texts: Scripting: How to change objects mode and then revert back to previous mode

texts:
In my script I'm trying to set mode to a certain type, but when I'm done with whatever I'm doing I would like to set back the previous mode it was in.

Example: Scene is in EDIT mode, but I need OBJECT mode, but then when I'm done I want to go in to EDIT mode back since it was initial mode.

My code goes:

originalMode = bpy.ops.object.mode
bpy.ops.object.mode_set(mode='OBJECT')

...

bpy.ops.object.mode_set(mode=originalMode)

And I get this error:

  ... File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties:  expected a string enum, not BPyOpsSubModOp

I don't know how to convert this back to 'EDIT' string to set the mode...
Hlp please :)


texts: Move one pose bone to the location of another in the same armature

texts:
Could someone help me get out of the starting blocks I suspect I'm making this harder than it needs to be.

with python

Lets say in pose mode I have bone A at location (0.00,0.00,2.00) world space equivalent local space is (0.00,0.00,0.00)
I want to move it to the same location as bone B in the same local space.  Lets say bone B is at (0.00,1.00,0.00) world space local space is (0.00,0.00,0.00)

I've been going around in circles with various matrix calculations and Just can't get my head around it just yet.
The local space for bone A in this example should end up as (0.00,-2.00,-1.00)

I found this in relation to a different question which has a great answer and explains how the matrices are set up clearly but I can't seem to apply it to my situation.
How to convert coordinates from vertex to world-space?

thanks!

Mark


texts:
I'm using mainly blender for video editing usually, (and virtualdub).
(yes i know it takes a bit more time, but i prefer the finer blender control)
Recently I started to use 2.8 for video editing.
I kinda wonder how one might create a fast forward effect.
ea start at 30fps, then smoothly go to 90fps and smoothly back to 30 fps.
I have some footage that contains a bit boring period, (drone flight), but i cannot realy cut it out either (that brakes the flight route, i dont want that).


texts: Switch Object key "D" not working on sculpt mode 2.92

texts:
From what I've seen on the tutorial videos, simply pressing the "D" key on an inactive object while on sculpt mode should swap that object to active for scultping.
It does not work for me. I checked the keymap and tried other keys, but nothing. Tried selecting all objects or just one before entering Sculpt Mode. Tried different project files. One issue that I saw was that on previous builds you had to enable this feature on the experimental tab, but this is no longer an option in 2.92, which I assume meant the function was officially released.
Am I missing some step? How does this operation work?


texts: Why does blender allow me to rotate an HDRI?

texts:
I can take a plane, cover it in grass and drop it into an HDRI meadow for background lighting. Parts of the meadow are dark others not. Awesome... Except, my plane is tiny and my HDRI meadow is huge. Blender allows me to rotate the HDRI so that I can put the dark bits on the left, or the right. But what I really want is to stretch the plane, or shrink the HDRI, so that the plane really looks like it is at the same scale dropped into the background HDRI. If I type in two scale values then the HDRI stretches unpleasantly, but as soon as I type in three identical scale values it takes me right back to the start again.
Why is rotation of the HDRI allowed but not scale or translate. Or maybe it is allowed and I'm just messing up?


texts: How to solve camera for only part of footage?

texts:
I'm pretty new in camera tracking and Blender (2.80). I have a "long"(1 minute) dash cam footage of driving on the road, where most trackers stay visible only for a second or less, so a lot of trackers must be created, which is tedious. Tracking whole footage first and solving camera in the end seems too risky approach, so I wonder if I can solve only part of the footage until some pseudo-end frame number to make sure trackers are good, then repeat with incremented pseudo-end number until the end of footage. So far, I have tried setting end frame in Blender scene settings or in timeline, but solver still uses whole footage.
To clarify idea, I want to track only 2 first seconds of the 1-minute footage and then solve camera for only first 2 tracked seconds, then add tracks for next 2 seconds and again solve camera, but in total for 4 first tracked seconds. And repeat until I have whole footage covered. This way I will see results faster and could start improving tracking accuracy right away.
Example frame below, but in general, question still holds for any dash cam video or similar to CGMatter tracking tutorial (first 2 seconds) at https://www.youtube.com/watch?v=6Vo-jyWlDhM, but imagine video goes way longer.


texts: Is there currently any way to change the path that a camera is following during an animation? I'd like to be able to snap the camera to a new path at a set frame after it finishes following the first path. Is this possible, or do I have to make a new camera entirely?


texts:
I'm having a big problem with the bezier curves in Blender.
Im trying to fill up the curves, but i can't.
I have already saw some videos from youtube, telling that I have to clic on the 2D button.

But when i clic on the 2D button, this is what it happens.

I will really appreciate any help.

Thank you very much.


texts:
I am trying out the SSS shader in Blender and it seems that it cant be used on Planes is that right? I just can't get to let my plane have a sss effect.

Is there a workaround without using the solidify modifier?


texts: how to make current obj solid and other obj as wireframe?

texts:
when in edit mode, i want the current obj as solid shaded while all other object displayed as wireframe . How can i do this ?
Also how if i want other obj to be hidden , so everytime i go to edit mode, only showing my current obj. Is there any setting to automate this rather than manually hide/unhide obj.


texts:
I'm looking for a node called Blackbody. I already looked at this, and I am in cycles mode. The manual says it should be under converters but it isn't there.

I have version 2.66a, that ships with my distro. Is this a new feature only in newer versions, or do I have to enable this somehow? I didn't see it in addons either.


texts: I want to create very thick and defined white smoke. Should I model it with displacement or use the smoke simulator? Note: this is a still image.


texts: How to get glare on “Quick Smoke” (Fire & Smoke explosion)

texts:
FYI this is a duplicate of a message that i sent about a month ago, but i had no response and im desperate for an answer, so instead of people shutting down my question, please, i just need some help here.

I have this question that relates to Blenders Quick Smoke tool. Recently I have been rendering CGI explosions and smoke assets to be keyed in later on a short film, but I have this small problem that I think would make the explosion look a ton better, but I just cant quite figure out how to do it. Now as we may also know using composting, you can have a glare node on specific light sources to make the scene a lot more realistic, but Im trying to figure out how to do it with explosions. As seen below I rendered out this fairly simple explosion but I would really like it to have a glare to the flame parts of it.

Thanks if anyone has any ideas, also a quick side question as well, is there a way to hide the emitter (The sphere in the middle) [Cycles]. Thanks


texts: VSE is neither previewing nor rendering multilayer EXR sequences

texts:
I cant seem to get the VSE either preview/play nor render multilayer-EXR image sequences. The preview is either black or transparent depending on the setting and the render outputs are just black. My suspicions so far:

the VSE cant display them because they're too big. That shouldn't rule it out to render them though.
The VSE takes the wrong channel/layer of the EXR, so maybe it takes the wrong one and everything is just empty. Yet I haven't found a way to tell it which it should use.

Is it possible, that rendering out a multilayer-EXR image sequence in the VSE is just not supported? Because the compositor can handle them just fine.

I don't care about the preview, but would want to quickly render it out to a movie-file (for actual preview purposes). I could use the compositor of course to create a jpg sequence and then make it into a movie file, but that would be the long way around.

Win7-64bit, blender 2.75a (also tried 2.76rc3 and 2.73a to no avail).


texts:
These beakers look fine in wire frame but they show odd shadows in solid view that persist when the scene is rendered. How do I fix this?

.blend file: https://drive.google.com/file/d/0BxQSzlIf4gF6M1VlSGZzSUl5SXc/view?usp=sharing


texts: How to change Blender compositor node value beyond max value?

texts:
I am using glare node in the compositor to add streaks. However, the angle offset only goes from 0˚-180˚. This would normally be fine when there are 2+ streaks as the effect can be rotated for any position.
However, when the streaks number 1, I can only make the streaks point at downwards or horizontal angles. I am wanting to make the streaks point upwards by setting the streaks to 1 and the offset to 270˚ or -90˚ to achieve this effect.
Can the built-in nodes be edited or otherwise duplicated and customized to allow input outside of the set range?


texts:
I have two different textures with selected geometry on both to properly display textures on the mountain (pictures of node tree and results right below this)

I'm trying to mix them both with a mix shader with a node tree plugged in to the factor of a mix shader after that to make the top of the mountain the snow/rock texture and the bottom of the mountain the grass/rock texture (by making the top of the mountain transparent by a transparent BSDF node plugged into the bottom of the mix shader) the result in and of itself is working perfectly. Node tree and result pictured below.

I then have both of these mixed with a mix shader and it appears on the mountain as pink (basically it doesn't work.) Why is this happening? I'll be glad to answer any questions!

Here's a picture of the complete node setup!

And here's a picture of the node setup that is turning it pink!


texts:
I'm trying to render a simple chair with a textured/bumpy plastic seat. The problem is that cycles will smooth out the bumps in the final render. I've tried different amounts of denoising, and I've tried no denoising with higher sampling counts. Both will smooth out the final result. I don't want the whole image to be noisy because the chair legs are meant to be smooth.
Additionally, the back legs of the chair have black lines around the bottom edges. Could this be because I've made the background transparent? Is this a lighting issue?

Any advice is appreciated!


texts: Create rings for ringed planet procedurally

texts:
Trying to create a ringed texture like the one in this image in a more procedural way using Blender nodes

I could achieve this with a color ramp, but I do not want to manually edit each ring but rather to create it in a more procedural manner
I decided to give a try to the wave texture and created in total 4 wave textures with different parameters of scale and then add them all together and got this:

However, given the level of detail (very fine rings) I want to give, there would be needed many nodes of wave texture and that would be very unelegant.
What would be the best approach to do something like that in Blender?
EDIT: this is the current node aproach (as I said, it is not elegant at all)


texts: Blender 2.8 EVEE transparency in Alpha Blend mode

texts: I know Blender 2.8 and EVEE is still in development, but I have strange transparency behavior while using Alpha Blend mode on texture. When I move view or camera textured object with Alpha blend mode just overlays whatever object is under it (first picture).  And if I change angle slightly (second picture)  it has normal transparency again. In alpha clip and alpha hashed blend modes transparency works properly no matter how i move the view. Is it some sorting issue withing blender?


texts: Animating the merging of multiple video strips

texts:
I'm trying to achieve the merging of multiple video strips like in the following 15 sec in, to 16 sec in - caravan to boat clip. I think the clip has been animated with a vertical strip.

Could this animated area be achieved with masks in Blender?
If so, how would I go about achieving an animated visible video area, over another video?


texts: Animation keyframes visible only in NLA editor

texts: Not much to say about that. I've seen many similar questions but didn't solve the problem. Animation plays fine. It was visible earlier and I didn't do practically anything except switching views and trying some menu options.


texts: What is the C# Mathf.Lerp equivalent in Python?

texts:
I have a basic menu script with a slider. The idea is that the slider will control the rotation of a bone. That bone will then rotate the object. I worked out the exact euler angles to rotate it by, and now I'm a little bit stuck. I've used C# for quite some time and C# has this thing called Mathf.Lerp, and I wondered if there is a python equivalent? If so, what is it?

Here is what I'm aiming for:

elif origin == 'screen_rotation':
    bones = bpy.context.object.pose.bones

    Mathf.Lerp(bones["Screen"].rotation_euler[1] = 0, bones["Screen"].rotation_euler[1] = 1.58825, screen_rotation)


texts: Why same alpha map is not working for different material?

texts:
I am using a texture for cutout of footprints. As u can see in the picture, the magenta one's are cutout perfectly, but the violet one's are not working.

both objects are using similar materia
l

Still it is working with only one(magenta). I'm having this problem in Eevee render. Cycles is perfectly fine but i need eevee for view port shading and this just looks bad.


texts: I have a very basic question, honestly just the name/definition would help, about the way old games did their textures/graphics. I have this picture from a game called Mother. I'm wondering what the name is of the circled edges is called. In old games, the more diagonal an edge was to the players perspective, the more pixelated the line was. As you turned to look at it more dead on, it would become one flat edge. What is this called and can it be done it blender or is this accomplished more in the game engine you are working in? Is it based on low res textures or the object mesh or shading? Any help would be greatly appreciated as I have been racking my brain trying to remember what this is called. Thank you.


texts: Can't see the Armature in Object Mode and in Weight Painting Mode in blender 2.8

texts: For whatever reason, If I'm seeing the model in Object Mode the Armature hides, same in Weight Painting Mode, I can select it but the Armature doesn't show, the only thing that shows representing the Armature is a orange dot placed where the Root is. Alt+H doesn't show it.


texts: RTX 3060 Blender long loading texture times. Sometimes crashes

texts:
Whenever i import a texture in material preview view blender becomes unresponsive and i need to wait 20-30 seconds before it unfreezes.
Its even longer if i switch from modelling view without textures to material view. Sometimes it just crashes without any error message.
Cycles render preview works nicely. Its just Eevee material preview that is really laggy
My specs:
Windows 10 20h
Blender 2.91
3060 ti Gigabyte OC pro
I5-10400f
16 gb 2666 cl13 ram
B460 MSI mortar


texts: freestyle on workbench engin in blender 2.8

texts: in blender 2.8 ,is there is any way to make real time freestyle on workbench engin or (real time edges outline) --- like CAD software (no lighting setup just focus on modeling design with clear sharp edges.


texts: How do I twist this shape in a way that is 3D printable?

texts:
I am trying to design this succulent pot that I will be 3D printing.  I want to give it this twisted look.  I started with a cube and made some loop cuts.  From there in order to rotate without twisting everything, I separated each row and rotated.
The problem I have is the gaps.  I definitely don't want them when I print this.  It should be solid all around.  I feel like I'm missing something about the process.  I thought about having each layer as its own mesh but then not sure how to extrude down through each layer.


texts: How to fix Makehuman Textures in blender?

texts: I imported a model from Makehuman and see whats wrong with the textures and how do i fix it? Remember i have to be in Cycles render.


texts: Reading and set the material content of a .blend

texts: My object is saved in .blend file with the material "mat1". I apply another material for my object (without my Register file). Now I want with python, apply the material "original" (assigned in the .blend my object) without close and reopen my file.


texts:
I found this nice playlist of general tips. Particularly I am interested in the first video.

You can clearly see, at about 1:50 that the author is using a value of five in his subsurface modifier. I can only go as up as 6 though, and as a result my shape is not that much smooth.

Is it something on my end, and if yes, how can I make this shape completely smooth?


texts: How can I fix slight imperfections that mess up the shadows?

texts: How can I fix these imperfections? They have happened to me a lot of times, but this is the worst one. I am making this model for another person so it is important that the model is good.


texts: How to track an unknown number of objects in a multi-module add-on

texts:
Trying to initialize an empty list that will later be manipulated by  operators on button click (add, remove, get). The list can either be populated with objects or object location tuples.

Pseudocode

Ideally the code would look something like this:

# __init__.py
bpy.types.Scene.prop_name = bpy.props.list(
    items = []
)

# some_operator.py
bpy.types.Scene.prop_name.append(obj.location)

Likely Solutions

Unless there's some methodology outside of bpy.props, EnumProperty or CollectionProperty are likely places to start, but no luck so far. Worst case scenario, I could use a string, then convert it later into tuples - but that seems excessively abstracted from the original goal.


texts: How to deal with bad contiguous edges for 3d printing

texts:
I was trying to model my object for 3d-printing and faced this problem. I use 3D Printing Toolbox in Blender v2.79. And checking my object for manifoldness, it shows me that I have Bad Contiguous Edges. I don't know what to do with it.

On this picture, that edges are selected. And 28 Non Manifold Edges are because I haven't used Mirroring yet.


texts: "Grid Fill" error: Loops are not connected by wire/boundary edges

texts: I tried to Grid Fill. The selected vertices are an even number. But Blender throws error "Loops are not connected by wire/boundary edges". What did I do wrong? What do "wire/boundary edges" even mean?


texts: I'm trying to have multiple curves that are all driven by a single curve in terms of control vertices. Is there a way to have a curves shape dictated by another curve?


texts: Weird lighting on some faces of mesh in Blenders and in UE4

texts:
I am having a weird shading or lighting problem in a mesh.  See in the picture the faces are half-light grey and half-dark grey.

What is causing this?  When I export as an FBX and import into UE4 I get the same shading problems.

EDIT:  It seems to be worse with smooth shading of faces, with flat shading it seems to go away, but then the model looks a bit ugly


texts: How to rotate/duplicate a curve around another curve object in 2.8?

texts:
I'm trying to rotate and duplicate the spokes around the axle in the center. This is supposedly possible with the array modifier, but I can't get it to work correctly for me.

When I select the axle as the "object offset" the duplicates just stack on top of each other rather than moving or rotating.

The objects are curve circles with linked curve bevel objects.

Is this a curve related issue, or something messed up with origins?

What am I missing?

UPDATE:

I've added a third picture. Here's the specific things that I'm not understanding:

What effect does the placement of the "empty" in three dimensional space have on how the arrayed objects rotate? It seems to make some difference, but not in an intuitive way?
Why does changing the "bevel" curve for the spokes cause the array objects to go out of alignment like a spiral? (see first screenshot, top right corner). The first screenshot bottom right corner is the curve that controls the spokes bevel. The wider it gets, the more the spokes spread out on the x axis. I'm not sure if this is a bug or not.
What all steps need to be taken to set the point in 3D space that the arrayed objects rotate around? I thought this would be the empty or other "object offset", but I'm not sure if that's the only relevant factor.

UPDATE 2:

This still isn't working for me. Ive set the 3D cursor, snapped the origin of the spokes to the cursor location, centered the empty on the cursor, and still, when I rotate the empty, the spokes go flying off into space like this:


texts: How does real life camera sensor size affect tracking on Blender?

texts:
I don't quite understand deeply what the relation of the real life camera sensor in relation the tracking with the virtual camera size.
I've always worked with direct aspect ratio (i.e: 1920 x 1080). In the case of Arri Alexa sensor size to full 35 mm. And that's about it. That's all I used to PFtrack to do his bidding. Later I'd refine track. Put some markers, export to .FBX and voilá: I got my Matchmove.

But I ask this question because when I do the same with my phone tracking is offset. On a Droid Turbo, the resolution of 10MP (4320x2432) can record at 1920x1080 24 fps. The focal lenght is 4.5 mm. Viewing angle 66.5ºx40.3º. Sensor size 5.9x3.3 mm. Crop factor: 5.9x

With those numbers, I don't know how to setup PF track or any other tracker since:
If I set the sensor size: I get an automatic size frame which I cannot modify (it gets ghosted)
If I set the Image size: I get an automatic crop factor which I cannot modify (to set the sensor size).

I guess this should be pretty straight forward in PF track or any other Tracker (Boujou, Blender, Shiloette, etc..) but I don't know where to put what information provided above.

Could someone help me with this please?


texts: Moving Finger in blender Moves the other part of hand?

texts:
When I go into pose mode and move the index finger, it moves a part of the hand that isn't even connected to the index finger, I don't understand the issue and would appreciate some help, Thanks.

Link To My Blender File...


texts: Scripting: How to correctly group objects

texts:
How can I correctly group multiple objects and have them behave as a unit. I tried the following

sceptre = bpy.data.objects['sceptre']
ring = bpy.data.objects['ring']
Group(sceptre,'wizards')
Group(ring,'wizards')

WITH

def Group(obj0,groupName):
    if not groupName in bpy.data.groups:
        bpy.ops.group.create(name=groupName)
    bpy.context.scene.objects.active = obj0
    bpy.ops.object.group_link(group=groupName)

AND

def Group(obj0,groupName):
    if not groupName in bpy.data.groups:
        group = bpy.data.groups.new(groupName)
    else:
        group = bpy.data.groups[groupName]
    if not obj0.name in group.objects:
        group.objects.link(obj0)

The object property pane shows the new group name for each object under the Add to Group tab with the last object outlined in green after running the script but the objects do not move as a unit when I select and drag either of them like it does when manually grouped with Ctrl +  G.


texts: I can't find the surface dropdown in the material tab

texts: It looks like this, and I want to change the Displacement value from Bump only to Both so that the mesh has a real bump not just a fake one. Did blender have done an update?


texts: How to make the model take the shape of a skeleton animation when both files are extracted from a game?

texts:
Okay I am very new at this. I am trying to export some models from a game, however the default pose of the model isn't what I want. Instead the pose that I want is from an animation, but I am not sure how to get the pose of the model to match that of the animation. I am not trying to get a animated image. I just need a single image from one frame of the animation. The animation skeleton is included in the blend file and was originally a .smd file.

Any help that can be provided is appreciated.


texts: I Can't Get my Objects To Attach To Another Object

texts: I am trying to make a character in blender to use in a unity game and I cannot get my eyelids to attach to my characters face. When I try to make the eyelids a child of the cube that is my character it makes the eyelids really small and they still will not attach to the face. I have tried command J for another object on the face and it made the two one object but they still move away from the face when rotated. I am lost and do not know what else to try. I will be very grateful for any help that you may provide. Thanks so much. I have attached photos to illustrate my quandry.


texts:
I wanted to apply a modifier between two cones. Here is what you can see before I make it visible:

and after:

As you can see, the bigger cone just disapeared. I tried to update the normals (Shift-N in edit mode or Mesh > Normal > Recalculate outside) of both the small and the large cone, still the same issue. Actually, the cone disappear even if I use union!
Also, to make sure that the pointy vertex is not removed, I made sure to shift a bit the smaller cone:

Here is the file: http://www.filedropper.com/01problememodifier
-- EDIT --
I also tried to intersect these two shapes:

and here is the result (fast mode):

In exact mode, I see nothing... but if I click on self, it works!


texts: Make swimming boids avoid/flee a predator object

texts:
I have a blender cube, emitting sardines. The sardines seek a goal, a curve, to which I have attached a force field.

I have added a sphere... and then I go nuts. Before 2.7, I was able to make the boids avoid a "predator".... but I seem unable to do so now.  The Avoid | Object brain element seems not to be causing my sardines to avoid my sphere... which I have tried both with and without a force itself.

See attached file. I would like the sardines to scatter as the sphere -- or some object or empty or something -- passes through it.  Worse... I have done it before and my older file does not work.

So, I welcome guidance to (current) docs or an answer: what do I need to do to get my boids to avoid the Sphere of Death?


texts: Trying to bake feather detail onto a bird but result is pure Chaos, Help

texts:
As stated, I am baking feathers onto a bird's body but the result when baked looks like pure chaos.

I thought this would work out because it worked great on the wing. The feathers baked great to the 2d plane. I attempted to replicate this problem by using one face of a cube, and I noticed that the feathers bake straight through to the back.

I don't see where to correct this either and it may be part of the problem. I thought this would work but clearly I'm missing something or baking just doesn't work like how I thought it should. Any advice would be much appreciated. If yall need more specific info just ask. (hoping one of you can identify my error with just this)


texts: How to make viewports show RGB channels separately?

texts: How to show RGB channels separately in different viewports?


texts: Object not showing up in Blender 2.8 render

texts:
I've created a scene and every part of it is visible as intended in the realtime render view.

However, when I do my final render the hill object is invisible and only the grass particle system shows through.

I really don't know what is causing this so any suggestions will be appreciated.


texts:
I really have no idea why there are these bumps in the robot's chest

It doesnt look like there should be any in wireframe

But they show up in renders and solid mode

Also the customer said that the robot looks a bit too plastic and I should make him more fun. I gave him a shadeless freestyle version and said that he didnt like it, any ideas on how I can improve this model?
http://pasteall.org/blend/index.php?id=50764

UPDATE: Don't be an idio and just use edge split. Honestly, shouldve tried it sooner


texts: I've looked everywhere but I can't find any information regarding this. Basically I colored different faces of a mesh in blender, how do I turn this into a texture?


texts: How to make plane tracked video start compositing from a certain frame?

texts:
Thanks to your help, I can now plane track a video and nicely add a video on top of the plane.
However, I have a problem..
So, I only need to track a small part of a large video. I set the range to "Start: 1910, End: 2374" so I could only track the plane for those few hundred frames. And it works!
However, when I use the nodes to add the video in, the video starts playing, on the plane, from frame 0, effectively ending before it even reaches 200 frames.
How can I make it so that the superimposed video starts playing at the frame range I tracked the plane in (starting at frame 1910)? And also, is it possible to loop the video? If so, how?
Here are the nodes I used:


texts:
I want to change my splash screen image.but I cant found where is the bl_app_template_user location.I dont found the default splash screen image in that folder

this is my zip file

im using windows 7 professional 64 bit
thanks alot


texts: Whenever I try to bake my character model with an ambient occlusion, I don't get the shading effect that I want (take a look at this video). So can someone help me achieve this effect with the ambient occlusion? Here's are pictures, am I doing anything wrong?


texts: I have a problem with the render mode. I dont have flames like in the Solid mode, but Particles.


texts: Is there a way to array an object along multiple curves without having to duplicate the object for each curve

texts:
I am currently using array and curve modifiers to array a vertex along a curve and then instancing an object to that vertex in order to avoid the object getting warped or rotated while following the curve. For an example see image:

The current project has over 30 edges that require the object to be arrayed along them and I'd while I could simply duplicate both the object and vertex and repeat the process for each curve, I'd prefer to avoid having 30+ identical vertices and objects as well as having to link all the objects so that it would update all of them when I update the mesh of the object. I'm hoping there's a way to either array the vertex along multiple curves or instance the object over multiple vertices so while I'd have a vertex for each curve It would still leave me with a single master object that I can edit and have the rest auto-update.

Edit:

I've figured out how to do most of the things I was trying to do, the only thing I'd like to figure out is if there's a way to permanently link modifier data so that if I remove the subsurface modifier on the master pillar it removes it on all of them. other than that I've figured out a way to have pillars array along multiple curves but maintain a separate object that I can edit so that it applies to all of them.

For anyone interested or confused about what I was doing, I have attached a blend file.

Finally, I want to thank @atomicbezierslinger for their patient help despite my lack of understanding on account of only having been learning how to use Blender for about a month.


texts: Where is the Symmetrize option under Remesh is located now?

texts: where is the "symmetrize" option that used to be under "Dyntopo" > "Remesh" now? I'm using 2.9, and I couldn't find it


texts: How can I create a face for extrusion with a hole inside in edit mode? In my case I want to extrude only the "C" from a mesh marked in blue and not the filled innside part.


texts: How to upscale final render (compositing)

texts:
I am working on retro style graphics. How do I upscale my final render through compositor?

I'm rendering frames with 480x270 resolution and want to upscale it to 1920x1080 without interpolation (or with nearest neighbour).

I found a topic which suggested rendering 1920x1080, pixelate to 480x270 and then upscale to 1920x1080. This method is not suitable.


texts: How to scale with mirror modifier as if modifier was applied?

texts:
From what I know the scaling action has changed since Blender 2.8 when editing while using an unapplied mirror modifier. I want my object to scale just like Image 1 (evenly towards the center from all 8 corners). Unfortunately, this only works with the full mesh and not when editing with an unapplied mirror modifier.

If I use a mirror modifier (Image 2) the mesh only scales towards 1/4th of the full geometry.

Turning on clipping doesn't help either, as then the Octagon scales into a square (Image 3).

Any suggestions?


texts: Saving multiple objects' location + rotation in RGBA

texts:
I recently asked a question in here, and wanted to ask a new one, as it was very convoluted, and I now know what I need to know.
I need to save multiple objects' location in XYZ as RGBA data on an image. The colors should match that of blender in metric, so if I move the object up 0.719 meters in blender, the color should be 0.719. Just like shown here.

Furthermore I need to save their rotation in quaternions as RGBA as well, different image though.
I've found this script, but it doesn't do exactly as I need, could it be rewritten, or how would I go about it?
Since I also need the data from multiple objects, saved in a string of pixels.
https://github.com/JoshRBogart/unreal_tools?files=1
For a visual reprensentation of what I need to do, I need to place these track elements (shown in green outline) in a shape to form the belt for a tracked mashine. Each pixel corresponds to one element and it's position/rotation. So the number of pixels should match the number of objects.

The rest will then be handled by the shader in the game.
I've included an original file from the game, if it helps.
https://www.dropbox.com/s/amvvysvzrba3w9f/trackArray.rar?dl=0
Thanks.


texts: How to place annotation stroke on the surface of the object in Blender 2.8?

texts:
From what I can tell, the annotation stroke is always placed at the cursor position. I'd like to place it on the faces of the object. Is there a way to do it?

I know I could easily achieve this with Grease Pencil in Draw mode using Stroke Placement option, but I need annotation because the plugin I'm using specifically requires it (Tesselator 1.2, option "Annotation Influence"). I tried it and it works with annotation and does not work with Grease Pencil. But I'm not able to place precise annotation strokes on the surface of the object.

https://blendermarket.com/products/tesselator

Or maybe there is a way to convert grease pencil into annotation stroke?


texts: How to make quick menu items permanent in 2.8?

texts:
When I add items to the quick menu in 2.8, they are lost every time I restart Blender. Any way to make them permanent?

Edit: in addition to the answer below, I discovered that the quick menu keys are different depending on which mode you're in (i.e., Object, Edit, etc...)


texts: Trouble with filling up faces, irregular shape

texts: I have problem with filling up the face, of the vertices, the curved part has sorta wing look alike joined to the vertices, can anyone help with this problem?


texts: How can I see vertex behind weight paint?

texts:
In 2.79 in weight paint mode, when you chose wireframe mode you were able to see the weight color in front and see through the color to reveal the vertex behind the shape.

In 2.8 weight paint transparency fades the weight paint but still not transparent.

Very useful when using selected vertex for weight painting.

Is there a way in 2.8?


texts:
I am looking for some assistance in creating some geologcial folding animation in blender. I have created a 3 layered version with 2  episodes of folding (the first set of pics) with a bit of weathering to remove the peaks at the end of the animation.
 However this is way to simple as rock layers generally act differently from each other some will be more fluid while others will break rather than buckle. The process i am trying to simulate is better represented in the the second video which itself is a sand box simulation(frames from a youtube video). So my question is  are there any simulation/physics tools that can help me to create this simulation. I used a lattice and shape keys to create the animation. I see lots of tutorials about bouncing balls but nothing where there tightly interlaced layers   cheers and thanks sally

https://www.youtube.com/watch?v=PYra6RwovKc


texts: Is there a photogrammetry addon or setup that works similar to FaceBuilder addon for NUKE?

texts:
Is there an arrangement that allows similar pinning of a generic (initially)  mirrored mesh/facemesh ?

KeenTools FaceBuilder Demo 2018

I'm fairly sure Blender can come close to this with existing tools.


texts: Is there any way to delete the light bounces without losing the illumination? I mean, can i delete or hide that 'white dot' on the image without losing the coloration made by the lighting? (I'm doing this on Blender Render)


texts:
Okay, here's a little something in need of a solution:

I am planning on making some piles of coins for a dragon's treasure hoard.  This would be for game content, so it would all need to be low-poly, probably as a mesh pile with a textured surface.

Is there any good way to do this that would make the pile look authentic, or at least believable?  Like, for example, would it be possible to create a particle system, and then bake its output to the surface of a mesh?  Or would there be a better way to get natural results?

EDIT 1: If possible, I'd also like to get decent normal maps for the coin pile.


texts: Baking Removes My Texture And Replaces It With DarkBlue

texts:
I Get the F.B.X right but Cant Get The right Texture. Baking Works Wrong. I've tried diffuse and combined too

x5.jpg


texts:
I have no experience with modelling and i could use some help, i am editing a model from the Source engine, and there happens to be a seam where the arm is, this seam is having a strange lighting effect when used in-game, i'm trying to fix it in Blender with the little tutorials i have (in this case i'm using the Grid Fill tool), but no matter what i do, it doesn't match with the mesh lighting around it, you can notice in the picture that this certain vertex looks out of place:

Is there a way i can fix it so that the lighting of this vertex matches with what's around it? You probably know what i mean.


texts: How to center an object into another (python)

texts: Hi I am trying to import .obj file into one cube. The question is, some objects have bad (0, 0, 0) coordinates, as you can see in the picture. I there any pythonic way to automatically center the imported object into the cube. I already check the deltas and all are (0,0,0).


texts: Hair partially disappearing in render after combing

texts:
I got a weird problem. Patches of hair on a rug for a bathroom scene are disappering in my render, but only if I entered particle edit Mode and combed the hair before.

So, I start out setting up my hair system, when I hit render without entering the particle edit Mode I get a nice render just like its supposed to look. All the hair is also howing in the viewport before and after this render.

I enter particle edit mode, just make a single tiny stroke with the comb, exit into object mode again. All the hair is still showing in the viewport at this point, I can also so see my "comb-job" in the viewport.

When I now hit render though, whole patches of hair just disappear from the render. Its also not like that the areas I combed before disappear and the ones I left untouched are still showing, there seems to be no connection between where I comb and what disappears.

After this render finishes the hair (same hair as in render result) is also missing in the viewport.

My emitter is just a plane, rotation and scale all applied, with a subsurf modifier. Use modifier stack is enabled.
I´m aware that particles won´t render when you´re still in particle edit mode, I always changed back to object mode before rendering.
Does anyone have an idea whats causing this and how to fix it?

Thanks in advance


texts:
Hello there so i have a mesh with IK set up for the arm however as soon as i add a pole target and go back to Position moving for the IK Arm It Screws up the Mesh this only occurs after adding the pole target it works fine without it. Here's a video so you guys can see exactly what's going on http://puu.sh/tCZCS/3039f37ae6.mp4 Right Click Save as Mp4

Notice how in the beginning the IK works fine and after the pole target is added it just screws it up why this happen i need to understand what i did wrong also can you add more then 1 pole target in blender?

My main goal is to just have smooth rotations kinda like how IK does it with positioning it doesn't support Rotation Since IK only works for positioning


texts: Motion Tracking orientation error "No object to apply orientation on"

texts: I have tracked a video clip and now need to set the floor and axis orientation, but when I select 3 points and click 'Floor' I get an error - "No object to apply orientation on". What does this error mean and how do I fix it? Thanks!


texts: I am a near total newb with a frustrating issue. Doing Blender Guru's tutorial making a donut and cup, I am trying to move the saucer in line with the cup/mug. It seems totally easy. I align it properly on the X&Y axes then proceed to move it on the Z using (G)(Z). Confusingly, it also moves forward on the X. I tried not touching the mouse and also hit the two keys at the same time thinking that I am nudging it. Time and again, it moves on multiple axes.


texts:
how can I assign colours to a specific face/polygon in the python API? I have found a way of creating materials, but how can I use them through the API on chosen polygons of an object? Does an object have to be fully covered with a material before you can change that of individual parts?

Thank you for your time!


texts:
I am splicing several clips together with audio. Everything plays fine in preview. I have set the start and end frames, changed the format to ffmpeg, container mp5, codec h264, audio codec aac, everything else default. When I click render animation the screen pops up grey and there is no progress bar at the bottom of the main screen. Under tools, I checked all the slots and it says image won't load. So far I have tried changing the viewpoint to zero and tried without the audio. Nothing is saving to the output location.
Blend location:


texts: How to round the mesh that has a little complicated form?

texts: I tried to apply the bevel modifier to get a semicircle from the top of the rectangle but It worked only for a simple shape where the vertices between opposite corners weren't interrupted by other vertices. I can't join the 1, 2, 3 and 4 faces together either because the mesh is a little curved from the view from the top. So could you give me some advice?


texts: How do I get specular and bump maps or normal maps to work with a texture that has a transparent background?

texts:
I am trying to build a polygon wig for a character. I want it to be realistic not low poly this is not for a game.

I made a hair image and made the background transparent because I wanted to have an edge on the hair bunches that was not completely straight for more realism.

Finally got the transparency to work but now I cannot figure out how to get any specular or bump or anything to work with it.

I admit I am not good with nodes or texturing and am learning bits and pieces from youtube.

If you need to see the simple node set up I am using let me know and I will post a picture if there is a way to do so on this site.

Thank You.


texts:
I'm going to build my new workstation/rendermachine and im stuck with the question: "how much vram do i actually need?"

More gpu accelerate the rendering process, but the max vram load is given by the individual vram amount.
So im torn between 4x8GB Vram and a single 32GB vram gpu.

1) What is the mathematical context between verticies/faces and vram load?

2) Could someone show me a rendered scene or video of how much I could do with 32gb of vram.

Thanks alot


texts:
I have a camera and a monkey (suzanne) in the scene. I'm attempting to manually cull the back faces from the monkey.

The problem is that certain faces get culled, despite its normal seen from the camera's view port.

The monkey in object mode.

The monkey after culling (using the function below).

I transform the monkey's vertices into world space, then transform the vertices to face the camera (camera's inverse matrix). This assumes the camera is at (0,0,0).

I'm using the internal renderer. Blender 2.78.

def cull_manual(camera_obj, object_obj):
    matrix = camera_obj.matrix_local.inverted() * object_obj.matrix_local

    delete_faces = []

    mesh = object_obj.data
    new_bmesh = bmesh.from_edit_mesh(mesh)

    for face in new_bmesh.faces:
        verts = [(matrix * bmvert.co) for bmvert in face.verts]
        a = (verts[1] - verts[0])
        b = (verts[2] - verts[0]) if (len(verts) == 3) else (verts[3] - verts[0])
        normal = a.cross(b).normalized()

        v = verts[0].normalized()

        visibility = (-v).dot(normal)
        if visibility <= 0.0:
            delete_faces.append(face)

    bmesh.ops.delete(new_bmesh, geom = delete_faces, context = 5)
    bmesh.update_edit_mesh(mesh)

camera_obj = find_obj(scene, "Camera.05")
object_obj = find_obj(scene, "Suzanne")
cull_manual(camera_obj, object_obj)

I devised a way to do it the opposite way, where I move the object to the origin, and move the camera by applying the object's inverse transform:

def cull_from_camera(camera_obj, object_obj):
    matrix = object_obj.matrix_world.inverted()
    camera_matrix = matrix * camera_obj.matrix_world
    location, _, _ = camera_matrix.decompose()
    from_camera = location.normalized()
    delete_faces = []
    mesh = object_obj.data
    new_bmesh = bmesh.new()
    new_bmesh.from_mesh(mesh)
    for face in new_bmesh.faces:
        visibility = from_camera.dot(face.normal)
        E = 1.0e-05
        R = -0.5 # HERE
        if visibility <= (R + E):
            delete_faces.append(face)
    bmesh.ops.delete(new_bmesh, geom = delete_faces, context = 5)
    new_bmesh.to_mesh(mesh)
    mesh.update()

It works, but there are still some aggressive culling happening, unless I change the visibility check from 0.0 to -0.5.

I can't think of a way to truly cull only the faces that are not visible to the camera.


texts: How do I seperate shared vertices when creating seams for UV unwrapping?

texts:
I have a square mesh, I create a seam along the top edges (like a lid) and I UV unwrap the whole thing.

The UV mesh looks correct, but when I select an edge, the corner vertice is shared by an edge that is not part of the seam as well. So the UV mesh becomes selected in multiple places.

How can I get a vertice on a seam to separate from a shared edge?

Does that makes sense?


texts:
In a tutorial at 3:22 the guy rendered while in node editor, but didn't say how.

I have tried other tutorials but they all don't say how to do this.


texts: Is there a way to render particles as if they were a single liquid?

texts:
I don't want to use the fluid simulator beacuse i've been getting more controlled results with the particles system feature + using a guide as a force field.

What i'm trying to accomplish is water flowing inside a pipe. I don't need it to be realistic but i need an inner flow to be perceived.

So i was thinking of using a particle system guided with the same curve that models the pipe (so it follows its shape) and maybe add a smooth modifier to the result, to make it appear as though the multiple particles are only one fluid.

Of course if you think there's a way to achieve this easily with the fluid sim, or maybe there are ways to control it more preciselly, I will be glad to listen to your suggestions. But if what i'm asking is possible i would like to go that way or even a lower-tech solution (without any kind of simulation at all!)

Thanks!


texts: Browse for an Image and assign it as a texture in python?

texts:
I'm creating an addon for browsing for an image and creating a texture from it.

I could get Image path from the user but I stuck in how to apply the image to the object as a texture.

In original Blender The images disappear from the preview if it's misplaced, renamed, or deleted after texturing the object. See image one. After browsing  to that image, Once again its come back in Blender. See image two.
Here is my code:

bpy.types.Scene.MyPath = StringProperty(name="Browse Image:",
   attr="custompath",# this a variable that will set or get from the scene
   description="simple file path",
   maxlen= 1024,
   subtype='FILE_PATH',
   default= "")#this set the text

class TexturePanel(Panel):
   .
   .
   .
   .
   self.layout.prop(context.scene, 'MyPath') # creates Browser in panel
   .
   .
   .
   .

See the Image two left side of the blender marked in blue color for browsing to the image.

How to apply this? Or how can we texture in Python?

one

two


texts: Duplicating an object while perfectly aligning each edge

texts:
I would like to duplicate this object four times along the x axis:

I can do this by duplicating it and manually moving it roughly into position:

But how do I do it properly, such that each edge of each object is perfectly aligned with the edge(s) of the object next to it? I guess the solution should also involve or allow for removing any duplicate edges between each object, if that makes sense.


texts: Transforming Blender Render Textures to Cycles Textures

texts:
I am having some really tough trouble translating my blender materials to my cycles rig. Normally I manage to work it out by looking at YouTube videos, but I am moderately new to Blender. I want to transform my project to Cycles because I was getting to much noise in the render, is there a good way to eliminate noise in a Blender Render?

In the Blender Render project I assigned a texture to the material now when I do this in Cycles, the rig texture comes out really fuzzy. I have disabled mipmaps in user preferences and the texture has a FELINE filter, but it still comes out blurry.

Please help if you can.

Thanks.


texts: Is there any way to use instances using Array modifier?

texts:
i'm duplicating an object with Array but the object itself has a lot of geometry, so my computer slows down a lot, is there any solution to this, like adding more ''copies'' as instances?

Thanks in regard.


texts: I'm trying to get a certain object to use another object's animation data, but offset by (for example) 10 keyframes. How can I do this?


texts: Why is object.origin_set(type='ORIGIN_CURSOR') not working?

texts:
def execute(self, context):
    stl_path = bpy.path.abspath(bpy.context.scene.stl_path)
    bpy.ops.import_mesh.stl(filepath=stl_path)
    try:
        ob_new = bpy.context.selected_objects[0]
        for f in ob_new.data.polygons:
            f.use_smooth = True
        for b in ob_new.data.polygons:
            bpy.context.space_data.show_textured_solid = True
            bpy.context.object.show_transparent = True
            bpy.context.scene.render.engine = 'CYCLES'
            bpy.ops.object.editmode_toggle()
            bpy.ops.mesh.select_all(action='TOGGLE')
            bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
            bpy.ops.mesh.select_all(action='TOGGLE')
            bpy.ops.mesh.tris_convert_to_quads()
            bpy.ops.view3d.snap_cursor_to_selected()
            bpy.ops.object.origin_set(type = 'ORIGIN_CURSOR')

Everything is working well, until I use origin_set. Maybe I should go to object mode, after converting mesh to quads.
But when I'm adding bpy.ops.object.editmode_toggle() after tris_convert_to_quads Blender is freezing. Without this last command, everything is working, also snapping cursor to selected.

Ok, I changed script.

def execute(self, context):
    stl_path = bpy.path.abspath(bpy.context.scene.stl_path)
    bpy.ops.import_mesh.stl(filepath=stl_path)
    try:
        ob_new = bpy.context.selected_objects[0]
        for f in ob_new.data.polygons:
            f.use_smooth = True
            bpy.context.object.show_transparent = True
            bpy.context.scene.render.engine = 'CYCLES'
            bpy.ops.object.editmode_toggle()
            bpy.ops.mesh.select_all(action='TOGGLE')
            bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
            bpy.ops.mesh.select_all(action='TOGGLE')
            bpy.ops.mesh.tris_convert_to_quads()
            bpy.ops.mesh.faces_shade_smooth()
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='TOGGLE')

to this line everything is ok, and script is ends in object mode.
but If I add this line
                bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')

I have msg in console, that I must be in object mode.
If i add this command
                bpy.ops.object.mode_set(mode='OBJECT')
Blender is switching off.


texts: How can I model a snug mesh around a complex object?

texts:
I’m quite new to blender and I’d like to model some attachable camouflage like the one shown in this picture on to a vehicle.

Ideally I’d like it to be made from one mesh over the vehicle. In my head it is essentially a tea cosy for a tank.
Could anyone advise me on how to model it?
I will be using a cycles render engine
Edit: given some of the comments, I thought I'd add another picture that shows the 'tea cosy' after some wear and tear. It is close fitting, 'leafy' fabric camouflage that is attached to a tank.


texts:
Is there a way to select multiple faces (in my case they all have the same size) and unwrap them on the same spot of the UV/Image ?

I select those faces

and they get unwraped next to each other on the UV/image panel

how to get them all on the same place like in this exemple (here I have manualy moved each plane on top of each other)


texts: Script Only working when running and selecting object

texts:
I wrote a script and I have been focusing on the hologram button I made. I used the selected operator but the button only works when I select the object and then run the script

import bpy
mat = bpy.data.materials.new(name = "Hologram")
mat.diffuse_color = (0,0.519,0.800)
mat.specular_intensity = 0
mat.emit = 1
mat.use_transparency = True
mat.alpha = 0.503
ob = bpy.context.active_object
data = ob.data
def item_type_lst(self,context):
    types={obj.type:obj.type for obj in context.scene.objects}
    return [(obj,obj,"")for obj in types]

def item_type_obj(self,context):
    return[(obj.name,obj.name,"") for obj in context.scene.objects if obj.type==context.scene.myEnumitem]

class SimpleOperator(bpy.types.Operator):
    bl_idname="dh.simple_opt"
    bl_label="Simple Operator"
    def execute(self,context):
        if len(ob.data.materials):
            ob.data.materials[0] = mat
        else:
           ob.data.materials.append(mat)
        ob.modifiers.new("part", type = 'PARTICLE_SYSTEM')
        part = ob.particle_systems[0]
        settings = part.settings
        settings.frame_start = 4
        settings.name = "Hologram"
        settings.frame_end = 34
        settings.lifetime = 250
        settings.count = len(data.polygons)
        settings.normal_factor = 0
        settings.physics_type = 'NO'
        settings.render_type = 'NONE'
        settings.effector_weights.gravity = 0
        settings.effector_weights.force = 0
        D = bpy.data
        test = "Hologram"
        bpy.ops.texture.new()
        text =bpy.data.textures[len(bpy.data.textures)-1]
        part = bpy.data.particles[test]
        tex = bpy.data.textures.new(test, 'BLEND')
        bpy.data.textures[test].use_flip_axis = 'VERTICAL'
        slot = part.texture_slots.add()
        slot.texture = tex

        return{'FINISHED'}

class View3dPanel():
    bl_space_type="VIEW_3D"
    bl_region_type="TOOLS"
    bl_category="Tech"

class PanelA(View3dPanel,bpy.types.Panel):
    bl_label="Holograms"

    def draw(self,context):
        layout=self.layout
        layout.operator(operator = "dh.simple_opt",text = "Hologram",icon = "OUTLINER_DATA_LAMP")
        self.layout.split()
        self.layout.split()
        self.layout.split()

        col=layout.column(align = True)

        col.label(text = "Mesh Objects")
        col.operator(operator = "mesh.primitive_cube_add",text = "Cube",icon = "MESH_CUBE")
        col.operator(operator = "mesh.primitive_cone_add",text = "Cone",icon = "MESH_CONE")
        row=col.row(align = True)
        row.operator(operator = "mesh.primitive_monkey_add",text = "Monkey",icon = "MESH_MONKEY")
        row.operator(operator = "mesh.primitive_torus_add",text = "Torus",icon = "MESH_TORUS")
        col.operator(operator = "mesh.primitive_cylinder_add",text = "Cylinder",icon = "MESH_CYLINDER")

class PanelB(View3dPanel,bpy.types.Panel):
    bl_label="Panel B"

    def draw(self,context):
        layout=self.layout
        layout=layout.box()
        layout.label(text = "object list",icon = "SORTALPHA")
        col=layout.column(align = False)
        col.prop(data = context.scene,property = "myEnumitem")
        col.prop(data = context.scene,property = "myEnumitem_obj")

bpy.types.Scene.myEnumitem=bpy.props.EnumProperty(name ="Obj Type",items=item_type_lst)
bpy.types.Scene.myEnumitem_obj=bpy.props.EnumProperty(name ="Object",items=item_type_obj)

if __name__=='__main__':
    bpy.utils.register_module(__name__)

Thanks in advance


texts: How to properly "uncurve" those UV wrapping projections?

texts: I can't figure out how to "uncurve" those UV wrapping projections. Any idea?


texts:
New to blender, ive made a hood to add to the clothing of a character, but when i export to the programs im using for modelling its only partially rendering. Its rendering fine on blender, but ive tried loading it on a couple other programs to the same results.
enter image description here


texts: I was following a tutorial and I had to extrude the character's arms but the edge loop wasn't flat and the Instructor flattened the edge loop by scaling it on y by 0. I tried doing the same but it doesn't work and intuitively doesn't make sense. Basically I'm looking for how to make a edge loop look like it's parallel to a plane


texts: Hiding "lastest rendered frame" in renderfarm sheepit for confidentiality?

texts: Wondering if there is an option in sheepit to hide your project to the users rendering it. By default they can see the frame they rendered. I'm thinking about using it for professional work therefore confidentiality is important.


texts:
Ima having a problem where i limit my bone's rotation in the Y axis but in the scene it is limiting the X axis.

Here's a gif

Thanks guys in advance :)


texts: How to change EMPTY > Image dimensions in Blender 2.8?

texts:
I am looking to add a Geo-reference Satellite image into blender via IMAGE > BACKGROUND. After adding the image, I wanted to change the dimension of the image but couldn't find DIMENSIONS section on Blender 2.8. On previous Blender 2.79, there is Dimensions option available as image below:

How to make it work in Blender 2.8?


texts: How to make object appear only inside a defined region

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I want the green signs to move in the direction of the blue arrow as depicted in the following image, however it should be visible only inside the red area, as if it was fading in/out of the air as the signs pass through that region.

Is there a way to partially mask the object in my animation? I'm not sure if I can use the usual masks, because that texture is emissive and I want it to cast light on nearby objects only while it's visible.

There are other questions here, like Using an object as a clipping mask for another object that address a similar problem, however they don't work with the emissive nature of my object, nor there is the fading effect.


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Can someone tell me where this denoiser is? I know it's in the renderlayetab, but i can't find it i can only find view

Thanks


texts: Is it possible to put an if statement into the scripted expression of a driver?

texts: If the y location of a certain object is greater than 0, I want to add a fixed amount to another object's driven channel. How do I achieve that?


texts: Animation nodes bake to keyframes not working with polygon decomposed offsets

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I have encountered problem baking my animation nodes to keyframes. I use polygon decomposition with offsets and they work perfectly fine. Whenever I try to bake to keyframes, everything but this gets baked properly. My project is big (3600 frames) and I cannot afford not to bake it, Blender crashes.

My only theory was that it does not work because of loop being used for offset objects, but lately I have found out that another object decomposed to polygons did not work either. Both objects are rendered as their originals used without any offset effects. Can this be the cause? And if so, how to prevent this? I would like to remove dependency to animation nodes. Thanks

EDIT: I have found answer, exporting objects to alembic file solves this. Now I encounter new problem, importing alembic files to blender crashes it when importing big .abc files. Anyone knows how to solve this problem?


texts: I have a mesh and with the small mesh i want to make the feather of the body. I tried Tissue Addon but its going one side. I tried particle system also it also not working. With the reference image i want the brown and yellow feather shape on the mesh. Any suggestion or other way.


texts:
I come here looking for some advice and help . Over the past few months I have started getting to grips with blender and now looking to start doing some more stuff and thinking of creating a little animation , nothing fancy just trying to put the skills I have learnt so far to good use.

Im looking at having a very basic character sitting at chair in an office or somewhere like that then go from there to walking down the corridor then down stairs to outside where they will then walk down the street to there car.

Before I was just following tutorials and using images offline so there hasn't really been much thought into the scale of the models I have previously been making. I would like to start having appropriate sizes for the models I would put into my scenes so that things dont look out of place or things looking to small or to big in comparison to each and not have like the building on the street look out of place and awkward other so im looking for a bit of help and advice on how I would go about achieving this and how would I know really what size scale I should be making things should I use real life scale sizes that I find online etc

Another quire I have is how would it be best to transfer from one scene to the next ? Would I just be best to add the the parts to each scene on different layers and do it that way or is there any other way someone would recommend?.
  Hope that all makes scene and thanks for any help.


texts: What is the difference between bpy.props.CollectionProperty and bpy.props.PointerProperty?

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I noticed that bpy.props.CollectionProperty and bpy.props.PointerProperty can both be used to collect custom properties (as is shown here: http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html).

There are also other examples on the internet, but I still can't figure out the difference between these two properties.


texts: Can I have both 2.79 and 2.8 on my system? Will one interfere with the other?

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I have Blender 2.79 on my Windows 7 system.

I want to install 2.8, but I'm completing some courses which use 2.79.

If I install 2.8, will it automatically replace 2.79?

Will they interfere with one another?

Thanks.


texts:
I am trying to install the Urho3D-Blender; however, it asks for an upgrade to v2.8x in the addon item (screenshot below), and it is not present in the Render pane.
I started with Blender v2.92, then altered to v2.83, but still get the error message.
Thanks.


texts:
Hi fellas any idea how to "bump"-map the wings of this cockroach without using sculpting? Its bent stripes from the center of the object imo (but could be something else good looking). I tried to use the WAVE texture but with no luck. Have NO UV for now but if needed than I will do for sure.

In fact Im not good with procedural things in Node Editor.

Sincerely, Jan


texts: Cycles Render CPU Usage Low with Dual Xeon

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low CPU usage on Dual Xeon (128GB RAM) when rendering "blenderman" using command line and Cycles on Ubuntu and Win10. Using latest 2.8 build.

Single i7 3rd Gen gets upto 100% using GUI and CMD on Windows 10...

GUI and CMD on i7 and Win 10 using "blender -b Blenderman.blend -f 2"

CMD on Dual Xeon on Win10 "blender -b Blenderman.blend -f 2"

CMD on Dual Xeon on Ubuntu..."blender -b Blenderman.blend -f 2"

What gives?


texts:
When I try to use an image that has an alpha channel, the image has glowing around the parts where there is transparency. Below are images to better explain my issue. Both are using the same image with exactly the same node setup and Cycles render engine.
In Blender 2.90.1 it looks like this:

and in Blender 2.79 it works as expected:

This is the image i'm using. It is a TIF file created in Photoshop

Is this a bug or has something changed in the way alpha is handled?
I haven't used 2.90.1 version for long as I only recently updated from 2.79
EDIT: After packing the TIFF file into the blend file, the glowing disappeared. Then after unpacking the image and adding it to a new image texture node, the  glowing appeared again.
Looks like Blender 2.90.1 treats external and packed files differently.


texts: Is there a way to hide all the origins in the 3D view?

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Is there a way to hide the selected object's origin in the 3D view? By default all unselected object's origins do not show, but even after deselecting everything with A A it still shows the active object's origin.
I know the Only Render checkbox will hide all the origins, but in this case it hides too much.


texts: When i add a hook modifier to a 2d filled bezier circle the fill dissapears. Im trying to use it to anaimate a crude mouth. Help please!


texts: How to constrain an object to one of it's local axes?

texts: How can I make it so that when I move it around, it will only move on it's local Y axis?


texts: How to apply a glass shader on my imported geometry?

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I'm new to Blender so I'm doing all my modelling in Maya and transfer to Blender using wavefront obj. I have create a simple wine glas, no texture applied, just geometry. I can apply color to it but when I increase the transmission value nothing happens.

Do I need to import my .mtl file? Tried to unwrap the UV's as well.


texts:
I'm currently trying to create objects from random arrays, by using timer modal operator. However the code below doesn't work, and I think I miss some knowledge of Blender:

import bpy
import random
import time
from bpy_extras.object_utils import object_data_add

class ModalTimerOperator(bpy.types.Operator):
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    limits = bpy.props.IntProperty(default=0)
    _timer = None

    def add_object(self, context):
        verts = [(random.random()*10, random.random()*10, random.random()*10),(random.random()*10, random.random()*10, random.random()*10),(random.random()*10, random.random()*10, random.random()*10)]
        faces = [[0,1,2,3],[4,5,6,7],[0,4,7,3]]
        edges = []
        mesh = bpy.data.meshes.new(name='test')
        mesh.from_pydata(verts, edges, faces)
        object_data_add(context, mesh, operator=self)

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'} or self.limits > 10:
            self.limits = 0
            self.cancel(context)
            return {'FINISHED'}

        if event.type == 'TIMER':
            XYZcoord = (random.random()*10, random.random()*10, random.random()*10)
            self.add_object(context)

            self.limits += 1

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(time_step=0.5, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()
    bpy.ops.wm.modal_timer_operator()

The first iteration works fine, but then there's some issues with object_data_add.
It throws out an error:
'ModalTimerOperator' object has no attribute 'layers'

If I add definition of self.layer, then this error happens:
TypeError: WM_OT_modal_timer_operator.is_property_set("location") not found


texts: I have a problem making faces while modeling. When I make a face in Blender and try to put loop cut I just can't .... Anybody knows another way to connect/make faces ? Please answer me..


texts: bones on the right side affect the left side

texts: ok, so i was creating a character in blender for my game but when i parented the mesh to the bones with automatic weights, i quickly found that when i moved bones on the left side of the body it affected the right side but the right side had no affect on the left. when i redid it the same thing happened so i applied the mirror modifier and did it again and it work perfectly but then when i was doing the weight painting the weight painting wouldnt affect both sides because i didnt have the mirror modifier. can anyone explain what could have happened if you can understand what i am trying to say? thanks.


texts: Rotate camera around object for animation

texts: I would like to get the camera to slowly rotate around a object and keep facing it. I would to this with key frames but then the camera would travel in strait paths. How could I do this?


texts: When I hit P, my game starts usually. I have "Show Framerate and Profile" ticked, and when I play, it seems that there is a cap at 60 for my frames. How can I increase this? Also, it reads the following: Frametime  :  00.0ms (00.0fps). What is the "00.0ms"? Mine does not display 0, thats just for explanation, but I am quite confused on what it means. To summarize, how can I increase the fps cap and what does the "00.0ms" area mean?


texts: How do you change opacity of grease pencil strokes in blender 2.8?

texts: I actually have 2 questions, how do you change the grease pencil opacity and how do add another layer? The old grease pencil supported layers but now it's a grease pencil object, how does this work?


texts:
i am modeling a bottle, on the flip top cap i have to add this little straight space this is where you put your finger to open the cap,
well when i added these loop cuts, appears like if i moved it a little bit but i didn't move it,
please can you help me, thanks in advance.


texts: So I want to flip the normals on an object I know how to flip them and I know I have to go into view port overlays and activate display normals to see that the faces have been flipped but when I do that the blue lines that show you what way the faces are facing dont display. Am I missing something or could it be a setting I'm not aware of? Any advice would be helpful thankyou


texts:
I'm working on a blender animation project swords on the chair a scatter around and all of a sudden every sword starts shaking (like some magnetic power starts influencing) and then one by one all pieces coming together and forms chair.
But animation is weird!! All pieces come together at once which is not required. I want pieces to join together one by one.
I couldn't find any Animation node Tutorial on that.
see video
Can anyone help or send me a tutorial?
Regards


texts: How to Sculpt Toothpaste or Paint Coming Out of Tube?

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I need to create blobs of paint on a palette that look like they've been squeezed out of a tube. Here's an example:

Any suggestions on how to model those blobs of paint?


texts: Is there a way to make my numpad be just a numpad?

texts: I use my numpad to type in exact parameters.  Quite often I've not quite gotten my field selected and when I hit a number my view changes to some weird angle or restriction I can't get out of and it's a pain to go figure out how to get back to exactly the thing I was looking at seconds before.  How do I make the numpad just for numbers?


texts:
I am hoping to grow a branching shape while softbody animation is underway.
I am using a bmesh to update the object's mesh as the branching shape grows.
However once the softbody animation is underway, the pointcache seems to rely on a stored version of the mesh.

If say I elongate the mesh, the pointcache continues to behave as if the mesh was as it was when the animation started.

If I hack the point cache (on disk) and move vertices in the pointcache to where they should be if they matched the mesh, they spring back to the unelongated shape (but distorted by the softbody).

After each frame, after I have modified the mesh, and the pointcache, I am running
bpy.ops.screen.animation_cancel(restore_frame=False)
 bpy.ops.screen.animation_play()
in an effort to get the pointcache to look back to the edited mesh, but to no avail.

If I stop the animation and go to edit mode, the elongated shape of the mesh is evident, but with no distortion from the softbody.

I gather there must be a data structure in memory representing the edges of the mesh (as it was when the animation started) as springs.  Will I need to force regeneration of this data structure somehow?  Or maybe directly edit it?  Where can I find it?

Apart from elongation, I want to extrude parts of the mesh gradually as the animation progresses, and branch the structure.


texts: Blender Cycles: baked texture is completely black

texts: When I try to bake a texture in Cycles, the baked texture is completely black, however it looks fine on the Render Preview. I have tried recalculating normals, but it didn´t fix the issue. I have no idea what else to do. Here I have the .blend file: http://pasteall.org/blend/index.php?id=48466


texts: custom 3d-view pan key bind not working in sculpt / painting modes

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I want to pan using space + left click, like in photoshop. This works fine in edit and object mode but I mainly need it for sculpting and it just doesn't work there. I searched for "space" keybindings and deactivated every single one of them except the custom pan one I set, it still didn't work.
Has anyone got this to work, or knows why it isn't working?


texts: Driver variable prop (ID-block) : referencing the current object

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I have several objects that share the same material.

This material has a mix shader node, whose the FAC parameter should be linked to a custom property of the object having that material assigned.

From what I read, I need drivers here, so I've set up one (see screenshot).

But I need to set an object as input for the driver.
I don't want to select each object manually.
What I would like is that the driver refers automatically to the current object.

Is it possible, or do you know a better way to achieve this ?
Thanks.


texts: How to achieve discontinuous displacement or height map?

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I am using a grayscale image to construct a height map using the displacement tool and I get something like the left image. My problem is using the left image to construct the the right one. Notice that the discs/donuts, which exist at different heights, are separated from each other and from the underlying surface. Also notice that they were smoothened out to fill the hollow space existing underneath (due to the displacement modifier).

Thanks in advance.


texts:
After importing a .fbx sofa model I found online, I realized the scale was set to 0.001 so I applied the scale (Ctrl + A, S) to set it to 1 but my image texture is still far too big to display properly. I've tried scaling my image down through the mapping nodes but I can not get it to work. I checked the UV editor and the mesh on the sofa is so tiny that it's impossible to even see on my screen. How do I get this to scale properly? I've added a plane in the scene to demonstrate what the image texture should look like and how I normally apply my textures.

Here is a link to the .blend file


texts: "Cursor to selected" does not go to the center of selected vertices

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I'm trying to set the origin of an object to be at the midpoint of all its vertices. So my technique is:

Go to Edit mode
Select all vertices (by pressing A)
Press Shift + S
Cursor to selected

For some reason, however, it does not go to the center. It's almost at the center but still a little off. Can someone tell me what I'm doing wrong? Is there a better way to set the origin of an object to the midpoint of the vertices? Thanks!


texts: Why is the texture rotated, even tho all values are unchanged? Is there a known bug with these nodes I used? This happens with every newly added cube and even if the nodes are added from scratch.


texts: Why subdivision surface modifier bridges unrealted and distant vertices

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I have already elimintated doubles and revised all the vertices and faces, moved them around and back in place to ensure there are not hidden unwanted elements in my mesh and it seems clean to me

However when I include a subdivision surface modifier, it bridges with edges totally distant and unrelated vertices, even if i switch from catmull-clark to simple. .


texts: So, i opened blender 2.80.75 and ALL my mesh became invisible, i tried everything but nothing works, anyone knows how to solve this problem?


texts: Blender 2.9 opened the first time I click on it I installed so older addons. It shut while I was installing addons, and would not open anymore, so I uninstalled and reinstalled blender many times, it still won't open. I reverted to a less recent version that still works.


texts:
I just started learning blender and I have NVIDIA GeForce GT 650M. I am trying to use GPU in blender. I am not sure how all this works yet, but I believe I need to install OpenCL 1.1. I am wondering if anyone knows where I can do this or an alternate method? I have CUDA installed if it makes a difference. I have searched online for OpenCL 1.1 but with no luck. Do I need this to use it in Blender?

Edit:


texts:
Is there a way to turn off the incremental rendering, so it only updates the viewport once the render is finished?

I'm using the "render preview" in 3D viewport, with eevee. When I rotate the view with the mouse, it is very jerky, because of the incremental render. I don't mean it's slow between frames: my scene is small and quick to draw. What I mean is that it first draws a very coarse version of the scene, then fills in details over two or three more screen refreshes. It is still quick, but the interleaved coarsely rendered frames really makes it hard on the eyes when you rotate the view.


texts:
I just started with blender and I found this model on blend swap https://www.blendswap.com/blends/view/68978 and I need the materials as texture to use it in HitFilm Pro.

I tried to create the textures but I wasn't able to combine the UV maps.
Could someone do it for me or tell me how to do it?
would be very nice.


texts: How to avoid Mesh Distortion when Curves cutting themselves, especially with Subsurface Modifier?

texts:
I am failing on a embarrassing challenge. I am trying to create an actually pretty simple form, but I cant finish my work without distortion on my mesh.

This is the object I am working on.

So far I tried different strategies, but I have always the same issue:

As you can see, the Boolean modifier and all my other attempts failed.

The problem is the overlapping mesh obviously, but I don't know how to fix it.
My best attempt so far was to make the whole object from only 1 curve:

But then my Circle looks a not really symmetrically. And if you look closely enough you can still see a little shadow/distortion on the point where the curve hits herself.

Is there a common known workflow or something to help me finishing my project?


texts: I'm trying to keyframe (animate) the "fac" of a material's transparency to gradually appear it but doesnt work

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I'm trying to animate the appearance of an object gradually, a simple one like is was a ghost or something similar. I should say that I'm doing this while I'm working with post-rendering, I'm using "pass indexs" and ID mask for the object (not the material).

For the material of object A I have a simple node like emission and transparency connected to a mix shader. I saw a couple of videos that if I keyframe the "fac" of the mix shader mentioned above, it will do it gradually, but it wont. When I do it, before 0.5, let's say 0.4999... it completely materialized, when is 0.5000001.... or above, it's completely gone.
Even thought in the Graph editor there is a curve for the materials' shader's "fac", it doesn't behave that way.

It there any other way to do this?

Thanks.


texts: Separate parts of the mesh will not stay with the rig

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I have a character that I am currently trying to rig, and he has an object attacked to his shoulder. The problem is, I cannot for the life of me, get the object to stay above his shoulder while he raises his arm. It goes from this:

To this:

I've tried making seperate bones for it, re-rigging, re-assigning vertex groups, and a bit of weight painting (not very experienced with it).

This question may be a duplicate, but none of the other questions here seem to work when I try it. Thanks!


texts: why is a white ball rendering in my scene?

texts: I am using the bps rig, but I already animated with the character. Does any one know how to make it go away with out harming the animation? Oh btw i used the most recent bps tutorial.


texts: how to do custom animation in a mhx file made using Makehuman

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I have a human model made using Makehuman tool. I have exported it to Blender. As a beginner I found it very confusing. Could see lots of details.

Looking for some simple tutorial that helps learning animation from this file. I need to do animation of hand,face.

This is for academic research.


texts:
I'm completely new to Blender so I have no idea how to make this work but I almost made it (I think). I'm trying to make a player model for Garry'a Mod using a model and textures from another game. I have the .obj, .mtl and texture pictures in the same folders. I have edited the .obj s and .mtl s to use the correct files (I think I did it right). When I open the .obj files and put it into texture mode, or whatever it is, I can't see textures on any of them, but when I set it to texture paint I can see the textures on the selected piece. I feel like I'm close, but I don't know how to do it myself.

I also went to the little row of editing things near the top right, added a new texture, and selected the picture file before I did the texture paint (If it makes a difference).

Pictures Of Situation


texts: How to have a custom floatproperty based on the selected face? (Knowing that it is not possible)2.8

texts:
Reading here and I saw that there is no possibility of having a custom property based on a selected face, but in blender I think you can do "Hackerate" and fly over this problem. I think for example, creating a FaceMap,or a temporary vertex group and to base the properties on these objects bpy.types, I am probably wrong, but I would like to have an opinion from some fan of these experiments. I would create different problems with these methods I believe, has anyone got to try it?

Have float property registered in a class like:

class MY_PT_Panel(bpy.types.Panel):

bl_label = "blah"
bl_idname = "blah"
bl_space_type = "blah"
bl_region_type = "blah"
bl_category = "blah"

def draw(self, context):
    ob = bpy.context.active_object
    ###how to get property ?
    layout = self.layout
    row = layout.row()
    row.prop(##??##, 'my_float', text="")

class Myproperty(bpy.types.PropertyGroup):
    my_float: FloatProperty(default=0)

def register():
    from bpy.types import ##best type##
    ##best type##.faceproperty = bpy.props.PointerProperty(type=Myproperty)

I read about bmesh method but not understand if that information they are right for me : https://docs.blender.org/api/blender_python_api_2_78_release/bmesh.html

I have also seen looked at among the bpy.types. in the python console there is also bpy.types.SelectedUvElement
and bpy.types.UVLoopLayers
Assuming there is a uv, would I have the ability to customize the face property based on an uv layer?

Edit:
I would like to clarify that the use of the selected face is clearly useful in edit mode and on the use of a FloatProperty slider, so I would like the values on each face to remain recorded once interacted

To make me understand better, I would like to get this property as you would with a bpy.types.Object

like to in register:

from bpy.types import Object

Object.example_property = bpy.props.PointerProperty(type=Myproperty)


texts: Top structure that accept custom property

texts:
You can create custom property associated to a data type like this:

bpy.types.Objects.MyProperty = bpy.props.IntProperty ()

So now all objects have this interger property and it's entrered value is saved with the blendfile. Same thing with Scene , NodeTree , Nodes ... etc.

But where I can save a value available for the entire blendfile? Not associated to something can be added or removed from the blendfile by the user. A kind of top node in the datablock. I find a place but not really sure it's a good idea:

bpy.types.WindowManager.MyProperty = bpy.props.IntProperty ()

I can retrieve it to:

bpy.data.windowmanager ['WinMan'].MyProperty

Thanks a lot !


texts: I have active rigid bodies on top of a passive rigid body. When I play the animation (no keyframes involved) the active rigid bodies start dancing around. See this GIF.


texts: The origin of my object is not where I want it, so when I set other objects to the parent, they link to the origin rather then the object where I want them. How do I change the origin?


texts: Is there a way to create an image with uv grid without operator?

texts:
Is there a way to create an image with the UVGrid without operator?

The

bpy.data.images.new()

has no parameters to set the UV Grid filling.


texts: Blender 2.8 - do Materials always have Textures?

texts:
All the tutorials I've found so far on adding texture refer to UV-unwrap the mesh, then using an image/jpg. I noticed other things like "clouds" etc. in the object's Texture Properties panel.

I've played with making these textures but cannot find how to apply them to a surface or material.


texts: Blender 2.8 how to change toolbar's tools?

texts:
I'm quite new to Blender and I've been using 2.8 to teach myself 3D modelling and more.

Following a tutorial I must have done some kind of manipulation that changed my default selection tool from box to lasso. As you can see in this screenshot of my toolbar, the lasso selection tool is there instead of the box one, which transformed the latest "left click and drag for box selection" to lasso selection instead, and I don't especially want to go back to pressing 'B' for box selection now.

This is probably a simple shortcut that I triggered unintentionally but I cannot undo it and find nothing regarding Blender 2.8's toolbar customization. How can I change the selection tool from lasso back to box ?


texts: Blender 2.6 rock cycle render nodes problem in Blender 2.73

texts:
I just bought a texture cookbook tutorial of how to create realistic textures using blender cycles and I was doing a tutorial on how to create a realistic stone. However, I ended up with something I really don't expect. The book showed the supposed finished product however, my finished product don't looked as nearly as it should be. I did everything else fine, just the stone. Here is my finished product.

I am using a different version of Blender so that might be the problem, however, it feels like I made a mistake somewhere(remember, I am creating a different stone colour using the book's instruction). Here would be the nodes for this stone according to the book.

If anyone has any suggestions on improving this rock, please tell me. It would also help if someone has the same textures cookbook.(its Blender 2.6 Cycles: Materials and Textures Cookbook by Enrico Valenza.)


texts:
I'm currently working with drivers in Blender 2.81 and want to use self but it doesn't work.

For example drive the rotation by the location, I'm adding a driver to the rotation, check the Use Self box and write self.location.x

Blender return the message: ERROR Invalid Python expression.

Have I missed something, is it a bug?

edit:


texts: Small rectangle in bottom right of image editor

texts: What does the small rectangle in the bottom right of image editor represent?


texts: Mesh emission strength to Area lamp strength

texts:
I've three emissive mesh planes in my scene which I'd like to convert to Area lamps.

I've set my new Area lamps to use precisely the same size, location and strength as the planes were. But when I press shift+Z to preview the render, lighting is much, much darker than it was with the planes.

Is it just matter of me bumping up those Area lamp strengths, or is there something more to consider, if my goal is to get identical lighting what I had before with the planes?

Also is there some kind of formula I should use to convert emissive plane strength to Area lamp strength, or should I just eyeball it?


texts: I'm working on a rig for a pretty simple character - only about 70,000 tris - and Blender keeps going into (not responding) mode every time I select a joint. It resolves itself eventually, but that usually takes about 15 seconds. Once the joint is selected, I can move it freely without any lag. Any performance tips to fix this? The file works fine on my PC at home, but I get this lag problem when I try to work on my laptop (Dell XPS 13)


texts:
I am trying to create a decent approximation of the bumpy rubber material depicted in the reference image below. I'm not intimately familiar with nodes, but I figure this is the best route? Ultimately I would like for this to work in both Eevee and Cycles, but if we can only figure out Cycles, I can live with that.
I tried metaballs at first, but it seemed unnecessarily time intensive and wasn't yielding the results I was looking for, granted that could just be my ignorance.


texts: Crash on Launch, all solutions found do not work

texts:
Recently rebuilt my computer, new SSD, latest GPU driver, C++ libraries installed, every other program and games run just fine. Blender, however, starts and crashes within a few clicks or if opening/minimizing other windows. I've been googling solutions and trying them all night but to no avail.

Tried running most recent build both install and from zip. Tried running 2.78, both installed and from zip. Ran via administrator, no addons have been added, installed Python, halted anti-virus program, ran via CMD, replaced the version_update.py file, ran with the opengl32.dll file placed alongside the .exe and the program still crashed; basically any solution google handed to me I went through.

No matter which way I try to run blender it crashes and prints to CMD:

Error: EXCEPTION_ACCESS_VIOLATION

Windows 7 x64
i5 6600k
Radeon RX 480
16GB RAM

Blender ran just fine on this system with my old hardrive, I upgraded to this new SSD and suddenly Blender is throwing this issue at me. Help please?


texts:
The concept is to make a panel layout that emulates the workspace (screen) layout.  While testing I have set all the buttons to be the Splash Screen operator.

An image of how this looks for five default workspaces Animation, General, UV Editing, Compositing and Scripting

so apart from nesting the layout is pretty much

    for a in context.screen.areas:
        layout.operator("wm.splash", text=a.type)

The Mystery

At a loss to explain why some of the buttons display the button text as a tool tip, and some don't.  'OUTLINER' and 'PROPERTIES' always have the tooltip. Sometimes one 3d view in animation does and the other doesn't.

Any operator can be substituted for "wm.splash" and shows the same behaviour.

The only reference to "tooltip"  in UILayout is for template list which I am not using.


texts:
Attached you see a picture of my model, which I imported from SolidWorks. on the right i have added a red line, all these i want to merge into one.

if i only press Strg+J, it is only grouped. i really want to join it so i have only one closed mesh.


texts: The text has some glitches when in camera view and when rendered [2.8]

texts:
As you can see, the text has some graphical glitches when in camera view but when not in camera view and when the text is 2D it all looks fine. I'm not sure what the issue here is. I tried extruding the text in the text options and adding a solidify modifier.

Any help would be much appreciated!

Here is the link to just the text itself


texts: Black zones of zero weight insist in showing in my model no matter what I do and they don't move at all. What am I doing wrong?

texts:
After skinning the model the same black areas keep showing. They do not move with the armature. I ctrl-J prior to skinning and still acts like it's not there! Can anyone help?

I worked with maya before and Blender is super new to me. So I don't know much about it but I got this far. I am doing this for work. confession: I brought this model from daz, and maybe that's why I am facing this geometry problem.

What's weird, is that I was able to fix it before in another model. I think what I did was painfully select all the black areas in edit mode and added the vertexes to a group. I was wondering, if I select those areas in edit mode, and add them to the root, will it be seen in weight paint? I don't want to do that, but if I have no other option...

I tried to get several screens


texts:
My object with texture + render.

What I must to do? I wanna my object with texture.

Blender files: here + here.


texts:
I'm working a file where I need to cut a cross shape into a sphere so that it looks like a guide an artist would use to draw a head, like the following:

However, I'm not sure where to start, I can't seem to manipulate the topology of the sphere in order to do this.


texts: Changing the range of the coordinates on Blender's Viewport

texts:
I have got Geospatial Data, which has real world coordinates. The minimum and maximums of these coordinates are as follows:

         X     Y        Z
min    10000   10000  340
max    30000   30000  1100

I wish to fit all the view of Blender, in this range. How would that be possible, either by using the Blender GUI or the Blender Python API.


texts: How to make easily editable text that acts as texture or normal map for another object?

texts:
I'm frequently making objects with text on them. To make those texts easily editable, I'm using "Text" objects that I glue to the surface of my target object using Shrinkwrap Modifier (as shown on the picture below).

However, problem arises, when I want some of the texts to be eg. concave. I don't want to use Boolean modifier, because it's too slow. The ideal solution would be some kind of modifier that would magically "project" my text objects onto the target surface as simple black-and-white (no shades of grey are necessary) texture, where it can be used as normal map using bump node.

Of course I could just make a black on white text in Gimp and use it as simple image texture, but that would not be easily editable from within Blender. The preferred solution would be something easily editable "on the fly" by pressing tab on the Text object and just typing new text.


texts: Cannot join armatures without mesh detaching

texts: I am trying to join two armatures and cannot get the meshes to stay in place. I've tried applying transformations and made sure there weren't any bones with the same name, but the meshes still detach. What am I doing wrong?


texts: I'm new to blender so I'm very confused and don't really have a work flow yet. I blindly sculpted a model and now the poly's are too high to texture paint or vertex paint it. I know I have to like retopologize it or UV unwrapp it, but I'm super new at this and am just confused on what to do next and how to go about it. Could anyone give me some insight on the steps I should be taking after building a high poly mesh and not wanting to lose detail? (3,314,926 verts) Thanks!!!


texts: Export rigged model (with drivers) to maya

texts: I want to export my rigged model in fbx format but it wont include my drivers and constraints. Is there a format which will "keep" my settings? I want it to be able to be opened in maya or other 3d programs


texts:
i don't know how i got this problem but my blender has a problem which doesn't allow me to see or use the top part (menu bar by default) and the bottom part of blender; i tried restarting my computer and also reinstalling blender but i still have the same problem. need help; below is the link of image of my blender looks now.

https://imgur.com/a/KGa3H


texts:
I'm trying to rig a character of mine.
But I can't do the rigginig of the eyes, eyebrows and mouth well.
I hope someone can help me. Thank you


texts: How to translate all particles relative to their object by the same offset?

texts: I have a number of particles either under or clipping through a (displacement mapped) plane, which is why I want to move them all up along the z-axis by the same amount (actually not the same amount, since the particles do not share the same z coordinate while I actually do want them all in the same xy-plane, but I guess that's another question). How can I achieve this, preferable without messing with the particle group meshes and their origin themselves? My setup for reference: