texts: What is wrong with this simple node setup using textures from Poliigon?

texts:
I downloaded and tried this free material from Poliigon but I am unable to create it correctly.
This is the desired reflection/ result:

This is my node setup:

This is the current result:

Which nodes here are wrong? I know maybe its about the invert node but removing that gave me minimal reflection, like a diffuse material. (The Gloss map is very whitish, So I thought I'll have to invert that. I've done it before many times using different texture sources)
And also, How do you use the reflection node?


texts: Smoke does not show in Post-render (neither Cycles nor Evee) (Blender 2.81)

texts:
Please be informed that:
I have  reset the settings to factory default.
It does render in real time on both EVEE and Cycles but not in Post render.
Please Help out if you can think of anything it doesnt matter if you arent sure, just tell me caUSE I have been stuck for 2 days, and tried a lot of things, I need someone who can think out of the box, maybe the solution is very simple, and yes I did try reinstalling the app.
Thanks in advance


texts: Blender2.91 the start cube is not visible

texts: Please help me the start cube is not visible I can't make any thing and if it's a bug tell that I should download an older version I didn't find any answers in Stack OverFlow DON'T delete please


texts: Video Sequence not fully loading in video editor

texts: When I drag the video file down from the files window, it brings in the video sequence and the audio with it, however, while all the audio loads in, the whole video wont, only about 80% ish of it would show in sequencer and there is more to load in because I watch the unedited footage and its right there. But it wont load into sequencer, I have tried hard cutting and deleting parts of the video sequence in case the amount was an issue, one small addition is the video is longer than the max amount of frames available for blender in the first place but this has never been an issue before as I have edited similar length videos as well.


texts: 'Child of' constraint not working on armature

texts:
Basically i am trying to make some first person shooter animations and i just can't get the child of constraint to work,

As you can see, i tried setting the constraint on the right hand so that it would move/stick with the gun but it did not work. I'm still new to blender and would appreciate a solution


texts: Delaying rigid body sim not working in my scene?

texts:
So I'm making an animation where an object goes around the area "Spitting" monkeys around
The idea is that it spits one, then goes to a new area, then spits the second, then the third area and so on.
I tried the "deactivate" checkbox and adding keyframes to that, but for some reason it still doesn't work (I tried the same method in another simpler scene w just a cube and a plane and it worked)
what could be the reason?
It basically always falls from frame 1 instead of frame 20


texts: Why is blender rendering only at base clock speed?

texts: I have a Lenovo Ideapad slim 3i, with Intel Core i5-10210U, 8GB DDR4 RAM, 1TB HDD, Intel UHD Graphics and Nvidia MX130. I did a blender project in this Laptop, and I set the CUDA preferences in blender to cpu because I felt the Nvidia Card was really slow at rendering. Hoping to get a faster render at turbo frequency of 4.2GHz, I started rendering. But when I went to task manager, I saw that only the base speed of 1.6Ghz was being used... But when other apps use cpu, i have seen 4.1GHz... Any idea?


texts:
I made a single lattice around a cube in the following way:

Added a cube on scene.
In Edit mode I added loopcut with Ctrl+R.
Removed corner vertices.
Converted the cube to curve.
In Object Data tab I changed geometry properties and received next object:

Now I need to make double lattice like this(left side):

But when I made double lattice by previous way I have got object shown in the right side of previous picture.
How can I get a required object?
May be exists better way to make this objects?


texts: I Cannot make GIS Blender 2.82 Addon for Windows work

texts:
I am not sure what I did wrong during the process of installing the GIS add-on, but for some reason even after unchecking and rechecking its checkbox in Preferences, there is still no sign of any sort of GIS option in Blender. Not even if I searched it in the "Operator Search".

Also, is the GIS add-on able to work with both Cycles and Eevee? I tried switching between the two, but nothing happened. If you have any suggestions for what I could do to fix this issue, please let me know.


texts: Where can I find beginner videos for Blender?

texts:
The YouTube Channel videos for beginners which start out with hotkeys, and learning the interface are based on an older model of the program, and the location/function of the buttons seem to be outdated.

The purpose for which I am using the program is to create housing and environmental structuring on Second Life.

Can anyone kindly direct me to a location that will guide me through the steps of getting acquainted with the program so that I can begin implementing it, please? Thank you all very much.


texts: Compositing issue when adding gaussian noise to image

texts:
I need to add random gaussian noise to images rendered with EEVEE. I thought about python coding this at the pixel level but I'm having issues with color spaces, so I came back to the compositor to get it.

I generated my noise and want to add this to the rendered image. While the noise appears on the rendered object, the background does not get any noise. I'm probably forgetting to check a parameter but can't have it, maybe related to depth ?

here is the noise image  and there the very simple node system . The result after compositing is here
To check what's happening, I also did a difference with the noise image again and obtain the initial rendered image, meaning that although the noise does not appear in the background of the image, it is still computed and removed.

Any clue of what's missing here?

Thank you!


texts:
Is it possible to merge two sculpted meshes?
If you want to make a 3d printable mesh, you want to make it hollow... so you copy the mesh and scale it down, inwards. Then you make faces between those two meshes... Is this realistic to make with an complex sculpted mesh, or should this be done, before you make the complex sculpting? Or should I retopology?
Also I sculpted the face/head and the hair in two seperate meshes, also the eyes are seperate... how do I efficient merging all those meshes into one?
Many thanks and happy modeling :)


texts: Blender viscosity simulation resetting domain

texts:
I made a render of honey using the viscosity
https://imgur.com/4FEGjMx This is the render I did earlier of it and now it has messed up.


texts:
I'm making a model of curved tube which have some self-intersections and wondering how to clean inner mesh in this area.
Inersect(Knife) tool with Self Intersect Source highlights the outer vertexes but they are non-closed so still need some work.
Maybe there is some semi-automatic way to clean it and leave only the outer shell?


texts:
So I've been having this problem in Blender 2.79. Every time I go to the rendered view. This happens:

When it should look like this:

Is there any way I can fix this? Thanks!


texts: How to change the mapping of a texture in cycles?

texts:
Using blender 2.71, I'm trying to put a texture on an object.

Following this tutorial, at 1:10 you should be able to setup a mapping

https://www.youtube.com/watch?v=6gRUUeFteQg&t=1m10s
screen shot of tutorial with mapping pane

I'm running the same version of blender as the tutorial, yet I don't have the mapping pane in the bottom right corner. How do I enable it?


texts: I'm trying to reduce the rendering time and I applied everything that was generally taught. Currently I'm using an RTX 2070 for the GPU in Cycles. Actually I have two of them and I can't even use them both in one computer because they are not SLi compatible. Does anyone know if there is any major difference between mine and an RTX 2080ti? Does it cut the rendering time in half a 2080ti? I'm willing to buy one if it shortens the time at least 50%. Let me know, thank you.


texts: how do i store a value when using animation nodes?

texts:
I am translating a list of objects but I only want the translation in the x,y,z plane to occur during frame one then after frame one the translation to happen only in the x,y plane.

Any help is appreciated.


texts: How to create a sub-category or folder in T-Panel tab

texts:
I used to have a problem with the clattered tabs in my T-Panel, but not anymore since I discovered how to edit the code of a tab in the T-Panel (rightclick in any button of the tab contents and select "Edit Source") and finding the "bl_category" value in it and change it to create a new category or to move the item to an existing one. This works beautifully, but I have a problem; some addons have several components and I would like to group those in a "sub-category" or folder (I am not sure of the right term).

For example, I have organized all the addons into a number of tabs (see screenshot); including a Misc tab, where I include all the new addons that don't fall into any other category; in Misc I have the "Mesh Align Plus" add on which is made up of six quicktools entries; I would like to group those six entries into a single "Mesh Align Plus" category of its own within "Misc", creating a kind of folder.

Is that possible at all?

Thanks in advance.

Sept


texts:
Im trying to add multiple holes within my mesh, so I divided it up, and then used cylinders shapes to make the holes. On the top image I used the Boolean operation.
And on the bottom image, I subdivided one of the rectangles and used the looptool method with the circle. Once I add a subdivision modifier I am getting weird result with the Boolean but the operation holes, but the bottom Hole looks more acceptable once cleaned up. Is one or the other method the correct way?


texts: Strange artifacts on rendering hard surface modeling

texts:
I am having quite a strange problem with the way my model renders. After modeling one of the objects of my scene, I created a quick light/camera setup to check the result of some hard surface modelling. When I set the 3D window to Render View, I get the object with what appears to be a scratches texture

the problem is that the object doesn't have any material applied; I have literally only done the modeling; when I apply some material to the surfaces, the material gets applied but underneath I can clearly see the "scratches".

I have tried to append the geometry into a brand new file, and the problem appears to be bound to the geometry itself; the geometry is not perfect (it is mostly quads) but I don't think the problem is related to topology, for it happens with any object in the scene (including a satellite dish model with perfect topology). An interesting clue is that the actual render appears to be totally clean of any artifact.

I know this problem is not a deal breaker (specially since it doesn't seem to show in the final render), but I really would like to know what the solution to this quaint problem is.

Blend file available on request.

Can anybody help?

Thanks in advance.

Sept


texts: Size of image texture determining size/proportion of plane?

texts:
I do work where I render out essentially an image texture on a plane. Every time I change the image texture, I have to change the XY dimension resolution of the document, the plane scale and the camera and orthographic scale. It is all in direct relation to the size of the image texture.

Is there any way to automate this? I do this over and over, so recording and entering in these numbers gets very old.

Thanks.


texts: How to animate proportional editing effect?

texts:
how should i go like if i want to replicate this effect in an animation? i'm open to use animation nodes too but maybe this can be done on vanilla blender?
effect as shown


texts: Why do FLIP particles disappear over time?

texts:
I have a fluid simulation of a gold bar melting, and it's a thick fluid. To test the size and other parameters of the fluid, I have set all of the cache and rendering to 1000 frames, but by frame 150 some of the FLIP particles disappear and the mesh goes with them. Why could that be?
Sorry for the messy blend file, I was using it as a testing ground. The fluid simulation is near the camera.
Here are some frames, the whole animation, and my blend file
Frame 77

Frame 108

Frame 109

Note: I am using boolean modifiers to cut the fluid inside the "invisible" shape and the mold at the bottom.


texts: Using script for select only flat or smooth objects

texts:
I can't find any python commands allowing to select only flat objects in my scene.
I make a script for select all flat object, smooth then, and apply a auto smooth 30°.
For the rest I can do it, but any idea for select by type object (flat/smooth) ?
Thx community !


texts: I want to simulate a membrane that should look like this. So, when some object fall from top over the surface, it will create a hole  (circular) in the layer and bend the objects like in the animated gif. Any suggestions or hints on how and where to start.


texts:
I want the planes affected by the object fallof to rotate towards the origin of the sphere. Basically what would track to constraint do. Is there a way to achieve that?

I have tried converting sphere¨s direction to rotation but didnt get the result I wanted.


texts: Add Image to Blender's VSE fails to display alpha channel transparency

texts:
In Blender's VSE (Video Sequence Editor), on trying to overlay a background video or image sequence with multiple foreground images (each containing transparency, or alpha channel, information), transparency is intermittently lost. Some images are shown with a black background, others retain their transparency.

Possible reasons?

NOTE: This question has been posted so that I can provide an answer derived from my own tests. As the question relates specifically to VSE, it has nothing to do with answers addressing 'Import Image as Plane', those referencing use of the RGBA output setting (which no longer appears to exist), nor those relating to alpha over / alpha under settings - which under these conditions have no effect.


texts:
how to make shape keys have several drivers, driven by single bone, and then they activate and then turn off when the bone moves to a certain value?

i mean having a driver to activate every shape key at the same time but with a delay in each one, i am using 0.01 as minimum to complete 1.000 to activate the value (using the equation -var x 100 or var x 100 (x is this sign actually *) depending the axis is going whether is positive or negative direction) but using this equation in every shape key in this case "lips-smile" which i made 5 variations, and they get activate together, and they cant be activated together because then this happens:

so they need to be activated and then turned off to let the other shape key to activate properly, so maybe each one has to multiplied the equation in this case (for example -var x 200, -var x 300 and so on) or do something with the generator modifier in the driver to see if it can get a delay with that instead (or not?), but the thing is that this has to blend as much as possible when the bone is moving in the y axis, so the 5 shapes keys should activate in 0.01 (in increments of 0.01, 0.02, 0.03, 0.04, 0.05) until 0.05 which is the maximum value i added to the limit location constraint to that "lips-smile" bone... so when a shape key passes the 0.01 maximum limit (0.00/0.01 = 1.000) then it should get turn off with the checkbox (or this can be done in the slider instead at the same time adding other variable to the driver?) when it passes that value and then the next one gets activated at the bone current position 0.01 (0.01/0.02= 1.000) until get to 0.02 and so on...


texts: How to export blender material files to Unity

texts:
I made this car with blender and I used some materials in my design.
I exported car and materials. When I use in unity I can't see the materials.  I try a lot of way but I didn't fix this problem. ( I used the paint mode but I want this different materials like emission for highlights. )


texts:
I have tried to make an animated pen draw a solid, curving line - with limited results! I tried dynamic paint, but couldn't get a decent line, just a big fuzzy mess! The best I could do was with a particle system, but that is made of dots and, the faster the pen moves the further apart the dots appear - not quite like the kind of line a pen makes. I don't want a pre-determined (animated) line, I just want it to draw wherever I make the pen go. Is this easy, or a bit of a tall order?

Dynamic Paint

Particle System


texts:
I'm making a lot of shape keys for my project and I need to do a lot of curves. And the best way to do it was always taking some edges and dragging them and after that select two more vertices from the sides.
Dragging:

Two vertices from each side:

And then I would have pressed the relax with iterations set to 25 and press it few times and it would be a nice curve but now I need to spam like a minute the relax button because somehow its doesn't do those 25 iterations.
25 and 1 have same results:

After undoing and setting to 1:

How to fix this? Restarting didn't help. Transforms Applied.


texts: how to make an addon with custom driver function

texts:
In my addon everything is working fine.... other than

bpy.app.driver_namespace["Driver"] = driver

It works if I enable the addon on starting blender, but once I save user preferences, then it seems to not run that line of code but everything else works fine, as far as I can tell

I have tried putting it in classes and in the register function but nothing works


texts:
As you can see from my image, I am trying to subtract the mesh "Subtract" from the mesh "Cube"

However blender is giving me the error "Cannot execute boolean operation"

What is causing this problem?


texts: Working on this fps animation and im trying to get the left hand to hold and move along with the gun like the right hand, but the gun bone has already been set a constraint for the right hand. The gun bone is also connected to the vertex of the gun mesh, so making another bone wouldn't work. Best way to solve this?


texts: Script for Random splitting a Mesh into n pieces with m%

texts:
I am trying to split a mesh randomly into N pieces by assigning user defined percentage (out of 100%) of faces to each nth-piece. As shown below.
In parallel, I would also like to have Random Seed that track history of these randomly split meshes .

I can select only 1 face at a time through the script but not multiple faces at a time getting following error .

This is my so far a try to accomplish this task:
    # Divide Mesh into n Pieces with m%
    # for example: if n=3, User ask to input percentages for Piece 1,2 and 3
    # The percent should be 100% and pieces contain random faces in the mesh
    # The combination of pieces selection should also be random seeded.

import bpy
import bmesh

myobj = bpy.ops.mesh
myobj.primitive_plane_add()
bpy.ops.object.editmode_toggle()
myobj.subdivide(number_cuts=3,smoothness=1)
myobj.select_all(action='TOGGLE')

me = bpy.context.object
bm = bmesh.from_edit_mesh(me.data)

for i in range(len(bm.faces)): #in my test case 16 faces in total
    i = i + 2
    bm.faces[i].select=True #select every second face-Just checking if different pattern of selection works.

bmesh.update_edit_mesh(me.data, True)

Once it select random faces in a mesh split them and make N pieces.


texts: I can't transform the "Body" Mesh anymore in Edit Mode

texts:
I'm working on a body mesh for a personal project and i think i made a mistake somewhere because i modeled the hand then joined it to the main body then i couldn't transform the body anymore.
The manipulator is "locked" on the hand meaning that whatever part of the hand mesh i select, it appears but when i select a part of the body mesh, it doesn't and doesn't "cancel" the selection too.
Here's the link to the file if you want to look for yourselves what the issue might be.
https://drive.google.com/file/d/14oCnIdfKQ8wDcb_-d-a2hKG5LpEQStqE/view?usp=sharing
Edit : File has been deleted since the issue got solved ! (Thanks again)

Snaping isn't enabled

Don't know if the explanation is clear enough but i can try to explain better if you need.
Thanks for the help and your time!
Aadam


texts: Reuse frames from normal speed animation to save time rendering slow motion

texts:
Let's assume I rendered an animation at 30 fps. Then I wanted to make it 60fps.
How would I make a script to tell blender to render only the in between frames that haven't been rendered yet?

I would also need to batch rename files for the image sequence to be correct but I guess that's something else.
Edit: Found "Advanced Rename" which works fine for this last part!


texts: new object is default transparent on blender

texts: I have deleted blender 2.92 and installed an older version (2.82). And I open a new project. The default cube on Blender is transparent. and on material preview, the cube is black. on render preview, it is working as expected. I do not know why on the solid mode it is transparent and on material view it is black?? The images are attached  please help me. I am a beginner and have started it recently. thanks in advance.


texts: How would I go about making rods that join two faces in an object with random scale and rotation?

texts:
So, as the question says, I would like to join the two selected faces of the object with rods.
To better illustrate what I mean, I did  this manually by randomly rotating the bars and using a boolean intersect modifier (I would want way more bars and varying thicknesses).

My first thought was to use a particle system, but I couldn't get it to behave in the way I wanted to. Does anyone have any ideas on how I could do this?


texts: Python - Render object with transparent background

texts:
I want to render an object with transparent background with blender-python script, but I don't know how to get the transparent background.

My script is:

context = bpy.context
bpy.ops.import_scene.obj(filepath=file_loc)
scene = bpy.context.scene
scene.render.filepath = 'my_render.png'
bpy.ops.render.render("EXEC_DEFAULT", write_still=True)

Thanks


texts:
So I've baked an ambient occlusion map for my model, and want to apply it now.

Currently, I have a material, which I've added two textures to:

A color map
The ambient occlusion map

(in this order)

Following one of the tutorials on Blender Cloud, I set the Ambient Occlusion texture's blend property to Multiply.

Problem is, this gives me a very dark result on the model, something like this:

Not to surprising when the AO map looks like this:

Those greys are dirtying my colors to around half their brightness when multiplied on top!

Is there a way to have the AO included, without darkening the entirety of my model? The other Blend options don't seem to cause the AO map to affect the base colors at all, except for Value, but I have no idea what "Value" even does, and it still darkens the colors on the model anyways.

Is there a better way to bake the ambient occlusion that you use?


texts: How to lock a menu (specifically Sapling Tree Gen)?

texts:
I am trying to play around with the Sapling Tree Gen Add-On, which allows me to create trees and modify them. But the problem is that the settings for the tree were in the Toolbox on the left (opened by pressing T) in earlier Blender versions. Nowadays, this Toolbox doesn't exist anymore. I found the settings as a little pop-out window after creating the tree, but as soon as I click somewhere else, this window disappears. I managed to reopen this window with F9 (Adjust Last Operation), but as soon as I perform any other operation (for example delete something), I can't open it anymore with F9, because by pressing F9, you open the "Adjust Last Operation" Window. And then adjusting the tree values is not the last operation anymore. Apart from the fact that I can't really use this way for a long time, it feels pretty hacky as well and it's very uncomfortable to work with.
I have been researching a lot in the internet and I couldn't find any answers. A detailed research in Blender didn't help as well.
Is there a way to pin that window somewhere and work with it all the time, no matter what I do or just another place where I can find this menu?
Thank you very much
This is how this menu looks like after creating the tree. But as already said, this window doesn't last long. But this is the exact same window I want. I just want a way to pin it somewhere.


texts:
Where do I find the attributes available for the fire rendering at Cycles (flame, color, density...). Where is the list? or at least, how do I find which ones are available? They are not listed in the custom variables (says it's blender's programming api? are they hidden?).

Everybody talks about them but I'm not able to find them, even on the official guide at blender.org. In fact, the help pages are outdated and contain nothing about the fire and smoke and fire modes for smoke dynamics and the parameters.

This question is, in fact, a general question:
Where do I find the attributes available?.

For reference:
http://www.blender.org/manual/physics/smoke/flow_object.html
There you can see it is always referencing a particle system. But in the volumes you have the smoke and fire AND fire options. Why doesn't it talk about it?

I'm using blender 2.74


texts: The blender program starts with a blurry interface

texts:
Hello.
The screen is causing trouble and I am asking questions.

Because of the nature of the model, I can only use the old version of 2.67 version.

When I run the program, I have a problem with the screen as if it were foggy unlike the latest version.
How can I solve this problem?


texts:
I have several plane objects on top of each other, but they all clip behind the largest one, which is supposed to be under all of them. I thought this is only viewport issue, but when I render, they are either hidden or clipping. So this is not about setting clipping distance. I thought it is because I have them separated only by 0,002 distance, but even when I scale the scene up it does the same thing. Some angles are OK, but in some angles it clips completely.
Its been a long day of blender not cooperating, I even had to reinstall. I just cant spend another 5 hours figuring this out on my own.
Hopefully someone will be smarter than me. Thanks.
EDIT: Well that was random. I turned blend mode of the largest object to opaque and it stopped the clipping. Still not great though - I need Alpha for the other planes. Currently they dont clip much, but that will probably change when I add the rest of the layers...
EDIT2: Knowing that the issue is with Alpha, I tried playing with those settings. Changing to Alpha Hashed seems to fix the issue. Still, would like to know if there is any way to make it work with Alpha Blend?


texts:
I want to avoid to cut all necessary supporting loops into the mesh instead I'm searching a non-destructive solution for multiple widths using the bevel modifier.

I tested the various options (edge crease, angle, vertex groups) but none of them seem to work in this case.

How can I have a bigger beveled edge at the red areas but kepping the smaller ones?

Here is the file (Blend-Exchange won't upload me anything.)
https://www.sendspace.com/file/ne0eiw

This is what I want to achieve:


texts: Textures and materials to show up while playing animation in 3d viewport

texts:
I am trying to get my textures and materials to show up in the 3d viewport while playing the animation of my scene. The textures and materials are showing in my 3d viewport. However, when i play the animation the objects do not move until i stop the animation.

Right now i have my method to display objects in the 3d view set to rendered. If i have it set to anything else, the textures and materials go away and i only see the blank objects, but they will move with the animation.

How can i get the objects to properly animate in the 3d viewport with textures and materials applied?

Clarification:

I press alt+A to run the animation. The animation plays, but none of my objects move like they are supposed to. Then i press alt+A and the objects jump to the location they are supposed to be at the frame where the animation stopped. I want the animations to move like they are supposed to while the animation is playing. I can stop through the animation using the timeline by pressing left or right arrow and the objects move. But i want this to work while playing the animation.

Thanks


texts: How to create a `files`-parameter for the bpy.ops.sequencer.image_strip_add()-operator?

texts:
I'm trying to figure out how to do things with Python in Blender and am struggling really hard to get even the most basic things done. The construction of the override-parameter in my script below is probably not ideal but seems to work.

The files-arg is of course nonsense. As I understand it I would need to construct a bpy.types.bpy_prop_collection of bpy.types.OperatorFileListElement. But I have no clue how to initialize either of them.

import bpy

screen = bpy.context.window.screen

area   = [area for area in screen.areas if area.type == 'SEQUENCE_EDITOR'][0]
region = [region for region in area.regions if region.type == 'WINDOW'][0]

override = {'window': bpy.context.window,
            'screen': screen,
            'area': area,
            'region': region,
            'scene': bpy.context.scene}

bpy.ops.sequencer.image_strip_add(override, channel=3, files=("test",))


texts: How do I make a Polygon Pattern in Blender?

texts:
I'm creating a logo reveal for my business as it's in need of one, however we want the background to feature a polygon pattern that raps around the entire scene like a sphere. It must not be a texture either as we want it to be 3 dimensional. I would create one off the bat by adjusting some vertices but it doesn't look authentic enough. I've got a picture of the sort of pattern we want but we'd have it on a much larger scale.

http://www.superbwallpapers.com/vector/blue-polygon-28641/

Is there a modifier or generator that can produce such shapes?


texts: Why do my object collapses when moving armatures?

texts:
I have rigged the model, when moving or rotating the bone my model deforms.

Weight paint of my model,

When manipulate the bone,

And I am pretty sure that I have weight painted model correctly, I used point weighting for this. Please someone help!
Blender file here.. https://drive.google.com/file/d/0BwKqh0sK7cfeOFBOMEZFTVNJMmM/view?usp=sharing


texts: How does Blender handle model scale when converting OBJ to blend?

texts:
I made the following model in MakeHuman: a man wearing a hat and some clothes:

https://github.com/hotmeatballsoup/blender-repo

When I exported him as an OBJ file, and then import that OBJ in Blender, he is huge (way, way bigger than the default grid):

Ultimately I plan on saving him as a blend and then using that .blend file in a game (that uses an engine which natively support Blender assets). But I'm a little confused about how size/scaling works in Blender.

This is a man of reasonable height, so say for the sake of the argument, he's 6 feet tall. In my game I need him to look like he's this height, and to appear neither tiny (Ant Man size), nor huge/giant-sized. However, in the game, perhaps the player does something that makes him either grow to be 50ft tall, or shrink to only be a few inches tall. Clearly, models have to maintain some kind of "display scale" or size metrics, so that the program displaying/rendering them can present them at the correct perceived size, relative to the viewpoint/camera.

Why did Blender import my OBJ file with the model being so big (or is this just me not understanding/interpreting what I'm seeing correctly)? What can I do to "fix" this model - in OBJ format, but from inside Blender - so that he is the "correct" size (again, this could be tiny/several inches, normal/6ft or gigantic/50ft, depending on what's happening in the game)? And how do I make sure that when I convert the OBJ to a .blend file these size corrections are maintained?


texts: baking normal maps for games. Smooth shading issues

texts:
I've been working on some game models lately, and I was wondering if the smoothing shading is gonna be an issue?

I was wondering: do I have to use autosmooth  or sharp edges and make it look better? Because I've seen some people doing that and others don't care about it. What's the right way to proceed for the best result? I'm gonna bake normals and texture the model in substance painter, in case the info is relevant. Obviously, the high poly model shading looks ok after with a subdivision surface modifier.

Hopefully I've been clear!


texts: imported rhino .obj shows 0 faces 0 verts 0 tris

texts:
I'm exporting a model form rhino as an .obj importing it into blender, which then gives me no viewable model but is named in the scene collection?

is it something im doing wrong in rhino???


texts: Shadow from texture not showing up because of a transparent shader

texts:
I've used a texture on a plane for this sunflower, but instead of only the diffuse part of the mix of shaders casting shadows, the transparent shader is also casting a shadow with the shape of the 2x1 plane, where as I said earlier only the flower should cast the shadow as it is a diffuse shader.
The texture is packed into the blend file.

Texture link:

http://s2.postimg.org/thhlmfi15/tilemap.png


texts: A graphics card and driver with support for OpenGL 3.3 or higher is required error

texts:
I can't execute newest Blender 2.80, it says that I need a graphics card that supports OpenGL 3.3 or higher
ERROR: A graphics card and driver with support for OpenGL 3.3 or higher is required

Processor: AMD A6-3670 APU with Radeon(tm) HD Graphics, 2695MHz
BIOS Version: HPQOEM - 1072009
Dedicated GPU: AMD Radeon HD 6530D Graphics

This is a very old PC, but when I search online it seems that theoretically Blender 2.8 should run since my openGL is 4.4


texts: How to create Light smear in blender animation

texts: In this picture, I'd like to make Light smears to express much more speeds in animation. How can I do this?


texts: How to make a bone pull other bones dynamically?

texts:
So, I'm relatively new to blender, And I've been working on a steam train with carriages for the last couple of days.
I wanted to rig the train so that, when I pull on an IK bone, the train will follow it dynamically, like a snake.
Here are some screenshots to illustrate my issue:

This is the train model. All the carriages are separate objects.

This is the model with the rig.

And this is what happens when I try to add IK bones. Everything just goes crazy.
Would appreciate some help with this issue.
Sorry if I used the wrong terminology.


texts: Get the location in world coordinates of a bone's head and tail while in pose mode

texts: I have a bone and I need to get the location of its head and tail. I know that I can search for the corresponding edit_bone, but this list is only filled in edit mode. Is there a way to get both locations from within pose mode?


texts: How to I subdivide a mesh so that it fits into a bounding box?

texts:
This is a python question. What I want is a function that takes a mesh M and a bounding box B (This bounding box can be axis aligned or on an arbitrary angle. This detail isn't important, which ever is easier to implement, so it's okay to restrict B to be an axis aligned box if it helps) I want a new mesh M' that is subdivided so that M' fits perfectly into the bounding box B. To make it more clear, if a polygon P in mesh M is partially inside B and outside B, then that polygon needs to be split into P1 to Pn, and only the polygons inside B are returned; the rest are discarded.

I want this to be non-destructive, so M' shouldn't be added to the scene, nor should M be changed in anyway. I just want a new mesh that's not a part of the scene, so that I can export it. I already know how to split polygons by planes and implement this from scratch, however, I want to know how much of this is already implemented/not implemented for me within blender's libraries. It seems non-trivial to do this from scratch, and just using my linear algebra knowledge.


texts: Get Object or Space X,Y,Z Coordinates from UV Coordinates

texts:
From within python, I'm looking to get the (X,Y,Z) coordinates in global space of where the dots are in my UV image.

So for an X,Y coordinate in a UV image, how do i get the (X,Y,Z) of where that coordinate was placed in global space?


texts: AO Bake has random black pixels on some faces

texts:
This is what my baked AO texture looks like (not in all places -- for most faces it looks fine):

What is the cause of this?  What can I do to resolve it?  I do not have any overlapping UVs and my mesh is manifold.

Here is the mesh if you would like to take a look: http://pasteall.org/blend/34604

Thank you all for your help!


texts: How to call python animation node operator?

texts:
I have a problem i can't resolve.
Here is the context :
I have a blender file, i am using animation node addon.
I have a animation node tree with a empty string list node.
The elements in the list should be created programmatically with python.

When i call the create animation operator in a python console inside blender, the execution works:

Here is the create element operator :

bpy.ops.an.invoke_function_1(invokeWithData=False, confirm=False,
                                 callback="#('executeNodeCallback', (('NodeTree', 'summary_list'), 'newInputSocket'))",
                                 passEvent=False, data="None")

But when i call this operator from calling blender in the command line with a python script like so :

blender 'my blender file.blend' -P 'my python script.py'

Creation Operator is called in 'my python script.py'

I get this error in the command line terminal and the element is not created:

AttributeError: Calling operator "bpy.ops.an.invoke_function_1" error, could not be found

Any ideas of how to solve this error?

Thanks.


texts: In a fluid simulation, how can I make an "inflow" fluid type pour into a "fluid" fluid type in one simulation?

texts: For example, how could I have a water pump pour water (inflow) into an existing pool of water (fluid)?


texts: Where can I find the source code of sculpt mode?

texts:
Im developing a new behaviour for sculpt mode, but I couldn't find the source code.

How can I view and/or edit the source code?


texts: How come the Blender 2.83 Splash Screen by Ian Hubert takes so much less time to render than my Doughnut tutorial?

texts:
I'm completely new to blender and going through the Doughnut tutorial at the moment. I'm working on an old laptop (GTX 850M, i5-4210U, 8GB RAM) and the doughnut and cup together take about 10 mins to render.
So just for the fun of it I decided to download the Blender 2.83 Splash Screen by Ian Hubert and render
it on my machine, expecting it to render for something like a day. :P
But to my surprise, it took only 47 secs to render!
I realize that the splash screen is using Eevee and the doughnut tutorial uses Cycles but my mind was still completely blown by the time difference.
So my questions are:-

What are the most important factors contributing to the less time taken by the Splash screen? Or should we just chalk it up to Ian being an actual Blender god?!

More importantly as a beginner, should I spend more time and effort learning to use the Eevee renderer seeing that it takes much less time?
Or is it that the more experienced you become on Blender the difference between the two render engines becomes less pronounced and you can master both of them?


texts: Is it possible to convert hair to alpha planes?

texts:
In Zbrush you can groom your hair, and then convert that to alpha planes. I'm curious if it's possible to achieve the same result in Blender?

I tag particles because that seems to be what people in other communities recommended. I've checked a few video using particle system for grass but I can't find anything related to grooming or direction controlling.

An example of what I wanted to do is this little guy here. The planes need to follow different directions in different area. Such as spreading out from the eye following the edge loops.

https://www.artstation.com/artwork/56wLO

Thanks in advance.


texts: Do vertex groups have a property like 'hide_render'?

texts:
I want to make a video, where the points of a .ply pointcloud appear one after the other. I already made a script, where I placed a cube object at each desired point, joined it to the rest - I only want to see one "Face" object in my outliner - and made a vertex group representing the point.

I now wonder how I can first hide the whole object and than let all the vertex groups appear one at a time.

I would have expected something like the object's .hide_render function. And utilizing the mask modifier would require some extra thought as it is working the opposite way.


texts:
How can one simulate a real bullet distortion effect in Cycles, like in this image:

I'm mainly concerned about that funky trailing directly behind the bullet. This image is a shadowgraph of a supersonic bullet, and not directly visible, but I was wondering about adding that Hollywood factor by having a three-dimensional distortion trailing behind the bullet.

Any help would be very much appreciated. Thanks in advance :)


texts:
Even I think that this is a more general question in art, guys at graphic design stackexchange told me to ask it here..... So:

Here's a simple image I took from pixabay, in a video about compositing, (I'm using blender's compositor here, but the general principle should apply), the author said, "in this image, there's more tinge of yellow, so to get rid of more yellow , we increase the saturation (Hue was yellow-ish) of this white level"

Which is basically increasing the amount of yellow: This is my example of how it was done, since I cannot include the author's original tut's image:

Before:

After:

You can see that the yellow tone does come down.

But, I'm not quite understanding this principle and how does this analogy apply for the black level i.e. What if we set the RGB value for the Black level to be something yellow, how does it alter the image? (I mean I could see it in the compositor but I'd like to know the theory)


texts: Why is my object getting clipped when I render?

texts:
Im trying to render a tree but whenever i render it, the background seems to clip the tree.
Heres what im talking about: By the trunk of the tree is where the error is.

Here is the blender file: tree.blend


texts: Why doesn't Blender support OpenCL on NVidia cards?

texts: I saw the existing question Why doesn't Blender detect RTX 2060 with OpenCL? but it does not really answer this question but just stating that it does not support it. I would like to know why. OpenCL is an open standard, so it is not manufacturer-specific, is it? I would probably choose OptiX even if OpenCL were available, but why doesn't Blender even give an option to use OpenCL when the card is Nvidia? There shouldn't be extra work for the developers to support OpenCL on Nvidia, is there?


texts:
I'm trying to create a spherical lithophane in Blender 2.80 for 3d printing. I can create a sphere and hollow it out, but the inside of the sphere has the same texture as the outside (For a lithophane one side of the surface has to be smooth). I have created the sphere used displacement to create the surface texture, and then subtracted a smaller sphere from it to hollow it out. Trouble is the hollowed sphere then has the same texture as the outside. I hope this makes sense to somebody and you can let me know where I am going wrong.
Cheers
Dave


texts: Corner Pin or Vertex Corner pin for projector spot lamp

texts:
I have a spotlamp (set to box) and a 1920x1080 proportioned plane I want to project an image texture/video  on to. The lamp is at an angle and I can't access the corner pin node (is it called something else in blender 2.83)?
Basically I'd love to define the four corners instead of trying to guess and check with this node setup, visible below. Can I get some tips on how to do this? Is there a way to have it scale correctly and find the edges so I can freely move the lamp around and have it always project on to those four vertices?
EDIT: The functionality of this would be the following-- the origin of the light source could go anywhere while the mapping stays to four corners that are established via selected vertices.
Is there a way to do this?


texts: My Donut sprinkles not showing in rendering my blender?

texts: My Donut sprinkles not showing in rendering my blender version v2.79  i m begginer i need help please My project link https://drive.google.com/file/d/1wX9mngWBoK5XGccuJMY8Iz3b0koTypxy/view?usp=sharing


texts:
So i have been trying to model a neck ruff similar to the one in the picture, but i'm not sure how to go about it at all, i need to create a neck ruff that can be used within a cloth simulation and appreciate any help i can get. though, if you know how to model a neck ruff, but are not sure if it would work in a cloth simulation i'd like to know anyways.

.


texts:
In this question there is a screenshot showing the ability to set render border settings. However when I use Ctrl-b and select an area I don't see these settings in the options area, it just shows the text "Set Render Border" with a blank area (Blender 2.73b).  Was this ability removed?

I'm mainly interested in these settings to see if they can be interpolated in an animation.


texts: Code to put a Grease Pencil point at the current mouse position?

texts:
Given that a Grease Pencil object is active, and I'm in draw mode, i'd like to create a script that places a new Grease Pencil stroke, with just one point, at the current mouse position in the 3Dview. The script would ultimately be mapped to a keyboard shortcut.
I'm having a hard time finding the relevant commands to achieve this. In particular I don't know how to  have the point position reflect the mouse position.
Any pointers much appreciated!


texts: Calculating the Blender Camera to Match a real anamorphic Camera

texts:
So, I'm trying to model an object based on a film.  I have several angles of the object from the film, but I'm trying to set up Blender's cameras to match the actual cameras used on set.  I know that if I can determine the filmstock used, I can match up the 4 shots and get a relatively accurate representation.

I know the film was shot on 35mm film (not super 35) which has an image plane width of 21.95mm, but I also know that it was shot with anamorhic lenses giving the image a 2.35:1 aspect ratio.

So, here's the real question:  If I want to match Blender's 3d cameras with the real ones, do I give the Blender camera sensor a width of 21.95mm or do I multiply it by 2, since it's using a 2x anamorphic lens, for a width of 43.90mm?

Edit #1  I was just thinking about it an in the Blender camera tracker there is the option to change the pixel aspect ratio.  I just realized maybe if I add in the data (sensor width, and correct 2:1 pixel ratio) and track the shot, it may come up with the correct focal length, and when it puts the camera back into Blender, I can see what values it uses... but if anyone can give me any input in the mean time, (or in case that doesn't give me something useful) please feel free to share!

Edit #2  I tried this and the footage itself distorted out to 2x the 2.35:1 ratio, so now I guess I'll resqueez it so that Blender can then re-desqueeze it... rolls eyes


texts: Is it possible to use both Blender Render and Cycles in one render?

texts:
If I wanted to use cycles for a (example) floor and blender render for a (example) humanoid figure, how would I go about doing it? Is there a non complicated way to combine both cycles and blender render in one render output?
Thanks!


texts: Turn an object according the normal of a selected face from second mesh

texts:
I'm trying to find a way to place an object on the selected face from another object according the normal face.

I'd like the local orientation of my first object correspond to the normals of the selected face from my second object.

This is my code.

import bpy
import bmesh
from mathutils import Vector

class TestPanel(bpy.types.Panel):
    bl_idname = "object.test_panel"
    bl_label = "Test Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        layout.operator("object.clone_object", text="Add Suzanne")

class AddCloneObject(bpy.types.Operator):
    bl_idname = "object.clone_object"
    bl_label = "Clone object"

    def execute(self, context):

        if context.object.mode == 'EDIT':
           bpy.ops.object.mode_set(mode='OBJECT')
           obj = bpy.context.active_object

           bm = bmesh.new()
           bm.from_mesh(obj.data)

           selected_faces = [f for f in bm.faces if f.select]

           for face in selected_faces:

               face_location = face.calc_center_median()
               loc_world_space = obj.matrix_world * Vector(face_location)
               z = Vector((0,0,1))

               angle = face.normal.angle(z)
               axis = z.cross(face.normal)
               bpy.context.scene.cursor_location = loc_world_space

               bpy.ops.mesh.primitive_monkey_add(radius=0.5)

               bpy.ops.transform.rotate(value=angle, axis=axis)

               print("face location = ", loc_world_space)
               print("angle = ", angle)
               print("axis = ", axis)
               print("Suzanne = ", context.active_object.matrix_world)

           bm.to_mesh(obj.data)
           bm.free()

           return {'FINISHED'}

       else:
           self.report({'INFO'}, "Need to be in edit_mode")

           return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

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

if __name__ == "__main__":
    register()

The X and Y axis are good, but the Z axis seems not to undergo rotation.


texts: Fixing normals after separating mesh into new objects

texts:
I have small problem, let say I have this mesh:

At the end it needs to be split into separate chunks/objects (in this example it's split in five chunks) like this:

The problem is that normals are wrong as opposed to original mesh which makes shading go wrong (visible seams between objects). I've tried to use Auto Smooth and it's quite better, but still worse than original mesh.

This mesh is just an example of my original mesh which at the end will be exported in order to be used in external game engine with OpenGL as a backend renderer, so for OpenGL it doesn't matter whether it's rendered as one object or not (I'm NOT using triangle strips) as long as normals are the same as were before. Is there a possibility to separate mesh into objects while maintaining original normals?

Thank you in advance.


texts: Saving UV map co-ordinates to a .blend file after stretching and re-positioning unwrapped UVs over an image texture

texts:
I've been creating a model in blender 1.79 but have just upgraded to version 2.83. When I open the .blend file in 2.83 and re-assign the material to my object the UV maps aren't in the same position over my texture as they were in 2.79. I originally unwrapped the object and manually positioned the UV vertices to suit my texture and I can see that there were overhanging vertices in my blender 2.79 version, however, in the 2.83 version the UV maps seem to have been set to the edges of the texture image which offsets the image.

My question is how can I save my UV maps (as I position them) in 2.79 so that they import the same in version 2.83.
I know I can re-position the UV maps manually, but, I have a lot of custom models so I wanted to know if there was a more efficient option, or, whether I'm missing a step in my modelling process.
Thanks all :)


texts: Is there a way to set vertex color of selected vertices with single click?

texts:
I have some objects that I want to set the vertex colors of.  While I can use my tablet to do this in vertex paint mode, for the project I'm working on, I just need to flood fill the selected vertices with my current color.

Basically, I want to set all vertex colors to black, then pick a few faces and set the vertex colors of those to bright red.  Is there a faster way to do this, or do I have to hand paint all the colors?


texts: So I made a mask of a clip then applied it to the same clip in the video editor but part of the mask is missing. Mask:  Video:


texts: How to set object's rotation from python?

texts:
I have more than 100 objects and I want them to point in a particular direction depending on their position. To move them to a particular position, I used:

bpy.context.scene.objects[""].location.xyz = ...

Is there similar command for setting the angle of rotation for an object?
I am working in a crossroad with two lanes. The position of the cars are taken as input. So according to their coordinates  they are placed on the road, pointing in the direction they need to. The track to constraint is not applying the correct direction to all of them. I checked my if condition. Some of the objects are getting hidden unnecessarily.


texts: One time I accidentally was able to move the roots of hair with the comb tool but I have never been able to do it now that I need to. How can I move the roots of hair particles?


texts: Motion tracked Video doesn't show up in the render or in the compositing tab

texts:
I tried to add a 3D object to a clip by following a youtube video. But clip doesn't show up in the render or in the compositing tab. It show up even in the camera view. I didn't change any settings.
please help.
Thank you.

And the  rendered images has only the cube in it like in the picture above.


texts:
I am currently designing a track in blender for a racing game in Unity.
My question concerns the side walls:
If you look at current formula e games like Real Racing, there are commercials all along the side walls (e.g. DHL, Visa, ...). I also want to randomly distribute different commercials along the racing track.

Are there any common/best practices for doing this?


texts:
I am having a issue when rendering using cycles, objects disappear and black blocks seem to overlay parts of my textures. this seems to happen at various different angles when the camera is moved around the scene.

Screenshots of material and rendered attached.

Any help would be massively appreciated.


texts: How to create a Light with the Python API in Blender 2.92

texts:
I want to automatically create a point light source, but I can't get my blender script to work.
Im using the latest blender version 2.92.
After loading the default scene and loading my my obj model, I first delete the original light and then create a new light source:
# remove default light
bpy.ops.object.select_by_type(type='LIGHT')
bpy.ops.object.delete(use_global=False)

# Create new light
lamp_data = bpy.data.lights.new(name="Lamp", type='POINT')
lamp_data.energy = 1000
lamp_object = bpy.data.objects.new(name="Lamp", object_data=lamp_data)
bpy.context.collection.objects.link(lamp_object)
lamp_object.location = (0, 0, 2)

In the Cycles viewport I can see that the light is illuminating my object, but when I render with F12 my object is just black, see the screenshot
What am I missing here?


texts: My tooth wont stay and all my other ones are :s

texts: I am making a nutcracker. I joined all the teeth to the face. I weight painted them all also because they weren't sticking with the bone. All of them moved with the head and the bone which is what I wanted. But one problem was just one tooth did not want to stay put. After joining and weight painting, why is this still a issue?


texts: What algorithm is used for "beauty" triangulation

texts: When applying triangulation modifier, what kind of algorithm does Blender use when choosing the "Beauty" option for quads or polygons? Is it Delaunay triangulation on individual polygons?


texts: Is it possible to emit hair particles from vertices as objects without overlap?

texts:
I'm trying to construct a low-poly deathstar-type surface using a collection of square panels randomly placed along a surface. I'm using a hair particle system, render as collection, emitting from vertices, however due to the random placement of the objects some vertices of the surface get no panels and some vertices get more than 1 panel.
Is it possible with the particle system to specify that only 1 object should be put at each vertex of the surface?


texts: Select object by clicking it (not based on origin)

texts: I have a very annoying issue, I have set left click select. The problem is that when I try to select an object Blender will not only choose the object based on the origin that is the closest 90% of the time but it also selects more than 1 sometimes. I want to select what I click on regardless of which origin is nearby. I can't find any options for this.


texts:
Is there some way to set the location and scale of background images in the 3D view by dragging or using the mouse/3D cursor to align it, similar to AltMMB in Composite nodes?

Setting the location with the X and Y sliders can be quite difficult, especially since Shift seems to have no effect on those values.


texts: Having a problem with connecting hand to wrist/arm. I've tried a few different methods, and so I've found the best one that looks the best, but there's still a clear divide where the two are connected. Looked for interior faces, doubled points, etc., but nothing of that sort. Is there an easy fix for this?


texts:
I've tried to use curve method and also have tried to add texture on it. But my ways didn't work or I did something wrong.

How can I write for example "Aceton Box" on this object ?


texts: About "Enabled(Object contributes to the fluid simulation)"

texts:
I'm sorry, my English is not good.
The following sentences are translated by "Google translate".
Also, I am Blender beginner.

My question is about Fluid-Control.
It seems that Control(gravitational force) is applied in the frame where it is not "Enabled" as marked the image.
The same phenomenon did not occur when the Control was changed to the "Inflow".
Is this my interpretation wrong?
Or maybe my Blender is defective?


texts: How to transfer shape keys to object of different geometry?

texts: I have a human object with shape keys and I created a beard object for it. Instead of painstakingly creating new shape keys for the beard, is there a way to transfer the shape keys data from the human object?


texts:
I have a really huge UV map somewhere in my UV image editor, is there a key shortcut to scale it down and position it within the image?

Using scale and grab takes forever.


texts: What might be causing this blocky shading on my model?

texts:
I have a model that I sculpted and retopologised in another application, and then imported the retopologised mesh into Blender with a normal map.

The mesh is around 9200 verts, and I have smooth shading turned on.

I am getting an odd shading artifact in the form of jagged edges:

While the surface is not perfect, it seems more than smooth enough that this artifact should not be happening.

The object has a normal map applied (baked from the high quality sculpt), but I can turn that off an get the same thing:

Here is a shot of the wireframe:

Is this abnormal like I think it is? What might be causing it? I have checked the mesh for everything I can think of.

EDIT: I have made the file available here (20M, sorry):


texts: Seeing black lines in my render using Cycles with GPU compute

texts:
So I'm doing the blender donut tutorial by blender guru and im at this video https://www.youtube.com/watch?v=ZTxBrjN1ugA&feature=emb_rel_end
whenever I render with Cycles and GPU compute I get these strange black lines:

For some reason when I do it with CPU it doesnt show them and CPU rendering is for some reason way faster than GPU compute and I get this clean image:

My GPU is an AMD RX460 and yes I have updated drivers and no the GPU compute option isnt grayed out.


texts: Why is there no subtracting effect for sculpting brush?

texts:
I would like a small help with an issue that occurs while I try to enter Sculpt mode.
I don't use Dyntopo (don't want to add more faces to my mesh that I have nor to break and add new. I am working with what I have and just wish to "reorganise" them a little bit).
Sadly, I can only add to my mesh, but I can't use subtracting brush effect. The Ctrl doesn't work (opposite to what I am doing) and I can't even find the add/subtract option in my tool panel. What am I missing here? Could someone advice me what to do so that I don't use always Ctrl+Z and do it over until I reach my desired form?

I am new to sculpting, I have watched some tutorials but I just can't find the add/subtract nowhere in "normal"(?) sculpting mode (again, not in dyntopo!).

Thank you in advance.

EDIT: found my problem, it looks like that the F smooth doesn't have an add/subtract option. I just want to smooth a little bit out and then work around that. Sorry for the waste of space.


texts: Transferring UVs from low poly to high poly model when UV transfer isn't working

texts:
So I'm trying to transfer my UVs from my low poly model to my high poly, in order to back my high poly sculpt detail to my low poly model. UV Transfer won't work, it is saying that it's expected one face count, and found another. It cancelled the operation.
I tried exporting the UVs from the low poly, then adding them to the high, but when I baked, it was blank. Maybe I need to attach the Uvs somehow? I think it's just an image in the UV space but not actual UVs.


texts: Wave texture change values by python code

texts:
I'm trying to change the values of Wave Texture (Shader Editor) by python:
I mean that I what to change the value of Distortion or Detail Scale by python code.
wave_texture = bpy.data.objects['plane'].active_material.node_tree.nodes['Wave Texture']

I stack at this point, how I get and set Distortion for example.


texts: Workaround for Resuming Fluid Simulation

texts:
Suppose I have a fluid simulation I have just baked and want another second of it.

Are there any drawbacks to applying the fluid simulation to the mesh (in the modifiers tab) then having that new mesh act as a fluid?

Both the answerers at Is it possible to pause and later resume a fluid sim bake? and How to resume baking fluid simulation? say it is not possible to resume a fluid simulation.

EDIT: The only drawback I can think of is the velocity it is moving at. However, that means that both stationary fluid and fluid moving in  a single direction can be resumed (there is a setting to set initial velocity)

EDIT 2: Now that I think about it, it is possible to split a single mesh into multiple smaller meshes. This way it is possible to set a different initial velocity for all the fluid parts.


texts:
Me again. There are lots of tutorials on fluid simulations but none on how to render them, LOL! I’m obviously missing something. When I try to render all I see is the domain cube! If I turn off the domain cube from rendering I can see what’s within but no fluid simulation. What’s up? Using Eevee.

Rusty


texts: Cycles Render settings for Bake Texture for Game Assets

texts:
here I'd like to find out how to set Bake Texture settings for baking interior with the light path in Cycles Render. I have an interior and several objects that I'd bake the texture on this scene:

As u can see, I'm using several light paths and several emission materials on a certain object. Below are my current settings for sampling and the light paths:

And also here are my node editor settings:

After I baked it, I got a terrible result like this:

There are a lot of noises, and not recommended for game assets. So what should I do to get a realistic baked texture by using cycles render to solve this? Thank you.


texts:
How can I make a net of nodes like this:

Here's the reference video example: https://youtu.be/rTzGMcOd8D0?t=7
I know it's possible by extruding the curves and joining them. But I want to make it quick.


texts: How to call F6 menu after calling solidify mesh command?

texts:
When you call bpy.ops.mesh.solidify() Blender will add the mesh but NOT show you the solidify dialog. To adjust it you have to press F6.

I assumed that adding bpy.ops.redo_last() afterwards would do the trick but I think this does not work as expected as no UI appears. And if I press F6 I think a UI opens that appears more to show the dialog for the class I defined and not the solidify command that is part of the class.

Do you have an idea how you have to script this so when executing the script
the solidify command is executed and then the F6 menu for the solidify command will be displayed.

class SolidifyDialog(bpy.types.Operator):
    bl_idname = "solidify.dialog"
    bl_label = "Solidify Dialog"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.mesh.solidify()
        bpy.ops.redo_last()
        return {'FINISHED'}


texts: Is it possible to use an animated texture to control smoke?

texts:
I am attempting to use an image sequence to control which parts of my mesh emit smoke over the course of an animation.

I have set an image sequence to a texture in the Texture Panel, and pointed it at the image sequence I would like to use.  The image in the preview panel appears correct, though it only updates when playback is stopped, or when moving frame-by-frame.  Regardless, I then set this texture in the smoke flow object, under the Texture tab (mapping is set to UV).

Unfortunately, the texture does not appear to update over the course of the animation.  It occasionally updates when I change a setting in the smoke emitter.  The effect is that the smoke emitter appears to only use a single frame of the image sequence as a texture, and does not change each frame as I would like it to.

Is there a workaround to get this to work?


texts: How to generate contours around a mesh with modifiers?

texts: I am making a shoulder armor easily editable. I want to keep the original flat mesh and generate the golden contour like you can see on this image by using modifiers:


texts: Thread limited processing in 2.8 builds?

texts: I have been trying the 2.8 Blender Bot builds. None of them have even attempted to use more than the first 16 processing threads of my Threadripper CPU, leaving 75% of the computing power idle. Many 2.8 features "burn up" these first 16 threads. Is it possible to use these builds across my entire 64 thread CPU?


texts:
Does Blender have any function to create a sort of padding/margin in Edit Mode? Let's say I have a plane and I'd like to have a smaller plane inside of this first one with even distance towards all the edges.

Please take a look at the image to see what I'm talking about:


texts: I've been rigging my own models and lately I see a lot of models with weird outlines instead of the normal bones I use.(Like the ones shown below) How do I make these?


texts: How do I fix a car door that is wavy along the edges and has weird textures

texts:
I am a newbie to Blender and I am making trying to make a car for my second project. I really don't know how I'm going to make the car door look right. It is physically wavy and not straight along it's edges and the window also has flawed texturing. Think coloring outside the lines, that is basically what it looks like. It also has some lump of car door materials on it.

Here's the link for the .blend file.
https://drive.google.com/file/d/1Ow57h42HAXOqnergJRW6F-XNVzlggGc4/view?usp=sharing


texts:
My mesh looks torn with little holes when it's transparent but totally fine when opaque. Any idea what could be causing this and how to fix? EDIT: none of the holes are visible in edit mode, only if the object is transparent in object mode. Thanks!

Here I have some images. All are in object mode without any modifiers at all.

Transparency:

No transparency:

Again, no holes are visible at all in edit mode and are only visible when the object is transparent in object mode.

During a render with transparency on, it looks fine too! Only in the 3D viewport with transparency there is noticable tearing/blocky-ness.


texts: How to put an Image Texture over a material in Cycles

texts:
I've scored the internet looking for a solution but I have yet to find one that works with my current set up. I have a face drawn over my uv map and I want to apply it to my object.

Everything but the eyes are transparent.

I want to be able to add this to my object which already has a material without the material altering the image texture or the image texture being applied and the material being covered.

Here is my node setup:

I'm just not sure where to put the Image Texture Node. ANy thoughts?


texts: object array normals changing along curve

texts:
In order to model a zipper, I duplicated an edge from the cloth and converted it to a bezier curve. Then I attached an array and a curve modifier to a helper plane. Eventually I parented the zipper tooth to the plane. This workflow is recommended for Blender 2.8 in order to avoid object distortion.
It works with one exception: the plane normals and thus the tooth orientation change along the bezier curve. It starts out fine:

but further up along the curve the plane normals incline:

I would expect the plane normals to stay parallel to the bezier curve along the whole distance.

Well, the bezier curve itself changes direction as well, but the plane normals should follow that change and not rotate relative to the curve.

I've been fiddling with this for some time now and can't find an explanation / a solution. Please help.

Link to .blend file


texts: Render is all gray, tried multiple things

texts:
I'm trying to render an animation I made using blender models and textures, but all I get is a grey screen on the Rendered viewport and output.

On the left there's a Rendered Camera view, and on the right my objects in the Solid Viewport

I tried doing some researching to see what I was doing wrong, but unfortunately I couldn't find anything. Here's what I've tried:

See if something is up with lighting and camera, and apparently it's not;
Disabling "Sequencer" from Render > Post Processing;
Switch from Blender Render to Cycles Render, but it didn't worked either and the output it's the same;
Copy one of the objects from the original scene and place it on a new Blender file, containing just the starting cube. When I rendered through Blender Render, I could only see the cube. However, when rendering through Cycles, it rendered both objects with their following materials.

Here's the experiment on a new Blender file, and the Rendered view shows both objects

Do you guys have any suggestions of what my problem might be?

EDIT: addded .blend file below.


texts: Cycles render is blank and camera object changes

texts:
I have this problem where my scene render is blank, and I think I've figured out why, but it's weird.
I set my scene camera to the actual camera object:

But when I press f12 the render is blank. Not black, but transparent. Then for some reason, the camera object switches to 'bulb' by itself

Please help me out, this makes no sense.
 You can download the blend file here.


texts: Building corners: How to connect 2 walls with a straight corner

texts:
Hello I'm strugling with this task that I suppose should be quite easy :P

I've two walls with the same shapes and profiles, those two should be placed at the corner of a building, I'm looking for a way to close the gap between the walls. I could probably do it manually, but I'm pretty sure it should be done in an automatic way using some techniques or tools that I'm not aware of.

Attached you find an image with top and perspective views, in green the result I'd like to obtain (sorry... it has badly hands-drawn) probably it is not very clear from the image, but I'd like to close the corner continuing the wall shape having the two walls "merged" at 90 degs.

Any idea?


texts: How can I make the deformation to a canvas mesh in dynamic paint permanent?

texts:
With dynamic paint on a canvas, in Vertex format, I used the "Waves" surface type option in the "Dynamic Paint Advanced" option . The canvas becomes deformed as expected when I press play in the timeline. Now I want to make the deformation in a certain frame permanent so when I enter edit mode, the deformation is still there. Is it possible to make it permanent?

(I found that if I export the canvas to fbx on a certain frame and re-import it, the deformation is there, but I'm wondering if there's a faster way to do it.)


texts: My Outliner and Properties editor dissapeared... how do I get them back?

texts:
Help this keeps happening and I lose my whole projects because of it:
As you can see in this image its not there...


texts: Material won’t render, but does show up in the 3D viewport with “Material shading” (project file included)

texts:
Today I came across a strange problem: a material just won’t render, model is just white! Object is showing up textured in the 3D viewport with “Material shading”

, but it’s completely white in the render

Render engine is Cycles. Nodes are used.
Object has a single UV, so UV is not the problem.


texts: what have I done wrong with this piece of code?

texts:
player = logic.getCurrentScene().property["Player"]

property ever was objects but I wanted the commands after this line to be applied to more objects so I thought let's do it with a property. It doesn't seem to work, which I already expected because I am new to python, but can someone help me please???

 from bge import logic
from mathutils import Vector

GRAVITY = 9.8

def main():

    scene = logic.getCurrentScene()
    cont = logic.getCurrentController()
    own = cont.owner

    for obj in scene.objects:
        if "gravity" in obj:

            # Get vector to planet center

            down_vec = Vector(obj.getVectTo(own)[1])

            # Apply force in that direction to simulate gravity

            down_vec.magnitude = GRAVITY
            obj.applyForce(down_vec)

    player = logic.getCurrentScene().Property["Player"]
    up_vec = own.getVectTo(player)[1]
    player.alignAxisToVect(up_vec, 2, 1)

Can someone just make the section of Property["Player"] work, so 'player' refers to every object that uses the property "Player"?


texts: Can viewport playback be improved by moving elements to other layers?

texts:
I am currently working on project that is made entirely of 2-D elements, images-as-planes.  I have the whole scene on one layer right now and the viewport playback speed has slowed down badly.  I have changed the fps to 24 and have checked "frame dropping" but the best it can do is 15 fps.  If i moved parts of the scene to different layers and then made them invisible would I be able to improve viewport playback speed? All of the elements are images-as-planes and are being loaded from an external hard drive; is there a way to bake an image-as-plane so it does not have to be loaded over and over?

Would packing all the external data into the Blend file reduce the problem?

And finally, if 15 fps is the best I can do with the viewport, is there any problem with rendering the final project as 15 fps ?

Thank you!


texts: How can I export my blender file to unity so it saves all materials and textures?


texts: Does Blender support texture with straight alpha

texts:
My question is simple: does Blender support texture where RGB is color, and A is a grayscale texture (not transparency)?

The image file can be PNG or TGA, both with straight (aka unassociated) alpha, and all I want is to extract that alpha, without affecting the color channels.

So far, I have tried every "color space" + "use alpha" setting combination, and none can give me both a straight alpha and correct RGB color:

I can pick sRGB/Linear without alpha, then I got RGB channel right, but A channel is all white.
I can pick sRGB/Linear/Non-color/Raw with alpha, then I got A channel right, but all black in RGB channel.

And this only affects Render view. Material view is somehow happy either way.

Any clues?


texts: sharp corners after subdivision modifier

texts:
I have a mesh pattern with inside and outside corners...
in the inside corners one one layer, I am getting a sharp edge.
but the inside corners on the other layer are subdivided...
ive looked online...
is not the normals... all facing out...
is not unjoined mesh (ctrl+m)
ive fiddled with all the settings in the modifier and cant figure it out... my only conclusion is just a damaged mesh.
any suggestions?


texts: Get data modifier "Subsurf" after rayСast

texts:
I use rayCast to get index of a polygon under the cursor. After that i check the object for modifiers, if there are modifiers I use this:

obj.to_mesh(context.scene, apply_modifiers=True, settings='PREVIEW')

So I can get edges and vertices of that polygon. But this code doesn't work with Subsurf modifier.

.to_mesh()

Indexes mess. How can I solve this problem? I don't want to use Bmesh, because it takes a lot of time to create bm on heavy meshes.


texts: For some reason I'm not getting, the armature for the arms aren't staying in place when I move the root bone. I've added weights though, and they have vertex groups, so I'm not sure what's wrong. They just seem to 'fold' whenever I move the whole character.


texts: Applied a subdivision modifier and imported in Substance Painter 2, the result is horrible

texts:
I made this model in Blender. This is the low poly model:

And this is high poly. I added a subdivision modifier and applied it. You can see that the UV map actually updated as well:

And this is when I imported it in Substance Painter 2. I exported model as .FBX:

As you can see, the bottom part is horrible. I just want to render it clearly, but you can see that some kind of zig-zag lines in the model.

I adjusted the tolerance and hardness parameters but it doesn't seem to work.

How do I get a clean result when exporting the high-poly version where the subdivision surface modifier has been applied?


texts:
Is there way I can merge all grease pencil keyframes into one frame？So I've seen there is multiframe
option in blender, but it doesn't allow me to copy though, wonder if there is way I can merge all the keyframes drawings into one drawing.


texts:
How would I create the following in Cycles:

Holographic Material - Video

In Blender there is no Mograph Alternative so not sure how to build the spatial animating sphere effect. Hopefully no volumetric or missing special shader nodes will be needed. The flashing effect is done by animating the displacement. How would I approach that in cycles?

I included plenty of sample so you get an idea of what I am going for.

P.S So gave it a thought. Since some of the materials seem similar to the other question I asked. Could particles be used instead of MoGraph and hide the base mesh afterwards to make the holographic objects? What about the atom arrays with connected lines?

Thank You


texts: Why did all of my objects disappear when sculpting?

texts:
I was sculpting then suddenly all of my objects disappeared! I'm not in local view, I added a new cube, I can see it fine, but I cannot seem to make any other object to show.
I think this might be a bug? The objects are still there in the bar, with the modifiers and all, I cant see or edit them. I cannot leave my meshes that I worked on for days there and try again.
They also aren't hidden. I tried Alt+H, nothing changes. Just so you know.


texts: How can I rotate and scale a texture in cycles?

texts: When I try to rotate and scale the texture in the mapping node it only changes the color of the texture.How can I fix this?


texts:
I've got an empty object which is parent to a couple of meshes. I want to keep these meshes seperated in order to be able to adjust their materials individually, but I want to rotate them altogether. That's why I created the empty object and set it to be the parent to those meshes. I am able to rotate them together, but the pivot point is (0,0,0).

If I try to set the origin of the empty object via Ctrl + Shift + Alt + C it doesn't change anything. I can change the origin of all the meshes to the desired pivot point, but still can't rotate them via the empty object. Any suggestions on how to achieve that? Thanks in advance!


texts: How do I change back to normal default view from user perspective view?

texts: I don't know how to return to animating because it all disappeared when I hit 0 and it went to perspective view.


texts: Textures go missing when I set new scene

texts:
I have a game menu scene, and when I press start I set the new scene to be the main scene.

Problem is, most textures disappear leaving a light purple color behind them (not the default one for missing textures), like this:

In this image for example the ceiling has a texture. What am I missing? It works normally till I set the scene.


texts: How do I bake a high poly sculpt onto a low poly mesh?

texts:
I've gone through as many questions as I can but I still don't understand how to bake a high poly sculpt onto a low poly mesh.
I have these two objects, one is high poly and sculpted and one is low poly and not sculpted. I wish to transfer the sculpted texture to the low poly. How might I go about baking??

After Baking:


texts: How to run Blender on the discontinued Intel 4 Series Express Chipset Family?

texts: is there any way to run Blender on the discontinued Intel 4 Series Express Chipset Family or will I have to fin


texts: What is the Blend file (1) that is generated automatically?

texts:
After I have been working on a project I notice that there is another file in the folder i.e. a blend1 file. This is the same size as the original blend file and doubles the amount of storage used.
Is it just a duplicate of the original file or does it contain different but essential information?


texts: Leaves not showing up on my Tree (particle Systems)in Blender 2.79

texts:
I am new to Blender and I tried to make a tree model. I created a basic tree structure and then aimed to distribute leaves on it. I tried to do this by creating a branch which I distributed leaves on (as particles). The goal was to then use these branches as particles for my tree. However, in doing so: while the branches appear on the tree as particles, the leaves are not appearing. I do not understand what the reason for this might be, I thought it might have to do with overlapping particle systems but I am unsure about how to approach that problem; other than that, I have tried disabling subsurf modifier, putting particle system above in priority (in modifiers tab for branch) but this hasn't worked.

Vertex groups have been created to deal with distribution of particles.

The particles are themselves taken as groups. 'Leaves' in case of the branch and 'branches' group in case of the tree. (not to be confused with vertex groups)

Tree Structure

Branches

Branch Property Tab p1

Branch Property Tab p2

Branch Modifier

Tree after using branches as particles

Tree Modifiers


texts: Startup Scripts location override through Environment Variable?

texts:
I'm trying to modify the value of the temporary directory in the user preferences on startup. I have tried setting $TMP and $TMPDIR variables but they seem to be ignored even when I delete my user preferences in full or just emptying the Temp Dir field.

I'm now looking at having a startup script to set this variable with the value I need. I cannot however dump my python script in the scripts/startup folder.

Is there a way (via environment variable perhaps) to tell blender to look for startups scripts in another location? Or extend that lookup path?

Alternatively, do you have any suggestions on how to set

bpy.context.user_preferences.filepaths.temporary_directory = "/var/tmp"

without a startup script?

Many Thanks
GB


texts: Any way I can remove these fireflies/noise?

texts:
I have made a model of an apartment and I am trying to get rendered images from the individual rooms and in the end in orthographic view but no matter what I do there is too much fireflies or noise.

I have Clamp at 1.00, Clamp indirect at 1.00, 1000 Samples, disabled caustics and my lamps are points with x, y and z scales of 10

Here is my model, is it possible that theres too much for it to render properly?

Results where I used denoise(set clamp settings to 0):

Thanks!


texts: Why did Blender move from 2.83 straight to 2.9?

texts: Why did they skip 2.85, 2.86 and so on? Just curious.


texts: How can I see the result value in shading?

texts:
The number 2 obeject of value is 2. 1 is less than 2.
you look at the nodes below.0.5 value plus 0.5 value can be seen. fac is 0.5
So I don't know what the result is. I can tell from the color that it is less bright.
I don't know what percentage of color 2 is and what percentage of color 1 is when the fac is 0.5.
Can I get the exact figures if I debug?


texts: Small moments when I can't seem to do anything

texts:
I am using Blender version 2.79. There are moments when I can't move or do anything. Just small moments when I can't do anything.
-The best way I can describe it, is no matter where I click or what button I press I can't move or do anything. It's like everything stays still because it want's me to do or not do something.

What would be the correct button to push? Where do I click?
What am I supposed to do?


texts:
I'm trying to rig my character here: Character Photo

He has short little arms/legs and a fat body. As you can imagine - there is a lot of awkward deforming with automatic weights. I've been doing custom weight painting - but still struggling to get great results.

Do you have any tips, methods, or examples of similar rigs? I've been watching rigging tutorials on CG Cookie and Youtube, but this character is a bit uncommon in terms of his proportions.

Thanks for any help


texts: How can I make a carbon copy of an item from the right hand side of my model, so the dimension's are the same? And after that has been done, how can I have it automatically snap in on the left hand side, so that the position of these items is exactly identical? In other words, I don't want to move anything myself manualy, what I need is to mirror, and after mirroring use some function in blender to place it in exactly the same position on the left hand side of my model, without me touching it. I have heard of the terminology snapping and aligning, is there such functionality in blender?


texts: Cant Rotate,Scale when I hook a vert on a curve in Blender 2.8

texts:
Here's an little video how I used to be able to rotate and scale the curve using hooks in Blender 2.79

https://streamable.com/byura

Any Work around or fix would be highly appreciated!! :D


texts: How to swap Y and Z axis on export to Collada

texts:
I'm using Blender as a modeling app and I need to export its data to Collada format for being consumed by a game engine. The thing is that Blender uses Z-axis to be the up-axis and the game engine uses Y as the up-axis.

I haven't found any option to swap the axis on Collada export dialog but I did find the option in almost every other export option. Is there a plugin out-there or other solution to add this option to the Collada export menu?

PS: I know that rotating through X-axis is achieved the same effect but its annoying to do it every single time I need to export, so I don't want to do that. Instead, propose another solution, if there is any.


texts: Fluid Sim Liquid Domain is bigger then the area I dedicated to it

texts: I´m currently doing a little fluid sim and the area of my domain is bigger then the object itself. Anyone know how to fix it?


texts: Image in material not rendering? (Cycles)

texts:
I decided that I wanted to start a mini-series in Blender, so I made the following character to start.

As you can see, I have made a face texture using an RGBMix node and an image texture node. Here they are:

After lots of experimenting, I finally figured this out and as you can see, it works. I decided to go on to make my second character. I repeated this entire process, but the face doesn't work for some reason.

As you can see on the right, the texture looks exactly the same, and I have checked it multiple time to make sure there is no difference. The nodes are also the same.

However, both in material view and rendered view, the face texture does not load.

These two characters are exactly the same except for the hairstyle and the colour of the body and clothes. I have checked my work multiple times and have been unable to notice any discrepancies between the two. The only difference I have noticed is that in the node editor for the second character (the one that isn't working) the nodes snap to the grip, while the nodes for the first character do not. I am not sure if this makes any difference, but it is just something I have noticed. The last thing is that for the second character, the colour I set in the RGBMix node renders, but the face does not.

I would really appreciate any advice anyone has regarding this problem. Please help!


texts: How to get a list of all unlinked objects in the scene with python?

texts:
For example, I am running this script:

import bpy
import bmesh

if bpy.context.mode != 'OBJECT':
    bpy.ops.object.mode_set()
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

bpy.ops.mesh.primitive_circle_add(vertices=16, radius=1, fill_type='NGON')
bpy.context.object.name = 'AAA'
bpy.context.object.data.name = 'AAA.MESH'

bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_circle_add(vertices=16, radius=1, fill_type='NGON')
bpy.context.object.name = 'BBB'
bpy.context.object.data.name = 'BBB.MESH'

bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')

bpy.data.scenes[0].objects.unlink(bpy.data.objects['AAA'])
bpy.data.scenes[0].objects.unlink(bpy.data.objects['BBB'])

After running this script many manes, I have multiple hidden objects named 'AAA.001','AAA.002','BBB.001','BBB.002', etc

How can I get the full list of non-linked (hidden, invisible) objects with Blender Python API?
I want to completely remove all of them.
Thank you.


texts: Sculpting - Unwanted lines on brush strokes

texts:
While sculpting, I get these lines on my brush strokes. This particluar example was made with Clay Strips. With other brushes it's not as noticeable, but it's there too.
I don't know if this happens because of some limitation of Blender itself, since the model has a lot of polygons (720k tris), and it may be "lagging".
Is there a way around this?

Thanks!


texts: How can I run a python script before anything else?

texts: I have a python script that defines all the scenes, and other scripts import it. Since scenes are added after the scripts, I get a load of errors telling me that the scenes are not defined on startup. This is because the scripts are executed, but the scenes are not yet added nor defined. In fact, I get about 4 errors before the scenes are defined. I have a python script that I want to run before anything else. It adds and defines all the scenes. Is there anyway to execute a script before anything else is executed? Thanks.


texts:
I've got raw files using Magic Lantern on a Canon 5D Mark II. I've converted them to DNG files then I've converted those DNG files using adobe DNG converter. But I've now don't know how to edit the images?

Is this possible in Blender somehow? At the moment when I go to the image tab to import the images Blender can't see the DNG files what can I do to actually benefit from obtaining raw files?


texts: Can you use geometry node data to affect the material of instanced objects? (E.g. scale changes color)

texts: Specifically, is there any way to change the color of the instanced cubes based on their scale attribute?


texts: Some of the faces of my model are are dark

texts:
I'm currently creating a car in Blender using blueprints, but I have a problem. Some of the faces are dark and don't interact with lighting.
I thought that I have this problem, but sub surf don't work for me.


texts: How to find all image coordinates of rendered object?

texts:
I got my object and I need to know all pixels that are displaying this object in my rendered picture.

I read about a smiliar question here.

update
I tried this code from here:

def tocam(scene, ob):
    cam_vec = cam.matrix_world.to_3x3() * Vector((0, 0, -1))
    R = cam_vec.to_track_quat('-Z', 'Y').to_matrix().to_4x4()

    # scale based on resolution
    S = Matrix() # resX=resY
    # translate such that origin is middle point of image (and hence cam)
    T = Matrix.Translation((-0.5, -0.5, 0))

    ob.data.transform(ob.matrix_world)
    ob.matrix_world = Matrix()
    for v in ob.data.vertices:
        vec = w2cv(scene, cam, v.co)
        v.co = vec.x, vec.y, 0

    ob.data.transform(S * T)

    ob.matrix_world = R
    angle_x = cam.data.angle_x
    x = (0.5 /  tan(angle_x / 2)) * cam_vec.normalized()
    ob.matrix_world.translation = cam.matrix_world.translation + x
    if cam.data.type == 'ORTHO':
        ob.scale *= cam.data.ortho_scale

    res_x = 640
    res_y = 640

    # 2d data printout:
    rnd = lambda i: round(i)

    for v in ob.data.vertices:
        print("{},{}".format(rnd(res_x*v.co.x), rnd(res_y*v.co.y)))

when I plot the points I get this:

but my rendered image is this:

So you can see, that it is not on the correct position and also the shape is not really correct.

Can anyone help me on this? Thanks a lot!


texts: How do you select the pivot of the edit camera?

texts:
All I find when i try to search this question is how to move the rendering camera, not the editor.

Blender's editor camera focuses on the center, I need to change that to focus on a vertex, how can I achieve that?


texts: is there 3ds max like sweep functionality in Blender?

texts:
can I do something like this in Blender (link below)? 3ds max has an awesome sweep modifier. The curve bevel option in Blender is not good enough for such results, neither the array modifier + curve modifier, because in Max you can control the bank angle.
https://youtu.be/0FxEPymScO8


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texts: How to disable AO on smooth edges, but keep it enabled on sharp edges?

texts: I'm creating a scene, and I really like to use AO, because it adds some bonus detail to the final render. But in most of the cases it ruins the smooth feeling for smooth edges. I have marked sharp edges everywhere, where I wanted sharp edges, to make sure they will look just cool, and the AO looks good on them, not like on smooth edges. I'll attach a few examples:


texts: How can I create a circle that contains two existing vertices?

texts: Okay there are 2 verticies and one ellipse loop of edges. I want to make new loop containing these 2 verticies as shown. What is the best way of doing this?


texts: Export separate objects as separate .obj

texts: I want to export a selection of objects as .obj. I want each object as its own .obj. Is there a way to export individual .obj for each object selected? There does not seem to be an python reference for exporting, nor is a command echoed when I export a single .obj


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texts: I was in process of activating the POV-ray 3.7 addon and there was a warning with the message "this script is RC".  What does this warning mean?


texts: Cant render image with transparent background after motion track?

texts:
So i motion tracked a footage setup a scene did compositing and stuff so now i want only the 3d stuff without the video as a background. so i turned off the video, even tried turning off compositing in post processing, transperency is on in cycles,... but no matter what i do the renderer would render an image with transparency but when i save it as a png the background comes black. i have been banging my head for the past hour and just cannot fix this.

I beleive its because its rendering the foreground and then the background... i cant get it to render only one layer like it normally does on a new blender file. Even tried deleting the background layer and asking it to render a single layer.


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texts:
I am using blender as a video editor on a potato. Is there a way to change the resolution of the Video Sequence Preview window without changing the actual size of the window? My computer is super slow and the resolution of the preview window is really bogging my computer down.

If it simply can't be done, is there other ways I could speed up the on-the-fly rendering of the preview window?

Thanks, Max.


texts: Adjacent faces are separated on the UV map

texts:
I have a truncated cone, open on both sides, laced near the top, with rims/curves along the top and bottom edges:

However, whenever I unwrap the object using the cylinder method (which seems to give the best layout solution overall), several faces that are adjacent on the model appear on the other side from their counterparts on the UV map:

This happened to the faces near the marked seam, but removing the seam - having no seams at all - results in the exact same layout.
The model does not have any modifier.
Does anyone know why this happens and how I can prevent it, or change this behaviour during unwrapping?

Additional images of the model (click for larger versions):


texts:
How do I remove that small line extensions in EDIT mode that pop up from vertices and create that sketchy appearance in 2.8? I searched everywhere and cannot find option to turn that off. I like my geometry clean without those extra lines.

Thank You!


texts:
This is a baked U.V. map of a bullet, but I detest that the specularity and lighting is influencing the image. I tried baking in other ways using blender 2.77; with indirect and direct light toggling, cancelling shadows, working lights, but nothing seems to create the result I'm after.
2
The baked image is lop sided with specularity, and when applying it in blender internal it looks 2 sided and ugly, I want it to be in uniform. The lighting is also messing with the glossiness and is decreasing the contrast. I don't seem to be having such problems with the normal and specularity maps. Any ideas?


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texts:
I have a cuboid with height, width and length not of same scale. When I Smart Project UV map for this, I get islands of same size.

I think I must get islands of different sizes as height, width and length are not of same scale for my cuboid.

Am I doing anything wrong or is it normal ?