texts: Desktop GTX 1070 barely faster than GTX 1050-Ti mobile in cycles

texts:
I'm rendering 10 frames of a scene both on a Dell XPS 15 Notebook and my Desktop PC.

Desktop: i5-2500K + GTX 1070 8GB

Notebook: i7-8750H + GTX 1050-Ti mobile

Desktop:

CPU (i5-2500K): 2:34 min

GPU (GTX 1070): 0:37 min

Notebook:

CPU (i7-8750H): 1:24 min

GPU (GTX 1050-Ti): 0:51 min

Though as expected the 1070 is faster, I would expect a much bigger difference, as the 1070 shows around 3x the performance of the 1050-Ti Mobile in various benchmarks.

Is it possible, that the slower CPU in the PC bottlenecks the render speed, although it's not enabled as a CUDA device?


texts: how do I snap an extruded face to be level

texts: how do I raise the selected face and make it level with the side next to it, ctrl/shift comes close but its off slightly. I would like to not have any faces on the inside as well.


texts: About Merging One Texture with Another Texture which has Transparent Background

texts:
First of all, i want to explain what i am on.
To test, i prepared a box with a material (picture 1) and a text with transparent background(picture 2) using nodes.

Picture1, the box

Picture2 and 3, alpha/opacity map to create text with transparent background and node setting for it

Question: Is there any node option to add text texture on box's burlap texture without affecting it...like in photoshop: text layer on another layer.
Question: i was tryig it with MixRGB node but all options on it changes the textures as in picture 4. Then i wanted to render it to see what it looks like. But then text doesn't seem in rendered window as in picture 5. Why does that happen ?

Picture 4, when i try it with MixRGB node and node settings for it:

Picture 5, Text doesn't appear in rendered window:


texts:
Similar questions have been asked before, but not quite the same, and no suitable answer found.
I rendered a scene on one computer.  Some texture images were on a USB memory stick plugged into "G:" on that computer.  They didn't get packed with the .blend file unfortunately.
Now I'm rendering that .blend file on another PC.  I have the memory stick, with those images.  I just want to put those images into the .blend file, and save it all packed together.  So can render that .blend file on any PC.  If someone could explain how please, in simple noob steps, I'd be very grateful.
The .blend file is not reading those images on the USB stick, because on this PC the USB port is H: instead of G:
Maybe could trick it into being a G: somehow, but that's not really the aim.

Thanks
Edit:  I can go to the Material Node for the missing texture, click the folder icon, and re-locate the texture image, and can render the scene properly.  But still, when saving the .blend file, it will not pack that image into the .blend file, even with "Automatically pack into .blend" selected.  So rendering on another PC will run into same problem.


texts: Can't connect arms to bones and seperated leg-bones

texts:
i just started with Blender and i tried to create a basic character to experiment with. I watched some tutorials about modelling and rigging and everything went fine, but when i tried to parent the mesh and armature an error ocurrs (Bone Heat Weighting). I googled a bit and managed to parent the head, legs and body to the armature. Only the arms are left. Also, the bones of the legs seem to be seperated. How can i fix these 2 problems ?

Here are some screenshot for visualization.

Object Mode:

Pose Mode:

Update 1: I fixed the problem with the legs, only the problem with he arms ia remaining

Update 2: Quad view

Bones:
I named them in German because it is easier for me.

Daumen = Thumb
Zeige = index
Mittel = middle
Ring = ring
Klein = pinky
Kopf = Head
OberSchenkel = UpperLeg
UnterSchenkel = LowerLeg
Fuß = foot


texts: Whats the easiest way to get an add on working again?

texts:
I have been using the rock generator function which is part of the Add Mesh: Extra Objects add on in Blender 2.9.
I found a section of the code wasn't working the way I wanted it to and hence edited one of the python scripts associated with the rock generation.
I now realize that this was a mistake. The option to add rocks has disappeared from blender (although the Add Mesh: Extra Objects add on is selected).
I have also changed back the add on and have found another way (in my own blender scripting) to get round the issue I was having with the add-on.
Whats the easiest way to get the rock generator add on working again?


texts: How can I recreate this Material and flat Colors?

texts:
I really like the flat colors under the Materials viewport in Cycles render

How can I recreate this for use in a game engine?


texts: How do I animate spinning arm with spinning end

texts:
I have a model that looks like this.

I want to animate it such that the arm with the blade swings around but at the same time the blade should rotate around when it reaches the middle like.

I'm not entirely sure how to set something like this up.


texts: How to fill a mesh inner geometry to make a completely solid model

texts:
My mesh object is based on a CT bone scan so there are many inner geometries due to natural spaces in human bones. But I need a model that has no inner geometries. How do I fill inner holes and spaces with completely solid mesh?

Thanks

Update: I attached a screenshot of the "holes" in my mesh after boolean op.

booleaned:

original:


texts: Blender aquivalent to zbrush's polish-option

texts:
i recently followed this zbrush-tutorial on sculpting a character.

https://pixologic.com/zclassroom/lesson/the-eyes-part-2

During this tutorial the tutor made use of the polish-option.

(ca.4:50 i think it might be that one:
http://docs.pixologic.com/user-guide/3d-modeling/hard-surface/polish-features/  )

It seems that this feature preserves hard edges, while smoothing the surface. Is there something similar in blender?


texts: confused about "unwrap" vs "modifier unwrap"

texts:
Okay I may be asking a stupid question, but why are there multiple ways to unwrap?

In many tutorials they use the U key and use one of the unwrap method from that list, except now I realize there is also a modifier for unwrap.

My question is what is the difference between the two? When should I use the modifier over the regular unwrap?

I suppose the nature of modifiers is that they are non-destructive, but I'm confused about this.


texts: What is the simplest way to remove objects from a group inside of an Animation Nodes Node tree?

texts: I am attempting to create an animated particle that is an instance of a group that is created with nodes. I have been able to successfully add instanced objects to a group. While this is working fine, it is removing the objects from the group once the instance count has been reduced seems to be the only sticking point. I have tried unlinking every object in the group, from it that is beyond the index value of the instances, how ever i can not get it to remove all objects from the group or i can not get it to add all instances too the group. Can any one point me to a method that can add all objects and remove them all as well as simply as possible?


texts: Why some objects are not rendered in the final rendering?

texts:
So this is how it looks when I get a preview rendering in the 3D viewport:   https://imgur.com/a/7r0Wk1k

This is how it looks when I press render for a final result:

https://imgur.com/a/rzbA0eO

I have no idea what's happening. Can someone help me figure the problem out?


texts:
I want to make the light appear on the floor in a defined oval shape, without any scattering but be translucent anyway. kind of like this picture, but appearing only on the ground maybe. This is part of an animation of the car going around a small world.

Here is the file. Thank you in advance!!


texts:
Is there a way to get the speed information of an object in animation nodes like a speed input or something like this?
Thank you.


texts: World shaders disapearing in Blender File

texts:
In shading tab I created two settings for the world. One for a night, one for a day,
but one is always disappearing after I reopen the file.

Is there a way to keep them both? I tried solving it this way:

However settings are suppose to be linked to 21 files. When I change something in the settings I have to append it in 21 files and I'm sick of that.


texts: How can I setup Live mesh modification in the Game Engine?

texts:
In the Blender Game Engine (BGE), I want the player to be able to "dig through" an object. In other words, the player can shoot a cylinder at a large cube from their perspective, and in its wake, the cylinder projectile leaves a hole through the cube.

Here's the shooting of the cylinder itself using WASD-style controls and firing with a left mouse click:

and I want the result to look something like this (made outside of the game runtime using a boolean difference):

The most obvious-seeming way is to use a boolean difference-operation - in fact, that's how I generated the second image above. However, I tried using a boolean difference modifier and then running the game, and it doesn't seem to work - as you can see in the first image above. Anyway, according to this answer, a live-updating boolean operation might just not be supported in BGE.

So does anyone have any ideas for an alternative way to implement a similar functionality, given the limitation in BGE? My best guess is somehow having python detect the collision, and modifying the mesh on the fly, but I have no idea if that's even possible. I'm relatively comfortable with python though, so if you have an idea of how to approach it, please do give me a hint. Or, if there IS a way to implement boolean operations live, while the game is running, I would love to hear it.

edit:
This is different from Make modifiers update in the game engine. That question's only answer is predicated on there being a pre-meshed hole/feature in the larger object (water) that follows the boat around as a child. In that method, the mesh isn't modified at all during game runtime. It's a clever work-around, but it doesn't work at all in my case. In my case, the user needs to be able to create a hole (or more than one!) in any orientation and position he/she desires.


texts: I have hundreds of thousands of models in a folder. In my script I have a loop which loads each model at a time as object in my scene then render an image of it then delete the object. After couple of thousands models, blender consumed all my machine memory and then froze and stopped processing. Do I have to load the startup file every time before loading and processing each of the models to prevent this from happening? Or do I use the garbage collector? I'm not sure how I can avoid this from happening?


texts: How to scale dimensions proportionally to a specific size?

texts:
I modeled a man and would like to scale him down to be exactly 6' tall (Z dimension), however I cannot find a way to do that. I know I can go to front ortho view and and use the normal scale S  key to scale it, however that requires some pretty specific fine tuning in order to get it to the right dimensions.

I'd like to be able to essentially type "6" into the Z dimension (don't worry I have it setup in imperial) and have it scale the X and Y dimensions proportionally.


texts: I grabbed a model from models resource model i grabbed from models resource but when I put the .fbx into blender, the model just shows up white.


texts:
I want to know how I can import a .py file from the blender directory without having to write the whole path?

Currently this is what I'm doing:

import sys
sys.path.insert(0, r"C:\Users\userA\Downloads\blender-2.78-windows64\2.78\scripts\addons\io_anim_bvh")
import import_bvh


texts: How do I keep a cloth simulation from interacting with a particle emitter, while still interacting with the particles?

texts:
I'm trying to work with a cloth simulation that encloses a particle system.  Unfortunately, I can't get the cloth to be deformed by the particle system, while ignoring the particle emitter (I'm also using the Molecular Script to apply physics to the particles, http://pyroevil.com/molecular-script-docs/).  In this case, I created two simple cubes to illustrate the problem, a cloth simulation cube surrounding a particle emitter cube.  Wireframe image

edit - I tried setting the particles to Global and then moved the dupli-object, which solved the emitter problem, but then the cloth wouldn't interact with the particles.

edit - I also tried activating a cloth simulator on just the particle emitter.  That didn't work either, although it could be a setting I'm missing.  The cube does emit the particles and it does deform with the cloth simulation, but the particles don't interact with it. (I tried this after I uploaded the .blend file.  I will upload a new .blend if I get closer to a solution).

I've added a simple .blend file that will hopefully illustrate the issue (Molecular Script needed to see the full idea, but shouldn't be necessary to see the problem).

I was actually able to get the Molecular simulation to work properly, by taking the top off of the cloth cube.  I didn't include those settings in this .blend file though.  For those that might download this one, the settings are really off.


texts: How do I apply Movie Clip edits to my video sequence?

texts: I did some stabilization using the Movie Clip Editor and tracking. I understand that what I have done is just in memory. How do apply the changes I have made in the MCE to my strip in the Video Sequence Editor?


texts: How do you have multiple animations on one object in the Blender 2.8 beta?

texts: There is a way that you can have multiple animations on a single object, which is helpful for when importing the model into Unity. How do you put multiple animations on one object in Blender 2.8?


texts: Models with 'hair' does not pose properly!

texts:
I have an object with a hair emitter, as needed for one of my models. When I rig it and pose, however, the hair goes all wacky and I'm not exactly sure how to fix it. Example:

How do I fix this?


texts: heightmap from textures and hight poly mesh to apply to low polly mesh?

texts: i want the height map from the textures but I also want the heightmap from the high poly mesh so I can apply it to a low poly mesh. I want both in one heightmap but I don't know how to. please help


texts:
I often use Cycles' built in Glass BSDF shader to achieve realistic refraction effects, but in many cases, it seems that Cycles' glass caustics creates an unfortunately large number of fireflies (pixels that are abnormally bright relative to their surroundings). In some models of mine, even when I render for 3000 or more samples/pixel, my final image is still covered in fireflies. While I can improve this in many cases by increasing the total amount of light available in the scene, this loses a lot of the potency of the refractive effects I'm looking for, especially in scenes with low light levels.

So my question is, how can I reduce the amount of fireflies while using Cycles' caustics without sacrificing the quality of the refractive effects?

Note: I am aware that Cycles' caustics will perform much better once Cycles has full support for bidirectional path-tracing, but it looks unlikely that that will become a reality any time soon, unfortunately.


texts: The units don't change when I am zooming

texts: When I select metrics in the units toolbar, the units on the top left of the view screen are supposed to change as I zoom in and out. That does not happen for me. It just stays at meters. Also the graph ends at a certain point. Can I make it infinite?


texts: When using Flip Fluids and enable whitewater any Foam Spray or bubble appear as these icospheres

texts: I have a problem when enabling the whitewater in the Flip Fluids addon. I get these big icospheres that I don't know how to fix. I've changed a lot of domain settings and it doesn't make any difference when rendering. Can someone help?


texts: Material only applies to some of the Mesh

texts:
Finished 60% of my character, I made the head separately from the body, I used "append" option to bring the head into the body scene and then merge it.

For some reason, even after connecting  the neck vertices to the head, when I add skin material, it only applies to the head and not the rest of the body, I don't know why this happens, I select everything but only the head changes.

BTW the head mesh looks more glossy than the body , I don't know what caused this


texts:
My character's leg is deforming when the master bone of the armature, or any bone, moves away from the default position. It always points there, and I believe it may be because of the object's origin.I have made sure everything is weight painted already. Here is a screenshot : http://gyazo.com/498f419cb9334c5a052cbaa977b4452c

You can view the blend file here : https://www.dropbox.com/s/8k380bhhhzmzgod/PROBLEM.blend?dl=0

Any ideas? I'm relatively new to blender.


texts: How can I set this bone to move correctly?

texts:
The hand in the background has a Limit Rotation Constraint on it limiting it to rotation in the local Y.
Unfortunately, this also causes it to maintain it's orientation when it's parent, the arm bone, is rotated.  The hand in the forearm acts correctly, and it doesn't have a Constraint.
Is there a way to keep the hand Constrained to local Y rotation, but still have it follow the arm correctly?
Thank you!


texts:
I cannot see any other edges other than the ones on the picture when in wireframe viewport. This was working properly until today and I am not sure if I accidentally turned off something or not because this happened suddenly. As you can see only 6 of the edges of the cube are possible to be seen (when at least 8, if I did not have X-Ray toggled, should be seen). I already tried to repair the installation, uninstall and reinstall and setting all the settings to the default ones. I then tried installing in another computer and it was working properly.

Edit: When I put it on a top view, I cannot see any of the edges if I have X-Ray turned on (in the pictures below is wireframe on and x-ray off and then both on.


texts:
Smoke looks too thin when it is on the small square plane. Here is upside-down view and Flow object (small square) settings:

And this is side view and Domain object settings:

Why is it so, and how can I make the smoke look better?


texts: What is the proper workflow to model this shape?

texts:
I would like to make this shape here in blender with the Subdivision Modifier but I'm not able to make it even with rings.
It is a hard cutted shape along a curved one and I bet it's using Subdivision surface modifier. Here I'm also using a Solidify modifier to make it thicker.

Image credits: Nike - Arezoo from Dibbble
Cross-posted from BlenderArtists


texts: Color ramp with displacement node problem

texts:
I'm trying to make a procedural landscape using the displacement node. It works fine until I try to put it through a color ramp to cap the top and bottom. Instead of making the height cap shorter, it stretches the mesh to the top and bottom.

Color ramp not used:

Color ramp in use:

The pictures are from the same perspective. I'm in cycles and have material settings displacement set to displacement and bump. Any clues what I'm doing wrong? Also I was following this tutorial: https://www.youtube.com/watch?v=jyvbRJJTzY4&t=660s


texts: How to compare values properly with expression in Animation Nodes?

texts:
Such simple task goes wrong somehow (result of comparing inside Expression is far from expected):

What did I overlook here?


texts: Adjust the image offset and image crop for multiple strips

texts:
Initially I had done my video in a portrait size 9x16, but now I want to make it wider - something like 16x16.

So I changed the render size, but now all the strips are resized (not proportionally too) to fit the new size. I know that by checking the Image Crop property and adjusting Image Offset I can have the strip stay in the input size.

But I have many strips, is there a way to apply these settings for multiple strips. Is there some plugin or script?


texts: How do I connect all the little parts of the model to the main body?

texts:
currently it looks like this, all the blue lines unconnected to the main body underneath it. it makes whatever I do to it disconnect (i.e when using soft body, it makes everything disconnect as it falls onto the plane below).
In what fashion would I be able to connect them to the main body and prevent that from happening?


texts: Setting a normal map for only part of a material (single Principled shader)

texts:
I am attempting to use a single Principled shader to get wood on one part of a knife, and metal on the rest.

I cannot figure out how to make the normals only apply to the wood part of the mesh.

Attempting to mix them like I did with the roughness and colour only makes the metal part turn black.
I am already aware of how to make this work with multiple shaders.

The image texture in the fac of the input indicates which parts are metal or wood.


texts: Change default C:\tmp location blender uses for video edition

texts:
I'm new to blender, and I'm using it for video edition on Windows 7.
I have 149400 frames to render and each frame is about 1Mb. So I need nearly 150 Gb to render my project.
These values I got them in the C:/tmp folder where blender renders each frame as a 9999.png file.

BUT on my C: hard disk I "only" have 50Gb available.

Is there a way to change this default C:/tmp location so i can put it on a F:/tmp where I have enough space?

I tried File > User Preferences > File
I set values for

Render Output
Render Cache

But it changes nothing...


texts:
Smooth Shade is a simple command one can call via:

row.operator("object.shade_smooth", text="Smooth", icon="SMOOTHCURVE")

But how to you set a auto smooth to False or True?

bpy.context.object.data.use_auto_smooth = False

Can this be used like an operator as well?

row.operator("object.data.use_auto_smooth = False", text="AutoSmooth", icon="SMOOTHCURVE")

I highly assume this is wrong and that this must be maybe a flag to turn on or off.


texts: Why do my objects look like this in solid view?

texts: Everything seems to render fine however, in solid view all my objects have this choppy look. Am I doing something wrong?


texts:
I choose my hand curve and I cant see my graphics curves.
I was learning Animation layers.


texts:
My goal is to model the parts for a guitar in FreeCAD and Blender, and then use Blender to make sure they will work before I have them made. I've started with the tuners, which consist of a screw turning a gear (and a post attached to the gear, and a little handle and enclosure).

I've figured I need to constrain the position of both main parts, and limit their rotation. But I can't figure out the best way to rotate my parts. The game engine doesn't seem to use precise enough collision detection, and I have trouble making my screw spin with regular Blender physics. I've tried adding wind to spin the screw, adding a vortex force to the screw, tweaking the weights of the objects, and nothing really works.

Here's the blend file.


texts: How would I make gun animations for guns with multiple swappable parts

texts: I would like to have weapon customization in my game but I can't figure out how to animate the parts of the gun so that they can be switched out.


texts: Adding custom split normals enables sharp on edges between smooth faces?

texts:
So i have been playing with split custom normals. I figured out that i have to add an array of normals to get started. And i also figured out that i have to use zero vectors as placeholders where i do not want to have custom normals.

so:

tgt = bpy.context.object
zv = (0.0,0.0,0.0)                 # my zero vector
normals = [zv]*len(tgt.data.loops) # the array of normals
tgt.data.normals_split_custom_set(normals)

The code above seems to work but i get 2 strange issues:

1.) When i call this code while the object is in edit mode, then actually nothing happens (no split custom normals are assigned to my object)

2.) When i call this code while the object is in object mode, then the array is assigned to the object, but in addition all edges between smooth faces are marked as sharp.

Here is my object before i add the custom split normals:

And this is right after i called the code snippet from above:

I expect to see no changes at all (because the entire normals array has zero vectors). So i guess i have forgotten something to setup. But i have no idea what i am doing wrong.


texts: Hair "running away" from one single point in space (all hair directed away from this point)

texts:
I have a problem: I have created a sphere and added a particle system to it (hair), but for some reason all the other hair that I created afterwards are pointing away from that original hair. I didn't add a force field to anything. It seems they are linked somehow and the original hair acts as a force field source.
Here is the blend file which is causing the problem:

I can also provide a screenshot of the problem but it is self explanatory.


texts: Render specific layers with python scripts in BGE

texts:
I have a game I'm making in the BGE that has one scene with a level on each layer and a main menu in another scene where the player can choose the level to play.  What I want is to have a script that will display only the layers needed for the level chosen.

Example: Player chooses level 1 from the menu scene.  Layer 1 of the levels scene contains level one and layer 5 of that same scene contains the character.  Load only the layers needed for the selection and none else.


texts: How can I add more reflections to my glass material?

texts:
I'm trying to reach a render like the one on the image below. It's a prism as you can see, and I already made the elements, but the reflections aren't the same.

Maybe it's the material, but I do not know. I already tried changing the object's position and lighting, but it didn't help. So I think it could be the material


texts:
I have another problem with smoke! I thought during rendering that the simulation just stops working but after a few tests, with an easier set up in another scene, it looks like dissolve of the smoke domain is not working right. In one frame all the smoke is there, in the next it is completely away.

This "Away" Frame moves when I change the dissolve parameter.
Please help me, I'm completely lost.
Thank you
Laura
Blend file: https://drive.google.com/file/d/1rRE-W2XO8i1YlcYtsUnCfLGOQTDS4ws6/view?usp=sharing


texts:
I try to remove all the faces of different objects that have a certain material assigned to its face. But I can't get the select part to work.

import bpy
import bmesh

scene = bpy.context.scene

mat1 = bpy.data.materials['c1'] #This is the material name that I want

for ob in scene.objects: #For all objects
    if ob.type == 'MESH':
        for mat in ob.material_slots:
            if mat.material == mat1:
             bpy.ops.object.editmode_toggle()

             mat.material.material_slot_select() # This doesnt work and i dont know if the later code work aswell
             me = ob.data

             bm = bmesh.from_edit_mesh(me)
             faces_select = [f for f in bm.faces if f.select]

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

             bmesh.update_edit_mesh(me, True)
else:
    ob.select = False

What is wrong, what shall I write?

Br


texts: Cloth simulation not working because of a missing step

texts:
I am trying to simulate some clothes in 2.8, I fixed a suit in marvelous designer on my character in T-pose, then did a retopology for the suit.

In Blender I:

imported the character with an armature and the suit
transferred weight from the body to the suit
parented suit to the armature with empty groups
added collision to the body and cloth physics to the suit and tried with this pinning group

but I got a destructive result

I tried different pinning group

to get this result but not good for an animation


texts: scene looks good when rendered in 3D view but when i render it. it doesn't look right

texts:
[![when i render it in the uv editor it looks like this][3]][3]
when i render my scene in the 3d view (the midle image) it looks good but when i render it in the uv editor(stack exchange wouldn't let more then one link) it looks wierd
then i went in to the outliner and made sure all the objects that i didn't want to render were not being rendered (the top image)


texts: Linux, Save As Game Engine Runtime not working

texts: When I export / Save As Game Engine Runtime, I do not get an exe file. I made a file on my desktop, named it 'runtime001'. These are the only exe files and they don't do anything.


texts:
I've recently had a problem and I want to know how to fix it.
My probleme is when I move the bones in rigify I don't want them to stretch, because when they stretch the leg or arm gets messy and taller than it should be.

My second question is: How do I deal with elbows controllers so that the arm looks real when rigging?
My third question is: How do I add eyes and face controllers to the rig so that I can control expressions of face without messing with the body rigs


texts: Blender random packing animation (reactor cylinder type catalyst random packing)

texts:
I'd like to make an animation like bellow (reproduced from: DOI: 10.1016/j.cesx.2019.100006):

and I have tried to do referring the following sources:
How to create randomly packed bed?
https://www.youtube.com/watch?v=pexD2XhncNY
The following image is the results I have got, however, the pellets penetrate the corn and just free fall on the bottom.
even some pellets hang on the air.
How can I solve this?

The size of the main cylinder(actually reactor) is 1 in ID and 0.7 m length.
and the size of the pellet is 3mm diameter and 6 mm length.


texts: The interface for material looks different than the one on tutorial

texts:
I am a complete beginner and following a tutorial about how to put a texture on a cube. I think maybe they have a different version of Blender because what I see in a few places is different so it is very hard to follow.

In the video after UV unwrapping the cube they click to create a new material then click this little button next to the colour and then get a menu where they can choose 'Image texture'

But in my Blender which is 2.79b when I click Add material it looks like this:

As you can see it is totally different and I can't find anywhere a Color box with a button like in the video. I can't even see 'Surface' anywhere. So I am stuck.

Did they change Blender so much I need to find a new tutorial for my version?
Is there a simple way to do the same thing in the version I have?


texts: Why does Network Render require separate Master and Client roles?

texts:
As far as I understand it, this is how the Network Render addon works:

The Client is the computer with the file to render. It connects to the master, which sends out the file and sends back the rendered images.
The Slaves are the computers with the processing power. They connect to the master, receive and render the file, and send back the rendered images.
The Master functions as a server. It listens for jobs and slaves, and passes images and files back and forth between clients and slaves.

It seems that the master is merely acting as a middleman. Another way to do it would be like this:

The Master is the computer with the file to render. It listens for slaves, sends them the file, and receives the rendered images.
The Slaves are the computers with the processing power. They connect to the master, receive and render the file, and send back the rendered images.

The second solution can be accomplished by running two copies of Blender one the same machine, with one copy as a master and one copy as a client. However, this is somewhat unintuitive, and seems to serve no purpose – it's merely adding an extra link in the network chain, albeit to localhost.

Why is the system designed as it is? Is there anything preventing it from simply using two modes? Are there any advantages to the three-mode system?


texts:
So I have made an animation for a pair of gloves, more specifically https://gamebanana.com/models/4308
The problem that I have with this is that I do not know how to apply the textures to the gloves themselves, as whenever I try to select the gloves mesh I always end up selecting the rig, and not the gloves. I had tried hiding the rig but could not select the mesh. I went into the shading tab and there was no option to create a new material for the mesh. If any could help out, that would be appreciated. Also sorry if this post might be a little, "nooby(?)" I've never posted on here before and am still a beginner. Thank you.


texts: Particles following path simulation wrong

texts:
Using blender 2.90. Trying to animate particles following curve. I got the desired result when previewing it. Can play it multiple times and getting same result. As soon as I start render it (CTRL+F12) to video, the whole animation messes up and after that if I preview it, it is wrong. If I close blender and open again OR change any related to the force or particles system value all back to normal again until rendering. What is wrong? Why can't I get consistent behavior with preview and rendering?
Here is the desired result - before rendering at frame 45:

And here is during render at frame 45 - note particles are not grouped together and also animation seems to be in more advanced timeline


texts: Compositing multiple scenes and passes with transparency

texts:
I am trying to composite some render layers from two different scenes:

Main scene has objects and mist pass, transparency in world setting enabled.
Sky scene has only sky environment and transparency in world setting disabled.

What I want to achieve is to have the sky in the transparent area of the main scene, and to use the mist pass to add mist to the objects but not the sky, it should only affect the objects.

Main scene with objects:

Main scene mist pass

Sky scene


texts: Simplify mesh by cutting out inside parts

texts:
I have a mesh that I created with a particle emitter and it's just a bunch of cubes randomly rotated. Here's a picture:

What I want to do is simplify this mesh so only the exterior parts are left. Basically something like a binary operation of adding the two cubes together, except every single piece needs to be added together so it simplifies into one exterior mesh with nothing protruding inside. How can this be accomplished?


texts:
So I am currently working on a snowboarder character and I would like him to do certain things.

I've been playing around all day with different constraints but I just can't get the desired result. What I would like it to do is when the spine moves along x axis, first the leg gets extended (totally straight), then as it pulls the board - the board starts to bend. Also I need him to be able to rotate the whole lower body, without an upper body, and be able to do the same board flexing thing. How can I do that?

Update
So I have been working with this armature, solved a few problems on the way, and new questions arose. The main one - is it possible in the "copy transform" constraint settings of the "board" bones limit "local space - local space" only to vertical axis, z in this case, and leave "world space" for x and y? So the board bones would be only flexible on the axis that a real board is flexible and I could easily apply rotations to the board? Or maybe I should look at this problem from different perspective and find some workarounds? Opinions appreciated. And thanks again to Italic_ for an awesome rig concept


texts: Applying compositor elements to environment mapping

texts:
I am making an environment map to use for making a skybox in Unity 5. I know how to but what I am trying to do is apply a gaussian blur to it in the compositor to apply to the environment map image. My compositor setting will apply to the rendered camera image but not the environment map image. My question is how do I apply compositor elements to the rendered environment map image.

And before anyone suggests it, I have already tried applying this after the fact in GIMP and it doesn't work well and shows seams. Trying to do this in Blender to get rid of them.

Thanks for reading :) .


texts:
I have created a Cube with a hole in it and a Cylinder which fits into the hole, but the diameter of the hole is bigger than of the Cylinder.
So I want to move the Cylinder without passing through the Cube in the area of that hole.
Is there a way to attach the Cylinder to that area, so that it cannot move outside of it? St that it can't pass the line where normally the surface of the Cube would be, if I haven't booleaned it with a Sphere.

Greetings W.Zayde


texts: I am rendering a image in cycles.The question is how to blur background in blender cycles?


texts: Blender Cycles black areas on transparent material (Principled Shader)

texts:
I am trying create a transparent plastic material. I am not sure why I am getting black areas on the transparent material...

What should I do to fix this and/or what might be some good resources to learn about what causes this?

Thanks for any help.


texts: Eevee Grease Pencil looks different Rendered then in Viewport

texts: Curious if this is a bug? Its been driving me crazy recently, the rendered result looks different then the view-port in Eevee using grease pencil, especially when using semi-transparent materials as exampled here. View Transform is set to Default. Using the Blender 2.8 Beta.


texts:
I got two steers that are physically the same, both of them are parented to an Empty which is rotated in X axis, but both rotate differently when I see them from camera point of view (while holding R), in this picture you can see how the top one (steer 1) rotates 90 degrees in Y axis while X and Z remains in 0. In the other hand, the lower one behaves completely different, it rotates 90 degrees in Z axis while X and Y values are also being changed:

Here is the blend file: https://puu.sh/F1GTy/12964c9a79.blend

The real problem with this is that I'm building a game with working steers and using only Y axis to rotate completely simplified my life, sadly the guy who did the steer that rotates correctly at Y axis is now unreachable. Now all I want to do now is to imitate that behavior, all the steers I made are suffering from this issue. I've already tried clearing Scale, Rotation, Position, etc, getting this problem with the steer that was supposed to work fine made me to ask for help.


texts: Mask not moving with strip in vse properly

texts:
How do I get my mask and its keyframes to move with the strip as I move it across the timeline?

I Think there is some kind of bug because I have 2 projects open and both are acting differently when the same settings are used, and both are different than I remember all my other projects functioning. So if someone can explain/compare the generic case so I have that as a baseline that might help me.

In the generic:
In a new project. Let's say I Insert a colour strip. Starting at frame 0 I make a mask of a circle that is keyframed to expand and grow larger over 10 frames. I set the mask's start point to 0 in the top N option. I apply the mask to the strip itself under modifiers->mask. I stick with relative mask. I can then move the mask around the vse timeline and have the animation, as it was playing in its original frame position, being respected. If I go absolute mask, its simply stuck in the last or first keyframe's original frame position, depending which its closest to in the timeline.

I have another project and the relative mask isn't working at all on it though. Only Absolute mask works, setting the start frame to 0 since I want it working at the start of the strip. Normally, this would work for the strip even if I move it around the timeline. But for some reason its not on this project or the generic one. Something weird is happening. It was working when I moved the mask around the timeline, then I applied a transform strip and everything, t using transform tools addon, went screwy. However it could have been a case of it giving false information as I can't remember if I refreshed the sequencer after moving it around or not. I'm of the mindset where it was working properly though as this is the method I remember doing with all my other projects without problem. So I'm inclined to believe pressing T and getting the transform strip on there messed something up. But I did the generic case in a new project and that's completely different than anything I remember about masking. I'm noticing tons of inconsistencies, are there any known bugs that might explain any of this? I just want a solution at this point.


texts: Using a different normal for shadows and shading

texts:
I'm using modified vertex normals for making an anime-style toon shading. The thing is, if an object is placed between the light source and the object with modified normals, it's shadow hasn't got it's actual shape. Is there a way to use a separate normal for just shadows
You can see in this image that the shadow is "wobbly" and it's not the shape it should be.

Edit: Nevermind, I found that the sun type of shader does not work very well with toon shaders and edited vertexd normals, changing the lamp type to area makes it work fine.


texts: Final rendered image is completely transparent

texts:
I am rendering in view-port mode using cycles with GPU rendering but the problem is not there:

But when I am rendering a final render, it calculates everything and after some time, it gives this empty result. Why?

When I am rendering a big scene, it calculates everything and says that there is not enough memory on GPU. But I have 2GB of GPU memory.


texts:
I'm using the "lasso" selection tool by holding Ctrl and dragging the left mouse button in edit mode in order to select a group of vertices inside the selected area. However, my mouse hand isn't very good at drawing straight lines, and I keep selecting vertices that I don't want. I can select like the top shape, but need to select in straight lines like the bottom shape:

Is there such a thing as a "straight lasso" select tool, instead of the freehand one? I've tried using the B keyboard shortcut to select in a square, but I need to be able to draw my own polygonal shape.


texts: In Animation Nodes how can I have an integer value increase from 0 to 100 and back to 0? (0 -> 100 -> 0)

texts:
I am trying to create a smooth animation loop with a Euler Wiggle node and I have been unable to figure it out.

My goal is to provide an increasing integer value to the Evolution property and then when it hits a max, say 100, it would decrease to 0. This would allow me to create a longer animation with the Video Sequence Editor and save me having to render an excessive amount of frames.

I cannot use a simple duplicate sequence in reverse to emulate the effect as there is a background element that maintains the same direction of movement.


texts: in my simulation some of the water is stuck on walls blender 2.82

texts: so i tried water simulation (pouring water in glass) and the water is almost stuck in the wall and wery slowly going down blue particles on the picture blender: 2.82


texts: How to get vertex back to its original position?

texts: Sorry, I'm really new and do not know how to word this very well. Somehow during this I grabbed and moved this vertex without realizing and now I am too far in to undo it. I need to find a way to get it back to its original spot in the loop without moving any of the others around it. I tried hitting W and messing with a few of the tools but I haven't found one that works yet. Hopefully there is a quick fix for this. Thank you in advance.


texts: Export an individual object for every frame of animation

texts:
I am creating simple animations and need to know if I can export the individual frames as individual files to be rendered in a secondary rendering program?
So I would need individual .obj or .3ds to import into Maxwell Render.


texts: When UV Mapping, can my mesh contain triangles or N-gons?

texts:
I was following one of BlenderGuru's tutorials (creating an anvil) and reached the section on UV Mapping. I noticed that my mesh had two to four triangles on my mesh which appear to be hard to reach and edit into quads (my entire mesh is  destroyed when I try.) Will it matter that I have these triangles when it come to UV Mapping, and will I run into any other problems? (I am learning the skills for game development in the Unreal engine.)

Here's a picture showing these small triangles that I can't edit without destroying my mesh.


texts: Question about False Color in Render Properties

texts:
Following Blender Guru's Donut Tutorials and currently at the end of Part 1.
I'm really unsure about the false color concepts, grey is the ideal color so we have to tweak all the settings till its mostly grey?? Based on what I have read, this works like a heat map; so red and dark blue should be avoided at all cost??
Using cycles with basic settings.


texts: Twisted mesh when parenting with automatic weights

texts:
I have a problem and I don't know how to solve it. Basically my mesh gets twisted when I parent to the bones with automatic weights.
I was trying to play around with the bone roll, but the best I could get was still not good. How should I set the bone roll to avoid twisting of the mesh? Here is a picture, maybe you will be able to tell me right away which bone properties should I be editing to fix it.
I mean the left leg would be fine if not the twisted foot for some reason. The right side obviously has some problems with the upper leg part, but I just don`t know how to fix it without twisting the foot.
Thanks!


texts: Dynamic paint simulations very slow on good hardware configuration

texts:
Have a question regarding dynamic simulations in blender 2.80 eevee.
I have a canvas from a plane 40x40m with 100 subdivisions, smooth sade and subdivision level of two.

My hardware:
CPU: AMD Threadripper 1950x 3.5 GB, 32 Threads
RAM: 64GB 3200
GPU: 2 X GPU 1080 TI 11GB

When I press play to simulate an dropping sphere in the water(the plane that has dynamic paint on it) is moving slower than a snail.

What could be the problem? Is there an workaround? Actually any simulations are going slow on my PC. What's wrong with my blender config, or hardware config?

Thx


texts: Move physics animation on timeline without resimulating?

texts:
I have a complicated physics simulation done, but I want move the entire simulation on the timeline.

Don't know how to do this without having to resimulate everything. Do not want to change how the baked physics look, just want to have it play the same animation at a different time.


texts:
Good day guys.
I want to ask why my hair particle kind of messed up when I render it?
I provided the blender file below.
Thank you guys!


texts: I was trying to make a uv map test for my guitar so i hit smart uv map just to see how is all going but it wont apear in the uv/image editor, i tried making some seams but nothing. I made some uv maps before and they always appeared in the uv/image editor


texts: I followed a tutorial on how to attach text on curved surface, now I use lattice as a driver to bend the text object, note that the text object is not mesh, I do not want to convert the text to mesh as so far, is there any solution to fix the artifact on the text object without converting to mesh for re-topology?


texts: How do I make baked ambient occlusion surfaces appear white instead of gray?

texts:
I baked an ambient occlusion map of a model but the main surfaces appear gray. I would like them to appear white so that I can multiply the ambient occlusion map with a texture map that I make.

How can I bake ambient occlusion maps where a flat surface appears white rather than gray?

Here is a picture of the model which appears gray:

Here is the AO map which shows the gray:


texts: Blender Viewport Texture Limit Size affects render resolution

texts:
I am not sure if this is a bug or a wrong setting. I have quite a big scene with a bunch of textures, therefore in the Preferences I set the Texture Size Limit for the Viewport to 1024px. Otherwise the scene wouldn't work properly on my hardware setup.
Now when I do a render, the render result is pixelated, I would assume it's scaled down to the Size Limit of 1024px. When I turn Texture Size Limit off, it's shown in full resolution.
Since it is not very convenient to change the Size Limit all the time, has anybody encountered this problem and knows a solution or a workaround?
Working with Blender 2.91 for MacOS


texts: How to make a powerup force texture with node in 2.9?

texts:
I've been struggling with this I've been following these images, but I can't seem to get it right, and I don't know what I did wrong. Also, I'm using 2.92 and the eevee render engine.

here's my nodes and result


texts: Diffusion confusion - what is the right diffuse shader yor which application?

texts:
with this i would like to start a question / discussion of what type of diffuse shader is to use for which specific application. Cycles comes with a "Diffuse" Node, but other nodes do diffusion as well. Here is an example:

The Question is: What type of shader should be uses for which specific case? What are the differences? Should they be mixed?

Thank you!


texts: How to find all objects in the Camera's view with Python?

texts:
I have a scene with a many objects and one camera.

I would like to select the objects that the camera sees, even partially.

Is there a way to do that in Python that accounts for the objects bounds?

Note, I know that KD trees and Octrees are used for the lookup. There is mathutils.kdtree but the example only suggests how to query objects close to a point. I'm not familiar with the math for combining camera frustrum and binary trees lookup.


texts: How do I get rid of these black stripes?

texts: I was trying to add a blackish metal texture to my blade and leather texture to my handle then came upon the black bars in some parts of the texture. I tried it with other textures as well and had the same problem I think it's a problem with my model. what is going on and how would I fix this?  I'm very new to blender any help would be appreciated!


texts: What tool to use for vertex intersection of three lines? Stuck on this

texts:
I hope this puzzle here finds you well. I hear tell this question has been asked and answered. If you are aware of that, please point me to a link that demonstrates as such. I can't find anything close. So here goes again:

I have three lines that need to intersect into a single vertex, but each line has a position on a circle that must also move without distorting the shape of the circumference. The picture shows a planar shape. There is no volume. I intend to extrude that later on.

Going backwards with boolean operations has proven unreliable because later artifacts interfere with the next steps in the design. There has to be a tool method or math function that will let me do this. I have tried loop cuts, knife tool, etc and then reduced down to planar space, but I still get a slight goof in the circle or straightness of the lines no matter how I approach this.

Has anyone encountered this kind of sub-d surface modification before? In AutoCad there is a trim utility where you can select a line segment as a knife edge (so to speak) and then the target segment gets split where they cross...

But I can't figure this one out and I bet it is something simple.


texts: I have a mesh and added hair particles to it with some settings. The hair are growing inside the mesh. I have weight paint the mesh so that it grow outside the mesh only. Still the hairs are inside and outside. I added the vertex group below in density. May i know the reason why the hairs are inside.


texts: Subdivision Surface mesh weird vertex behaviour

texts:
I'm modeling a character and I've noticed some weird vextex behaviour that is deforming the mesh with the subdivision surface on it.

The vertex causing this deformity seems to bem "stacked" on the mesh, I tried to remove them and remake the part of the mesh but when I do this the vextex next the removed part keep the same behaviour, so I just pull the problem ahead...

Normal Behaviour

Weird Behaviour


texts: Hallo i want to animate the LEDs from the table, sure i could do it manual one by one, but how could i do it easier, like with one empty and everytime it hits the table the LEDs on this point goes on?


texts: Why I cannot join these two vertices with hotkey J?

texts:
I've made the two open vertical lines using the knife tool, but then when I try joining them with the J hotkey, I can't. Does anyone know why this happens? Thank you in advance.

https://ibb.co/4Nmhwhg


texts:
Made an animation the day prior and put it in the Unity game engine, and it works fine, the next day I took a look at the same animation in Blender and it went completely crazy, I can describe it as turning into spaghetti, this only accrued with a few animations I made.

The first image is yesterday and the second is today, I want to know if anyone at all has any ideas of how this happened and solutions to save the animations.


texts: How do I toggle to visibility of each object in my scene one by one using animation nodes?

texts:
I've been creating a timelapse effect in Blender 2.79 by keyframing the visibility of each object in my scene one by one. Each object goes from hidden to visible with a one second gap before the next.

There are 1000's of objects in my scene, and as you can imagine, it's pretty time consuming and repetative.

I've been trying to speed up the process using animation nodes, but I just can't figure it out. Does anyone have a simple setup that they can share?

Thank you :)


texts: Smooth modifier settings to match Subsurf

texts:
Is there a way to use the Smooth tool or modifier to smooth a mesh by exactly the same amount as using a subdivision surface on it would? For example, if you had a mesh, then gave one copy of it a subsurf with smooth, and another copy of it you ran a subdivide on and then used a smooth modifier, could you get them to match up?

How about if you didn't subsurf the second version? Could you get smooth settings that would have the shared vertices of the two meshes end up in the same location?


texts: What causes this? If I use some weight paint tools, it seems like something weird is happening. Areas with no influence are effected 100% for some reason?


texts: Can I reuse a plane with an image sequence

texts:
I have a plane with an image sequence on it, which works fine on itself.

During my animation, I'd like to play that image sequence at multiple completely different frames, so I was wondering if there was any other way than duplicating the plane?


texts: I am working on a mid-poly character for a third person shooter in Unreal Engine 4, however I'm running into difficulty with her hair. So far I've been making basic hair cards, mainly just repeating strips I vary by hand to give a spiky appearance. However even with the Cycles principled hair shader, the hair definitely looks like a mess of triangles. Any suggestions?


texts:
So I'm wondering if its possible to do similar 3D mixed with 2D animations in blender 2.8, is it possible to do the whole process in blender because of the grease pencil?
Here is an example of what i mean.
https://youtu.be/Yuk3gZZyNrg


texts: "Copy Data Path" grayed out : what does it imply?

texts:
On some elements of the interface, Copy Data Path is grayed out.
Does this mean that:

this element can't be accessed from python in any way whatsoever
it only can't be accessed from python through this particular interface area you clicked on but can be in another way
it can be accessed but was just not documented in the tooltip
other reason

Knowing what it means could save me a lot of potentially useless research in the future.


texts:
I have a modal operator that starts a timer when Right Mouse is pressed, and checks, when it's released, how long it's been held, and, if it's below a threshold, will open a context menu.
While the timer is running I also call view3d.walk navigation, the idea being to emulate Unreal Engine's navigation.
The issue that I'm running into is that I want to confirm the view3d.walk navigation before opening the context menu, but I can't seem to be able to do it via Python.
I'd like to call view3d.walk.confirm (or something) from within the cancel function of my modal operator, but I can't seem to be able to do it. I know I can set a key within the modal map in preferences, but I wanted it to be the same key that calls the cancel function (Right Mouse Release).
I put a comment in the cancel function with my imaginary solution.
import bpy

class UnrealRightClick(bpy.types.Operator):
    """Timer that decides whether to display a menu after Right Click"""
    bl_idname = "blui.unreal_right_click"
    bl_label = "Unreal Right Click"

    _timer = None
    _count = 0
    _threshold = 0.2

    def modal(self, context, event):
        if context.space_data.type == 'VIEW_3D':
            if context.mode == 'EDIT' or 'OBJECT':
                if event.type in {'RIGHTMOUSE'}:
                    if event.value in {'RELEASE'}:
                        self.cancel(context)
                        return {'CANCELLED'}

                if event.type == 'TIMER':
                    self._count += 0.01
                return {'PASS_THROUGH'}

    def execute(self, context):
        bpy.ops.view3d.walk('INVOKE_DEFAULT')
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        #bpy.ops.view3d.walk.confirm()
        wm = context.window_manager
        wm.event_timer_remove(self._timer)
        if self._count < self._threshold:
            if context.mode == 'OBJECT':
                bpy.ops.wm.call_menu(name="VIEW3D_MT_object_context_menu")

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

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

if __name__ == "__main__":
    register()

Thanks!


texts: I am an absolute beginner started a couple days ago. I downloaded one of Mixamos walking animation, and put it on,"stay in place" before I downloaded it. its working fine. but how do I move that animation from one location to another while doing the animation? also,lets say I want my character to walk then gradually start to run using a walk and run animation from Mixamo, how would I do that?


texts: hello everyone  am curious as to how do I add my effects footage(as in I downloaded a video effects footage pack so I want to the video I want to edit)   to my video clip in blender


texts: Blender show array instances as wireframe

texts: I have an array in my scene and my computer has some trouble showing them in the viewport. Is there any way that I can get the instances to show up as a wireframe mesh or maybe even a point cloudor bounds?


texts:
The preview i have using Cycles is looking good but when i go to render it with F12 the texture doesn't show up and a weird white texture appears on my object instead (see the pictures).

I have an UV texture coordinate and it didn't fix the problem.

I'd like any help i can get, thank you !


texts: why does fur after combing act unpredictably?

texts:
I have created a model of a mandrill and I’ve been using particles to make the fur.
Because the fur throughout the body of a mandrill is very different, I’m duplicating parts of the whole mesh and slightly scaling them down to stay inside the big mesh. So I have a “chin" mesh with one particle system, a "face/top head" mesh with another particle system, etc.
I guess I could use vertex groups for the same purpose, but several tutorials seem to use the duplicated-mesh-parts approach to keep the flexibility of retouching the whole mesh if necessary.

On some of the particle systems - e.g. the chin - I’m getting the result I’m after.
On others - e.g. face/top head - even though the particles look fine upon creation, once I comb and render, they get a life of their own and point to different directions, clump, etc.

I have recalculated the normals, checked deflect emitter and even tried applying the particle systems to vertex groups created in the whole mesh (rather than using the duplicated parts). But I’m still getting a very sad looking mandrill.

Any ideas?
Thank you.


texts: VSE. I need to rotate image with arbitrary center pivot point that is not in the center of the image

texts: I know how to rotate with a transform strip, but I need to rotate around an arbitrary point that is not in the center of the image.


texts:
I am experiencing a issue in my 3d blender model.
It seems as if hard shadows are appearing on my model, but it is not a lighting issue as when I add a sun lamp the black spots are still there as seen below.

It is also not an overlapping issue as i can find no overlapping quads over my whole model. I will leave the blender model below so that you can look at it yourselves and hopefully fix this issue :)


texts: Convert Curve (SVG) to Blender exact imperial units

texts:
As a test, I've created a 2D box in Inkscape with the dimensions 1' by 1' (Inkscape shows that 1' is 1080.000px).

I import the SVG into Blender, and when observing the dimensions of the curve converted to mesh, I see that they're not exactly 1' by 1'.

I know that 0.3048 BU is 1 foot.

Does this have anything to do with DPI/PPI? Ideally, I would like to have 1px be one inch in Blender (when converted to a mesh).

Is this possible?


texts: I see alot of low poly models using triangles on specific parts. I know this workflow can help reduce the amount of tris, and even help with joints deformations. But for some parts I’m not sure why triangles were even used, (like the shoulders of the examples posted down below). Is it supposed to reduce shading issues for stretched quads or something like that? Thanks for answering!


texts: Rotate object's mesh so it matches another object's rotation

texts:
Suppose we have two cube objects: Obj1 and Obj2. Let's say Obj1's Euler rotation is Vector((0,0,0)) and Obj2's rotation is Vector((0,0,45)) How can I rotate Obj1's mesh so that it matches Obj2's rotation? I know that BMesh lets me rotate vertices of an object but I don't know how to implement it properly. I tried this and it didn't work:

import bpy
import mathutils
from mathutils import  Quaternion, Vector, Matrix
import bmesh
import math
from math import radians

context = bpy.context
data = bpy.data

obj1 = data.objects['Obj1']
obj2 = data.objects['Obj2']

from_quat_rot = obj1.rotation_quaternion
to_quat_rot = obj2.rotation_quaternion

difference_quat = from_quat_rot.rotation_difference(to_quat_rot)
difference_angle = difference_quat.angle

print(f"difference quaternion: {difference_quat}")
print(f"difference angle: {difference_angle}")

vector_zero = Vector((0, 0, 0))
bm = bmesh.new()
bm.from_mesh(obj1.data)
#bmesh.ops.rotate(bm, cent=vector_zero, verts=bm.verts, matrix=Matrix.Rotation(radians(difference_angle), 4, 'Z'))
bmesh.ops.rotate(bm, cent=vector_zero, verts=bm.verts, matrix=difference_quat.to_matrix())
bm.to_mesh(obj1.data)
bm.free()

Unfortunately I don't know linear algebra so I probably won't understand if you provide me with an equation, I'd rather prefer a bit of python code. Thanks.


texts: Why is cycle taking only saved texture to render when EEVE takes the current texture? Possible to change?

texts:
I was experimenting with multiple uvmaps/textures painting... today, and I noticed something very disturbing (I lost like 1h on that thinking that my nodes where not configured properly...)
Basically, I noticed that when I'm in the "display render preview" mode, and when I put on a mesh an UV mapped texture, the version of the used UV map texture is different for EEVE and cycle rendering:

for EEVE (in both "render preview" et "material preview mode"), it takes the version that is being edited right now
for cycle (cycle is used only in the "render preview" mode anyway), it takes the version that is saved on disk

Consider for example this displayed with EEVE (what an artist!):

and the same displaed by cycle:

As you can see, the green, newly added part is not displayed. But if I save my picture, it is updated. And here is the nodes I'm using:

Is there any reason why cycle forces me to save my texture before rendering? Can I setup cycle to always display the non-saved version of the picture? It could be cool to get an instantaneous feedback instead of saving at every stroke.
PS: unrelated, but is the Mapping/texture node required when using UV maps? I see it's often added but I'm not sure to see why it's useful, the image displays fine without any input vector.


texts: Simple basic texture not showing in any view type

texts:
Suddely all of default texture (like noise, musgrave texture) is not showing in any view type.
it only appears solid black or gray.
I tried on first opening file which didn't change any setting and not working as well..


texts:
I've got a workflow that takes a Gif, converts it to a point cloud, smooths and meshes it using MeshLab and exports a bunch of Obj files. Every Obj contains the color geometry for some part of the image, the modelling is imprecise and there is overlap between some of the boundaries.

Using blender I walk through this solid with a camera using a ortho perspective. Because there is no lighting or advanced rendering I'm using Blender Render and shadeless materials. I think the artifacts are from rendering inside of objects. Towards the end of the solid (frame 170-180), the render start to look cleaner with minimal artifacts.

But for the rest of the traversal I have nasty artifacts like this. Here's the original Gif for reference.

Blender File

Anyone give me some insights on this?


texts: How do I create a partially transparent flag?

texts:
I'm making an animation with a flag, and I was wondering if anyone knows how to create like a transparent fabric material?

The flag looks a bit dull, and doesn't look realistic at all. After some references I noticed that flags are a bit transparent, seeing as they are woven.

Reference :

I need to make this flag have the same type of material

If you can tell me how to make it look like fabric and not like rubber, I'd be very thankful.

P.S: If anybody knows how to make little "ripples", please comment and let me know.


texts: How to change edit material assignments after joining meshes

texts:
How can material assignments to a joined mesh be changed after the meshes are joined?

Example:
Create a scene with a cube and sphere.
Assign material #1 to the cube and material #2 to the sphere.
Select the cube and the sphere, using crtl-J join the meshes.
The result is shown below.

The material panel for this joined object shows both materials.

If edit mode is entered, the there is an assign, select, and deselect option, but its not clear how to use this to change the mesh material assignments.

What is the procedure to change the material mesh assignment? For example, how is the red material assigned to one face of the cube?

Example blender file:


texts:
I add video (shot in verticle mode) in VSE the video shows horizontal

Change put put resolution to vertical frame Height 1280 px Width 720 px

Add effects Strip Transform and input Rotation value -90 degrees

  But the result is not intended

Then i do some Aproximate non unoform scaling which i dont think is technically right and not precise

**

  Is there any other more intuitive and precise way to edit Vertical videos?

**


texts: My blender used to work fine with my previous video driver which unfortunately do not remember,but now the writings on tools,bootom bar,... appears cut off.if any one can tell me which driver is fit for nvidia geforce 320 please help me.


texts: How to make particles emit from certain parts of a 3D object?

texts: I made a spaceship with animation and I want the particles to come out from only the thrusters but it's coming out from all over the spaceship!


texts: Why my baked texture (normal, not combined), like a camo dalmata?

texts:
I was following this Blender Guru tutorial https://www.youtube.com/watch?v=0r-cGjVKvGw&t=304s but in the middle of the process the things just gone wrong.

I don't know what happend, i did everything just like Andrew Price explained it but in my Anvil texture has these black spots:

What am i doing wrong? i followed everything showed in the video but this is the result.
(BTW, i don't have the principled bsdf, so i'm trying to make tried to make it look like metal, if there's something wrong with the node edition, let me know it too, please ^^)


texts: Is it bad to have Vertices/Edges/Faces just lying on top of the mesh and not actually be connected

texts: Is it bad to have faces just lying on top of the mesh (marked with blue) or is it better to connect them by cutting the mesh under it with knife tool and create 4gon  faces but get more geometry as I did with red ones(marked in red). This is supossed to be game-ready object so it's better to have less faces, on the other hand, this blue marked bars are just lying on top of mesh, and I wonder is that bad for GameReady object.


texts: How do I correct my curve deformed array?

texts:
I want to join the ends I have fiddled with the numbers on the array modifier's relative offset options but cant seem to make the ends fit together.

I have also tried fiddling with the curve shape.


texts: How do you create a fluffy cloud in blender 2.82?

texts:
I'm trying to create an image similar to this. Just a simple fluffy cloud.

But I'm struggling to find any tutorials for this.


texts:
I have a model that's portraying the purple material to show something is missing. So I thought "OK, whatever I'll just hit the 'Find Missing Files' Button," but for some reason even though I select the images individually for the model the images are still saying that they can't be found. Any ideas?
Here is a more in-depth look at the problem: https://www.youtube.com/watch?v=xHvf14zPUCw


texts:
I am planning on modeling a low poly nature collection, but I can't find a way to make a low poly bush like the one in the image below.

If anyone could mention the steps or make/find a video tutorial to the process of making a low poly bush like the one in the image, I would really appreciate it.

Thank you.


texts: Dump Scene object Information To console or String for debugging purposes

texts:
A very simple question on how to dump bpy.context.scene information using python script to blender console or a string so I can use to debug.

I have tried to serialize the object using pickle and json dump with no success.
Serializing seems to not work here for some reason.

  Note to downvoters: Please atleast leave a constructive comment why you feel this question needs to be downvoted. If you dont know the answer move on.


texts: Extrude individual showing pink lines when I extrude and won't repeat last steps when I press shift + R

texts: Whenever I extrude an individual plane, it keeps showing pink lines and won't repeat last steps when I press Shift + R


texts: How to load and display an image in the image editor using python?

texts:
How could I load an external image and display it in Image Editor automatically?  Basically the same as when rendering an image and displaying the Render Result.

I'm already able to load the image programatically. However, I don't get how to display the image in the Image Editor.


texts: Objects with Mix Shader (Transparent & Principled BSDF) not displaying correctly in Render

texts:
Problem
Starting point:

Two blender objects (former .stl files): One (object1) containing 1 body, the other one (object2) containing multiple watertight bodies
I want to apply fading to both of them for the animation. So I used Mix Shader and put principled bsdf  and transparent bsdf.
Introduced shape keys to the mix shader value to fade in and out.

Issue:

Apparently, there is some rendering/visualisation error. Some facets of object2 are not visible or rendered correctly (image1) . However, it appears to be clean in the standard viewport (image2).

What I have tried so far:

I played around with the blend options (opaque, alpha blend, alpha hash, alpha clip, backface culling...). However, some options worsen the results, but none of them is making it perfect.
The problem seems to not appear when using "cycles". However, this is really computational expensive and therefore I would really like to avoid it. It can't be that hard to achieve that also using eevee (imho, but I am not an expert of course)

--> Am I missing some options? I guess that this might be due to the transparency.

Image1

Image2


texts: How to see bundles and back projecting points of different colors?

texts:
According to the wiki:

  Bundles makes sense after solving the movie clip, and it works in the following way: the solved position of each track gets projected
  back to the movie clip and displayed as a small point. The color of
  the point depends on the distance between the projected coordinate and
  the original coordinate: if they are close enough, the point is green,
  otherwise it'll be red. This helps to find tracks which weren't solved
  nicely and need to be tweaked.

I am solving the scene and see nothing similar to what's described:

Points are displayed not as points, but as squares, blue means before in time, red means after in time. Yellow or white means selected point.

Where is something green?


texts: Why when I apply my armature modifier the mesh won't move anymore with the bones?

texts:
Let me explain in details what append:
I have made a model and I have applied an armature to it.

As you can see when in pose mode the mesh can be moved.

But when I click on the Apply button the the Armature modifier.
the mesh won't move anymore.

Is someone can help me about that ?

Thanks.


texts: Glass casting shadows and not looking real

texts:
I'm trying to make these glass planes on the ceiling but something weird is going on with the glass shader. I tried couple of different ones but nothing seems to do the job. I'm talking about shadows that these glass planes are casting, especially the dark areas on the walls, I think this is not how it would look like in real world and these shadows are way to dark.

node set ups i tried:

I also tried just glass shader or principled BSDF shader but with IQR set to non 1 value the glass looks wrong so I mixed it with glossy shader. With these shaders by themselves the problem also occurred.


texts: Remove black lines rendered using Cycles

texts:
Why are these black lines appearing in the render when I'm using Cycles? How can I remove them? Thanks!

Update: the object is not using textures and the problem persists. This screenshot shows the mesh.

How I created the model: I selected a face from the stones model, I separated the face with "p" -> Selection, then I extruded it, I removed the old texture assignation, however a new object like a box is clear, so it seems there's a "link" with old parameters taken from the separation.

Update 2:

This is what happens if I create a new texture, with an image and the UV unwrap.

Update 3:

I created a new scene, I pasted there the object and the problem persists. Then I do the following:

Cursor to Center
Selection to Cursor
Geometry to origin

Guess what? The lines disappear. The problem is not fixed because I don't want the object at the center of the workspace. It's for a big scene, about 400 m x 500 m.


texts: Subtitle like text always facing to the camera

texts:
I am using the blender cycles render as png or jpg in first step and than I add these images to create a movie. It will help render in parts for me.

I want to add the text in the video that always facing to the camera, like a subtitle.

I tried to add the text and align it to the camera but result is not very good like this

Is there a way to add such text? Thanks in advance!


texts:
Sorry for the question, but I honestly don't clearly understand this issue (well, not an issue at all). So, I modeled a simple door knob, with a considerable low topology because well, I didn't think I would need more, also, I've inspected some models with not-that-much geometry and they look smooth. But there is something that I'm clearly missing here, because the edges of the door knob looks way too hard. I've read on the site that it may be something about the normals? But pretty much all of them suggest to use Shift+E to apply an Edge Crease, which doesn't seem to make a difference.
This is my door knob. As you see, it looks like very low poly, instead of smooth. I should say that the door knob is part of a bigger model (a small wooden warehouse), and not a separate part on itself.

As an example, here's another door knob from a another model which it seems to have almost the same geometry, but this one looks smooth.


texts: why grid lines + scale doesn't update, when controlled via python console?

texts:
I can successfully controll the grid_scale & grid_lines in bpy.types.SpaceView3D.

I know this, because the console tells me that my input has been recieved, for example, when I write: bpy.types.SpaceView3D.grid_lines
the console prints my new value.

But here's my question: Why doesn't the values update in the Blender Properties panel, I mean visually in my current scene? (check my print screen you can see the values haven't changed. - that's the problem.)

I'm new to scripting so a simplified answer would be brilliant.
Thanks / Dan


texts:
I am trying to animate a pony. I have a bunch of weight groups for fur. I am trying to bind the rigify rig to the mesh just to make sure that everything is working before I move on into more advanced rigging setups for inverse kinematics and xmuscle systems. However, I cannot get the rig to bind with with the mesh, nor can I get the bones to bind with the mesh. Here is a link to the file if anyone can figure it out. I would greatly appreciate it!

https://www.dropbox.com/s/cjkv4yr6dkjk3it/test.blend?dl=0


texts: Blender operator redo fails because of poll

texts:
I'm writing a Blender addon, and there's a certain Operator that I'm having problems with (let's call it SquashOperator).
Now SquashOperator can only be applied to objects once, in the sense that it
is impossible to squash objects that are already squashed (the precise meaning of squash is irrelevant).
In particular, the SquashOperator marks the object as squashed, and SquashOperator.poll returns False if the active object is squashed.

The SquashOperator has an option (implemented as an IntProperty), and I would like to give the user the possibility of adjusting this option using operator redo, the same way that you can adjust the radius of a sphere that was newly inserted. (Let's say that you can squash horizontally or vertically, and that I want the user to be able to change the squash direction.)

However, once SquashOperator is executed, its options can no longer be adjusted, because now poll return False. This effectively renders operator redo impossible (even though it makes perfect sense for the user to squash something, notice that they squased it horizontally, change their mind, and want to select vertical instead).

  Can operator redo be implemented for Operators whose poll function returns False for objects that they have already operated on?


texts: I have a hoodie with two cat-headed holes punched in. If i just fill a face in it, i get it filled up but with no vertices at all inside the shape which will mess up my weight painting. I'd like to fill them in and also have vertices inside.


texts: How to paint in Substance Painter (I have a live link with Blender)?

texts: I can't draw in Substance painter. I have a live link with Blender, although even when I try to import .fbx to Substance Painter no material is showing up on the mesh (I mean, when I try to paint, nothing happens). Mesh was primarily imported from World Creator to Blender as .obj and is shown on the picture below. I've tried to send geometry from Blender to Substance Painter, but still nothing happens.


texts:
I was using Blender for some time without issue.
Recently I have found I am unable to save even a brand new document.

I am given the error message: "cannot open file  for writing: No such file or directory".

I have seen a similar post before which simply recommended blender needs to be run with administrator privileges. The account that is unable to save is the administrator.

I have posted a query to the microsoft forums but I also wished to see if there is a chance this is a blender issue.

Thanks


texts: Cycles crashing w/ GPU render, deleting any normal maps fixes it, but why?

texts:
Cycles has been crashing upon trying to render an image when using my GPU, but the Rendered 3D Viewport works fine. I've tried with both high and low render settings (i.e. changing the resolution, samples, light paths, etc.) Again, 3D Viewport handles like a champ, actually rendering the output puts Blender in a ditch. My Specs:

Blender v2.79
AMD Radeon RX 580, Drivers Updated
2nd Gen i7
32GB RAM
Win 10 Home

The interesting part another user discovered here is that deleting the Normal Maps from the material nodes solves the issue. I gave it a shot and lo-and-behold the image rendered right up.

Another bit to note is that it doesn't happen with every project. I've GPU rendered several more-complicated scenes in different models using Normal Maps in my materials that have successfully completed without any hiccups.

Can anyone explain why this is happening?

UPDATE: This crash also occurs when using a color invert node


texts: How to create a .blend in specific directory and write objects on it?

texts:
For my addon, I want to pick the selected armature and save in an external file, so I wrote the following operator for doing it:

class SaveArmatures(bpy.types.Operator):
bl_idname = "armature_snippets.save_armatures"
bl_label = "Save Armatures"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

@classmethod
def poll(cls, context):
    if context.active_object:
        return context.active_object.type == "ARMATURE"

def execute(self, context):
    ob = {context.active_object}

    # Here the split method is just to get the first term of the string
    #because it is a multifile addon
    path = context.user_preferences.addons[__name__.split(".")[0]].preferences.save_path

    bpy.data.libraries.write(os.path.join(path, "Snippets.blend"), ob, fake_user = True)
    return {"FINISHED"}

But when I run it raises this error.
Obviously I need to create the file first but how to do it?

Traceback (most recent call last):
  File "C:\Users\Jea\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\Rigging_armature_snippets\loadsave.py", line 33, in execute
    bpy.data.libraries.write(os.path.join(path, "Snippets.blend"), ob, fake_user = True)
OSError: Error: Cannot open file C:\Users\Jea\Desktop\snippets\armature_snippets\Snippets.blend@ for writing: No such file or directory

location: <unknown location>:-1


texts: Volumetrics look good in viewport but render weird

texts:
So I'm creating an underwater scene in Eevee using volumetrics for light rays. It has dark and deep colors with shadows and stuff in the viewport, but once I render it, it looks terrible. I'm pretty sure this problem is caused by the volumetric lighting cause when I turn that off everything looks fine, but I need it to make everything look underwater. The blend file is a too big to post here.
Here's the blender viewport:

And here's the final render:


texts: I need to use the x-ray option for weight painting but I can only find the wireframe option using Z. Where can I find the x-ray?


texts: Trying to create shapekeys by moving verts

texts: Hello I am trying to create shapekeys by moving verts instead of sculpting. When I go to do this I noticed the gizmo is set to the verts resting position instead of the new posed position. How can I fix this?


texts: Having a problem with Normal Baking a high poly model into a low poly model. (with file included)

texts:
I'm having this issue where, yes i can bake the normal map, but when i apply it onto the lowpoly model with the normal map something weird happens in the middle of the model. I have no idea what to do.

And when i do put it into the model it looks like it has more blurry and less detail than the sculpted one even though the textures is 4k, but maybe thats just me.
I will put the file here. You can look and try for yourself. A detailed description of what i need to do would be highly appreciated!
File: http://www.mediafire.com/file/t0aom5cg990xbi9/nihilanthtest1.blend/file


texts: I was modeling a planet and I went to physics option after that I clicked on soft body option and blender stopped responding. Please help


texts: Hard 'sketch and toon style' shadows in Eevee?

texts: I'm quite new to Blender, but I created this little illustration based off Brian Michael Gossett's work to practice my skills. Quite happy with the progress, but the problem is that the shadows are actually fake. They're just black meshes positioned right below every single object to make it look real. I was wondering if it's possible to actually create real hard shadows in Eevee as such, so that I can also animate this illustration. Does anyone know? If so, how?


texts: is there a way to smooth the objects without using ridiculous amounts of vertices or Subdivision Surface?

texts:
I am creating a model of a Warmachine Khador Juggernaut.

http://battlecollege.org/file/view/Juggernaut_09-CLPD.png/195178034/324x299/Juggernaut_09-CLPD.png

The mech I'm modelling has a lot of round edges and I want to eventually rig it.
My problem is that I want the model to look smooth, without it interfering with the vertices is there a way to smooth the lines between the vertices like in Illustrator?


texts:
Blender newbie here.
Trying to create a simple fluid simulation in blender 2.83 but it just doesn't work.
Here's what I did.

Create a cube. Add fluid modifier. Set type to domain and domain type to liquid.

Create a sphere. Add fluid modifier, set type to flow and flow type to liquid.

After clicking the play button in timeline, nothing happens. The sphere stays where it initially was and there's no change in its geometry.
Can someone tell what exactly are you supposed to do to create a basic fluid simulation.
Thanks!


texts: how to create blender 2.90 addons folder?

texts:
how to get blender 2.90 to install and use the "roaming" path? I'd like to copy the content of 2.91 to 2.90 and have 2.90 see everything from that folder.
C:\Users\name\AppData\Roaming\Blender Foundation\Blender
currently it only has this path:
C:\Program Files\Blender Foundation\Blender-2.90\2.90\scripts
the 2.91 path has config and scripts folders with all the custom addons and startup info.
C:\Users\name\AppData\Roaming\Blender Foundation\Blender\2.91


texts:
I was following Blender Guru's tutorial when I accidentally went into layout mode. I didn't realise this and clicked a load of random things and this happened:

Can it be fixed or do I need to start again?


texts: How do I create a batch table for 3D Tiles in Blender

texts:
Blender 2.8 supports the export into gltf which can be converted into a b3dm file to use it as a 3D Tile in CesiumJS.
How can I keep attributes on each feature in Blender so that they will be exported into gltf and later b3dm. These attributes needed to be kept for each feature in order to create queries for them in Cesium.


texts: How to make something similar to rigid body joint in Cycles?

texts: So I made a ragdoll horse in the Game engine using an armature and some hitboxes. I connected these hitboxes with Rigid Body Joints. Now I want to use this rig for animation. However, I animate with Cycles. I know that the Rigid Body Joint does not work in Cycles, and the Rigid Body Constraint set on Hinge in the physics tab doesn't do the same thing- it just stays rigid and doesn't swivel. Is there any way to get the same effect that I get with Rigid Body Joint, but in Cycles?


texts: Using ipad pro and apple pencil as a graphics tablet

texts: I have an iPad Pro + Pencil and was wondering if there is any chance to use it as a graphics tablet with blender? I mean drawing on my Ipad and see on my pc monitor. Thanks.


texts:
I have a mesh with round face(picture1). I just wondered if i could unwrap this round face as straight as in the second picture. Is it possible ?

This is how i want to unrwap it;


texts: Where is the Z in my Render Layer node in composite?

texts:
There is supposed to be a Z in the render layer node

But it is not appearing for me. Please tell me where I can find it?


texts:
I have the below scene in Blender Cycles.

To create volume of the bike's lights I've added two cone meshes.
Here, you can see when I render the scene the cones are creating black shadows on the rays, how can I remove these reflective shadows?

I thought it is happening because the cones are intersected with the rays object, that's why I added boolean modifier to make them intersection free, but that didn't do anything.

Am I missing something in my node setup?
I've attached my blend file as well, please let me know how can I get rid of this?


texts: How to add an object from another scene?

texts:
I'm am trying to create a scene in Blender, by adding in another object from a previously created scene that is on a separate .blend file. How can I do this?
I have tried to append an object from one .blend to another, but it still won't work. Can I get some help in trying to figure this out?

The other answers to this question haven't worked. Is it a bug? How can I do this?


texts: Is it possible to use different CUDA-capable graphic cards to render simultaneously?

texts:
I know that you can't mix different spec cards for SLI gaming, but I suspect that when it comes to 3D rendering, the renderer will simply divide the work up automatically.

Choosing the optimum tile size is important for efficient usage of the core's in our processors, I suspect that the tiles will simply be distributed to the difference in power of graphic cards.  So the key to getting it to work efficiently (I suspect) is finding a tile size which allows the renderer to effortlessly divide the work to graphics cards with different cuda core sizes.

In my e specific case, I have a GTX 970 and a TITAN X; can I use them both for rendering?


texts: Does anyone know how to make the plastic part of a blister pack used in the medical packaging?

texts: How do you make it all as one seamless object? The pills and the base are both separate elements so that's not an issue.


texts: Is there a way i could speed up my work?

texts: I'm macbook pro 18 user and complete beginner. I thought my computer can handle Blender 2.82 but I couldn't even add materials on my project. On view mode eevee works fine but on cycles it just stop working. How do I speed up my process?


texts: How do I render something out with sound

texts: I am a beginner and i made a simple key frame animation and i added sound in the video editing part of blender. My only challenge is to figure out how render it out open it file explorer and be able to watch and listen to the animation. i will my blend file below the question


texts: Stick two faces to each other with different rotation

texts:
I am trying to stick two faces to each other. These two faces are of the same size, but do not have the same rotation.
I tried to do it manually and I of course experimented with the magnet tool, but it did not work well till now. Is there a possibility to mark two faces like "that they belong together" and stick perfectly to each other like magnets?

Thank you, Huxi


texts:
I just finished an animation project, and suddenly my camera is looking really weird.

The camera has 2 child of modifiers, to two empties (circle and sphere)
I haven't animated the camera at all, only animated the empties

I believe I have pressed a shortcut (I'm a noob and I dont know all of them).
I've searched around the internet but unfortunately cant find a solution, I dont even know what this is called.


texts: Why can I only texture paint some parts of my model?

texts: I am not able to paint on the whole model. I tried many times but nothing worked.


texts: Making 3D background blend in with video

texts:
So I'm building a 3D set that I can green screen in since I can't afford to build or rent a pro studio. So I'm having some trouble with making it look real  with video footage, or as close to real as I can make it. Between the blender camera and the real camera I've matched the distance between camera and subject,  the focal length and the height, I've also added DOF, the camera sensor is 1/2.84", the crop factor is 7.3024, but I think these are small potatoes in comparison to the lighting and materials.

So what I'm looking for is some advice on what to do next, or what I should work on. I've combed through the stack exchange for various different problems and I've got a lot from it and at this point I need to know where to go. I'm thinking lighting is the problem, in blender and in real life. In blender I'm going to put a human mesh and see how to the light looks in blender and replicate that in real life with the lights I have.

Some other thoughts I have, I think some things are too small, including the screen in the back (look at the window panes in reference image) but again I think the biggest problem is the lighting. How I built the walls is I modeled the window panes added materials as needed and have an emission panel for each window pane. As you see below I have reference images to what I'm building, I don't want the same camera angle as it won't fit my space for recording in real life and below you can see the raw render out of blender then added some saturation. It looks a lot better but it still looks fake.

Yes I know there's a hole or cut out in the floor on the reference image, I'm thinking of adding it in my render, let me know if you think it should be in there. Also don't worry about the black muddiness under the chairs, that's the green screen keying I'll worry about that later.

In short, I want to get opinions on what I should work on. I think it's lighting at this point, but tell me what you think is not selling this render.


texts: Cant Texture Paint one part of the model

texts:
I made the mesh and now that I've finished it I wanted to paint it, but somehow it won't let me paint one of the hands, and I don't know what to do. Any solutions?

EDIT: I realised that it might be because that hand was a copy of the other one,
 although I'm not really sure because the shoes are also a copy and I can paint them perfectly. (I got into this conclussion because I tried to copy the entire left arm and put it instead of the actual right arm and then all the arm, including the hand went white).


texts:
I'm using subsurf modifier for my models.
Following to some documentation, I put subsurf on the bottom of modifier stack for better deformation.

[Armature]
[Subsurf]

To use this model in Unity or other environments, subsurf modifier must be applied(or automatically applied when export as .fbx).
But this causes undesired distortion when I rotate bone in Unity.

I assume that's because modifiers priority is swapped.
In other words, this situation is equal to

[Subsurf]
[Armature]

in Blender.
What I want to know is how to keep smooth distortion out of blender(environment that cannot keep modifier stack information).

thank you.


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I am having this problem with the mirror modifier with the eyes. Blend will copy the shape, size, location, and rotation, but if I add transparency and create a texture, only the original half renders out texture, while the mirrored one doesn't register the changes.

I've tried deleting the modifier and adding another mirror modifier to no avail.

Is there a fix for this or will I have to keep duplicating the original eye and mirror it manually?


texts: How to model an equilateral triangular pyramid?

texts:
How to create triangular pyramid with equal length of edges?

Note - I'm not looking for a way to create one with a single click, but I want to be able to model one from scratch.


texts: Adding a conical bevel/fillet to a mesh?

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Given this mesh: (assume 18mm x 18mm x 12mm approx.)

Is it possible to add a conical fillet (rounded bevel) to the vertical corners?

The cone of the fillet would be 1.85mm - 0.7mm from top to bottom.

Any pointers would be gratefully received.

This image below shows what I'm trying to model (I'm only modelling the outside faces, not the interior socket pieces):

Ideally, I'd also like to add a 0.7mm rounded bevel, which you can see running all along the top edge (as you see here)

Update: Mesh generated by openscad

The mesh shown in Blender:

The original geometry was generated as CSG in OpenSCAD

// SA Row 3
difference() {
     intersection_for(n = [1 : 4]) {
          rotate([0, 0, n * 90]) {
               translate([24, 0, 0])
                    sphere(r = 33, $fn = 90);
          }
     }
     translate([0,0,46]) sphere(r = 33, $fn = 90);
     translate([-33,-33,-64]) cube(66);
}

Just to give a clear indication that all the surfaces are (save for the base,) sections of a sphere. (note $fn is the resolution/polycount)


texts:
I want to animate the guns shooting. I'm thinking of moving the gun forwards
and backwards to show shooting. But to do this is very time-consuming. Is there another way to do this?


texts: Donut glass cup render has too many grains and speckles + denoiser come out distorted, shadow is also too opaque. What settings may I try out?

texts:
I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly.
2.92.0 blender file: https://pasteall.org/blend/6474d6f8bd5f4b1abbabaa41478e7e6a
Overview layout:
Lamp:

128 sample before denoise:
128 sample after denoise:
1024 sample 1080p 100% render before denoise:
1024 sample 1080p 100% render after denoise:
I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know. Previously turning off 'Filter Glossy' under caustics improved the shadow but it is now again a little bit too opaque, dunno when that happened. :D
Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance


texts:
I know the basic difference between a mix shader and an add shader, this question is about the applications of each.

I have heard that add shader should be used with translucent shaders.  But in answering a question about the difference between add and mix, Maccesch said "Add Shaders aren't necessarily physically correct.".  So my question is what does "aren't necessarily" exactly mean; and when, if ever, is an add shader appropriate when making physically-correct materials?