is a space further the UV coordinates space? Ok , but if I put "margin = 0.006 " for example, it means that there are 0.006 pixels further to sort texture bleeding? or just a simple space to separate island?


texts: Why is my glass rendering black with a circle reflection? Importing FBX into Blender

texts:
I am extremely new to Blender, seeking to use it for architectural visualization for my fifth-year design studio. I am modelling in Revit, exporting as an FBX, and importing into Blender.

So far everything has taken PBR materials very well, except for the imported glass in both curtain walls and window families, such as below:

This was a quick test, only 128 samples, but I can't imagine more samples is the solution. Additionally a black ring is appearing on the floor of the renderings, which I imagine is a result of my glass. I am using an insanely simple node setup for the glass:

Any help is greatly appreciated.

Wireframes and quick render below:

Bottom wireframe is from previous posts' render. Thanks again!


texts: How to place a flat object orthogonal to camera, but not center of camera view

texts:
I am looking for a way to accurately place a flat object, in my case a watch, into the lower right corner of my camera view so it is exactly orthogonal to the camera.
The camera is looking at the default cube from above at an angle. If I use the camera position and angle to position the watch, it is accurately orthogonal as long as it is placed in the center of the camera view. But I need it to sit in one of the corners.
How can I make orthogonal to the camera?
Thank you!


texts:
Now I have just started to use Blender and I have rushed through a small creation but when I add the .tga image to the UV/Image editor it doesn't apply itself to the actual object

By the way I have no idea what anything means since I just started.


texts: trackers not showing after making camera solver

texts:
I've been tracking a video but when I add the object constraint "camera solver" trackers aren't showing in the 3D view...can you help me, please?
Thank you


texts: Render gets darker - after being rendered

texts:
I'm building up my portfolio, but when rendering an image, it got darker - after it was rendered. see the screenshots to see what I mean.

Notice the difference in contrast between the 2? the one above is still being rendered, and the second one is seconds after the first one.. Anyone knows what could be causing this, and how to fix it?

I have tried rendering in both Evee and Cycles, with the same result. These are my lighting settings..


texts: Blender 2.8 - Cycles Render - Imported FBX object not properly rendering

texts:
I have a weird parallax distortion when I tried to render an imported fbx file on Blender 2.8. The rendered mode viewport and the final rendered image both look distorted. This felt like a normal related issue and recalculating normals didn't resolve the issue. Here's a quick gif:

Top View (Looks fine):

Front View (Distorted):

Geometry (Wireframe):

Any idea what might be causing this? I could be missing something obvious... Thanks in advance

Blend file:
https://gofile.io/?c=wGwpsm


texts: How to combine two middle-grey images and keep the same value?

texts:
(i have answered myself, problem solved)

If two middle-grey (0.5 value) images are used and combined in Overlay mode the image will get darker. How can i keep the same value and add the details of both textures?

Here is the ambiant occlusion map with a middle-grey:

And here i add another texture in overlay with a middle-grey this can be a bent map for the lighting or a curvature map, as you can see the image becomes darker and it becomes very dark if i increase the factor:


texts: Why is my model lit up when the sun is pointing away?

texts:
Why does my model show patches of light when the light source, a sun, is pointing away from it?

I'm working on a 24 hr hillshading animation. I use the rotation of the sun to represent the angle of light on the earth (in object rotation properties this is simply Y: 90 - altitude, Z: 90 - azimuth). So at sunrise / sunset the light source is pointing straight on the model from the side, 90 degrees. Beyond this (nighttime) the light source is pointing away from the model, up into nothingness. I figured this would leave my model in the dark, but it doesn't.
At the sun's nadir, which for my location on the summer solstice, the sun is pointing at 124 degrees up into nothingness but my model still has patches of light hitting it.

You can see patches of light on the mountains near the top of the image.
I'm using cycles. I have a glossy material combined with a water mask but I tried turning that off and it didn't change anything.
Edit: it is not world illumination. That made it darker but the patches of light still exist.
From viewing up close I can see that my mountains are simply too steep. They are steeper than the angle of light coming at them, so the edge is not blocking the light.

I thought having my sun above my model would prevent the underside from being lit up but it does not.
Edit: this was not a world lighting issue. Ambient light is key for this render. When the sun is just below the horizon it's not instantly black. The difference between that and my problem are there were signs of direct light.
Solved the issue, see below. Simply needed to block the light.


texts:
I have a question regarding Weight Paint mode.
I would like to have control over Weight factor via keyboard. Specifically I would like to assign value "1" of that factor to the one key and value "0" to another. I don't see that kind of shortcuts in User Preferences panel (in the Input section I found only ShiftK for Set Weight). There's Add New button there but I don't know how to define mentioned values "1" and "0" for Weight factor. If you could help me with that, I would be very grateful.


texts: Converting parent animation to keyframes

texts:
I currently have an empty object as the child of an animated object which gives it motion of its own.
I was wondering if there was a way to remove the parent object while keeping the motion on the child.
Thanks!

Edit:
thanks for your response! Ill try to be more specific.
the problem I'm running into is the rotation.
Ive included a gif of what I'm looking for.
Im trying to remove the cylinder while keeping the empty on its path.
The empty is parented to a nearby vertex on the object


texts: How to completely evenly light a 3D molecule model

texts:
I have a 3D model of a molucule with a camera that is rotating around it. I have tried adding lights here and there but I can´t get the model evenly lit. Whenever I render it, it looks good, but then also has some stupid dark spots from not being lit that I can´t get removed. Please help, as I am very new to blender.
(I want some minimal shadows, to better highlight the depth)


texts:
I have a Python script in which I get the BMesh from an existing mesh. Then I want to get the outer edges of the mesh, not the inner edges, mesh could for instance look like this:

I want to get the edges as a sequence that are not in the inside.
Thx for your help.
Edit: Can get the outer edges now like that:
bm = bmesh.from_edit_mesh(obj.data)

outer_edges = [edge for edge in bm.edges if edge.is_boundary]

for edge in outer_edges:
    vertices.append(edge.verts[0])

The only problem I have now is that I want to order them clockwise, any idea for this?
Edit 06.11.2020: Ok ended up with this one here:
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()

vert = bm.verts[0]
prev = None

for i in range(len(bm.verts)):
    next = None
    for v in [e.other_vert(vert) for e in vert.link_edges if e.is_boundary]:
        if (v != prev):
            next = v

    vertices.append(obj.matrix_world @ vert.co)

    if next == None:
        break

    prev, vert = vert, next


texts: Replicating Cooktorr specular with Cycles vectors, almost there, but why vector is twisted?

texts:
I'm trying to replicate material shading from Blender Internal in Cycles, so long I managed to get Diffuse working correctly with Point Lights, a rather awkward but working sunlight/hemi node setup, even a Specular shading similar to Blender Internal's Blinn.

But Cooktor Specular is not working out, I mean it's almost there, it kind of works, but for some reason my vector seem twisted away from the light source, making the final results, while rotating, to look really weird, here a picture to show the problem, also the node setup I'm using for that Specular in case someone want to replicate it. What I'm doing wrong? Or how do I replicate Cooktorr behavior correctly?


texts:
How to make a spiral torus as shown below?

I do know how to make various spirals in Blender, but this one escapes me and makes my head spin (forgive the pun). I believe it consists of several torus spirals put together and just spins around Z axis, creating an optical illusion. I tried twisting a torus spiral in Blender but it looks different. Perhaps this can only be made by script. It's a good puzzle.


texts: I was wondering if the samples matter at all when you're baking a normal map. I don't think so, but I just want to make sure.


texts: How to remove HDRI background in lookdev mode? I'm using Blender 2.9.


texts:
I am in a competition. I am literally 2 weeks into game dev, and rarely use Blender. I normally just use it for a brief tutorial, and if it works, it works, if not, I just forget about. So the question came up, for my very low spec laptop don't use brushes in unreal engine 4, because they require tremendous performance in the end result. Instead, I am to create my cyberpunk city in Blender, do everything I want in it, transfer it to unreal engine 4 and then make my HD picture.

I don't have the first clue of the knowledge that they're drawing on to say this. I suggested just plastering 2k jpegs on everything and calling it a day. They said it would look terrible, and not win me the competition. The competition requires a picture or a cutscene.

So the question is, Yes use blender? And could you explain it, like i'm a 3 year old?

LAPTOP SPECIFICATIONS:
Product number 4RV10UA

Product name HP Notebook - 15-db0004dx

Microprocessor AMD Ryzen™ 3 2200U (2.5 GHz base frequency, up to 3.4 GHz burst frequency, 1 MB cache, 2 cores)

Memory, standard 8 GB DDR4-2400 SDRAM (1 x 8 GB)

Video graphics AMD Radeon™ Vega 3 Graphics

Hard drive 1 TB 5400 rpm SATA

Optical drive DVD-Writer

Display 15.6" diagonal HD SVA BrightView WLED-backlit (1366 x 768)

Keyboard Full-size island-style keyboard with numeric keypad

Pointing device Touchpad with multi-touch gesture support

Wireless connectivity 802.11b/g/n (1x1) Wi-Fi® and Bluetooth® 4.2 combo

Network interface Integrated 10/100/1000 GbE LAN

Expansion slots 1 multi-format SD media card reader

External ports 2 USB 3.1 Gen 1 (Data Transfer Only); 1 USB 2.0; 1 HDMI 1.4b; 1 RJ-45; 1 headphone/microphone combo

Minimum dimensions (W x D x H) 37.6 x 24.6 x 2.25 cm

Weight 2.08 kg

Power supply type 45 W AC power adapter

Battery type 3-cell, 41 Wh Li-ion

Battery life mixed usage Up to 7 hours and 30 minutes

Video Playback Battery life Up to 6 hours and 15 minutes

Webcam HP Webcam with integrated digital microphone

Audio features Stereo speakers


texts: Is a GeForce GTX 1650 compatible with cycles?

texts:
I just recently got started with Blender and I am hooked.
Sad was I to see I could not use my GeForce GTX 1650 to render with Cycles.
I've updated my drivers via the Nvidia website but it still says it can not find any compatible GPU's in the settings of Blender.
If this question is repeatedly asked and answered I apologize for not having found the answer on the site.
I hope you can help me out, if you need more information let me know.
Have a great day !


texts: Weird outline between two roughness values

texts:
I'm working on a blue painted wood, which looks like this:

As you can see, the growth rings are much rougher than the base which creates this interesting 'inversion' effect. I tried to replicate that in Blender and it turned out pretty well.

But the problem is in the 'inversion' point - I noticed a strange outline around the growth rings which shouldn't be there:

Material setup is very simple - principled bsdf with blue color and a roughness map plugged in it.
What do you think causes this artifact? I tried both 8bit and 16bit roughness maps made in Photoshop just in case, although I'm sure that's not the case.
Here's a .blend file (version 2.79): https://drive.google.com/open?id=1xUJojzKJBK-hIHhCrmSxztRWELIgGTKM


texts: I'm trying to position a UV map over an image and I cannot figure out how to scale the x and y dimensions independent of each other. As you can see from the picture I need to scale the y dimension to fit the eye. When I loaded the image inside of the UV editing window, the UV maps became distorted.


texts: How to apply textures without them mirroring?

texts: I have a person I modeled using the mirror modifier, and now whenever I apply a texture it mirrors the texture as well. How do I solve this?


texts:
I have encountered a display issue that I am not quite sure if it is a problem or a feature.

Everything works ok in Object Mode, but when I switch to Edit Mode, the geometry is displayed with a kind of double-border (I don't know how else to describe it!), as if the geometry was the bounding box of some some inner volume (see screenshot below).

With just the cube this style of display is kind of workable, but when the scene gets crowded, this feature gets increasingly confusing I suspect this is a display feature, but I cannot find its settings anywhere; also, I could not find any information at all concerning the topic (to be honest, I wasn't even sure of the keyword to search); I only found information about the "Limit Selection to Visible" toggle; but I am fully aware of that feature and it works fine. If this display mode is a feature, does anybody know its use and how to disable it to display a solid geometry in Edit Mode?

I am using Blender 2.76b on Windows 7 with 8GB RAM, AMD and 2GB AMD Capeverde.

Can anybody help? Thanks in advance.

Regards,

Sept


texts: Why is the texture mapped differently in these Two Cuboids?

texts:
The left is default cube with one half removed using a Boolean Modifier. The right one I got using a second default cube and moving the bottom 4 vertices up a meter/unit. Both seem to have the "same" origin. Still, when using ProWood, the two give different results.

What am I getting wrong here?


texts: Blender 2.81a wont work with my Wacom tablet

texts: Just downloaded blender 2.81a wont work with my Intous Paper. it is working with both 2.8 and photoshop so im pretty sure its a problem with 2.81a. the tablet will work with 2D in 2.81a but not sculpting for some reason. thanks for the help!


texts: How do I remove the original faces when extruding with Bmesh?

texts:
I followed this and ended up with a closed mesh.

import bpy,bmesh
import mathutils
from mathutils import Vector
bm  = bmesh.from_edit_mesh( bpy.context.object.data )
operate_faces=[a for a in bm.select_history]
n = Vector((0,0,0))
for i in operat_faces:
    n += i.normal

r=bmesh.ops.extrude_face_region(bm,geom=operat_faces)
verts = [e for e in r['geom'] if isinstance(e, bmesh.types.BMVert)]

z = mathutils.Vector((0,0,1))
axis = n.cross(z)
angle = n.angle(z)
R = mathutils.Matrix.Rotation(angle,4,axis)

bmesh.ops.translate(bm, vec = Vector((0,0,.3)),space=R,verts = verts )
#bmesh.ops.delete(bm, geom=operat_faces, context=5)

bmesh.update_edit_mesh( bpy.context.object.data )

but I want the original faces to disappear, so I used

bmesh.ops.delete(bm, geom=operate_faces, context=5)

to delete the faces.
Is there a better way?

PS: I tried to use extrude_discrete_faces(), but the faces that extruded were not connected.


texts:
I created a nature scene and everything was fine until I tried to render it. I set about 600 samples (quite low) and hit render. I let it sit over night, but when I got up, I saw 6 hours left (even after the 10 hours I've been sleeping). So I started to play with the settings a bit and then I tried a test render:

Even with the low settings (resolution at 50% with 50 samples with some filter glossy) It still took me 30 minutes to render. So I'm wondering whether this is normal, even if I don't think so. Should I try to solve it or just let it render the 16 hours? I think that with my new graphics card it should take less time.
(By the way. For lighting I have an HDR (from Pro-lighting: Skies) with a relatively small sun lamp - 0.015, if it will help you at all)

Here are my computer specifications:
Nvidia GTX 960, Intel Core i5-6500, 8GB DDR4 RAM

(I'm rendering on GPU)


texts: How do I restore the original window configuration?

texts: I have made a real mess of things. Each time I try to close one "viewport" or whatever they are called, another one is created, and now my entire screen is a MESS. I just want the original window configuration back, with Tools, Outline, and main window. Right now, I can't even access User Prefs, to see if that's how to do it because there's some kind of "wrench" over it, and it cannot be opened. Help?


texts: Change the point of rotation of a selected portion of a mesh

texts: I'm trying to select the arm of a character and rotate it at the shoulder. I want to shift the point the selected vertices to rotates at the shoulder of the character.


texts: Enable displaying of key strokes without casting

texts:
As far as I know you can enable displaying key strokes while you screencast for tutorials.

Is there a way to archive this without casting? I would like to have visual feedback which combos I pressed to make remembering easier.

Cheers!


texts: What needs to be done to make an arbitrary model display in Blender Game Engine

texts:
I've been trying to get some models to render in the blender game engine. I've picked up models on TurboSquid.com and BlenderSwap.com. The models render with F12 in the blender engine, but when I press P they appear to render nearly the same as the viewport when in texture mode.

This seems to be the case with most models I download and try to use in this way. Am I missing something I should do, or is it not reasonable to think I can download models designed for the renderer and think I can get them working in the game engine.

My end goal is simple: to pan a spotlight around the inside of a car interior using a few game engine logic bricks. I don't need the game engine version to look as good as a full rendering, but I'd like to use one of these pre-built models and see the spotlight move around.


texts:
I want to UV unwrap this hair mesh, and then texture it with a procedural Wave texture (parallel lines). I want the lines to converge to the tip of each spike of hair.

It seems that I could do something like mark seams on sharp edges (or edge split modifier, unwrap, and remove doubles) to get the main pieces of the surface separated. But I do not know how to get them oriented to match the directions of the Wave lines cleanly, or how to change their tips to get the texture to converge probably.

What workflow would let me do this?


texts: Cannot continue my model because of unexplained angles in the X Y and Z orientations

texts:
Hey everyone (something happened to my account so had to ask this question again),

I'm very new to Blender and i'm learning a lot through tutorials. I have come to a part where I cannot continue because the orientation of my X Y and Z is completely off for some reason. In every orientation (Normal, Local, Global), it doesnt seem to align to the right path my vertices and edges have. This way I cannot move my edges and vertices around without them crooking to the left, or down. I have tried looking at other posts and problems on Google too, but I cannot find it and I also don't know how to describe this problem to be honest because I am so new to Blender. Now it seems like I cannot even individually pick a vertice or edge without moving the entire thumb.

How can I make the X Y and Z orientation back to the default settings so i can move my vertices and edges in the right direction?
How can I tell Blender I want to move around vertices and edges without moving the entire thumb or object around?

I have attached an image here.

Thank you in advance, if I could fix this problem, and understand this for the next time, it would help me incredibly.


texts: Rotation in Pose mode is wrong/off, rotation x axe

texts:
I'm trying to recreate this Pose.

This is what I have so far, but every time when Im trying to use the x axes it rotates in the wrong way.

A few more examples pictures

Its the same for the z axes.
It looks like that every rotation I make is along the y axe. I have no clue why.


texts: My rendered image in Blender always shows these small white dots on the edges of the mesh outline. How do I get rid of these? I am using Eevee to render.


texts:
I am simulating a tshirt on a person in blender. Everything is working fine but I am looking for a way how to put it on my internet site so it will be animated together. I have found three.js which is really helpful but I am looking for a way of putting animation which is interacting with other object and has been previously calculated in blender. When I do export an glb/gltf file and import it again in blender I see that cloth property on a tshirt and collision property on my person are gone and animation of both things together does not work. I tried also fbx with same results. Any idea how this could be achieved?
Thank you all for help.


texts: Vertex Paint - creating gradient from selected vertices?

texts:
So what I want to create vertex paint gradient from selected edge loops like this:

In this picture I did with brush, but I have some bigger models so it could be tedious. I know you can do this in weight paint like this:

So maybe a script that converts weight paint into vertex paint would be helpful?


texts: Merge 2D irregular shapes to generate 3D solid

texts:
I have 2 SVG shapes. Consider them as top and bottom faces of an object. I want to 'blend' one shape to the other to create a 3D solid. They have a differing number of vertices. Am I able to do this in Blender? I have limited understanding of Blender, but from viewing various YouTube videos it strikes me that what I am attempting should be relatively straight forward?

If anyone can point me to a tutorial I'm happy to give it a go.

Thanks, Darren.

Tried the suggestion below and got this:
Are the shapes too complex (hard to believe), note number of vertices? I get the feeling there should be some control vertices that would avoid the cross-over effect?


texts: How can I find 'Visibility panel' in Object tab?

texts:
▲ I want to find Visibility panel in Object tab like the pic above.

▲ But I can't find it. Visibility panel is omitted.

How can I find Visiblitiy panel?


texts:
I'm trying to bake a high poly rock onto a low poly one. I know my unwrap and low poly version aren't great but I am was just trying to make it quick for now.
I have tried baking out a simple cube with some detail on it and that worked fine but when I try my rock I can some strange results.

I've tried with and without a cage with no success.


texts: What's the python script to change the background color but not changing the object color at all and then rendering it?

texts:
So far I have

 world = bpy.data.worlds['World']
 world.use_nodes = True
 bg = world.node_tree.nodes['Background']
 r = 1
 g = 1
 b = 1
 bg.inputs[0].default_value[:3] = (r, g, b)
 bg.inputs[1].default_value = 1.0

but this also affects the object color. Is there anyway I can just change the background color and save the scene with the changed background color?
Edit: I found a way using the method @BatFinger linked to and was able to code it in python with blender 2.8

bpy.context.scene.render.film_transparent = True
#set up nodes to change background color
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
composite = tree.nodes[0]
render_layers = tree.nodes[1]
alpha_over = tree.nodes.new(type='CompositorNodeAlphaOver')
links = tree.links
link_1 = links.new(render_layers.outputs[0], alpha_over.inputs[2])
link_2 = links.new(alpha_over.outputs[0], composite.inputs[0])
alpha_over.inputs[1].default_value = (r, g, b, 1)


texts: Light Align tool ( LightPaint feature as in HDRI Light Studio )

texts:
Theres a way to click a face, edge or vertex and align a light

(just as in HDRI Light Studio native align light tool)?
(Thats how you align a light hovering an object surface):

Its called LightPaint.

https://gcs-vimeo.akamaized.net/exp=1510774932~acl=%2A%2F801377317.mp4%2A~hmac=e0f62e9b2fbae5529b6b69f7e225fe524825da41f6129eec1761bd7aad94f180/vimeo-prod-skyfire-std-us/01/548/9/227744549/801377317.mp4

Any similar feature in Blender?


texts: Set Rotation of Multiple Objects to 0 Degrees

texts:
I want to set the rotation on the x- and y-axis to 0° to multiple objects.

So if object a has x:10°,y:20°,z:30°, and object b has x:40°,y:50°,z:60° they should all have x:0°,y:0°;z:...° after the transformation.

How can I do that?

I already selected all of my objects at a time (pivot point set to individual origins), pressed r for rotation and x to rotate around the x-axis, but then all of my objects rotated for example 10 degrees around the x-axis. But that is not the result that I want. I want every single object to have their rotation set to x:0°, y:0°; z:...°

I am currently working with a particle system, which emits cubes along a path.

When converting the particle system I am left with tons of cubes, which should all have the following rotation properties: x=0, y=0, z=(stays like it is).

If I click on one single cube, I can adjust the rotation value for x, y, (and z) which gives me what I want. But I really do not want to do this for every single object this way. Is there a faster way to change the rotation of multiple objects simultaneously?

I already tried to work with ctrl-c, copy rotation. But as I said, I want the z-axis to be unchanged! This should only affect the x- and y-axis.

(To better understand why I want to do this: You have to look at this like it would be an architecture. You don't want to walk on a tilted floor. It should be even.)

Thank you for your support!


texts:
Good Afternoon! anyone have any suggestions on the correct node arrangement here? I've tried a couple but nothing is working. Thank you in advance for your help!

Here is how it is supposed to look. this pic is from Noesis, a program used for viewing and exporting game .DATs

here is the unrendered view in blender

here is the rendered view, and wherein the problem lies. I appreciate the help my friends!

EDIT: here is the .blend and textures
https://mega.nz/#F!zaxGCaCa!d09bEVsqxvSnL9_AoRMZSw


texts: Blender 2.74 exporting custom normals without applying split normals modifier

texts:
Blender finally added the possibility to use custom normals in version 2.74. YAY.
I've been playing with them to export and import a custom file format.

For example: I created the custom normals for a mesh, then call the calculate split normals and tessfaces methods

C.active_object.data.calc_normals_split()
C.active_object.data.update(calc_edges=True, calc_tessface=True)

and I can see the custom normals I expected

Vector(C.active_object.data.tessfaces[0].normal)
Vector(C.active_object.data.tessfaces[0].split_normals[0])

But if I try to use the Set Split Normals Modifier to create the normals, and even thou I can see the new normals working in the 3Dview, I can't find a ways to access those normals without appliying the modifier.

Can it be done?
How can access the new normals data without applying the modifier?


texts: in final render it remains visible from the start! The castle isn't supposed to show in the beginning

texts: I keyframed the (eye) on an object at the beginning of a frame but it still shows in the beginning of the frame where it is supposed only show in the middle(it does this when rendering. How to fix this?


texts: Too big addon list, what should I do? How expand names and keep it all?

texts: There are many addons. Do you know how show it in two cloumns?


texts: Why is my smoke simulation not updating?

texts:
I haven't seen this question during a search.

I have a simple campfire simulation with smoke. When I play the animation through the first time, smoke and fire both appear and evolve correctly. HOWEVER, the next time I play it through, the smoke/fire retains the shape and color it had on the final frame. It's as though once the simulation is stopped, the fire is frozen in that form for all the previous frames.
Is this a bug, or have I messed up somewhere?

My rig is:
AMD FX-8310 8 core processor
8G RAM
GeForce GTX 970 graphics card

It's being rendered in Cycles by CPU, but the problem shows up before rendering.
Unfortunately, I haven't been able to try this on another computer, or on another version of Blender.

Any ideas?

[EDITED TO ADD:]
Sorry, I have no idea how to attach a file to this post. HOWEVER, I have uploaded my .blend to google drive.


texts: How to scale a mesh evenly without causing the faces to intersect?

texts:
I'm still pretty new to Blender and 3d modeling in general so I probably don't have the right vocabulary to describe exactly what I'm trying to do, but I hope the question is clear enough.

What I need is to scale a mesh evenly but without creating intersecting geometry as shrink/fatten tool does. In other words I want the scaled mesh to fit neatly inside/outside of the original unscaled one.

Here's a mesh off thingiverse that is complex enough to illustrate the issues I have when using either scale or shrink/fatten tools.

As you can see the duplicate mesh that is simply scaled along the axes naturally doesn't fit inside the bigger one at all, and the one edited with the shrink tool while being kind of closer to what I want intersects both on itself and with the original mesh.

I've been stuck with this for a while now and would be grateful for any tips you can provide.


texts:
Hi i need help on making these cubes stay on my plane, the location part is easy to do, but the rotation only rotates on it's bounds, not the group's bounds

any way i can fix this?


texts: So I just made a simple tree model and it all looked fine, but then when I applied a texture, a part of my "leaves" became invisible, in solid mode it looks normal but when i change to texture mode parts of the leaves become entirely transparent even tho there is no transparency on my texture. As you can see on the picture, the branch is visible trough the leaves.


texts: Cannot insert keyframes; incomplete "Insert Keyframes" menu

texts:
When I press I in the Action Editor (with a bone selected in Pose Mode and no keying set selected), the Insert Keyframes menu that appears does not contain all of the normal options like Location, Rotation, Scale, LocRot, etc. Instead it only contains 3 options: All Channels, Only Selected Channels, and In Active Groups. Selecting any of these options yields no results (not even an error message) other than the file size increasing slightly.

In the screenshot below, I've adjusted the rotation and scale of a bone and attempted to add a keyframe to the current action to illustrate what I'm talking about:

I've tried changing the keying set to rotation and scale but the results were exactly the same.

As a bonus, it would be nice if I could figure out what exactly was happening that increased the file's size when I clicked on those three options so that I can undo it!

I'm fairly new to Blender, but I've been able to animate a few characters now without running into this issue before. I'm not sure what I did differently this time, but hopefully I can avoid whatever mistake I made in the future!


texts:
I did a bit of re-topo and suddenly when I smooth the model it creates this weird effect seen below:

I've 'Removed Doubles' and made it 'Double Sided'. (I've also selected 'Auto
Smooth' which has helped a little but I still get these weird cut off points.

You can see it near the top right section of the eye:

Would love to know the solution to this problem as it really messes with the render.

Here's the .blend file: http://www.pasteall.org/blend/34280


texts: Could anyone show me how I create a wavey line like this in OSL and able to control the frequency and the thickness of the line? One line is nice but what about multiple waving lines too?


texts:
I can't copy and paste objects between versions

which is an issue because older blender crashes trying to open newer blender files and newer blender warps models from older blender on scaling


texts:
How should one go about implementing a script that will execute before the current scene loads? For example I am attempting to connect to a tcp/ip server in order to send and receive data between clients. The connection code will be run in a separate thread so not to block any other processes.

My main area of confusion at this point happens to be how to initiate the execution of this script at the start of the program.


texts: How to render an Equirectangular Panoramic image with Eevee

texts:
I want to use Eevee to render 360 panoramic images. I do not want to use cycles because of the render time for my project. I tried searching google and this site but the last time this was asked was about 2 years ago: Is it possible to render 180º equirectangular with eevee engine?
My only thought is to create multiple cameras, render each camera and then stitch together in another program. Is there an easier and faster way?


texts: How does the mix shader work when using a Fresnel node as a factor?

texts: I have been using the mix shader to get different types of metals by mixing diffuse and glossy, I always get good results. However there is a thing I have not understand yet: why the material changes when I exchange the two mix shader inputs (diffuse and glossy). Any explanation out there? Thanks.


texts:
When I download some files from blendswap they look like this.

I want the silver/gray solid view.


texts: Increase object quality for 3d print export?

texts:
I've created/edited an object and I can't get the 3D object export to have the same settings / apparent face resolution as the edited "version".  Please see screenshots.
As you can see, the edit "version" number of faces are higher than the object "version" number of faces.  When I export the object as an .stl it has the lower resolution of the object "version".  How to I force it to carry the edit "version" properties for higher face count in the object "version" for export as .stl?


texts:
Is their a way to make a render preview in the viewport shading faster in cycles? I only know about reducing the samples to make it faster.

Of course at the cost of quality whatever it might be,i often find myself noticing problems in my animation too late, after rendering since i can't preview the animation fast enough before rendering...(i tried to make a smaller preview render of a whole aimation before the real render but it does not help me much)


texts:
Why I'm getting this error?

enter image description here


texts: How to select outermost vertices in a shape like this?

texts:
I have a mesh, in the shape of a geographical state, which I created (rather crudely) following these steps:

Keeping an image in the background,
Adding a plane with 1000x1000 subdivision over it
Selecting vertices which overlap the state image manually
Separating them to form a mesh

The end result looks like this:
Object Mode:

Edit mode (Vertices):

My question is: How can I select the outermost vertices to form a plane mesh with the given shape?
I would like to be able to bevel this shape (and others like it) to represent some sort of data in a WebGL application.


texts: Can the Tilt of a Bezier curve "wrap around" from 360° to 0°?

texts:
I'm trying to create a Bezier curve in the shape of a Möbius loop with a full twist of 360°. One of the end points has a Tilt value of 0, while the other has 360°. When I connect them, the curve twists between them.

Is there a way to connect them smoothly as if their tilt were equal? This should not be a problem mathematically as their normals are parallel to each other.


texts:
I been looking for this everywhere online and still found no answer. I'm trying to find a way to use freestyle but it slows my render down. How can I use freestyle for certain edges while not rendering the rest of the mesh at all. Like seams almost I just don't even want the render to even see the rest of the mesh. All I want is the outline of certain edges to render quickly. I also have most settings in render tab set low.

Right now I have a cube with outline rendering at 0.15  to  0.20

My question is if there's a way to mark edges to get rendered while the rest of the mesh doesn't even get seen, I think that will speed up the render exponentially.


texts:
I hope these types of questions are welcome here.
I have around 2K - 3K hours in Blender and I've only just started to use the sculpting tool. I heard it has been improved.
I've done some decent models so far but I have a question about sculpting a face for Animation. I have the eye balls and the eye lids as their own separate objects. This is, as far as I know, the way to do it. But when it comes to the mouth I'm a little lost.
Should the model be sculpted with their mouth wide open? So the mouth is made with the lips and then sculpting back to create the inside of the mouth and the back of the throat. Then add the teeth as a separate object?
This is the way I see it being done or I'm totally wrong.


texts: My object is not visible in viewport or render in Eevee mode. What should I do?

texts:
I didn't tamper with anything, all I remember is yesterday I updated my graphics card and then Blender happened like this. Nesmen is not visible in Evee mode and there is no rendering. My Cycles mode is fine. What should I do?
here are the pictures below. Screenshots and render result.


texts:
Years ago, I did some 3D work in Truespace. In Truespace, using boolean operations was a sure way the seriously mess up you mesh; many times to the point where you basically needed to restart from scratch.

I searched this site a bit and there seem to be a lot of problems related to Boolean modifiers.

So, my questions are:

How risky are Boolean Modifiers?
What 'rules' should I stick to, to minimize the risks?
Can I safely apply them?

I played around a bit with the scenario below, where I tried cutting a doorway into a wall with a Boolean Modifier (difference).

And it seems to work without unexpected side effects.

However, at least in Truespace, 'seeing no evil' is no guarantee that the mesh is still Ok. Hence my question.


texts: Blender crashing causing black unresponsive screen

texts:
I've been having an odd problem on Blender, the problem started in 2.91, but now occurs for all Blender versions I've tried, including 2.82, 2.83, 2.91, and 2.92.
I run Ubuntu 20.04.2 LTS off an external 1 TB SSD on a ASUS Vivobook, with an AMD Ryzen 5 processor and an NVIDIA GeForce GTX 1050 GPU.
The problem began after nearly running out of root space, I've since expanded root, but the problem persists, while in Blender, seemingly at random, my computer becomes unresponsive and the screen goes black. The only way to get out of the crash is to hard shut down my computer and reboot it. I used to run blender on the same computer off the internal 220 GB SSD with Windows 10, without any problems.
It does seem that the crashes occur more frequently if the viewpoint is in rendered mode, especially with intense light sources. However, the crash eventually and always occurs even with the default cube and the viewport set to solid mode.
I am out of ideas how to fix the problem, and I cannot find anyone with a similar problem and a working solution. At this point I'm considering simply installing a new internal SSD and running Ubuntu (or maybe Mint) off of that instead, as I did find some information suggesting it was an external HD problem.
Thank you in advance!


texts: Make camera to move with animated object by makewalk

texts: I have imported a mhx2 model and set a camera. Also the model is set as camera's parent to always look from same angle and distance. The problem is when the object is animated using Makewalk, the camera doesn't move with the object. Any help or guidelines is appreciated.


texts:
I want to change linear to closest but i'm not sure where that setting is at.

Can someone show me a screenshot?


texts:
If you move an area to match up with another area, the get "locked" and I can't figure out how to separate them without joining and splitting a new area.

You can see that at the beginning the areas are separate, but at the end they are locked:


texts:
I use control right click to make shapes with bezier curves and the handles get in the way.  Is there a way to hide the handles.

I've looked and I can not find a way.


texts: My light doesn't light up my scene. I don't see it in viewport

texts: I need a little help please. I think I misclicked something, my lights suddenly doesn't work even though I set it to a very high value. How can I put it back?


texts:
My goal is to reduce the faces of an object using the decimate modifier.
The object I'm editing has lots of vertex groups.
Blender 2.8 only lets me add the decimate modifier to a single group at once which would take quite some time. I have already put all groups in a single collection.

How can I add the decimate modifier to the entire collection?

Do I have to add the modifier group by group?


texts: OSL script node : detect if two object collides and output a bool

texts:
I would like to have a script node that would output a boolean depending of if two objects are intersecting or not.

The goals is to use it in a mix shader and to hide / show my object depending of the intersection (kind of a mask).

The available inputs of my script node should be two objects ("active" object and "mask" object); and the output should be a boolean (0 or 1) for the FAC of a mix shader.

After having read this, I think it is possible, but don't know Blender scripting good enough yet to achieve it.

https://blenderartists.org/forum/showthread.php?390733-Generate-a-material-change-at-mesh-intersection
https://blender.stackexchange.com/a/9080/14306

Can anyone help ?

Thanks !


texts: How would I create a model of a single piece of hair?

texts:
I am new to Blender, and I was wondering if anyone could give me advice or a general method on how to create a model of a single piece of hair. I am writing a report for school, and I need a graphic showing a microscopic view of a strand of hair, like this one:

For the graphic I will be adding spheres that represent air pollution particles and their relative sizes compared to the hair. I'm basically trying to recreate this:

I haven't really started making the model yet. I was trying to play around with a cylinder for the hair, but I'm not sure if I'm headed in the right direction. Any help is appreciated! Thank you! :)


texts: I made and object in blender with checker texture but when i try to import it in unreal Engine it only imports with object. The texture is not imported


texts: I was animating a run cycle and this happened at some point but I can't figure out how or when. Any help?


texts: Issue with Collada export on Mac OS Catalina

texts:
did any of you experience a problem with Collada (.dae) export of bigger files? I have a blender project with a number of animations (11 MB in total). I've recently updated Mac OS from 10.14 (Mojave) to 10.15 (Catalina). After the update, I'm not able to export this project to Collada. When I try app freezes on the export window and stays that way forever. Collada file is created but the size of the file is 0B. I've checked console and Blender is getting notification from the system:

  RESOURCE_NOTIFY trigger for Blender [2375] (90009223113 nanoseconds of
  CPU usage over 127.00s seconds, violating limit of 90000000000
  nanoseconds of CPU usage over 180.00s seconds)

I was testing versions 2.80, 2.81a and 2.82 (alpha) - problem stays with all of them. Do you have any idea what can be done with this?


texts: How do I overlap identical UV islands so they share the same texture?

texts: I have the simple model pictured below and would like to UV map it in a way in which many of the UV islands generated from the seams, will get the same texture and therefore should exist in the same space within the UV map.  For example the outer "wall" will have the same texture all the way around, but in several different UV Islands.  How can I effectively unwrap the UVs so that identical islands overlap as one in the UV map export?


texts:
I am trying to make a flowing twisting detail for a clothing set. If you look at photo #1 you will see that it is flushed against the characters arm. That is what I want. However , I do not want it to be in that shape. Photo #3 is how I want the detail to appear, flushed and twisting perfectly around the arm.

Photo #2 is simply the curve from photo #3, but with depth. Shrink wrap does not produce the desired effect.

The method used in photo #1 is simply selecting faces, duplicating and solidifying.

I have been trying to fix this for a very long time and nothing I do produces the desired effect. I obviously could just model and sculpt this, but being that I have hundreds of pieces that need this type of effect, I would like to complete this before the next decade.

Thanks for reading.


texts: "bpy.context.scene.object_bases" not working in 2.80?

texts:
The 2.8 documentation for the context override is found here:
https://docs.blender.org/api/blender2.8/bpy.ops.html?highlight=object_bases

override['selected_bases'] = list(bpy.context.scene.object_bases)

is even listed there, but throwing

bpy.context.scene.object_bases

into the python console throws:

  Traceback (most recent call last):
   File "", line 1, in
  AttributeError: 'Scene' object has no attribute 'object_bases'

I want to merge objects as described by CodemanX here:
How to join objects with Python?
It worked in 2.79, doesnt in 2.80 and throws:

  AttributeError: 'Scene' object has no attribute 'object_bases'

My code snippet:

    proxyname = "ProxyName"
    # create empty new object
    proxymesh = bpy.data.objects.new(proxyname, bpy.data.meshes.new(proxyname))
    bpy.context.collection.objects.link(proxymesh)
    proxymesh.matrix_world = bpy.context.active_object.matrix_world
    # make new, flattened object from all meshes in selection
    duplicants = []
    duplicants.append(proxymesh)
    for obj in bpy.context.selected_objects:
        if obj.type == "MESH":
            duplicant = bpy.data.objects.new("duplicant", obj.to_mesh(bpy.context.depsgraph, True, calc_undeformed=False))
            bpy.context.collection.objects.link(duplicant)
            duplicant.matrix_world = obj.matrix_world
            duplicants.append(duplicant)
    # attach flattened objects to empty object
    ctx = bpy.context.copy()
    ctx['active_object'] = proxymesh
    ctx['selected_objects'] = duplicants
    ctx['selected_editable_bases'] = [bpy.context.scene.object_bases[duplicant.name] for duplicant in duplicants]

So basically, I would like to know how to be able to iterate through the scene's object bases in 2.80?


texts: How to model a Coral or Sponge Structure?

texts:
Can you please give me advise how to make this model?
1) My target goal image is this (perfect copy of the real object)

2) Now I have a model of a knife, but I don't know how to apply a bump mapping to the handle so it looks similar to the target image. You can see that it has a deep relief structure and also a rough surface.

3) I tried use this cloth bump texture, without success. It should be more organic.


texts: How can I change the value of shape keys using a custom controler?

texts:
By using the value slider I'm able to increase or decrease the Smile value of a Shape Key in 0.1mm increments. How can I do that using python?

The image below shows it running in Maya and I'd like changing the Shape Keys value in Blender the same way.

I couldn't find a solution to the question yet so I tried to implement it as follows. Basically I'd like creating a controller and apply Driven to Target Shape Keys and move them by 0.1mm:
import bpy

bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
ob = bpy.context.scene.objects['Smile_Controller'] #Select Smile_Controller

ob.select_set(True)
bpy.ops.transform.translate(value=(0.1, 0, 0), orient_type='LOCAL',) #0.1mm
bpy.ops.object.mode_set(mode='SCULPT')

However, I'd prefer to control the Shape Key value directly. Each time the button is clicked, the value should increase or decrease by 0.1mm.
Q: Is there any way to implement such controls using python?


texts:
I have done a modelling course making a dinosaur and am now practising making my own.
The course made the leg and attached it to the body as shown here. It involved rotating the edge loops quite a bit until they could be joined to the body's edge loop cut out for the leg. This process was rather clunky in my opinion.

While making my own model I went to see what others are doing for this step and I found this video (at 3:38) where instead the modeller just extrudes part of the body's faces out and then extrudes the bottom part of that new protrusion down to make the leg.
This creates 2 very different topologies, and I cannot tell which is better. The second method is a lot easier to do as it involves a much easier to manage topology, which in my book is good.
What are the pros and cons of these methods other than ease of use (the only thing my novice self has encountered)?
Just as an FYI I am modelling and rigging to practice making a small game, so I am also looking to animate these models.


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I want to use the bone constraint "copy transform" to a bone,but when a set a target the bone change position,rotation is all mess up without i move the target.
I apply the location and rotation of the target,clear pose but still...what i can reset to change this?


texts: High Poly to Low poly normal bake looks weird

texts: I baked a normal map using cycles from my High Poly Mesh to my Low Poly Mesh. I have no idea what could've caused this as I don't have much experience and nothing on the internet has similar results to mine. This is the result.


texts: Joining 2D tracking markers with an offset

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Is there any way to join tracks with an offset (like can be done in After effects)?  I'm looking for a way to create a gap less 2D track. (It will be used only for 2D stabilization)

This is an example showing the situation in the footage.

Here are the two tracked marks that get blocked by a pole at different times.

I want to be able to use the tracking data from the black mark when the red mark is obstructed.

However if I simply join the two tracks there will be a jump in the path.


texts: Problem with rendering FIRE in CYCLES (Blender 2.83)

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I learned how to render fire using the Quick Smoke effect following this tutorial: https://www.youtube.com/watch?v=vSYMjhFXcr8&t=62s

It worked PERFECTLY in Blender 2.82, but now I'm having trouble seeing the actual fire in my final rendered image.

So, I have this mesh with the Fire effect applied to it and this is what I see on the rendered view in Viewport:

However, when I render the image. I don't see the fire... Sometimes i get only the smoke, other times a lot of fire, I don't know what's going on.
I've tried several things (changing the fuel, surface emission, blackbody intensity in the shader editor, deleting EVERY light and mesh in my scene, etc etc), but then I noticed my renders didn't seem to follow my actual changes...

I believe it may have to do with the BAKING and the CACHE. In 2.83, there's the option to use Replay or Modular. Replay comes by default, so I changed it to Modular. I've also created a specific folder for the cache.

So, I baked the fire (and noise) ONCE and then I rendered the same scene, without touching anything (or rebaking) and i got 8 DIFFERENT RENDERS!! Below is a summary:

I believe #3 is the one that I see on Viewport. But then all the rest are different. #5 seems to render the baked fire from another Blender Fire I used to follow the tutorial I listed above.

Anyone have any clue. what may be happening?

Thank you so much in advance.

If anyone wonders, here are my settings for Physics properties for the Smoke Domain

And for the mesh on fire:

They all worked perfectly in 2.82, so no idea what's going on... And I'm using the new cloth brush in 2.83, so I don't really want to go back...


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I was following a tutorial where the Youtuber went Shift + A Mesh > UV Sphere, his sphere had a very smooth surface.

But when i did it, mine looked like this.

How do i make my sphere to look as smooth as his?


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The first image is a Substance Painter Iray render. This is how I would like it to look.
The next image is the render from Blender (2.91) - the next is the node setup. The render results are identical between Cycles and Eevee. Obviously there is a large difference in bump strength between SP and Blender. I have removed the bump connection and it's back to normal - so appears to be isolated to bump only, and not a normal issue.
My mesh is set to real life dimensions (about 20") and the unit set up is Imperial/inches.
So I can set the distance, on the bump map node, to correct the height issue - but I have to really crank it down - like .001. This makes me think maybe I'm doing something wrong - doesn't seem like there should be that large of a discrepancy between the 2 renderers??? But maybe so.
Anyone else notice this? Any ideas or suggestions to get the Blender/SP height difference sorted out - or is it just the way it is?
Thanks


texts: Overlay Another Video in the Blender Video Editor but at an Angle

texts: I am trying to overlay another video on top of my animation in the Blender video editor to it look like the overlaid video is playing on a tv. The problem I have is that the TV is at an angle and it won't line up well by just rotating it. How can I get my video to appear at an angle to fit the TV through the Blender Video Editor? Also, the animation I made will be looping while the much longer overlaid video will be playing so putting the video into the actual animation won't work. Below is the TV in my animation, I appreciate if anyone can help me!


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I don't get it why the loop cut doesn't hold on a subdivion surface applied to an object. Is it something wrong with my Loop Cut settings or is there something else I'm not aware of? Only two weeks old in Blender.

Video with a simple object to understand the issue


texts: How do I import a soft body bake into another project?

texts: I bake a soft body simulation with 'disk cache' and 'Use Library Path'. When I copy and paste the soft, baked mesh into another project file, or append it into another project file, the bake does not transfer.


texts: Whilst trying to make some geometry I have inadvertently introduced a number of edge loops that have effected my model causing the stripey effect shown in the screenshot. Is there any way of un-subdividing on the z axis only to remove the loops? I would like to keep the zig-zag at the top of the bag and not introduce any tris if possible.