texts: Making Objects in the file or appending/linking them?

texts:
I've been learning about the append and linking function to bring in objects from other Blend files to the current one being worked on, but something keeps nagging at the back of my mind:

Aside from having already created the object for another blender file, why would you not just make the object in the current blend file instead of giving it it's own blend file and then appending/linking it?

Would it not be easier to make the object, say a window on a different layer of the blender file you are working in then copy-link it into the scene on a different layer instead of linking it from an external blender file? Is there any advantage in doing it either way or is it just a personal choice?


texts: Mouse click released immediately on drag; can't drag nodes

texts:
I've recently switched to Linux Mint from Windows. Everything in Blender is running fine, except for the fact that I can't seem to hold down 'mouse drag' operations.
I click, hold down the mouse button - yet as soon as I move the mouse, the button is showing as released by Blender. I've installed the Screencast Keys add-on to demonstrate this. When checking the console, I get a weird warning related to keycodes.

Bad keycode lookup. Keysym 0x0 Status: XLookupNone
'' 0x7f9503135200 0x7f9533585b40

Here is a GIF to demonstrate the problem:
Value sliders in the UI seem to work, but nodes and their connections can't be dragged - making it pretty difficult to work.
EDIT:
To clarify, I'm using XFCE as the window manager


texts:
I'm trying to render an animation using version 2.90.1, but my PC has no chance rendering it all at once, cant even get past the first frame without vram used up.
I tried doing it with layers and I managed to render an image without it failing, but I'm wondering how I can render it as an animation/video file, as I cant find the FFmpeg in the file output settings.
Also I'm using dynamic sky for lighting and clouds etc, but can find a way to put the dynamic sky world settings into a layer/collection for it to render. And if so, does the lighting from the world settings affect the other layers?


texts: In Textured shading mode, texture does not appear on an object unless the object is selected

texts:
I have textured a bunch of objects through the UV/Image Editor (Unwrap UV's > Image > Open Image > etc.).

For some objects that I've textured in this way, in Object Mode, the texture on the object will disappear when I deselect the object (even whilst I am still in Texture Shading mode). The texture is replaced by a pure white (I have Shading > Shadeless turned on). Strangely, for some objects, this does not happen at all. I am pretty sure that I followed the same steps to texture each object (exact same workflow pattern in the UI). I double-checked and repeated the UV unwrapping and texturing process for each object. Same problem occurs.

All things considered, it's a minor annoyance, but for some reason it is very disruptive for me. I would rather be able to see all textures for all objects while in the Textured shading mode. What steps should I take?

My Blender version is 2.72b, Windows 7 x86-64, Blender Internal render engine.


texts: Transparent part of my image shows up black

texts:
I would like to ask for help figuring this one out.

I have a grayscale image with a black background, and I have the same image but colorized and with transparent background.

I need a mixed shader so that the black is gradually transformed into transparent, while the grayscale is transformed to a color scale.

I tried with a ColorRamp but the alpha becomes black in the render even if I have a blend mode to "alpha blend".

It would be nice if I could symply use the grayscale image texture for it, but I could also use on where I load the two images and mix them.

Thanks for any help

Edit: I add the real RGBa if you want to try it with this images


texts: What is the most efficient way to invert a mesh so as to inform a key, coupler or mold?

texts:
Let's say that I have a mesh, and I would like to create a "negative image" of the mesh.. essentially, creating a mold. Like so:

This I modeled manually.  But if you had a complicated shape, modelling it by hand might be something of a nightmare.

So ht question becomes: how do I create a "mold" of an object so one object will fit on another object?


texts: I've made a zoomed still frame in my sequence, but I want to display text at the exact same relative position as in the unzoomed sequence. This isn't working. At first I thought that I must change the position of the text strip accordingly, because it uses the unzoomed, absolute positions. But when I changed it to 0.5 0.5, where it definetly should have showed up, I couldn't see it. I tried adding the text strip to the zoom transform, not the original video strip, but that didn't help. Maybe it's important in which order I added my effects and which is attached to which? I use both a speed strip as well as a transform strip at once. Is there a certain order of adding strips on top of each other I have to keep in mind?


texts: How to add bumpiness to a car/roller coaster motion?

texts: How would one add bumpiness/bounciness to a motion animated in blender. For example, if I were to model a car moving on a road as a POV or a roller coaster from POV. I am currently working on a roller coaster, but I am asking this as a general question, how would one add the random bumpiness to anything moving on the road/tracks ?


texts: How to bake displacement from sculpt to re-meshed model?

texts:
I have a high polly sculpt and a low polly remesh model.
I would like to bake displacement from my sculpt to my low polly model.

I saw mentioned in other places that you need to use multi-resolution modifier which I didn't because It was crashing Blender, so I just used subdivision surface and applied it before sculpting.

Does anyone know how to do it? Thanks


texts: When to use bmesh.update_edit_mesh and when Mesh.update?

texts:
When is it appropriate to use one over the other?

In example, I have the following:

obj = bpy.data.objects[name]
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
dmesh = obj.data
mesh = bmesh.from_edit_mesh(dmesh)
# do stuff with mesh
#
# call one or the other:
bmesh.update_edit_mesh(dmesh)
dmesh.update()

Which call is correct in the end?

In my tests they seem to do the same.


texts: My boolean/difference operation didn't work

texts:
I'm relatively new to Blender and I'm trying to apply the Boolean modifier to substract channels from the water bottle holder.

I added the  the Boolean modifier to the Cylinder, with Difference as the operation, and the target object as the Plane... But when I removed the plane it had not affected the cylinder.

So I read some advices from similar cases on Stackexchange (flip faces), but the boolean still does not work for me.


texts: How to turn off the light from particle settings?

texts:
I have a Particle setting to simulate moths following a light bulb. However, i notice that the Cube that i have the Particle settings on emits light, and that the moths themselves emit light as well. How do I change the light settings? I would prefer to turn off the light that comes from the moths so i can have only one light source, which is the lamp.
Here is my file: https://www.mediafire.com/file/h8dzaff312olmrb/Moths.blend/file


texts: Problem creating energy material in cycles

texts:
I'm trying to make an effect of pulsing electricity/energy in cycles but the tutorial I've been following was in blender render and used transparency options that aren't in the materials tab in cycles.  How can I make the material so that it has a harsh ripple-like outline?  Right now it looks more like a ghostly jelly :p

This is what I have so far:

But with the cube, I want to have this effect:


texts: Bridge edge loops not bridging to nearest vertex on adjacent edge loop?

texts:
I have two edge loops which I am trying to bridge.

The edge loops do not have an equal number of vertices. My assumption was that the Edge Loop Tool would just bridge to the nearest vertex.

Given that this doesn't appear to happen, would I be right in thinking that it cycles through the verts numerically and creates an edge each time? i.e select vert1a + vert1b then create edge,select vert2a + vert2b then create edge etc..

If so, is there a way around this either in the form of a smart bridge tool that will join to nearest corresponding vert on adjacent edge loop, or any other non-manual workaround?


texts: How to make a bone translate on a tilted Axis?

texts:
So, I've started a new project and i've come across this problem:

I have this rather simple armature composed of 4 bones:
-Rotation: which is stationary and rotates on one of the three main axes (x,y or z).
-RotationArm: child of Rotation and inherits the rotation
-RotationArmPos: child of RotationArm and only inherits the position
-Target: child of RorationArmPos and it's not connected to him

My objective is to be able to move the Target bone along the immaginary tilted axis, going through the two ends of the bone, based on the vertical translation of the RotationArmPos.


texts: Fire animation doesn't work in small size

texts:
I am trying to animate a fire from a cashew nut (dimensions x = 2 cm, y = 1.45 cm, and z = 1.75 cm). I am just beginning with blender, so I downloaded version 2.9. I proceeded the following way:

Shift + A - Mesh - Cube
Resized the cube to the nut dimensions
Object - Quick Effects - Quick Smoke - Fire
Scaled the domain pressing S and positioned it so that the nut is inside.
Physics Properties - Frame Start: 230 - End: 240 - Type: All - Bake All (I need a quick combustion that begins in the middle of my overall animation).

However, when I play after baking, I see no output.
Can anyone please guide me?
Thank you!


texts: Transparent background isn't working and rendering the image doesn't work either

texts: So I was just making a blender banner for my friend, and then I changed everything that would normally make it transparent, but it doesn't work. and also I tried rendering it it as an PNG and that won't work either...


texts: How can I copy the location and rotation of multiple bones of a skeleton and paste them to an identical skeleton?

texts: I need to change all the bone's location and rotation on the right skeleton to match with the left skeleton, but I'm hoping there's a better way than manually fixing each bone here. Thanks!


texts: Adding geometry detail from textures to a low-poly model for 3D printing

texts:
As the title says I'm trying to take some models from a video game and use them for 3D printing. The models are (understandably) low-poly but they do have textures with a fair amount of detail.
My endgame is to 3D print the models for use as miniature figurines in the tabletop wargame Warhammer 40,000 produced by Games Workshop (don't worry, I don't plan on selling the 3D printed models). In this game, the actual physical miniatures have far more detail than the low-poly 3D game models.
Here is an example of the textured and non-textured 3D model:

... and here's an example of the physical miniature:

I'm sure I'll have to do some manual tweaking regardless (the holes at the end of the gun barrels, for example) but I am wondering if there's an easier way to transfer detail from the textures back into the geometry of the 3D models. My best guess at the moment is some sort of depth/height/displacement map or projection, but I really don't know.
While searching I couldn't find any tutorials or advice on this exact subject so I thought I would ask here. I also own ZBrush and Substance Painter if it isn't possible to do in Blender. I just don't want to have to do it all manually unless there's no choice.
Anyway, please let me know if you have advice or suggestions on how to approach this problem!
Here is a Dropbox link for the models and textures: link.


texts: Smart UV Unwrap of 32000 objects? Single core used?

texts: I have a scene with over 32000 objects I want to smart UV unwrap (each as individual objects). All objects are very basic, most cuboid. I left the Smart UV project (select all SPACE then selecting smart UV project, streth to UV bounds unchecked) running on this and Blender was still not responding 24 hours later. blender process:CPU 7%, memory at 1.4GB, disk usage nothing. I assume the script was still running, but hard to be sure with the 'not responding' in the window. Would I be right in assuming that the script is python and that it won't use more than one core? I'm finding it difficult to estimate how long it should take on so many objects and if there is a faster ways to achieve this by utilizing all 8 cores? Blend file itself is 159MB and I have set this to manually 8 threads rather than leaving it on auto and I still only get 7% CPU utilization.


texts: Tried everything. Can't select bones in weight painting mode

texts:
I've tried doing the select armature in pose mode switch to object mode then weight paint thing but it still doesn't allow me to select bones among a plethora of other solutions and I'm not sure why but for some reason it just doesn't work for me. Can anyone help me figure out what I'm doing wrong?
https://drive.google.com/file/d/1neePPk9PlKjhpp8AIbUOF94m1KHws7hX/view?usp=sharing


texts: I'm trying to clean up the letter "k" here and can't delete the faces where I've circled.  I tried selecting the vertices and holding shift, but it just won't select all of them.  How can I do this?  Thanks


texts:
I'm trying to add a single uv image texture on one part of my model. I have unwrapped using smart uv project, added the image texture node and plugged it in to base color and added the image in uv and placed it. And while the image does appear, it ALSO appears in multiple other places.

I don't get it, because not only is the image not showing on the other UVs, I've even moved everything OFF the image itself, so I'm not sure how it's even mapping to that part.

See below for images of what I am seeing. I have also included a link to the file if you want to take a closer look.

Link to file: Blender file example


texts: How to 'scale' a texture image to the object

texts:
I am a newbie (first started using Blender last week) and have created some objects (which together make up the model I require) and need to apply a texture image to each object. Following a video tutorial I have selected and applied a suitable texture image but the texture image appears too stretch along the Y axis. Looking at another video tutorial I went into 'UV editing', pressed Z and selected 'Material Preview', Selected the object (press A), and then attempted to apply scale by pressing S then X and also S then Y and dragged to what I considered correct. I checked the result on my image and the texture image is still stretched along the Y axis.
What am I doing wrong or not doing?
Lastly if I want to use an image with a vertical orientation to an object with a horizontal orientation can that be achieved inside Blender rather than me using an image editor to create a vertical image file?

[Added later]
Thanks to Marty's tutorial I now understand how to apply a texture/image to my object (easy once you have done it once) but having noticed that the placement of each face on the texture image affects the sharpness etc on the object. When I adjust the 'scale' on the X and Y axis to exceed the size of the object Blender then automatically adds more images to the object resulting in noticeable seams between each as the left side of the original image does not match the right side. Is there a way around this?


texts: How to set Default Shader to Principled BSDF

texts:
I saw in this youtube demonstration, that this is possible. I just can't imagine where I can change the default shader. I want the diffuse white shader to be a diffuse white Principled BSDF when I click the "+" in the material slots. Any ideas?
As Duarte Farrajota Ramos pointed out, the video was captured from the EEVEE branch (2.8). The Principled BSDF shader is the default shader there, so there wasn't any customization done to achive this behavior.
How would someone write a script or add-on to do this in pre 2.79 series?


texts:
I am trying to cut out a pattern which I made as a curve from a circle using python.
I made the pattern using this and adding all the curves together to form 1 curve.

 if i==0:
    coords = measure.approximate_polygon(contour, tolerance=1.2)
    x0,y0= coords[0]
else:
    coords = measure.approximate_polygon(contour, tolerance=1.2)

print(coords)
# create the Curve Datablock
curveData = bpy.data.curves.new('myCurve', type='CURVE')
curveData.dimensions = '2D'
curveData.resolution_u = 0

# map coords to spline
polyline = curveData.splines.new('POLY')
polyline.points.add(len(coords)-1)
for i, coord in enumerate(coords):

    x,y = (coord+[0])
    polyline.points[i].co = (x-x0, y-y0, 0, 0)
    if x-x0<minX:
        minX=x-x0
    if x-x0>maxX:
        maxX=x-x0
    if y-y0<minY:
        minY=y-y0
    if y-y0>maxY:
        maxY=y-y0
# create Object
curveOB = bpy.data.objects.new('myCurve', curveData)
curveData.bevel_depth = 0

# attach to scene and validate context
scn = bpy.context.scene
scn.objects.link(curveOB)
scn.objects.active = curveOB

To make a circle and cut out the curve I made:

for ob in bpy.context.scene.objects:

 if ob.type == 'CURVE':
        ob.select = True
        bpy.context.scene.objects.active = ob
    else:
        ob.select = False
bpy.ops.object.join()
for ob in bpy.context.scene.objects:
    if ob.type == 'CURVE':
        ob.select = True
        bpy.context.scene.objects.active = ob

for ob in bpy.context.scene.objects:
    print(ob)
pattern = bpy.context.scene.objects.get("myCurve")

def csgSubtract(target, opObj):
    '''subtract opObj from the target'''

    # Deselect All
    bpy.ops.object.select_all(action='DESELECT')

    # Select the new object.
    target.select = True
    bpy.context.scene.objects.active = target

    # Add a modifier
    bpy.ops.object.modifier_add(type='BOOLEAN')

    mod = target.modifiers
    mod[0].name = "SubEmUp"
    mod[0].object = opObj
    mod[0].operation = 'DIFFERENCE'

    # Apply modifier
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod[0].name)

def makePrimitiveCircle(objName, v, r, f, loc, rot, layers=[0]):
    bpy.ops.mesh.primitive_circle_add(
        vertices=v,
        radius=r,
        fill_type=f,
        view_align=False,
        enter_editmode=False,
        location=loc,
        rotation=rot,
        layers=[(i in layers) for i in range(20)])
    ob = bpy.context.active_object
    ob.name = objName
    ob.show_name = True
    me = ob.data
    me.name = objName + 'Mesh'
    return ob
rad=(maxX-minX)/2
print(minX,minY,maxX,maxY)
f = makePrimitiveCircle('Circle', 200, rad, 'NGON', ((maxX-rad),(maxY-rad),0), (0,0,0))

it gives an error at bpy.ops.object.modifier_apply(apply_as='DATA',modifier=mod[0].name) but I have no idea how to fix it, this is my first blender project and I am kinda stuck..

error is:

   bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod[0].name)
   File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
  RuntimeError: Error: Modifier is disabled, skipping apply


texts: BGE pressing space bar while in play mode isn't running script

texts: I'm new to bge, reading a tutorial on matrix, I downloaded the linked file, a very simple task, I'm supposed to go to bge, press P then press space in order to run the script. the problem is, it's not, I googled it to search for other examples, I thought may be I'm doing something wrong, but everywhere it says that this his how you do it, can someone please enlighten me.I'm attaching the .blend


texts: How can I show the vertex positions in viewport?

texts:
I want to show some Info in the viewport something like vertex indices

you can see select a vertex and press N to see vertex position but it's hard.

so I liked to write a script to show the vertex position

I tried to use opengl but text was blurry and I couldn't make what I want.
# import stand alone modules
import blf
import bpy

font_info = {
    "font_id": 0,
    "handler": None,
}

def init():
    """init function - runs once"""
    import os
    # Create a new font object, use external ttf file.
    font_path = bpy.path.abspath('//Zeyada.ttf')
    # Store the font indice - to use later.
    if os.path.exists(font_path):
        font_info["font_id"] = blf.load(font_path)
    else:
        # Default font.
        font_info["font_id"] = 0

    # set the font drawing routine to run every frame
    font_info["handler"] = bpy.types.SpaceView3D.draw_handler_add(
        draw_callback_px, (None, None), 'WINDOW', 'POST_VIEW')

def draw_callback_px(self, context):

    """Draw on the viewports"""
    # BLF drawing routine
    font_id = font_info["font_id"]
    #blf.position(font_id, pos.x, pos.y, pos.z)
    #blf.size(font_id, 100,100)
    #blf.draw(font_id, "Hello World")

    pos = bpy.context.object.location
    v3d = context.space_data
    rv3d = v3d.region_3d
    pos_text = location_3d_to_region_2d(region, rv3d, context._center)

    blf.position(font_id, pos_text[0], pos_text[1], 0)
    blf.size(font_id, 100,100)
    blf.draw(font_id, "Hello World")

if __name__ == '__main__':
    init()


texts: Tool settings not showing when calling an operation from a pie menu

texts:
First, I have no actual coding experience, just spend alot of time following guides, and googling/editing.
So I have a basic pie menu script that runs bevel, Relax, and smooth vertices in edit mode. The only thing not working right is Smooth vertices. At first it waited for me to click somewhere and then did nothing.
I figured out(I think) that's because it defaults to Factor=0 and wait_for_input=true.
Ok so after searching, I found that defining an operator was the way to fix it.(no idea if that's the right term) so now I have it set to run  bpy.ops.mesh.vertices_smooth(factor=0.5)
Ok cool, but now the issue is while it runs, it doesn't show the tool settings panel thing, even tho running it from the context menu, and the vertex menu, does  make the settings show. And I cant figure out what I'm doing wrong.
Any Help is appreciated.
Heres the terrible cobbled together script.
import bpy
from bpy.types import Menu, Operator

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

bl_info = {
    "name": "pie mesh edit",
    "author": "Ryuko Reiakuma <RyukoReiakuma@gmail.com>",
    "version": (1, 1, 0),
    "blender": (2, 92, 0),
    "location": "Viewport",
    "description": "edit Pie menus.",
    "wiki_url": "",
    "tracker_url": "",
    "category": "3d view"}

class VIEW3D_MT_PIE_specials(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Specials"
    bl_idname = "mesh.specials"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        #pie.operator_enum("mesh.select_mode", "type")
        pie.operator("vertices.smooth")
        pie.operator("mesh.bevel")
        pie.operator("mesh.relax")
        #this used to work, but now it just does nothing after you click.
        pie.operator("mesh.vertices_smooth")

class VerticesSmooth(Operator):
    bl_idname = "vertices.smooth"
    bl_label = "VerticesSmooth"

    def execute(self, context):
        bpy.ops.mesh.vertices_smooth(factor=0.5)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(VIEW3D_MT_PIE_specials)
    bpy.utils.register_class(VerticesSmooth)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "Q", "PRESS").properties.name="mesh.specials"

def unregister():
    bpy.utils.unregister_class(VIEW3D_MT_PIE_specials)
    bpy.utils.register_class(VerticesSmooth)
if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_specials")


texts:
I would like to build a 3d model of a wooden pallet but I having problem figuring out the dimension and scaling?

Is it that there is no need to scale?

Where is the ruler?

How do I draw the outline of the wood panel first?

Thanks


texts: After looking at other solutions on this, I'm not sure how to proceed, as I'm just new to Blender. I have an image mapped onto a picture frame asset and I'm changing a parameter but it's not the correct one. The Displacement angle value (bottom right) doesn't seem to do it. How might I adjust it to display in the correct orientation? Thanks for any help.


texts: How do I change the interpolation of multiple keyframes in the graph editor (f-curve)?

texts:
When I select multiple keyframes in the f-curve view (graph editor) and change the interpolation to "constant", it only changes one keyframe, so how do I change it for multiple keyframes?
Thank you


texts:
I would really appreciate some advice about cleaning up edges. I feel that when you start adding more complexity to a model and use edge loops it can get really complicated so I want to be able to close the edge loop without wrapping it around the entire object.

In image 1 I created a cube subdivided it, bevelled the edges. Then I selected only the top row of faces (used shift-H to isolate) and extruded over and over to create the hollow edge. I used loop cut to clean up. I can see I have edges that should be closed and are not but the render and surface looks good.

In image 2 I used the same method on the side of the cube at the bottom but now I run into big trouble with lots of tears. In image 3 you can see all of the edge loops that are not closed up.

In image 4 you can see that I added a few edges and it resolved the issue but I am pretty sure I will not go to modelling heaven for the way I cleaned it up.

Here is a link to the file I am using.

If anyone can point me in the direction of cleaning up edges or the rules I would be very appreciative or if you could show me how to clean up the edges. This cube is just me practising and not needed for anything.

Image 1

Image 2

Image 3

Image 4


texts: Whats the best way to make smooth waterslide type tracks?

texts:
Im creating game inspired by Wipeout games everything is good except, im relatively new to blender and was researching past two days for a way to create tracks like in wipeout fusion, super smoothly rotated  and all that good stuff i have tried:

Making a curve bevel it make a track then make curve into the mesh didnt worked because imported into unity these meshes didnt had empty space inside them aka ship was stuck instead of falling on the mesh AND it was a full circle i didnt need that
Make a straight cubes then use deform and bend these cubes and connect into one track, literally impossible to work with takes hours and couldnt connect bended cubes together perfectly
again, make cube then bend with shift + W, didnt worked either because endings were rotated as well no matter what i did cause of that track was full of obvious connections due to bumps weird stretches etc.
Ask for solutions in various discord groups noone answered what could help.

I hope someone knows a way how can i make these tracks, thanks.


texts: Creating an .exe file of a python application with bpy module

texts:
when I create an executable of below python application which has bpy (python API for Blender) with pyinstaller on windows platform, The .exe file does'nt run. But the same program runs from Eclipse IDE.

import bpy

def test_bpy():
    blend_file_path = "Square.blend"
    blend_out_path = "Altered_square.blend"
    bpy.ops.wm.open_mainfile(filepath = blend_file_path)
    bpy.ops.mesh.primitive_cube_add(location = (0, 4, 0))
    bpy.ops.wm.save_mainfile(filepath = blend_out_path, check_existing=True, filter_blender=True)

if __name__ == '__main__':
    test_bpy()

The errors thrown are:

and also this


texts:
What is Blender's maximum render (not scene) size? Like in either MegaPixels or a pixel length x width dimension. On my side it seems to be locked at 22000 pixels. Using the Cycles render engine to render TIFFs.

Thanks
JK


texts: How to merge all identical materials into one?

texts: I have made some trees to make a forest and each tree has its own file. Now I have appended them into one file and now I have like 40 unnecessary materials which are completely the same and each is assigned to a few objects, so that I would have to switch materials for about 200 objects to get rid of them. Is there some other way to merge the identical materials into a single material?


texts: Noise in a particular region of the Rendered image

texts:
I made a cup with some texture but when i render it i have noise in a particular region. No matter what render settings i keep the problem still persists. I am attaching the blender file and the rendered image here. Please let me know to solve this issue.

Blender file and the texture image link:-
https://drive.google.com/drive/folders/1HICa-N4n3OdHY62WamhdYOW9JVvQ76rl?usp=sharing


texts: Possible to make Vertices from overlapping Edges?

texts: I tried to figure out how to make vertices from two overlapping edges. I want the exact point they overlap to become a vertex, but I can't seem to find a solution to the problem.


texts:
I’m making my first project with Blender and it’s special effects for a film project. I would need to animate a cloth with a cloth simulation. It’s just a plane that tries to imitate house curtains as I’m trying to make curtains move in a weird way.
I have a plane with dimensions 5m x 14m (measurements of the real curtains), and that will be made into cloth and then manipulated with various collision objects.

I have two separate questions on this:

video reference.
I need to sync the animation to filmed footage, so I have imported the film clip as image plane. To use as a reference. Is this the correct way to use reference video? It seems to mess up the cloth simulation in 2.8 and I need to remove it before baking…
baking
I’m trying to mach the cloth properties to the filmed real cloth. That means tweaking a lot of the cloth properties in order to get right mass, bending etc.
The problem is that the baking of the cloth physics takes a lot of time. For every little tweak I need to bake the physics again which takes 15-30minutes… so it makes this extremely tedious work. Is there a better way to do this?

I’m aware there’s the surface deform modifier, but as I’m trying to mach filmed footage, I find it quite complex way of getting exact results.. or would it be the best way to do this?

How would you do this?

My setup is Ryzen 7 2700x and RTX2070. Blender 2.8

Thank you!!


texts: Curve Modifier - not smooth enough deformation

texts: I have a plane and added a curve modifier to it. But no matter the number of sub-divisions or loop cuts, the deformation doesn't get smoother beyond a point. I have tried using smooth shading, applying subdivision surface modifier (to the plane as well as to the curve) with sufficient number of sub-divisions, to no avail. Any idea what must be going wrong?


texts: Generated rig controls dont control the bones

texts: Iam not sure if something has changed, but when I create human (meta-rig) and use Generate Rig the controls does not move the bones. I think in previous version it was just as simple as that to create working rig. Do I missing something? [


texts: I want to loft/bridge through a series of different profiles to produce a car shape but cannot select all the profiles

texts:
I am trying to create a 3d object with cross sections in the xy plane which vary along the z-axis.
As a simple starter (I am unfamiliar with loop tools) I have created three mesh circles at z=0,1, 2.
What is the order of selection for generating a lofted figure?


texts: Used mirror modifier to create an object but don't want the texture to be mirrored

texts: So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?


texts: Export geometry to Ansys or other 3D CAD programs?

texts: I'm a new user of Blender and I would like to know if I can export after-render geometry (in particular I would like to simulate falling spheres in a tube) in order to use it in a different program (like Ansys, Catia, etc.).


texts: I have this weird texture stretching on the top of the barrel, how can I fix it. I tried box projection, didn't change anything. I have subdivision modifier active. Thanks


texts:
I want to cut a portion of audio file and render in mp3 or aac, but in render tab i can not find any settings for this. i also went through this thread:
http://blenderartists.org/forum/showthread.php?247012-Render-Audio-Only-in-Blender

But i can not see any button called "mixdown" in the scene tab. I am using version 2.74. so is it possible to render only audio?


texts: Unable To Render Blender Clothing Animation

texts:
I see a purple screen when I render the animation of my garment instead of the actual garment.
How do I resolve this?
Thank you


texts:
I have tried modelling this myself several different ways, and attempted a number of tutorials but just seem to be having no luck.

I have the following 2D profile that I created:

It's intended to match the profile of my wife's wedding band so that I can 3D print a dress ring to match. The flat base is 17.5mm from the center of the modelling area. I have then used spin to turn the profile into a ring.

Now when I attempt to see if the model is any good for printing, i.materialise complains about it without being specific as to what the problem is. I used a "Non-manifold" method to try work out what's wrong but I have no idea what to actually do to fix whatever is wrong. I have removed duplicates and I can't see any odd joints or something that would be causing issues....not that I'd know even if they were poking me in the face.

I have tried other methods to create the ring but this seems to be the only way that will allow me to get the exact profile I require.

Any thoughts, ideas, or alternate ways to achieve the same goal?

Any advice would be highly appreciated.

Thanks.


texts:
I want to modify the topology of a model, but when I was eliminating edge loops with symmetry, I realized that the edges of the opposite side were not erased along with the ones I had selected.

Is there a way to erase the geometry in both parts without resorting to cutting the mesh in half and using the mirror modifier?
I use blender 2.91 and testing 2.92.
Thanks!


texts: Is it possible to grab a group of vertices and pull them upwards. And instead of the having just that area go up, can all the other vertices move in a beautiful manner (don't know how else to explain it)?


texts: Joined eyelids to mesh, but they remain stationary when animating

texts:
So, I joined my eyelids to my rigged body with ctrl-J.
However, when animating body (bvh), the eyelids stay. Don't understand why.
I suppose I should parent them? But to what?


texts: What is the quickest way to get stable cloth-like deformation where nothing falls due to gravity or perpetually wobbles insanely?

texts:
No matter what setup I have, no matter how many times I try to do it whether with gravity or with some force that points up to counteract gravity, it never seems to completely work.

I want to just get the simplest case down first, generally I build animations in stages with deformation being one of the last. Suppose I just have two characters with an average armatures they're rigged to. How do I make it so that when one character punches another, their skin deforms from the fist of the other, but so that the fist part of the first character doesn't deform that much since that part is rigid? Is cloth physics even the right physics for this?

And is there a way to reduce the render time on this?


texts: How to adjust a specular map's strength?

texts:
When connecting a specular map to the Principled BSDF's specular node, I can't set the specular value anymore.
How do I set the specular map's strength?


texts: I am trying to render two renderlayers, but the second layer black background is on top of the first layer

texts:
So, I followed some tutorials and modeled planet Earth and an asteroid. Because it's two different compositions I separated each one in a different render layer. But only the asteroid layer is rendering properly, and the planet is not showing. I don't know what I am doing wrong, so I think is easier if you guys check it out if you can.
Here's the .blend
Any help is appreciated, thanks :)
Blend with packed textures


texts:
What are alternative methods to Fluid for making a glass appear to be full of liquid?

I just require a quick simple method. I was going to use particles but wondered if anyone had other methods or ideas.
Doesn't need to be too realistic as it's only for a small static image project.


texts:
Strange question maybe but my viewport camera is skewed on a weird angle.
(like 35-45 degrees) wondering how to fix it.


texts: How to create normal texture with node setup?

texts: My question is pretty simple. How do I create a normal texture by combining certain nodes with the diffuse texture? This would be really helpful and would save me LOADS of time! Thanks!


texts:
I tried to rig my hand as good as possible. With the riggify addon. I tried to roll the finger to give a punch pose.

when scale the widgets all the fingers get mix with each other. I tried with copy rotation. Nothing work. Any suggestion or help where im going wrong and cant make a good pose of PUNCH

Punch pose


texts:
I am trying to create a node tree that builds a 3D matrix of 10x10x25 spheres. With the node tree shown below my cpu is at 100% at all times. Am I asking too much of it or is there a way to reduce the drain on the processor. I am using the latest 2.79 version of Blender on Ubuntu 17.10 Thanks!

node tree image


texts: How would you model this shoe in blender

texts: Im a beginner in blender, from a graphic design background. I learn quickly, and if it makes sense, i learn best from concepts and examples, more so than text book style information. I understand the guy who did is may be a pro (and am 100% sure that this is a 3d render and not an actual shoe) . Ive learned in 3d modeling, that visualizing it is 80% of the battle, as far as having a plan on HOW to model something. The skill and program knowledge comes next. The sole of the shoe is mostly what seems impossible to do in blender. Modeling shoes is what i got into 3d for, so if anyone knows where to find a SOLID shoe modeling tutorial, please refer them this way! Thank you all! I want to know how to make the sole SPECIFIALLY


texts: rotating an edge without thining the shape

texts:
when we rotate edge, they keep the same size so the shape of the mesh change. is it possible to scale the edge to keep the same shape while rotating it ?
That's the result I want to get with the rotation


texts:
Tried to search the forum already for some time, but can't get something working in a script in my blender environment. I want to play an animation based on the content of a label. I am really struggling with the if and elif condition, especially with the content of a label. Can anybody provide a simple example?
I have now this, but it doesn't work:
import bpy
status = bpy.data.objects["Text"]
if status == 'GO':
    bpy.ops.screen.animation_play()
elif status == 'NOGO':
    bpy.ops.screen.animation_stop()


texts:
I would like to be able to extract start and end points of grease pencil line tool, the one used for annotations in 2.80.

It would be great if I can get the data in 3d view and 2d screen view in Python.

thanks


texts: missing shadow catcher in Eevee is there any other method to get shadow with transparent background inside 2.8 using Eevee renderrer.


texts: Dark triangle on shadow edge (cycle mode only)

texts:
I just place the Zuzanne's head on the center,  a light, and a camera.
In cycle render mode, I got some small dark triangle on the shadow edge.
In Eevee render mode, Everything is ok.
It seems not a z-fighting, face orientation is OK.
Material is not related to this. I tried to remove all material, triangle is still there.
It is a simple scene.
Did I do anything wrong?


texts: How to get a Blender Obj to render in Adobe Dimension properly?

texts: I would really appreciate any help. New to blender. I am trying to make a 3d model in blender then export as obj to take into Adobe Dimension. I have been trying for days and everything I make that I render in Dimension is black. My guess is the UV on my models. Pre made items like the monkey or far left tube with the top taken off work. but not the 2 center things i made using the circle mesh. Also I noticed the inside of the far left tube is always rendered black on the inside. I can also import other obj from online, add sub surface to smooth and then into dimension and it is fine. Any insight into what I need to change on my model to render correctly would be amazing. Thank you.


texts:
I accidently duplicated my mesh and can't go back anymore. When I merge by distance(remove doubles) it works but this happens, help

ps I tried changing merge distance, didn't work


texts: I want the rendered result to be pixelated and more cell-shaded like you would see in a 2D game.


texts:
As visible in the image, the render is showing artifacts near close edges. Cycles is not showing any such problem.
Now, I am planning on adding a lightsabre in the scene and would like to render it in Eevee, for the Bloom. So, how to remove these artifacts?


texts: Can I add random viewport colours in 2.79 like in 2.8?

texts:
I was wondering if I can add random viewport colors for better visibility like the new feature added in 2.8, but in 2.79 (maybe an add-on) since my PC doesn't support 2.8 due to my hardware limitations. I know that I can add materials to individual objects and change their viewport colours manually, but it's too much of work and unfeasible for large scenes.
Thanks.


texts: Set the Rotation (in Quaternion WXZY which is calculated by two vectors) of a bone using API 2.7.9

texts:
Details of the problem：

I already have two vectors A and B (A is converted to B by a certain rotation), and I can now calculate the quaternion of its rotation. Also insert a bone in the blender so that its coordinates are A, and rotate the bone using the quaternion obtained. In theory, the rotated bone coordinates should be B, but it is not. I don't know where I am wrong at the moment? The following is a specific example of my operation.

First, I inserted a single-segment bone with a length of 1 and the direction that is in the same direction as the positive z-axis.
object_name = Armature, bone_name = Bone.

>>> bpy.data.objects['Armature'].pose.bones['Bone'].head
Vector((0.0, 0.0, 0.0))
>>> bpy.data.objects['Armature'].pose.bones['Bone'].tail
Vector((0.0, 0.0, 1.0))
>>> bpy.data.objects['Armature'].pose.bones['Bone'].rotation_quaternion
Quaternion((1.0, 0.0, 0.0, 0.0))

Then, I find that the quaternion between (0,0,1) and (√3/3,√3/3,√3/3) is (0.8881, -0.3251, 0.3251, 0). Next, calling Blender's API to rotate the bone.

>>>bpy.data.objects['Armature'].pose.bones['Bone'].rotation_quaternion = mathutils.Quaternion((0.8881, -0.3251, 0.3251, 0))

However, the coordinates after the bone is rotated are not (√3/3, √3/3, √3/3), and the following is the bone information after the rotation.

>>> bpy.data.objects['Armature'].pose.bones['Bone'].head
Vector((0.0, 0.0, 0.0))
>>> bpy.data.objects['Armature'].pose.bones['Bone'].tail
Vector((-0.21132488548755646, 0.5773503184318542, 0.7886751294136047))
>>> bpy.data.objects['Armature'].pose.bones['Bone'].rotation_quaternion
Quaternion((0.8880738615989685, -0.32505759596824646, 0.32505759596824646, 0.0))

It can be seen that the quaternion has been successfully passed in but the coordinates of the bone are not the desired coordinates.

I don't know where I am doing wrong or what I understand wrong.

There is a problem that is very similar to my question, but he does not mention whether the rotated bones match the expected look. In fact, I think the two respondents to this question may be able to solve my problem, but I don't know how to contact them.
Set the Rotation (in Quaternion WXZY) of a bone using API 2.49


texts: Render stucked at 100% with 16/40 Tiles done (2.78)

texts: I have a problem with rendering in Blender - it got stucked on 100%, but only 16 from 40 Tiles were done. Additionaly, it doesn't show number of actually processing samples like it was in the previous versions (maybe it can be set somewhere?). When I hit Esc button after some time to stop it,  in final result it showed me one more title done then it could be seen on preview. It looks like that maybe preview and procentage bar was bugged, but anyway render after this time should be already done at all.


texts: Is there a way to orient an object to my view?

texts: I am wondering if there is a way to orient an object to my viewing rotation? I have a slope that I want to place things on, this slope was made by hand so I don't know the exact X and Z rotation. I can make my view look at it from the top down with shift + 7, is there a way to make my selected object take this same rotation? the rotation on the sloped object isn't applied yet, does that make a difference?


texts:
I'm using a sky texture for environmental lightning. It gets rendered as background when I do that.
Can I prevent it from rendering, but still use it for environmental lightning?


texts: Unique and invariable ID (within the session) for an object?

texts:
I have tried print(context.active_object.name_full), but that seems to be just the object name that I see in the Outliner. If I change the name in the Outliner, then name_full changes, too.
Is there any unique and invariable ID to identify an object at least within the session? That is, the unique ID should not be changed even if the user changes the object's name. The ID does not have to be same if the user opens the file again next time.


texts:
I've created a wood floor material using an image texture node, I'm happy with how it is displayed in the material preview.

However when I apply the material to any object, in this case the 'wood_floor', the shader seems to only apply a single color to the object rather than the textured material I've created.

Here is the blend file.

What is causing this effect and how can I get the material to apply to the entire floor object?


texts:
Is it possible to deselect freestyle edges?

For example, I enabled Material Boundary in Render layers → Freestyle Line Set → Edge Types to draw lines on all edges between faces with different materials:

Is it possible to explicitly exclude an edge from freestyle drawing so I can have all material boundary edges drawn except for ones I specify?

e.g:


texts:
I have imported the model on this webpage: http://pnn32.deviantart.com/art/Mirror-Disco-Ball-free-3D-model-blend-obj-399179670. And it looks like this:

I simply want to export the model as it is to collada format to import into xcode. When i export it comes out all black as such:

What am I doing wrong?


texts: 2.8 Metaball Animation -- viewport metasurface doesn't update

texts:
I am new to 2.8. I have a metasurface made of three objects, each with some number of metaballs. The metaballs are animated -- the keyframes are inserted on each element's location and radius parameters.

In Blender 2.8, when I use the timeline to set the current frame or if I play the animation, the circles representing the metaballs animate normally but the metasurface itself does NOT update between frames. I have found that if I click in the Outliner on one of the metaballs' "data nodes" (I'm not sure the proper term for that; selected in the screenshots -- it's not  the object but  the object inside the object for the metaball-specific data... like a mesh for mesh-type objects) then the metasurface updates in the viewport. When rendering animation there is no problem. It's only when I play animation or change the current frame in the timeline that the metasurface doesn't update in the viewport. As you can see in the screenshots, "Update on Edit" is set to "Always" (not sure if that should affect animation anyway, but it's on.)

In Blender 2.79, the metasurface always updated when the current frame changed.

Edit: This is not too hard to reproduce with a single metaball using two meta-elements. Create a new metaball, and then in edit mode, add another element. At frame 1 in the timeline, use the property panel ("n" panel) to insert location and radius keyframes for both elements. At frame 50 (or whatever) in the timeline, modify the position and radius of both elements and set new keyframes. Now play back the animation and observe that the metasurface does not animate in the viewport.

Is there a new setting or something? Is this a bug?

Example:

Frame 5 is current:

Use timeline, click on frame 28:

The circles representing the metaballs have animated normally but the metasurface itself has NOT updated.

If I click " SurfaceBall-3DDIAZXW.009" in the Outliner, the metasurface is calculated and the viewport updates:


texts: Animation Nodes - Offset object location

texts:
I'm trying to Offset the location of grouped objects with a falloff object. I cannot use an instancer because in the final project all the objects are different.

Here is the basic setup : an empty which is the object falloff and 3 cubes (for testing purpose).

The goal is to have the cubes go up when the empty is moved near them.

Here is what I tried :

The issue is that all the 3 cubes are moving in the same time and I'd like them to move one by one, slightly after another.

The same setup works well with a text for example. Here an example with text at mid move of the object offset controler :

As you can see the Z value is different for each object.

Same position off the falloff controler but back with the 3 cubes :

It seems that when using functions of Animation nodes to generate objects, it sets the value "Initial transforms" which is then used to offset. But when I use my object this "Initial transforms" value are at zero, the same for all of 3 cubes and thus the offset is the same in the same time when the controller is moved...

I'm just a beginner with Animation Nodes so maybe I miss something obvious...


texts:
I am using daily builds of 2.79 version and can't find Shadows checkbox that has been here some versions ago:

Ways of doing it on per-object basis are not acceptable, need single-click solution like in BI or older Cycles.

EDIT:
Forget about picture above, I've mixed up it with BI settings.
In Blender Internal it looks like this:


texts:
my question is, can you take a single photo en convert it to grayscale relief or 3d? for example i have a photo off my kids and i want to create a file so i can get a sort of 3d effect that i can route on my cnc. hope you can help me. i tryed different thing on blender loke working with nodes to manipulate my photo and a coupple of other things, nothing seems to work.

with friendly regards


texts: Object scale is already 1.0 but apply scale always increases object size

texts: Object scaling is already X: 1.0/Y: 1.0/Z: 1.0. Why is Object -> Apply -> Scale increasing the dimensions of the object? Also when I apply scale again, it still increases the size. So where does this scale come from, if it does not come from these scale values shown?


texts:
I'm trying to create a round object similar to a coin, where there are two text strings, one above the head - referred to here as the top text - and the other below the head - referred to as the bottom text (take an American quarter for example). Both the top text and the bottom text are right side up when the head is positioned properly, so they are both easy to read without rotating the coin.

Assuming that both text objects are aligned along a circle (follow a circle in Blender parlance), the top text must have the bottom of its characters toward the center of the circle, while the bottom text must have the top of its characters toward the center of the circle.

I can create and center easily the top text, by telling the text object to follow the circle and then rotating around the z axis depending on the length of the text. But I can't figure out how to create the bottom text. Without any other processing, round text rotated to the bottom will be upside down. I tried to turn the original text either upside down or right-to-left before rotating around the z axis, but after the final rotation I obtain the same result - the text is upside down and right-to-left.

I can't figure out a way to create this text that is right side up and has the top of its characters pointing to the center of the guiding circle. Has anyone done something like this? Is there maybe another way to do it?
(Note: the title line is slightly misleading but I used it for brevity - I don't necessarily care to have the bottom text inside the guiding circle, it can be on the outside as long as it is right side up and can be read naturally, just like the bottom text on an American quarter.)


texts: Rendered Normals color getting distorted?

texts:
I am trying to render the Normal output of the geometry node, and then bring that back as a window projected texture. But when I do, the image is very different from the original socket output:

Why is my image different, when its literally just a render of the same thing? I am aware of color management distorting the render. I have tried rendering with different Display Devices, View Transforms, both .png and .exr, different color spaces on the texture node, disabling Save as Render, etc.
From my understanding, being in Display Device: sRGB, Standard view transform, and then setting the texture node to Linear or Non-Color Data ought to work, but it doesn't. What else could be going on?


texts: How can i wrap an array grid onto a different object without the objects "collapsing"?

texts:
I was interested in how to get geometrical bumps on this grip and thought it would be easy to do, but the problem with the shrinkwrap modifier is that it collapses all the faces onto the shape also,  .
Is there any way to keep the geometry of the bumps, while also wrapping them around the geometry of the face?


texts:
I'm new to the Blender world. I've created a simple smoke simulation that I'd like to export and import into Keyshot. Is it possible to export the animated smoke as an alembic file?  Under Smoke Domain, I have "baked all dynamics". But when I export the .abc file Keyshot says it's empty and file size is tiny.

What am I doing wrong.

Thanks in advance.

Wayne


texts: What causes odd deformations when using Subsurf?

texts:
first time here.

Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.

When I apply the "subdivision surface" modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them.

Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :)

Blend file :  http://www.pasteall.org/blend/30527


texts: Material & Colours Look Different in Viewport Material Preview & Rendered Modes

texts:
newbie here... taking advantage of my covid lockdown to learn realistic 3D modelling. I'm doing the Youtube intro series done by Blender Guru, where you create a donut and a coffee mug and having a blast.

Problem: My donut icing and sprinkles no longer render right. In the Material Preview view, they both look as intended (white icing with a pink gloss, colorful sprinkles randomized), but in Rendered mode and after I've done a full render the sprinkles lose their random colour and the icing changes colour too (ends up a flat blue with the original colors of my spinkles that I made for the particle effect).

When I completed the donut, it rendered fine. Somewhere along the line in creating my coffee mug I've done something that has impacted the way the donut renders.

Attempted Solutions:

I've tried to redo the shading view options and recreate the randomized colors
I've deleted the lighting and put in new lighting (my understanding is that lighting is one of the major differences between Rendered and Material Preview
I've googled for solutions but haven't found anything of note to try.

Here is the blender file: https://www.dropbox.com/s/uuacijw1dts6xbo/Coffee%20Mug%20%26%20Donut.blend?dl=0

Any ideas on what I need to do to get my icing looking all nice and glossy pink and my random coloured sprinkles working in my render?

Thanks!

LEFT: Rendered mode (Colors are all wrong)           RIGHT: Material Preview (DESIRED LOOK!)

Shading View settings for Sprinkles

Shading View settings for Icing


texts:
I'm trying out Blender 2.8 and can't find Undo History. The online manual for Blender 2.80 > User Interface > Tools > Undo & Redo says"There is also an Undo History of the last actions taken, recorded by Blender. You can access the history pop-up with Ctrl-Alt-Z."
Ctrl-Alt-Z does not produce the History box.


texts: Internal Render with colored shadow pass

texts: Is this normal to have colored shadow pass if I have Z-transparent material with disabled receiving of shadows? I thought it should be just white in this case.


texts:
Why is the rendered area (the red rectangle) in the pic below so small?

How do I resize it to fit the entire viewport?


texts: What's the easiest way to make consistent simple walls?

texts:
Blender beginner here. I imported an image of a floor plan into Blender, aligned it with the grid, scaled it so one unit = 1 foot (it's from the 60s so Imperial). But I'm having issues making the walls:

First I tried putting a loop cut in my first wall and extruding it, but I don't know how to make a cut that's exactly the same width as the existing wall.

So then I tried copying and pasting the first wall instead, rotating it 90 degrees, and snapping it to the first wall. But it doesn't want to snap even though I turned on snap.

Is there a better way to go about this process?


texts: How do I create a driver with a random value and apply that driver to multiple objects?

texts:
I have a few rocks in my scene. Lets say the scene is in space and I want to add some random rotation to the rocks. Since there are a few of them, I don#t want to go to every rocks properties and apply a driver by hand.

So my question is:

How do I create a driver that creates a random but laminar rotation on all axis and how can I copy that driver to multiple objects?

Thanks in advance


texts: How to stop modal mode from unregister function?

texts:
I'm writing below script which starts modal() function in register() function, however I could not stop modal() function when disable add-on.

is there any way to stop modal mode from unregister() function?

import bpy
from bpy.app.handlers import persistent

def get_invoke_context(area_type, region_type):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == area_type:
                break
        else:
            continue
        for region in area.regions:
            if region.type == region_type:
                break
        else:
            continue
        return {'window': window, 'screen': screen, 'area': area, 'region': region}

class ModalTest(bpy.types.Operator):

    bl_idname = "system.modal_test"
    bl_label = "Test"
    bl_description = "Test"

    def __init__(self):
        self.__timer = None

    def __handle_add(self, context):
        if self.__timer is None:
            self.__timer = context.window_manager.event_timer_add(
                0.1, context.window
            )
            context.window_manager.modal_handler_add(self)

    def __handle_remove(self, context):
        if self.__timer is not None:
            context.window_manager.event_timer_remove(self.__timer)
            self.__timer = None

    def modal(self, context, event):
        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        self.__handle_add(context)
        return {'RUNNING_MODAL'}

@persistent
def start_fn(scene):
    bpy.app.handlers.scene_update_pre.remove(start_fn)
    context = get_invoke_context('VIEW_3D', 'WINDOW')
    bpy.ops.system.modal_test(context, 'INVOKE_DEFAULT')

def register():
    bpy.utils.register_module(__name__)
    bpy.app.handlers.scene_update_pre.append(start_fn)

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

if __name__ == "__main__":
    register()


texts: How to bake a generated texture from displace modifier to UVs

texts: Is there any way to bake a texture that I generated for Displace modifier? Or any way to recreate it one to one in the shader editor? I need to make a few fixes (to redraw it a bit) and also use it for generating my color map. Thanks T_T


texts: Make Particles Point Towards the Camera?

texts: How can I make all the particles in a particle system face the camera?


texts: Video editing transform strip offset and crop in Preview window

texts:
Is there a gizmo that lets me transform a strip position and crop directly in the Preview window?

This would be much easier than using the side pane menus.


texts:
I have tried several different configurations, with displacement, vector displacement, different color nodes, non-color, etc.: nothing seem to work. The bump doesn't appear.
Here is the final node config I have set up.
The UV setup is working, I am using it on the other nodes, for the albedo too, so the UV feed is correct.


texts:
After I rigged my 1911 gun I rotated the hammers bone to see it shrinks/scales on rotation:

As you can see the bone has all of its weight on the hammers vertex group, so I dont think weight is the problem.

Ive seen other threads with similar issues and the answer has always been to apply transforms which I have already done. Im very new to rigging/blender in general so I probably did something stupid.
Thanks for any help.


texts: Animating appearing/extending strip with gaps

texts:
As i am new to blender i decided to learn by recreating some animations which have some interesting problems, and gain more knowledge about how tv intros are being done, collecting some parody intros to videos. I came across a simple yet troublesome effect , found no answer by googling or getting through tutorials and testing methods on this case led me to nowhere.

https://youtu.be/amyFUdwQc6Y

I attempted to recreate the animation above, especially  the extending/appearing/drawn white strip with "randomly" placed gaps , strip which travels just above surface , casting shadow.

Tried dynamic paint,( with alpha channel) image sequence texture but although effect was very similar, whole invisible strip was casting shadow being Z transparent, in places where white color haven't reached yet.

I tried bezier curves as well(vector mode) but it appears that taper cant profile part in squary way, or maybe i am missing something here.

Shape keys seem to hard way to go , while keeping whole animation of stripe "unrolling" at constant speed.

I tried as well putting an array of planes on the path but it is completely not what i attempt to achieved.

I will edit post and add some pictures tomorrow.


texts:
When I attempt to color multiple blocks the originally selected block is the only one that is effected.

I have created a plank tower that I intend to change from being white. I'm having issues transferring all the blocks to a new color. Can someone please help?


texts: Need help to recreate this shape in blender

texts: Could somebody here please help me make this 3d shape in blender. I have been struggling with this. There is a hollow cutout in the middle of the card.


texts:
So I wanted to record a timelapse of me doing something in Blender and then edit said video in the same software; but I am having a really weird issue every time I try to put the video into the editor. The video gets cut off exactly half way through. It's not just that it says that it's twice as short, it's that it is twice short. The second half of the video just doesn't exist in the editor no matter how much I play with the settings, (including fps) although it seems to keep all of the sound intact for whatever reason.

(I didn't want to upload a picture/gif because I don't even know what I'd show)

Is there something I'm missing here, like a video size cap or am I just being silly?

Note: This only happens with this particular video, all others do not have the same problem.


texts: Step-by-step to baking a model for export, so that it looks smooth but doesn't have all the faces of a subdivided mesh

texts: What's even the point of baking? I want to learn it because I've been told it can help me with my issue. I want to make my mesh appear subdivided, but that would bring it over 100,000 faces.


texts: Weight painting - Suddenly unable to remove paint

texts: Suddenly unable to remove paint with 0 weight in Add mode or 1 weight in Subtract, same issue in Mix. It paints in all configurations of blend, weight, radius and strength. Gone through all the other stuff I can think of like lock modes, mirrors, shading, overlays. Vertex groups aren't locked. Tried reparenting and restarting Blender. I must have clicked something I shouldn't somewhere, because it's been fine all day.


texts: How to change default viewport shading in 2.8?

texts:
Is it possible to change the default mesh color/shading in 2.8 to be more like 2.79?
I'm finding it hard to see finer detail in 2.8.
On the left is 2.8 and the right is 2.79


texts: Is there an addon to quickly make realistic (diffuse, bump, specular, e.t.c.) materials?

texts:
Is there an add-on or a built in way to automatically make a material (or node tree) from a collection of bump, diffuse, specular maps?

(Note: I couldn't find it anywhere and I did quite a bit of searching)


texts: The "period key" next to the zero not there on a laptop

texts: A great key, but how to strike it without a number keypad on a laptop. An external number keypad not an option.


texts: How to compose/ transform 2D object views (front, back, L/R sides, top & bottom) into a single 3D image

texts:
[
Can Blender compose/ transform 6 seperate 2D object views (front, back, L/R sides, top & bottom) that have been created in Illustrator (native vector file, 2D) into a 3D image? For example, make a 3D golf bag from 2D flat images


texts: bpy.context.selected_objects: Context object has no attribute "selected_objects"

texts:
If creating a basic operator and reading the list of selected objects upon execute I get the correct response:

class foo(bpy.types.Operator):
    bl_label  = "foo"
    bl_idname = "foo"

    def execute(self, context):
        print(context.selected_objects)
        return {'FINISHED'}

However I need to read the list of selected objects elsewhere, outside of the Operator, from within a subclass of threading.Thread.

Calling bpy.context.selected_objects anywhere else results in an error, as it doesn't exist.. which is both puzzling and irritating.

Has anyone else dealt with situation before, not being able to access the list of selected objects. Is there by chance another method?

I have thought about creating an operator that would return the list of selected objects if invoked through python code... but I do not understand operators fully (yet) and thus do not know if that is possible.


texts: How to keep shape of geometry when adjusting mesh?

texts:
Using insets changes surrounding geometry.

The issue is that whenever insetting I or Extrude + Scale (E+S) the surrounding geometry changes.

Is there a way to accomplish this task without effecting the look of the surrounding mesh (or at least make it seem that the surrounding geometry belongs with the rest of the geometry).

I've attached some pictures:
click to enlarge

In the pictures notice how everything is smooth in image 1 but by image 4 the surrounding areas after the inset seem like something was modified. Now if I want to extrude that little section in image 4 inside the mesh and create a cave, the surrounding mesh will just look weird.


texts: Importing FBX with camera & target placeholders

texts: I am importing FBX files that have camera placeholders.  They will import as Empty's in blender that may have useful animation.  I want to add add a camera to each as a child (inherit animation) and align the view to the placeholder's alignment, parent it, and add a TRACK_TO constraint if there is a "cameraName.Target" Empty placeholder.


texts:
UV distortion, apparently some scaling/dimension issue because unwrapping after making the mesh 500 times bigger fixes the problem.

That's a simple one-sided curved object (7 faces) located perfectly straight (pic. 1). So I expect UVs to be perfectly straight as well. But it gets slightly angled (pic. 2) which is critical for my tiling texture.
Making the mesh much bigger and applying the scale makes the unwrapping process behave right and expected (pic. 3)


texts: Use python to make Box A smaller than Box B by fixed number?

texts:
I'm trying to write a python script that will make Box A smaller than Box B in dimensions by a fixed number. I started off by making Box A the same size as box B with the script below.

My issue is that I can't seem to make the dimensions of Box A equal to the size of Box B minus e. g 1. If I use x-1,y-1 for my new size for o.dimensions, both boxes are affected and both seem to become some median size of the two.

import bpy

context = bpy.context

for o in context.selected_objects:

    x = context.object.dimensions.x

    y = context.object.dimensions.y

    z = context.object.dimensions.z

    o.dimensions = [x,y,z]

    o.location = context.object.location


texts:
I am using 3 layers, a tornado (flow physics particle), some text that was converted into mesh so it could explode and get sucked in by the tornado. I also have a surface plane which is the only thing that appears in render, except for a vague hint of a colourless tornado.

This is the link to the blender file and two screenshots, I hope they will help show my problem.


texts: Using edge-loops/knife tools on character model?

texts: I am doing an example model through a workbook, and I am stuck at a specific section. This section is asking me to add edge-loops to my model (creature figure). I can not get the edge loops to work correctly and it is giving me a hard time. It also mentions using the knife tool to make cuts through the model down the center if the topology creates an issue in getting a clean cut, which mine seems to be doing. So I try and still I get the same results. I am in edit mode with wire-frame view active, but all I get is a purple dot at the midpoints between the points created by my skin modifier (the book does not mention doing anything such as pushing the "X" to close it or applying the modifier, so I have not) that does nothing related to the desired results. I want a complete cut so I can mirror the model without having to mirror the left half of the model into the right side. Any help is appreciated. (Also, sorry for the long question. Tried to be as specific as I could be.) I will also try to add pictures and the model's file for you to experiment with.


texts: Mirror and Merge are not working together

texts: so I was trying to merge eyes with my mesh and for some reason, it doesn't work. The mirrored object disappears. I saw on a site that you merge 2 objects with ctrl+J command and it sometimes crashes my blender.


texts: Why can't i render smoke with my AMD graphic card

texts:
When I try to render smoke one GPU it just gives me an OpenCL error, on the CPU its just fine.

I have a ATI HD 7850 2GB ddr5 OC (gtx970 just fried) and since I installed the graphic card I can't work with smoke.

Can someone tell me if Blender supports smoke rendering with AMD GPU?
If so then what is happening to me??

Thank you guys in advance


texts: How can I automate a audio file to transformations?

texts: So I am lip syncing, and I am not exactly doing a traditional mouth, I have a single light, and lets say on it's y axis I set a boundary from 0 to 10, then I get an audio file and say at no volume the object is a y = 0, while a max volume y = 10? And of course everything else in between. Would it be possible to do any of that?


texts:
I'm still fairly new to Blender, please advice:

This is not a completed or rigged model, I feel I'm still blocking the robot. I was trying to pose the robot without any rig, so I used proportional editing to move the arms and neck. They deformed, and I wonder if it's do to low polygon count. Should I add more cuts?

I'm uploading the models to Hitrecord, which is a collaborative platform, feel free to remix the models (I uploaded the whole process) but please resubmit to the platform if you make any changes to it (rig, materials, renders)
https://hitrecord.org/records/3966944


texts: How to make render toggle visible by default in 2.8?

texts: I'd like to make the render toggle icon appear in the outliner by default - so I don't have to turn it on every time start a new project. Possible?


texts:
I am wondering if there is any way to add a curve to this ōdachi I made without having to go into the mesh and add it manually, since it'll be very painstakingly difficult to do it manually.

Thank you in advance!


texts: Do unconnected nodes increase render times?

texts: The question title pretty much says it, does Cycles and Eevee take the time to process nodes that are not connected to the material output?


texts:
[SOLVED] A friend suggested me the solution. The problem was the FILE CODEC. Smartphones often use H264 codec that are awful to decode on the fly, so preview will hang even with a decent hw. Ironically, a 100 Mb video file from a smartphone (LG G3 in my case) can be heavier to decode on the fly than a 1 Gb file encoded with Xvid (wich probably isn't the best option for a video edit, but at least prevents sluggishness).

I'm stuck in this problem and I don't know if it's a software problem, hardware problem, an OS problem, a codec problem or what.

I'm managing multiple 4k files made with my LG G3.

When I start playing preview, after about ten seconds, FPS value falls down and become sluggish.

Same problem with other movie editors: tested it with OpenShot, KDEnlive et al.

Av-Sync enabled.
Frame rate specified.
Tried also to re-encode with Handbrake (thought it was a codec problem) but with no luck.

Sw details:

Blender 2.76

Lubuntu 15.04 64 bit

Installed and running all media codec of this and even the parallel universe

Hw details:

Xeon E3-1241v3 quad core 3.5

16 Gb RAM 1600

SSD

VGA MSI GTX 970 oc

... so I cannot believe it's an hw problem.

RAM, GPU and CPU sensors show me that PC is almost bored (near 3% usage, temperatures around 30°C).

Maybe the same old problem with pulseaudio?

So... what can I do?


texts: How to make a material not reflect light?

texts:
I have 2 Finishes in cycles,

1) with a glossy >> roughness is 0.5 (Lets call this as
Roughness0.5)

2) with a glossy >> roughness is 0.05 (Roughness0.05)

I want roughness0.5 to reflect light.,
but
I dont want Roughness0.05 to reflect light because the light reflection looks weird here.

At the same time, I can't turn of the glossy in the cycles settings for an object for any chance.

Is there any way to do this?
Do I have to play with the light path nodes?


texts: Can't use bones of object rigged in Blender after importing into Unity

texts:
I am new to 3D Animation and Rigging and I have the following problem:
I want to animate an Origami piece folding in Unity and I managed to rig it accordingly in Blender. Unfortunately, the only way I found to do this is to use 9 armatures, with one armature always having two child-bones. I tried to move all the bones to one armature, but it did not work even after unparenting and joining them.
Now, no matter how I export it to Unity, I can only make use of the two bones in the very first armature. All other bones and armatures have no effect on the mesh.
Does someone have an idea what is causing the problem or how to approch this in a smarter way?
The goal is that the user of my Unity application can see the Origami piece fold while being able to stop the folding animation at any time to take a closer look at the progess when trying to recreate the piece. When stopping the animation I would like everything to remain interactable so that the user can rotate the piece to see all sides of it.
I would be really thankful for anyone who is willing to help out. If you need any more info, I will gladly provide it.
Cheers :)


texts: Unable to select specific faces in shading mode

texts: I wanna select the faces of the little band around the handle but for some reason when I try to select nothing happens. Not even in object mode I get the orange outline that's usually there. I've tried restarting the program few times but it didn't help.


texts: So I have a cube that has been cell fractured. And I selected all of them and used the fracture physics tool to have the cube react to a ball hitting it. but when I changed the setting for Enable Deactivation and Start Deactivation so that it won't start until the ball hits it, and press "copy from active" in the toolbar, the fractured cube won't move at all.


texts: Weird fuzz/shading error on a render of a house model. Help?

texts:
As you can see in the render above, there is some weird fuzz on the side of the house, as well as some sort of spiky shade in the triangular area. I would like to know what causes that fuzz.

More importantly, I want to fix the triangular area shading error. It really ruins the look of the house.

Here is another view of it.

How can I fix the fuzz shading and the shading error in the triangular part of the roof?
What is causing this? I already tried removing doubles and recalculating normals. The lighting is a combination of Environment Lighting of 0.760 and an Area Lamp shining directly on the front of the house.


texts: UV Islands should be identical but are different when unwrapped

texts:
I've unwrapped a model and 2 islands that should look the same don't. I want to straighten the left side out to look like right side island. Any tips on how I may go about this?
I have UV Tool kit and UV Packmaster 2 add ons if thats any help.
Thanks.


texts: How to divide a 3d model into a sandwitch stack?

texts:
I need to slice a 3d model of a complex object to a regular interval 2d plane stack.

How can I sequentially extract planes y0, y1,y2.. from the complex object that doesn't contain interior faces?


texts: How do I prevent cloth from being blown through an object?

texts: After creating a dress and a hangar, I have given the dress cloth properties and set the collision properties for the dress and the hangar.  If I just leave everything as is, the dress hangs from the hangar.  My problem occurs when I add a wind force field to blow the dress.  The dress blows through the hangar.  Anyone have any clue what is happening?


texts: How to simulate "making a necktie" with blender?

texts:
Here is the solution with Marvelous Designer: [link]

Is it possible to do it with blender (e.g. cloth simulation)? So that by applying different magnitude of force, we get different outcome shape of the tie?

Thanks

DS


texts: Why does this material change colors throughout the animation?

texts: When I turn up the roughness to 1, it completely goes away, but only because the surface is no longer reflective and is completely matte. I just want the material to look as it should (flexible aluminum tubing), but it keeps changing colors. I have point lights in the tunnel, and they're all the same temperature. Any thoughts? The still of the tunnel is how I'd like it to look.


texts:
just signed up to write this question.

So I recently downloaded an .obj file to animate around in Blender.

Now in textured view, whenever I move around my lighting, it shades just fine like this:

But when I start rendering, the object comes out with plain textures, no shading of any sort:

Can anyone tell me what's wrong?

This is the link to the files and the original .obj file all included! (Google Drive)

I shall await your answers...

...please.

P.S: I use Blender render


texts:
I have 3 images for terrain - one main height map, one aplha selecting slopes (which I can replace with some nodes any time), and one height map of rocks for the slopes. Now I can use main height map for microdisplacement, no problem. But I want to have these details of rocks for the slopes too and everything rendered as microdisplacement. My PC won't handle traditionally displacing plane with main height map and then using microdisplacement for rocks only.

To clarify, I cannot mix both displacement textures with alpha fac because then rocks will only be elevated on z Axis, I want them to use normals of current mesh part they are displacing.

Here are main displacement and slope selection, I got rocks from cg textures so just imagine a simple rocks height map.


texts: GPU Compute (CUDA) Frequently Crashes Computer

texts:
I've run into a rather irritating issue when dealing with a somewhat computationally complicated scene (attached below) that is essentially just a pile of volumetrics and lighting.

Whenever I set my project to GPU Compute mode (and set the tile settings to optimal for that), I run the risk of crashing my computer the moment I hit Render. I've Googled around for this issue, only retrieving responses for "Display Driver has stopped responding" messages and black image outputs during rendering. In my case, my displays just turn off after displaying "No Signal". It does not happen EVERY time, though, and I'm having trouble pinning down the trigger.

I've given it 5 minutes of black screen in hopes that it would come back after the scene finishes rendering (in the attached, the current settings usually wrap up after about 2 minutes on my GPU). I have also checked every optimization setting I could find in the project in hopes of alleviating this to no avail.

This has not happened yet in a simple scene. I am exceedingly new to Blender so I can only assume that I've done something terrible to my setup here. However, I would also not be averse to any sort of GPU version of Memtest that I have not tried, in case it's something hardware-related.

CPU Compute mode is not really an option for me, my aging i7 takes almost 30 hours to complete rendering at 1920x1080 (16x16 tiles, path tracing, 7 threads so I can still use the computer, 576 samples after hitting "Square Samples").

Specs:
 - Blender Version: 2.77a
 - OS: Windows 7 Ultimate x64
 - CPU: Intel i7-2600 @ 3.4Ghz
 - GPU: NVidia GeForce GTX 780 (3GB)
 - RAM: 16GB DDR3 1600

Project Files: https://dl.dropboxusercontent.com/u/39096583/Blender.zip

P.S. Thank goodness for RAID1: every time this issue happens, I get notified that the array needs to be verified and repaired. Feeling good about my choice to go with that over RAID0 or a JBOD...


texts: How can I import sound for an animation that will be used in a Unity3D game

texts: I am currently working on a game that will be made with Blender and Unity. I want to know how to import sound to Blender so that I can get my animations just right then export the animations AND sound to be used in Unity. Does anyone know how to do this? I would GREATLY appreciate if someone could be VERY specific in their answer or direct me towards a video or an article explaining how to do it.


texts:
I have a modeled SCARA robot in blender, this is moved through the use of a sensor and a python program. The problem now is that my inverse kinematics solved angle does not coincide in run in blender. One possible solution is that assignment of local coordinates in the joints.

Is there someone here can help me out with this problem? It will help a lot. Thanks!


texts: Can we delimit a specific area to apply Subdivision?

texts:
As we can do with Procedural Displacement: we can use a B&W map to say: Only elevate this part of the object.
This would be great!


texts: How to add image texture material to all parts of maze?

texts:
I am new to blender and I am using the latest version 2.8, and I have been trying to apply an image texture in material for a maze that I am making. I have found a question similar to mine but it seems that our approaches was different. First off, I did not create the maze from scratch, it was an svg downloaded from a mazegenerator(http://www.mazegenerator.net/). I just scaled it ,shade flat, recalculate normals and and added a solidifier modifier(dont whether all this is needed to tell, but just wanna be thorough). In the end it looked like this:
My first problem was when I subdivided it, it only did it on one side shown below:
I dont want that to happen, I wanted it to be on all sides.
The second problem was when I entered the image texture in the material tab and clicked display render preview, it only went darker but no image was shown and it wasnt even in the uv editor(it usually automatically appears):
Am I doing this right or is there a better way? I used this cause I could make a maze as fast as possible or do I have no choice but to make a maze from scratch.
I did find a maze generator on blender called ultimazePro but I cannot get it to work, I already added it on tools but I dont know where to generate it:

Also I cannot seem to export this to unity as well for some reason, the option for FBX.fbx or wavefront.obj is not there. I am sorry if I have made any mistakes, and your help is greatly appreciated.


texts: How to rotate several vertices to a single direction?

texts:
This is the upper point of view of the low poly environment I'm doing; the vertices selected are not pointing to the direction the viewport is looking from:

and I know that because when I scatter the trees using these vertices to map the trees with a particle system, the tip of the trees are pointing to many directions but most of them to the upper side of the map, you can notice in the left side of the screenshot the pine is pointing somewhere near my POV:

How do I make the pines point to a specific direction? Should I start by making the vertices point to the direction I want or the pines made by the particle system can be rotated all to a common direction?


texts: How to animate a set of 2-D data points described in a csv file?

texts:
I have a set of say 20 data points whose x and y coordinates are available in a csv file at each frame . I have 1000 sets of this data with each set describing the location of 20 data points at a given instant (say frame).So essentially i have information about how these 20 points move about in 1000 frames . How to animate the movements of this points as a function of time in blender from the csv file.

Other Questions on the site have described how to read csv files using python etc but none seem to describe an approach to a complete solution for a problem of this kind.

Note : I don't want to interpolate these points to get a mesh  .I just want to observe how these points move about with time as mentioned in the file.

An example of the set of columns in csv file:
Point ID  , X ,Y , time ,color

It would also be nice if you could tell me how to represent these points by circles centered around the respective x and y .

A sample file for illustraion: The following file contains a sample of data but in the form of a spreadsheet instead of csv.The time is in units of seconds
http://jmp.sh/v/JfC1Qdh0RTZ85kKzR3lS


texts:
Hi guys,
I was wondering if anyone ever experienced this problem where by you cut either by using the knife project tool or Boolean and there's this squeezing/deform on the object you are cutting. It is really annoying as I just want a smooth cut on my mesh. How can I fix this problem?
Please see attached image.
Thank you for the anticipated help.


texts: is there a way to blur the edges of the holdout shader

texts:
I'm currently working on a VFX scene where I add volumetric fire to parts of my scene but in my footage I have objects that move in front of the camera I modeled each object in Blender and decided that the holdout shader would work great for masking out these objects since blenders z-depth pass doesn't work for volumetrics.

The holdout shader works perfectly but the problem is the edges of the mesh with the holdout shader create a very sharp contrast between the alpha and the fire.

Since I don't think it's possible to do blur the edges of the holdout material in compositing is there a way to create a node based holdout material that smoothly fades to alpha on the edges of the mesh removing the harsh edges?

here is a simplified blend file of the issue the holdout shader would be used to mask out 3d geometry with camera tracking but the edges of the holdout where the orange flames are behind the suitcase are too sharp I could blur the alpha channel but this would also effect the blue flames in front of the holdout

heres an example with images from a project i'm working on:

the flames are volumetric materials and the holdout shader would be used to mask out 3d geometry with camera tracking but the edges of the holdout where the orange flames are behind the suitcase are too sharp I could blur the alpha channel but this would also effect the blue flames in front of the holdout


texts: how to select a mesh with multiple faces quickly?

texts: I want to selecet this shape but it has multiple faces is there anyway to easily select this shape? It part of a mesh.


texts:
I have recently found that Mathematica (a mathematics software) may export .stl files, which may be used for Blender. This is very good for me because I am interested in mathematics visualization, and this team Mathematica-Blender seems to be most convenient for this purpose. However, I suppose that when working with animations, I will need curves or surfaces which move according to mathematic equations. See for example the figures in the following video:

Film Dimensions, Chapter 4

It is extremely easy to export just one mesh, allowing me to use Blender for mathematics pictures. But for animations, since Blender does not seem to support high mathematics, it would be great to export somehow a time-dependent mesh. Is there something like this available? More concretely, focusing on the Blender problem (and not in Mathematica), is there any file type from which Blender may import a time dependent mesh?

Any idea or suggestion will be welcome.


texts:
When I first started using blender when I switched to camera view the rectangle of camera was bigger but now it is very small and it is very difficult to see what camera is seeing.
I have attached a image of current senari


texts: Bezier curve not changing animation movement?

texts:
Here is something I made:

The animation is very jagged and I want to make it fluid. I tried changing the interpolation mode in the graph mode to bezier but it didn't change anything :(

Thanks!

Here is the graph view!


texts:
I have been making models using LDraw.

What's the best way to import LDraw models into Blender?


texts: UV Unwrap at seams gives unexpected result

texts:
I'm trying to learn UV unwrapping.

I've an object where I marked the seems. When I UV unwrap it, some (planar polygon) faces unwrap in an unexpected way:

It appears blender detects something that is not there.

What causes the distortion and how do I get rid of it?

Is this because I use polygons (all polygons are planar) instead of triangles?

Update
I posted the .blend file on blendexchange:


texts: If you install Blender while there is an existing copy, does it uninstall the existing copy?

texts: I'm installing Blender 2.74 but there is a copy of Blender 2.73a on my computer. Does the installer uninstall Blender 2.73a?


texts: How to apply a texture only to certain parts of mesh?

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I am trying to apply a texture to everything EXCEPT the selected parts below (I separated them as a different object to see if this would resolve, but it doesn't...)

As you can see below, it still adds the texture to the parts I don't want. Any ideas how to fix?


texts: Where is the Polysphere object in Blender 2.76b? I have already installed Add Mesh: Extra Objects add-on and can see new objects in add menu, but Polysphere is not there. I also tried following it on the official page, but they say that the script is already part of Blender and is not needed to be installed from file. Clicking on the Current version download link opens a forum instead of the script.


texts: How do I blend textures of joined objects?

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I'm trying to make an ammo pick up. But as on the picture, the bullets and the bullet caps are separated by the line where they join.
I'm still new to blender, is there a way to merge them together into a single texture?


texts: My grease pencil colours go different colours in render mode

texts: I made my grease pencil image (this lady) and did some fills:  But now when I render out it goes weirdly green.  Any ideas what I might be doing wrong? I've had a look at my layers and they're all fine. I thought I may have a hue modifier on, but I have no modifiers.


texts: How can I make a chocolate material similar to this one?

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I would like to make a chocolate material similar to the one seen in the picture.

The problem is the slight transparency (you can see the nuts shine through on the surface), which I just can't acchieve.

Could somebody help me or tell me which node I have to include?

Thank you


texts: How do i access the methods for the Virtual Reality addon?

texts: I want to access the methods for the add-on of virtual reality viewpoint. How would i do this. I have previously did the hover over the ui, and take the code from there but it did not work. are there an suggestions on what i should do?


texts: Is there a way to overlay two similar UV islands with identical vertex count?

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Sometimes UV unwrap has several nearly identica islands. However, more often than not they differ a little. If I want to keep identical texture for these -- is there a good way to overlap them perfectly? I know I can do it vertex by vertex, but I hope there is a better way.

I know I can do it for the whole model if it is symmetrical with Symmetrize option from mesh menu. I am talking about selected islands, not all of them.


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I am trying to create a realistic ocean shader material in blender Cycles render.
I searched a lot of tutorials and I have tried different kinds of nodes; (I am a beginner in blender cycles nodes)but nothing is like something real;
I want to create a material very similar with this:

here is one of my many attempts, but still doesn't work ...

I need someone to help me with a node for this ocean material;
thanks in advance!


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I want to use Photoshop for batch processing my images. What is the best file output for taking into photoshop?

I usually do openEXR multilayer when I use Blender's compositor.


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I am sorry, this is probably very simple question related more to maths than blender itself, but I really have no idea what number respresents what angle. I have a feeling that it might be somehow related to euler or quaternion, or something like that (which I don't understand at all), but please, how do I know, what numerical value represents what rotation degree?

Let the picture speak for itself - it is located under driver dependencies (see the value of the driver in red circle). There is a value (which appereantly controls the value of the shape key), but I don't know what will the value be, when I rotate the bone by certain angle. So to make long story short: How to convert the angle in degrees to numerical value which is desired outcome to know the value of the shape key?

Thanks


texts: Blender Cycles is rendering out as blank white

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My project is rendering as a blank white. The world color isn't even white and all the cameras on the right are on for rendering. It looks fine in the viewport.
I recently downloaded a poliigon bg and the addon and when I delete that bg and undo the addon this is still happening.
I've tried changing the refractions and some other small settings, and my compositor nodes are blank, could that it?


texts: I already did UV editing then shading, donut was normal, like it should have been. But somehow changed to purple. I read that means something is not connected. In shading it is connected like it should be, only here in texture paint in left window you see there is donut texture selected but there is nothing below. Maybe there I acidentally pressed something.


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How would you approach the modeling of a shape like this (circled in red)?

The goal is to have a model for CNC. I am still quite weak with modeling so I am not sure about how to address this. What I did for now has been extruding the shape vertex by vertex, trying to keep only quads, adjust the Z of some of them, adjust the crease and apply a Subsurf modifier.

How would you do this? Please without sculpting.


texts: How to bake a roughness map from a Sculpted mesh?

texts: In this case, I have a little lizard critter I sculpted in Blender, and I have baked the normal map and AO, but I didn't saw an option for roughness. I wanted a roughness map to make the scales on him shine, but not the gaps in-between them. Is there a way to bake that info onto a map in blender?


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Another question from a sad rookie:
I managed to properly model this 5 liter bottle (Thanks for the amazing guidance from a user in my previous question) and now i need a cap and a handle for the bottle. The cap is pretty easy to model but this plastic handle is a different story. I don't even know where to start — it is such a complicated object. I was thinking about modeling it with proportional editing — no luck so far... Any tips and tricks for this kind of work?


texts: I want to use the cutting tool add a new edge just above this doorway. I need the tool to cut at exactly the same height all the way around. I don't want to use Ctrl+R as the loop cut cuts other parts of the building too:


texts: (2.8) Do you need to apply subdivision surface mod before UV unwrapping for texture painting?

texts: I am relatively new to Blender, using 2.8, and just made a model using the subdivision surface modifier. I'm onto the texture painting phase, but whenever I select all geometry in edit mode and unwrap, I get the unwrapped version without the subdivision modifier applied. I don't want this since I want to paint directly on the surface itself. Do I need to apply subdivision surface to do this, or is there a way to unwrap with the modifier already applied?