texts: How can i add a text to a mesh so it doesn't destroy my mesh?

texts:
I am trying to finish high poly mesh of the wrench so i can later bake it to the lower poly model of it, but i have no idea how can i add the text without  destroying my mesh. I want it to stand out a little bit to achieve effect such us one in  the picture below.

I have tried using boolean modifier, difference and then extruding engraved text but it didn't end up very well( using shade smooth resulted in awful shading).I also thought about baking the text separately but i don't know if that is possible. Here is the link to the blend file.

http://pasteall.org/blend/index.php?id=52362


texts: Textures not displaying in Solid Shading mode

texts: OK, a question for who ever is the Blender expert. I am using Blender on a Linux (Debian) machine. I just updated to 2.73 and have a problem. I can't get any image in solid view. No matter what I do I get nothing. 2.73 works fine on my windows machine but not on the Linux system.


texts: How to switch render source (VSE or Camera)?

texts:
If you create a scene for the Video Sequence Editor and start working on a project Blender will render the output from the VSE. But if you want to later switch it to render your 3D scene again (the camera output) where is the setting to select the source?

Usually I keep a separate .blend for VSE edits so I don't need to switch, but I feel like I ought to learn how to do this as it's pretty basic. I would expect to find this in the Render context but I see no place to specify the source.

Thanks.


texts: Blender 2.8 GUI lag when rendering (F12 & viewport render preview)

texts:
So I have a laptop with 2 GPUs: an Intel HD 520 and a Geforce 940MX.

In the case of 2.79, if I had set Blender to run on the nVidia GPU in the NV control panel, there was a horrible GUI lag when there was rendering in progress using Cycles. All GUI elements took 2-3 seconds to react to mouse hover and mouse clicks. This is completely normal, of course, because the GPU that is used to render the GUI is also being used to render the image in Cycles. And of course with CPU rendering, this GUI lag didn't happen.

If I had set 2.79 to use the Integrated Intel HD GPU, there was no GUI lag because only Cycles render engine used the nVidia GPU and the rest of Blender used the Intel HD GPU.

Now, in 2.80 I am having the same issue, but this time, configuring in the NV control panel to run Blender on the Intel GPU doesn't help. The GUI still lags like hell, and it's almost unusable because I can't make fast changes, tinker with materials etc. while it's rendering.
(In 2.80 CPU rendering still works fine as expected.)

Same thing with GPU and CPU+GPU rendering (GPU Compute).
I have Geforce 436.30 drivers (most recent).
940MX is set to 'Maximum Performance' in NV Control Panel, other settings are default.
Windows 10 v1903.
Blender 2.80 most recent stable version.

Was there a change in how the GUI gets rendered in 2.8 or something? If anyone can help, I would really appreciate.


texts: How can I choose randomly from five Mix RGB nodes?

texts:
I have five separate color ramps for leaf colors and I want
the leaves to choose their colors randomly.
My setup looks like this:

But this doesn’t work as I want:

I want it to looks like this:

But with my gradients.
I tried adding a round math node after the object info, but that didn't have any effect.

Thanks to Allen Simpson, it works!


texts: Rigid body object animation won't preview or play?

texts:
I have a simple rigid body animation that won't preview.
The diamond object docent react to the floor as it should when previewing.
The Other 2 objects in my scene do react correctly. My blender file can
be downloaded here

https://www.dropbox.com/s/jv0fseluf3gsnam/Diamond%20test.blend?dl=0

Can someone help with advice on this please?


texts: How to prevent carved text from being distorted while using subdivision modifier

texts:
I am attempting to make a set of dice except on one side having black text carved/indented into it. Im using this as a guide

https://m.youtube.com/watch?v=sNhN3X3MvD4

All the tutorials I find for dice use basically the same method as 6 sides all have similar patterns. Where I run into an issue is if I use boolean modifier to indent the text then when I add a subdivision modifier later it applies to the entire cube and deforms the indented text. It also deforms it if I attempt to add a boolean modifier after the subdivision modifier.

I am also clueless about how to have my indented text area colored. All my searching yields nothing on these two issues/subjects. If anyone could steer me in the right direction I would appreciate it.


texts: Exporting a posed armature as a mesh to another blender

texts:
I would appreciate anyone's help with a nagging problem I have been trying to solve for quite a while.

I have posed a rigged armature in a specific pose whilst in pose mode and would like to export this posed model (i.e. the mesh of the posed model alone) to another blender file that contains a scene. This is a static scene - no animations are required.

For this project I thus do not need the rig. I just need the posed model as a mesh.

In earlier attempts I either did not manage to retain the changes or else failed in other ways.

Would really appreciate someone's assistance to enable me to proceed with my project.


texts: How to Blur a Video Background in blender?

texts: I want to make those Shallow Depth of Field type videos but don't have any expensive cameras. So can I make a video with my regular camera and just the blur the background in blender? Maybe with masking or something you know I don't want any chroma or something like that. What I want is to blur the already existing background in my video like a park, a room, a wall or anything.


texts: Why does zooming out too far cause my object to vanish?

texts: If you think the title of this question sounds hilarious, you aren't alone, but that's what's happening. I've built a large complex shape (crude description, I know), and now find out that I can only view it from certain angles and certain distances. If I zoom out too far it vanishes, just as if it was passing through a pressure curtain to another world. The object is generated entirely using python code.


texts: Spline IK modifie by a Curve modifier with involuntary rotation

texts:
I'm new with Blender and I love it :)

But I have some problems with « SplineIK » and « Curve modifier ».

I need to animate many fish swimming in a circle and import it in Unity 3D.

So I want an animation with bones follows a curve circle with zigzag.

I almost succeed with a « SpineIK » on my bones, which get modified by a « Curve modifier ».
This method works, but I get some rotation issues.

As you can see, it's looking like the bones lean into turns. The effect can be cool, but not in my case ^^
I need to have a full control of the rotation.

I've tried using the Tilt of the curve, but it doesn't affect my bones.

I've tried using Limit Rotation and nothing change except when I choose « Local Space » in « Convert » the rotation begin at the start of my Circle.
When it's « World Space » the rotation appears in the middle of the circle and disappear at the start…

Any ideas to keep the control of the rotation are welcome :)

Thanks a lot


texts: i am trying to connect Blender game engine to a PLC(programable logic controller) so i can control a robot with blender game engine, i dont know where to start to take de bge data outside of blender, get the object rotation/speed/scale and variables data outside of blender to connect it to matlab or the python console in windows, where should i look?, what i need to learn to do this data extraction, i know how to use python scripting inside bge already, i just need to know how to begin extracting data outside of blender.


texts: Issue with Multiresolution sculpt: parts of the object cannot be sculpted

texts:
Parts of the object I am sculpting have stopped responding to the brushes.

A chunk of the object, divided by a harsh line, is no longer capable of being edited in sculpt mode by any means I can find. When looked at from particular angles, the un-sculptable section disappears as well. The dividing line seems to be based on the geometry of the low-res base mesh that was sub-divided by the multiresolution modifier.

I noticed the issue first on the legs of the model, which were not attached, but were part of the same object. I deleted them in the hopes of just creating another object for them later. The issue then appeared on the head after I undid a grab which moved a lot of the face.

Reverting to a recent save sometimes allows the whole face to be edited, but as soon as something is undone, the chunk goes back to being unresponsive.

Changing the sculpt settings (threaded sculpt ect.) had no effect. Changing in and out of object, edit and sculpt mode had no effect.

Thank you for your time.


texts:
What is the proper way to test the identity of two objects?

Usually I do this:

if ob1 == ob2:

Or if the references have become outdated, it may be safer to hold onto names and see if they still exist:

objects = bpy.data.objects
ob_a = objects.get(name_a)
if ob_a is not None:
    ob_b = objects.get(name_b)
    if ob_a == ob_b:
        # found a match!

In Python, you're taught that equality is not the same as identity. Theoretically, there can be two indistinguishable Blender objects. So what I'd really like to do is test identity:

if ob1 is ob2:

However, in the Blender console:

C.object is C.object

returns False! Why is this so, and what is the recommended way for determining the identity of two objects?


texts: Two armature, two rest pose, fixing animations

texts:
So I have one FBX that have it's own armature and one object. Let's call it T pose. I have second FBX that contains one armature with let's say walk animation.

I am trying to assign walk animation to object with t-pose with no success. What have I tried so far:

Adding just walk armature to object won't work. I mean I can add the armature, but walk armature's rest pose is different than t-pose's rest pose. If I just change armature, animation is awkward.
I wrote one simple Python script that copy rest pose of walk animation and paste it to rest pose of t-pose. That didn't helped.
tried Copying FBX animation to armature

Am I right that deformations in animations are just offsets from rest pose?

I see others had same problems like:  Merge multiple fbx animations into single rig
or Import fbx animation

Is there any solution for this? Any comment is appreciated.


texts: How can I add UV coords to a mesh from script?

texts:
I am adapting an old script to Blender 2.6, the script reads mesh data from a custom file type and then creates a mesh array with that data.

I managed to make almost all of it, but U can't set the UV values of each vertex to the mesh.

I create the mesh array like this:

for i in range(0,numeroparts):
    malla.append(bpy.data.meshes.new(name="2k_Part"+str(i)))
    uv = []
    xyz= []
    for j in range(0,numerovertxpart[i]):
        line=file.readline()
        x,y,z,u,v=float(line.split()[0].replace(',','.')),float(line.split()[1].replace(',','.')),float(line.split()[2].replace(',','.')),float(line.split()[3].replace(',','.')),float(line.split()[4].replace(',','.'))
        uv.append((u,v))
        xyz.append((x,y,z))
        print(x,y,z)

    aa = []
bb = []
cc = []
faces= []

for j in range(0,numerofacexpart[i]):
    line=file.readline()
    a,b,c=int(line.split()[0]),int(line.split()[1]),int(line.split()[2])
    faces.append((a,b,c))
    aa.append(a)
    bb.append(b)
    cc.append(c)
    print(a,b,c)

malla[i].from_pydata(xyz, [], faces)

for q in range(len(malla[i].polygons)):
    #malla[i].faces[q].mode |= Blender.Mesh.FaceModes['TWOSIDE']
    #malla[i].faces[q].transp = Blender.NMesh.FaceTranspModes['ALPHA']
    #malla[i].faces[q].uv=Mathutils.Vector(uv[aa[q]]), Mathutils.Vector(uv[bb[q]]), Mathutils.Vector(uv[cc[q]])

My problem is here, the lines commented out are how it worked in Blender 2.49:

for q in range(len(malla[i].polygons)):
        #malla[i].faces[q].mode |= Blender.Mesh.FaceModes['TWOSIDE']
        #malla[i].faces[q].transp = Blender.NMesh.FaceTranspModes['ALPHA']
        #malla[i].faces[q].uv=Mathutils.Vector(uv[aa[q]]), Mathutils.Vector(uv[bb[q]]), Mathutils.Vector(uv[cc[q]])


texts: How do I create new objects in the current viewport instead of at (0, 0, 0)?

texts:
I'm working on details in a location on a scene that is not close to the origin. Right now, my options for adding a new object in the current area are:

Add the object, zoom and pan until the origin is in view, then move the object to where I'm working.
Remember the rough coordinates I'm working at. Add the object, go into the creation details pane, and set the position to those coordinates. Pan and zoom some in order to find that object because it might not be in view even so.

Is there a way to add objects where I'm working directly?
I'm aware that I can set the 3d cursor to where I'm working, which will at least mean the created objects are nearby, but 99% of the time I'm looking directly at the place I want the object added, and this would save a lot of time.


texts: How do I import a CSV file of XYZ Cartesian coordinates with descriptions and point numbers into Blender?

texts:
I have a CSV file in the format "point number, X, Y, Z, point description" in meters. These are WGS84 Earth Centered Earth fixed coordinates where the mass center of the earth is the origin at 0,0,0 meters.

Is it possible to import this file into Blender and have the point number and the description displayed?
Here is a sample -
721,-48487.100,-18132553.751,10409418.923,MP 0.26 (EL 19.0)
722,-48259.708,-18131855.882,10410627.254,MP 0.53 (EL 18.9)
723,-48033.270,-18131157.061,10411837.321,MP 0.79 (EL 18.9)
724,-47805.212,-18130458.373,10413046.668,MP 1.06 (EL 19.0)
725,-47582.647,-18129758.901,10414257.385,MP 1.33 (EL 18.9)
726,-47367.558,-18129058.792,10415468.554,MP 1.60 (EL 18.9)

I am new to Blender and I do not program. Any assistance is greatly appreciated. Thank you.


texts: Fire simulation disappears when more than a few tiles away in viewport and in rendering

texts: I increased the "clip end" distance, but that doesn't seem to fix this issue.


texts: Is it possible to achieve a realistic 'star filter' effect procedurally in Blender? I think the glare node in the compositor might help me, but it doesn't seem to have the rainbow color effect that I'm looking for.


texts: Theres something wrong with my viewport shading

texts: I'm a beginner and I was making a house while I found a problem. When I turn on the Scene World in viewport shading, weird shadow casts and my house turns black


texts:
In one of the early tutorial, the presenter shows a rendered object but is able to move the light source illuminating the object so that the light on the object moves in real time and is still in rendered mode.  Could someone explain this.  Thanks in advance for any help.

I'm so new to this forum that I'm not sure how to reply to each of your answers.  Yes, both of you turned out to be correct and I thank you for your help.  I 'think' I upvoted the answers, but if I failed, I apologize.  If there is another way to replay in general, please let me know! Thanks again to both of you.


texts:
I am trying to rig my character for animation but I can not figure out why my fingers aren't moving properly. They bend and twist unnaturally. I have weight painted the mesh, but I still can't get the fingers to move like a natural hand.
Any help would be greatly appreciated!
The file is here: https://drive.google.com/file/d/1UbgfYZLmnKiBVxWfa1WqsdUeqW77p8pf/view?usp=sharing


texts:
I have blender set at 24fps, and several input video files at 24fps. I add them into Blender, and preview them and they play fine. After rendering the project however, each clip is shortened by a small amount (as if sped down) and the last couple of frames of each clip is black.

Why would these clips be shortened by rendering? They are the same fps as the Blender settings (100% sure. 24fps). If I play these clips in a video player they are the right length, but when I render them in Blender they are sped up. (leaving black screen in between each clip)

Thanks for the help

edit:

in this first picture the clip has just been added to the VSE. The clip is 24fps and Blender is 24fps. The last frame (1422) is the last image of the clip. All good here.

in this second picture is after rendering. The last image of the clip is now at frame 1411. The 11 frames after that are now black. When I play the first clip in a video player it is the appropriate length. When I play the second clip it is sped up, and the remainder of the clip is the default black screen.

I have no idea why this is happening


texts: Simulating Time dependent on input with python

texts:
I'm trying to create a program that allows you to input an amount of time (e.g. 50 years, 100 years, 10 years) and the script runs for that scalable amount of time but shortened (so scale 50 years to 5 seconds, 100 years to 10 seconds, 10 years to 1 second).

Currently my main program looks like so

clear_screen()
clear_heirarchy()
scene = bpy.context.scene
# change this to see 3 or 2 tuple demo
tuples = 3
cultures = 4
lamp, cam, kernel, culture_list = graphics_factory.create(tuples,cultures)

positions = []

# random points for modeling purposes, this will change to data later
for i in range(200):
    if(tuples==2):
        y = uniform(-2.0,2.0)
        positions.append((0,y,0))
    elif(tuples==4):
        x = uniform(-2.0,2.0)
        y = uniform(-2.0,2.0)
        positions.append((x,y,0))
    else:
        positions.append(get_triangle_constraints(
            [(0,0,0),(5,0,0),(2.5,5,0)]))

number_of_frame = 0
t_end = time.time()+10
# makes cultures move around
while time.time() < t_end:

    scene.frame_set(number_of_frame)

    for culture in culture_list:
        culture.location = positions[randint(0,100)]
        culture.keyframe_insert(data_path="location")

    # move next 10 frames forward - Blender will figure out what to do between this time
    number_of_frame += 25

as of right now I am not simulating time. I have found the "my_handler" method of working with frames in a scene but this doesn't seem to allow me to change the a.) number of frames or b.) amount of time it takes to run through the program. I'd like to move away from running through the loop for 10 seconds like I do but i'm not sure of any other way to simulate movement. Does anyone know of a good way that allows me to simulate movement and time?


texts: Does anyone know why OS X has problems with Image Editor?

texts:
I am trying to use the UV/Image Editor to texture paint and this is all I am able to see. The first image is when I opened the file and the second is when I zoomed in. I have done a render on a different program and while it was rendering the same visual problems arose, but the image rendered and saved fine. Any ideas what causes this?

My system information:

Blender 2.79

Model Name: Mac Pro
  Model Identifier: MacPro1,1
  Processor Name:   Dual-Core Intel Xeon
  Processor Speed:  2.66 GHz
  Number Of Processors: 2
  Total Number Of Cores:    4
  L2 Cache (per processor): 4 MB
  Memory:   18 GB
  Bus Speed:    1.33 GHz
  Boot ROM Version: MP11.005C.B08
  SMC Version (system): 1.7f10

Graphics Card: NVIDIA GeForce 7300 GT 256MB VRAM


texts:
So below I have a quick animation.

Notice that I have the units set to meters ( yellow arrow ) and when you look on the graph editor ( red arrow ) these units are represented perfectly and you can (G) + (Y) + (value in meters) move these points around just like in the main viewport.

However if I change my world units to inches the change is shown on the viewport location values ( green arrow ) but the graph editor values ( pink arrow ) DO NOT change.

How can we sync these up? Is it possible?

Thank you everyone!!


texts:
I hope I am in the right place.
I have a 2019 macbook pro, 13-inch, 2019, Two Thunderbolt 3 ports, 1.4 GHz Quad-Core Intel Core i5, 8 GB 2133 MHz LPDDR3, Intel Iris Plus Graphics 645 1536 MB
I have been researching online the next step of optimizing my performance in Blender, but everything I'm finding is conflicting and outdated.
Do I need an eGPU? What is the best option for a macbook with my specs?


texts: Blend Mode Alpha Clip Doesn't Show in Eevee Render

texts:
I'm following a Ducky3D tutorial
https://www.youtube.com/watch?v=SlizedfuIN4&list=PL70822sOht70HP8t3TPBeHy1jny9nuFrr&index=65&t=342s
The alpha clip in the material settings is supposed to show an array of see through planes. Without the alpha clip, it's not see through. How do I get the alpha clip to render?
No matter what the alpha clip won't show in an Eevee render. I don't want to use Cycles because it looks weird.
Viewport display Vs Eevee below
Viewport Display:

Eevee Render:

Cycles Render:


texts:
Here is a car brake disc Im working on:

so I decided to use boolean mdifier to make the samll holes(one side),but it just caused the other half to disappear:

after some experiment，it seems that boolean mod doesnt support unclosed mesh or seperated mesh,and also cant treat closed mesh as holow instead of solid,and when applys to smooth surface it looks like this:

only way I thought to make hole on cured smooth surface without too much subdivision is to use edge split,and then I find out edge split doesnt support vertex gruop which is kind of inconvenient.
So is it possible to ask developer to add these feather or is there better ways?


texts: How to obtain selected UV pairs on same edge in Python?

texts:
I have a problem about Python scripting in Blender.
I want to get selected UV pairs on same edge and write below code.

obj = context.active_object
bm = bmesh.from_edit_mesh(obj.data)
uv_layer = bm.loops.layers.uv.verify()
sel_faces = [f for f in bm.faces if f.select]

# get selected UV lists in UV/Image Editor
cand_loops = []
for f in sel_faces:
    for l in f.loops:
        if l[uv_layer].select:
            cand_loops.append(l)

# get UV pairs which two UVs on the edge are selected in UV/Image Editor
selected_uv_pairs = []
for l in cand_loops:
    le = l.edge
    # two UVs are selected (This if-statement **DOES NOT** work correctly)
    if le.link_loops[0][uv_layer].select and le.link_loops[1][uv_layer].select:
        selected_uv_pairs.append(le)

But above code does not work correctly.
Please tell me the idea to obtain selected UV pairs on same edge.

Thanks


texts: Why can't I add pip to the version of Python that comes with Blender 2.91.2?

texts:
Short version: I need to install external modules for use within Blender, but can't for the reasons given below.
I'm on macOS 10.14.3 with Blender 2.91.2, which includes Python 3.7. I want to be able to use modules in Python that are not included in the Blender package. I've seen a number of posts here and on other sites about how to do this, but I can't get that version of Python to work from outside Blender and I can't do it from within Blender. This Mac is still running on original settings for Python, so the default Python for the Mac command line is 2.7. (I'd like to upgrade to the current OS version, but still haven't replaced some programs that won't work under the next update.)
I tried using the script given here to install pip:
import subprocess
import sys
import os

# path to python.exe
python_exe = os.path.join(sys.prefix, 'bin', 'python.exe')

# upgrade pip
subprocess.call([python_exe, "-m", "ensurepip"])
subprocess.call([python_exe, "-m", "pip", "install", "--upgrade", "pip"])

# install required packages
subprocess.call([python_exe, "-m", "pip", "install", "package_name"])

I modified the executable name from "python.exe" to "python3.7m", which is what is used in the Mac version. I even verified the path name to make sure it was all correct. Whenever I try to run it, when I get to the first line under "# upgrade pip", I get a return code of -6. I tried variations and I simply cannot run a subprocess using the Python executable from within the Blender Python command line.
There are a number of links for installing pip by using the Python executable installed with Blender. Whenever I try to do that, I get:

Fatal Python error: initfsencoding: unable to load the file system codec   File

"/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/encodings/init.py",
line 123
raise CodecRegistryError,
^ SyntaxError: invalid syntax
Current thread 0x00000001183265c0 (most recent call first): Abort
trap: 6

So to install pip, I have to be able to, in some way, run the Python executable included with Blender, but I can't run it. I'm assuming it needs settings that are different from my system environment variables, but I don't know what I'd have to change or how I'd pass that change on that instance of Python.
I am aware there is a pip module and I have tried to import it, but I can't find documentation on it online and all I get when I try "help('pip')" is this:

Help on package pip:
NAME
pip
PACKAGE CONTENTS
main
_internal (package)
_vendor (package)
VERSION
19.2.3
FILE
/Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/site-packages/pip/init.py

I also changed the python subdirectory inside the Blender directory to python-old, as suggested in some web pages. When I did that, Blender would not start. (I'm starting Blender from the command line so I can read Python error messages.)
What I need is a way to be able to run pip from the Python instance included with Blender so I can install Pillow (among other modules). But, if possible, I'd like to know what is going on that makes the Blender Python executable not work when I try it from the command line and how I could fix that.


texts: Where is the Chroma Key in Blender 2.92.0?

texts: Using Blender 2.92.0 and I can only see the Keying Node in Compositing but not in Shading Nodes section. I watched a video of how to setup the chroma key green screen removal using Compositing and managed to successfully remove the green backdrop in the Compositing preview... but then what ? I still see the green screen image in Layout mode. I am not proficient with Compositing hence my confusion with the matter. Any help would be appreciated.


texts: Is it possible to set the vertex shader without overriding the fragment shader?

texts:
I'd like to make vertices of an object randomly move around a little. To do this, I created a vertex shader.

I assigned the vertex shader to the object's material with shader.setSource() like so:

import bge

cont = bge.logic.getCurrentController()

VertexShader = """

uniform float time;

void main() {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex + sin(time + gl_Vertex.z);
}

"""

# dummy fragment shader
FragmentShader = """

void main() {
    gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}

"""

mesh = cont.owner.meshes[0]
for mat in mesh.materials:
    if mesh.getMaterialName(mat.getMaterialIndex()) == "MAleaves":
        shader = mat.getShader()
        if shader != None:
            if not shader.isValid():
                shader.setSource(VertexShader, FragmentShader, 1)
            shader.setUniform1f('time', bge.logic.getRealTime())

However I'd prefer to use the blender material shading instead of the fragment shader. How can I do this?


texts:
Helo, i am having this weird problem. I watched a few paint tutorials but couldnt find a solution. I am trying to paint burn on my walls , Made 2 UV maps and everything but when i paint on my wall, it paints everywhere, and thats not whant i want , i dont what else i can do! i unwrapped both maps using the smart UV project. can someone help me?

~


texts:
Why can't I use branched path tracing?
Why can't I use branched path tracing?


texts: how to generate square pyramids from the faces of a uv sphere

texts:
There was a time I was messing around with blender and found a way to generate rectangular pyramids (each as a separate object) from each of the faces of a uv sphere. I remember it was just a click and not a set of procedures. Now I need to use that for a rigid body animation but I don't remember what I did.

Does any one know what I need to do to get that effect again?


texts: Having a UV maping problem, does anyone know what this is, and how to fix it?

texts:
I have been looking all aver for this problem and haven't run in to what this is... Normally I mark my seems and I get a nice UVMap ready to texture but sometimes I get this and it is just kicking my butt trying to find a fix.

Sorry if someone already asked this. I just couldn't find what this is and why it only happens sometimes and what is causing this.


texts: How do you affect only shaded areas in Blender Cycles?

texts:
I am trying to make a pyramid shaped planet, and want to make the shadowed areas use a different texture (with city lights) than the areas in the light.  I have tried using the normals node, but it doesn't rotate with the planet.

Here's the nodes that I have right now, with the normal node creating the shadow.  However, when I rotate the pyramid, the "shadow" moves with the object instead of staying opposite the light.

This isn't a very important animation, so any workaround or solution would be appreciated, given that it's fairly simple.

Thanks in advance!


texts: Separating an object from the background (2.8)

texts:
I am trying to make an 80s inspired flyer

So far I am really happy with the result. The only problem is that I can't seem to separate the metal writing (Laute Musik & Rosa) from the background. Since it is a shiny metal material it blurs into the background. Especially so when it is printed.
I have tried rim lighting to the best of my ability but it doesn't seem to help. If you look at the blend file you can see that as a last resort I built a black outline around the letters of the writing in the background. It helps a little but not enough.

https://www.dropbox.com/s/us4tbros6l2hi37/Vierj%C3%A4hriges18-LauteMusikLighting%20Kopie.blend?dl=0


texts: UV Editor, Blurred vertex, edge, face UV selection

texts:
Is there any reason when I select vertexes, edges or faces in the UV editor, the selection marker blurs to extends to its surrounding elements? I am not aware of having touched anything to get that. Apparently, it doesn't affect the way the selected elements behave, but It is visually very annoying.
Thanks so much.


texts: Mirroring in Object Mode, taking rotation into account

texts:
I have a turret, displayed below, which I would like to duplicate and mirror across the global Y axis.

I can do this in Edit Mode, using Shift D, Enter, Ctrl M, X, which shows what I'm looking for:

However, this object is using a mesh shared by several other objects. Mirroring the mesh affects the other objects, naturally. What I'd really like is to mirror the object across the y-axis. But the result is not what I would expect:

That was done with Alt D, Enter, Ctrl M, X. The new position of the duplicate is right, but the angle is not.

I feel like I've missed something obvious.

What is going on here?

(In both cases, the pivot point is the 3D cursor, which is set at the world origin.The transformation orientation is set to global.)

Edit (About context)

The turrets involved are on a larger craft that will be mirrored in it's entirety. I'd rather keep the turrets as separate objects than join them, since I may replace the mesh they use with another, or edit the existing mesh.

There is an easy workaround, and that is to adjust the angle of each mirrored item manually. But I'm still interested as to how to perform a mirror with both the origin and angle transformed globally, as opposed to the origin transformed globally and the angle transformed locally as seems to be the case above.


texts: Creating Textures for Sold Colour Models

texts:
I'm trying to create models in the 'low poly' style of the following image.

What is the best way of texturing them?  My main questions are as follows.

To get a similar matt colour as shown in the example, can I just use a flat colour, or do I also need some kind of material?

Are flat colours immune to stretching and scaling issues?  Or would I have to handle it the same as a normal texture.

Does resolution matter when using flat colours, or would it look the same even if the texture was literally one pixel for each colour?

Am I better of doing this by creating the texture in a seperate program, or using something like vertex paint within Blender?

I'm only just getting into texturing, so simple answers appreciated.  Thanks in advance.


texts: Where did the tool bar go in object mode? Blender 2.8

texts:
I am adding a torus and in previous versions of Blender, when you added the torus, there was a tool bar on the left hand side where you could add or subtract segments.

I have moved to Blender 2.8 and I can no longer find this tool bar.


texts:
I want to make my textured objects to turn into a liquid.
Here is an example with solar panel:

But I can't get the texture to mix like it was liquid:

No one of the texture coordinate outputs work right and the uv one just makes the liquid white.
Anyone knows how I can make it can be made so it looks like the solar panel just turned into liquid and started to mix together?


texts: Background image not visible: What am I doing wrong?

texts:
I'm trying add a background image to my scene in my Python script.  It runs without errors, but I can't see the background image.

Can someone please look at my code below and tell me what I'm doing wrong?  (It may be that my camera is not active, but I'm not sure how to activate it.)

import bpy
filepath = r"C:\test\trees.jpg"
img = bpy.data.images.load(filepath)

for area in bpy.context.screen.areas:
  if area.type == 'VIEW_3D':
    pace_data = area.spaces.active
    bg = space_data.background_images.new()
    bg.image = img
    break

cam = bpy.data.cameras.new("Camera")
cam_ob = bpy.data.objects.new("Camera", cam)
bpy.context.scene.camera = cam_ob
bpy.context.scene.objects.link(cam_ob)
bpy.context.scene.objects.active = bpy.context.scene.objects["Camera"]


texts: append shader⊶node group from another blender file - in update style

texts:
I created a lot of node group in file template.blend as template.
Then, I created C1.blend, C2.blend, etc, using node group from template.
To use the node group in template, I simply copied & paste an object that has material reference to the node groups.
It worked very well.

Today, I find that some of the node group are wrong, so I update them in template.
Below is an example that my node group was wrong.  It is sometimes also related to node missing (e.g. must add 1 before the next operation).

How to update all copied node groups of C1.blend to match the change in template?
Similar question :
How to remove duplicated node groups? , but this old one aimed to use the oldest version, not the most updated one.


texts: Using object.convert function after creating object

texts:
I'm creating an object from code

obj = bpy.data.objects.new("ObjectName", SomeMeshData)
bpy.context.scene.collection.objects.link(obj)

Now, i want to convert this object into a Curve, using blender console i can see it's quite simple: bpy.ops.object.convert(target='CURVE') from code this doesn't work causing: RuntimeError: Operator bpy.ops.object.convert.poll()

Using obj.convert(target='CURVE') causes different error:

AttributeError: 'Object' object has no attribute 'convert'

Should i 'select' the object and then use this function? This doesn't sound like proper approach cause i want to do this for thousands of objects and i also tried selecting and couldn't make it working.

New Blender 2.8 API is so confusing, after hours of searching all forums i can not find any way to make it work. This should be fairly easy task but seems to be impossible for some reason. I'm a newbie, please help.


texts: How to rotate with two reference points?

texts:
I would like to emulate a similar feature in softwares like Autodesk CAD, Sketchup, Rhino.

I'm using blender v2.81a and I want to rotate an object by referencing two points. Like in the picture, I would like to rotate the box on the left by cliking one of its vertices (p1) and then clicking a vertex of another object(p2) to perfectly align the edges of the two objects.


texts:
I want to make animation in Blender. It will be transition for video. In video editing software I will put this animation over junction of two parts of video.

In Blender I will make output as PNG sequence. Next step I will import PNG sequence to some video editing software. Maybe OpenShot, Shotcut, Kdenlive, DaVinci Resolve. Maybe some else.

Do I need to optimize PNGs after I will output them from Blender and before I will import them to video editing software?


texts: Disable editing of multiple objects in Blender 2.8

texts:
In Blender 2.8, if you have multiple objects selected in Object Mode, and then hit Tab to enter Edit Mode, ALL the selected objects (both the yellow active object and the orange selected-but-inactive objects) will be editable. This is new behaviour for 2.8, and while it certainly has its uses, it can also cause unexpected problems if you only want to edit the single active object.

So I'm wondering: is there any way to disable this feature? I can't seem to find one, but it seems too obvious an option to be unavailable??


texts:
Recently I've been having some odd problems in Blender. Whenever I open a file and select an object, odd faces seem to appear that stretch to infinity.

This occurred on my old PC, both in Blender 2.79 and experimental versions, and now my brand new PC.

Whenever I select an object, nothing happens yet, but as soon as the camera is moved the polygons appear. They also appear for every object, and are different for each object.

Any suggestions to remove this error would be greatly appreciated.
Hardware specs:
CPU Core 7900x
64GB Ram
Nvidia Titan X (Pascal)

Nvidia Driver 388.31
Latest official Blender release (2.79)

Thanks!

PS: It also appears when opening the default scene with just a cube and a camera.


texts: How to mix two colours randomly in a texture?

texts:
I m modeling this glasses and i want the texture exactly like this. Blue and Black mix glossy type finish.
I have tried mixing two colors using MixRGB nodes but i don't mix randomly it mixes evenly.
So how can i get a finish like this? Blue and Black mixtures of colors?


texts:
I have tried all the fixes I could find with no luck. Can someone take a peak at my blender file and help me figure out why I can't paint in Texture Paint?
https://drive.google.com/file/d/10qybvIDgkR-VLeLwaWkIyVdXHQZHrfAR/view?usp=sharing


texts: How do I stop both my path animations starting at the same time?

texts: Hello I have been having trouble animating a scene. I know how to make the cars follow the path but my problem is that both of them start at the same time. The red car starts at frame 1 but I want the truck to start at frame 300. How do I do that? Thank you


texts:
Am using a more modern version of a tutorial I am following but the layout is different in it but I am trying to find the data panel which the mouse cursor is on from the older blender version tutorial: http://www.imagebam.com/image/16a7611354972651
this is my current part of that screen: http://www.imagebam.com/image/9d1aad1354972723
how can I find it please.


texts: I have some bullets that simply have an always sensor and motion, but since I have gravity on, they fall in a weird way. They do not fall and hit the ground on the tip of the bullet, but rather hit the ground in the exact position they had when they were fired, sleeping. How do I have the bullet tilt as it falls, and possibly have it hit the ground on it's tip?


texts: my loop cut is not going round my object and there are all quads

texts: my loop cut is not going around my object, and I had checked that there are all quads


texts: What's the 'generate grease pencil' command in render view?

texts:
I saw something amazing in render view.
It was a command, 'generate greae pencil' in above picture.
But despite the execution of the order, nothing was done except that the name of g.p.object had been added in outliner(see below picture).

I thought that if I had done that command, a g.p.object like rendering image would appear in 3d veiwport.
But I could not find anything.
How can I use that command?


texts:
I would like to add some info to the STATUSBAR, but I realized that when I add something it is stuck to the middle of the screen. In case I resize the window it does not move with the window frame. And there is a certain point when it rambles with the other statusbar messages.

However when I try to add it to the TOPBAR, it works fine and when I resize the window it moves perfectly with it, no complaint.

Do you know how I can make it work in the STATUSBAR? Is there any options to set it floating or align it somewhere?
thank you for your help.


texts: How i can hide object from viewport and render at the same time?

texts:
To hide object from viewport i need click icon "eye" or "monitor" in outliner, to hide object from render i need click icon "camera". I do 2 actions but I want to do it in 1 action.

In my opinion it is logical -> if you hide object from viewport it should automatically hide from render.

Any solution?


texts: Create image effect in Cycles as FNAF / video noise effect

texts:
How can I create a camera effect as in FNAF?

Notice the white lines, not the user interface. Also, the black illumination, but explaining it separately.


texts:
Hello i am trying to make a bump map but when ever i try to paint the brush gives me a ugly grainy look and i can't figure this out, i tried in a new project and it does the same thing

I checked for all those things but nothing works...


texts:
I was following CG Fast Track's beginner tutorial until the part where he goes and turns off Scene World and increases the World Opacity to max, i did the same but in my end it was all black. I even open a new project to try again and the same thing happen, the background becomes all dark instead of showing the hdri image.
Here's before the world opacity is maxed:

Here's after it's maxed:

Any idea how to solves this? All help is appreciated!


texts: Change Color Associated with Transparency?

texts:
ok so here is my problem. in this picture i want the White outside the Blue to be Transparent, and the White inside the Blue to to White.

this is as far as i get when just using the Transparent BSDF.

As you can see, both White areas are Transparent. is there any way that i can make the Outter Area the Only Transparent one??

EDIT 1:

after using cegaton's Advice i set up the nodes and such according to the 4th example,however the full sphere seems to be transparent now, regardless of color placed on the texture.

EDIT 2:
i get the feeling this may just be too advanced for my level of skill in this current time period... perhaps somethin like this might be easier.

In this example im using a stock lightning effect i found off Google. is there any way i can have this so that the black parts are see through, while keeping the rest of the image the same?

FINAL EDIT:

turns out im an idiot and just didnt realize the Alpha channel on the Texture got removed completely some how....quick trip to Gimp and 5 minutes later i got the results i wanted


texts: Background doesn't render transparently despite checking Film-->Transparent; RGBA settings (cycles, v2.83)

texts:
I'm trying to render an object with a transparent background.
As per the instructions I've found online, I have "Transparent" checked in Render Properties, RBGA/PNG selected in Output Properties.
Both Render Preview and the rendered image have the checkered background. But, when I save the PNG and import into Illustrator, PS, Word, etc., I see a semi-transparent gray background (top right object).
As a control, I opened a new blender file and simple dummy figure (glowing cube + plane with yellow emission), rendered it with the same settings and that worked.
So, I'm not sure if there's some other setting here that I'm overlooking. To test that, I made a blank blender file, imported all the objects and lights from the model I was first trying to render, matched the world color/PNG transparency settings, and found that that worked...but I lost a lot of vibrancy despite carrying over the lights and everything (bottom left object).
Clamps, light paths, samples are all the same.
Any tips would be immensely helpful.
Blender file that isn't rendering fully transparent:


texts: How to import XMF/XML files from IMVU into blender?

texts: I was wondering if there was a way I could import XMF/XML files from IMVU in to 2.78 or 2.70? I've read two questions on the same topic but nothing provided worked for me.


texts: How do I get proper reflections (Eevee)?

texts:
I added my modeled car into an eevee-scene and for some reason it refuses to render. When I try to render a white box appears around the car instead of the reflections. I have tried all the settings eg. screen space reflections, added a reflection plane, cube map reflection but nothing works.

Q: How do I get proper reflections instead of this box?


texts: Storing preferences without having properties in every scene?

texts:
I did applink for 3dCoat app. I set Export directory manually. At present, i should set the directory in every blend scene. But i would like to set the directory path only one time and store it aways in cache. Is it possible to do?

My code:

            exchangedir = StringProperty(
            name="FilePath",
            subtype="DIR_PATH"
        )
.....

row.prop(simple3Dcoat, "exchangedir", text="ExchangeDir")

It would be cool to store "exchangedir" string in cache. So that it will be always the same for all blend files. Thank you!


texts:
I would like to create something that is basically what array modifier does, but with a tiny bit of randomization (of both location and rotation). The particle system would be otherwise fine except that it is too random. I couldn't find a way to make the particles mostly organized with a little bit of randomness.

I found a really old patch to Blender introducing exactly what I wanted, but apparently it was never accepted: https://developer.blender.org/T26662.

EDIT: I used the method suggested by Faceb Faceb below to get the following result:

The result is fine, but in this method I have to apply the array modifier before randomization which makes it more difficult to e.g. change individual parts of the array later (if I wanted to, for instance, fiddle with the shape or looks of the bricks in the picture above). If there is a way to achieve this result using the particle system, I'm interested.


texts: Adaptive subdivision modifier causes high memory

texts:
I'm modeling a bridge and because the scene is going pretty far in the distance  I decided to use the adaptive subdivision function.

I have an object that has an array modifier that repeat it self 100 times, the object has 32 verts what normally does not give me any problem to render.

Now if I render my scene its taking 15 minutes to even start rendering and blender is working on Building BVH <Object> and when its doing this my memory peaks at 12GB what is absurd for this scene.

What did I try:

disabling my HDRI and use a simple light setup.
removing verts up to where I had 4 verts left.
removing the material.

I have the feeling that I'm missing something.

Image of my modifier setup included


texts:
I am trying to practice with blender by creating a plant with bulb or bean shaped leaves as in this illustration (author unknown):

I created a leaf and used a Hair particle system to duplicate it around a trunk, but  am having a hard time ordering the leaves nicely.

It doesn't have to be exactly as in the illustration, but at least somewhat regular. This is what I have gotten so far:

It's not great because the meshes of the leaves intersect and have irregular gaps between them. I tweaked around for a long time but none of my settings are set to "random".

How are the leaves emitted in this scene and how can I order them?


texts: Where are the keying set's keyframes in the dope sheet?

texts:
With no keying set specified when I press I and select LocRot for example, it places keyframes on both dope sheet and F-curve graph editor.

However I started making my own keying set comprised of 3 shape keys value. When I press I, it only appears on the F-curve and not in the dope sheet. Any way to make it appears on the dope sheet too?


texts:
State of Blender's Logic Bricks

I've always been bothered by blender's logic brick system. I feel that it has problems concerning the following elements:

Speed
Customization/Complexity

Speed

In many of my previous projects that relied heavily on logic bricks, I've always had problems related to logic being executed one or a few ticks late. This led to a great deal of problems.

Customization/Complexity

For one, I feel that there should be a greater amount of logic bricks; however, there are many ways around this. Primarily, I dislike to a great extent the sheer limitations provided by the system. For example, consider the following setup:

What if I don't want SPACEBAR to trigger movement.jump(), but a key that will never be the same as it can be changed through, perhaps, a key-binding menu of the game? How can I have the key dynamic and always changing through logic?

What if I have a whole lot of logic all over the place? It would look extremely messy, and I would have to resort to other methods (e.g. spreading logic over different objects, creating more python to clean up logic).

My Method

Because of the lack of complexity and speed with blender's logic bricks, I've done anything and everything in python. Rather than using an array of sensors, controllers, and actuators provided by logic bricks, I've always stuck with the following setup:

And I hate it with abhorrence.

How does it work?

Rather than having a module that includes functions for movement, I would create a python script with a newly-defined class. The code would run every frame. Any script would always use the following:

import imp
imp.reload(script1)
imp.reload(script2)
imp.reload(script3)

This ensures that every script is reloaded as all of my logic is done via script. The logic, in this case (player script), would be included in the __init__() function.

All of my work seems extremely eccentric, unpythonic, and nonsensical.

But it is the only way to get everything working the way it should.

How would I go about this problem?

This has been bothering me to a great extent, and I tried leaving to another engine a while back (the reason for my long absence). Other game engines have systems for game logic that make complete sense and work perfectly. I do not know how to combat this issue. I read about the road plans for 2.8, and I found out that logic bricks will get what seems to be a complete revamp. Should I wait it out (an indefinite amount of time, maybe even a year or longer)? Should I continue with another engine?


texts:
How can I get bring up a popup file browser in Blender 2.80 invoked by a button click in my addon, to define the name and location of a file to be exported?

In Blender 2.7x, I did this via the context window manager in the invoke function, but it is very possible that this hasn't been the preferred method for years, as I'm not finding useful documentation when I search for how to update this.

class MYTOOL_OT_write_data(bpy.types.Operator):
    bl_idname = "mytool.write_data"
    bl_label = "Write data file"

    directory: bpy.props.StringProperty(subtype="FILE_PATH")
    filename: bpy.props.StringProperty(subtype="FILE_NAME")

    def invoke(self, context, event):  # 2.7x method
        WindowManager = context.window_manager
        context.window_manager.FILEBROWSERect_add(self)  # <-- error here
        return{"RUNNING_MODAL"}

    def execute(self, context):
        directory = self.directory
        filename = self.filename
        # Write csv data file using normal python functionality
        return{'FINISHED'}

In Blender 2.80, I am getting the error "AttributeError: 'WindowManager' object has no attribute 'FILEBROWSERect_add'".

Thanks for your help.

UPDATED SOLUTION based on brockmann's solution below.  The trick is to use the ExportHelper util (which existed long before Blender 2.80):

from bpy_extras.io_utils import ExportHelper

class MYTOOL_OT_write_data(bpy.types.Operator, ExportHelper):
    bl_idname = "mytool.write_data"
    bl_label = "Write data file"

    filename_ext = ".csv"  # ExportHelper mixin class uses this
    def execute(self, context):
        filepath = self.filepath
        # f = open(filepath, 'w')
        # f.write(stuff)
        # f.close()
        return{'FINISHED'}


texts: Are there anywhere available the newest Blender debugging symbol files for ms-windows (*.pdb)? Blender recently crashed a few times and I wanted to provide developers more information than only info about the crash.


texts: How can I correctly apply wind on grass (hair particles)?

texts: I made a hair particle system of grass and wind and turbulence force fields. But the wind doesn't seem to affect the grass particles and the turbulence when translated, just resizes the grass rather than sway it as expected. Please find the .blend file attached herewith:


texts: Transitioning the overlap of multiple objects

texts:
I'm trying to fade an object's regular solid surface into its wireframe.

I've got as far as duplicating the object and deleting vertices until I'm left with an area of overlap.

Is it possible to render this in such a way that there is a smooth transition at the area of overlap? Maybe there is a better way to achieve this effect?

Another example:


texts: How can I edit how many vertices are in my object?

texts: I was watching a tutorial where someone could spawn a cylinder then type in how many vertices he wanted, it's an old tutorial and the ui doesn't show up on the left anymore.


texts: Exporting Text with Curve Modifier Animation to Unity 3D

texts: I'm making a simple text animation following this tutorial: https://www.youtube.com/watch?v=bF3O4qbaMqs. Basically, it's making text running in circles by applying a circle/bezier curve modifier on it. So when I change the x value of the location of the text, it runs in circle, which works jsut fine in Blender. However, when I keyframe everything and move them into Unity, the curve modifier doesn't work and the text is just moving along the x-axis. How should I fix this in Blender, so I can have the text running in circle effect in Unity?


texts: How to "freeze" particle system without convert operation

texts:
I made 4 particle systems for one object in order to emit some stones on the ground (smaller and bigger). The system makes stones fall on the ground (with collision).
I want to keep all the particles (stones) still at the exact postion (ie. frame 40) but WITHOUT convert operation. Convert operation need tons of additional memory which i don't have (and everything runs super slow).
How to "freeze" particle systems without conversion in specific position (frame) so I can run other animation and simulations in the scene?

*or maybe there is another way to generate particles on the ground which are not generated IN the ground (as the plane of ground is crosscutting them in unnatural way).

Thx


texts:
Relatively new to Blender, completely new to stack exchange.

Creating a dimly lit scene using a large amount of emissive objects. Render keeps coming up with tons of fireflies in it.

Scene is dark so you might have to zoom in a bit.

Tried multiple methods including, increasing samples, changing clamp settings, caustics, filter glossy, among many other things, none of which seemed to fix it in the slightest. Is there anything else I could try or have I incorrectly used the previous methods?

Any help would be appreciated!

Here's the file.


texts:
I recorded an animation with my object z set to 1.00 but realised afterwards it needs to be at 3.00 throughout.

How can I set the object's z to 3.00 for all selected keyframes in the dopesheet?


texts:
I imported my SVG file and solidified it, but some wrong faces were created.
I tried to get rid of them in edit mode, but I couldn't do that.
How can I do this?


texts: How to swap the "visible" box option in the visibility actuator?

texts:
I have this script.

import bge
from initialization import initialization

initialization(__name__)
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()
obj = cont.owner
act = cont.actuators["Aura"]
status = act.visibility

if Flashlight["targetName"] == str(obj).replace(" ","_"):
    status = True
    cont.activate(Aura)
    print ("TRRRRUUUUUUUUUUUUUUEEEEEEEEEE")
else:
#   status = False
    cont.deactivate(Aura)
    print ("FAAAALLSEEEEEEEEEEEEEEEEEEEEE")

Logic bricks are like this:

It works, but I wondered why setting the status = False (at line 17-comment) and then swapping the line with cont.activate(Aura) would not work.

So my question: Doesn't "act.visibility" toggle the "Visible" box option to ticked if True and unticked if False? If yes what does it do and how can I swap the status of the "Visible" box option. *searching for a python solution

p.s. My script checks a string value, if it is equal to the object's name it makes a mesh that acts as an aura visible for as long as the value remains equal.


texts: Blender 2.80 Show Seams, Sharp Edges etc. on 3d viewport

texts:
I couldn't find where I could toggle on/off to show all sharp edges, UV seams, seams, creases on the model. Using Blender 2.8 Beta. Also, can I see normals on the individual edges, faces or vertex with adjustable sizes like it was in 2.79? I'm still trying to adapt 2.80 so go easy on me.

Thank you for your help.


texts:
I am trying to render a scene and when I render it, my background doesn't show up. It should be a sky that is blue, but it shows up black still while the hills and other features render fine. Does anyone know a reason this happens?

Thanks!


texts: 3D Stereo - Saving both Left and Right render images

texts:
I wrote this code to save the render buffer:

bpy.ops.render.render(scene="Scene")
bpy.data.images['Render Result'].save_render('D:\\render.png')

But it doesn't work if I have a stereo camera.

Generally, if I click on Image > Save As Image Blender saves both the images adding _L and _R suffix to the filename if the Stereo 3D is enabled.

Some suggest on how to solve?


texts: I've seen some examples like on BlenderGuru.com and some other youtube tutorials. But, what would be considered the proper way to add a specularity map in cycles?


texts:
I have video and audio in video sequence editor. Video is short and audio is long. How can i cut the audio to match the video.

Any suggestion or help. Thanks


texts:
Didn't find an answer for my question in the forums, the question might be off. Sorry.

I can make an object follow a path by creating a curve / path and adding it as subject to a follow path constraint to the object.

Expected: I want to create two paths. The object follows path one. Stops for 50 frames. Then the object departs from its current position and follows path two. I tried setting this up by adding two path constraints and manipulating the frame offsets. (So: first path: offset:0, duration:100. second path: offset:150, duration:100).

Observed: The object starts following both paths simultaneously or skips the first path altogether.

What am I doing wrong and how can I get the expected behaviour?


texts: Scene Referred and Display Referred RGB values of the image

texts: If I left click on an image in the UV/Image Editor two sets of RGB values are displayed. Are the "left" RGB values the scene referred values and the "right" RGB values the display referred values ?


texts:
I am new to Blender and started to create a low-poly character. I was working on the hands when suddenly Blender smoothed everything out. I googled a bit but i couldn't really find a solution to this. I wanted to extrude and i don't know what i accidently pressed but this happned:

How can i undo this ?


texts:
My set has no light sources and no environment maps, resulting in black background - however, the objects are still illuminated. Have I enabled some obscure setting by mistake?

PS. This is in Cycles. When switched to Eevee, everything is back as expected.


texts:
I need to draw some bipyramidal shape in Blender (for a nanohub simulation) but I am completely new to this field.

Can anyone help me understand how to model such shape?


texts: How am i doing so far with this character? Topology

texts: Any suggestion? do you see something that will be a problem later on? i will rigg this model, i need an opinion, my is that i use too many polys in the face and when i realize it was too late


texts:
I am trying to retopo a face and I would like to animate it, making smooth facial expression if possible.

I'm not a very experienced user but I do my best and try to learn as much as i can. Having a project helps me to get motivated and learn stuff.

I've seen a few tutorials for Retopology on YouTube, I know the basics (the process and avoiding Tri and Ngons) and making loops around the important features. I'd like it in a depth real course to follow along to be sure of what I'm doing, even if it's not a free course I'm fine.

thank you for your help !


texts: How to stop and save during a 'Progressive Refine' render in progress?

texts: When using the Progressive Refine render option, how do I actually stop a render prematurely and save it? I understand that is one of the benefits as I've read here and elsewhere, but I can't seem to find an answer or figure that aspect of it out.


texts: Parenting - Only the children moves when I move the parent and the parent stays still

texts:
I have attached a few objects to a parent, but when I transform the parent, only the children are transformed while the parent stays the same. This is the case for positioning, rotation and scaling.

I recreated it in fresh scene with some boxes and it worked fine.

Thank you very much for your help!


texts: How to make a triangle with one angle being 90°

texts:
Im new to Belnder and having troubles making a triangle with one angle being 90 degrees. I'm able to make a triangle but that's the existent of what I can do.

What I tried was making a normal triangle and attaching a cube to one side of it accomplishing what I want but this means I couldn't extend out side A (reference to image above) which is my goal.

Any other methods I should try?

End goal:

(but 3D)


texts: How can I change blender´s 2.78 splash screen?

texts:
I´m following this guide:
https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake
and so I got all the files for blender and I´m ready to change the splash screen on Blender 2.78a

So I read this:
https://wiki.blender.org/index.php/Dev:2.4/Doc/How_to/Edit_the_SplashScreen

But on the 2.78 dependencies, there´s no file "datatoc.py", instead there´s a "ctodata.py" file. So when I run the python command:

python ctodata.py splash.png

I get error:
Traceback (most recent call last):
  File "ctodata.py", line 44, in
    data = fpin.read().rsplit("{")[-1].split("}")[0]
  File "C:\Python\Python35\lib\encodings\cp1252.py", line 23, in decode
    return codecs.charmap_decode(input,self.errors,decoding_table)[0]
UnicodeDecodeError: 'charmap' codec can't decode byte 0x9d in position 968: char
acter maps to

Could someone help me out on how to change the splash screen on Blender 2.78a, please? Thanks.


texts: I made this using more then one object, then joined them together. used some fill faces as well. Then when I put the subdivision mod on it I get this three color pattern on the now Whole oject. Is that normal? I think not. so if I am right how to I get it to show all of it in the same color?


texts: How to achieve this organza-like rubbery cloth? (like @catelloo)

texts: This is 'drop.png' by @catelloo on Instagram. I think they made it using C4D but I wonder if the same effect can be achieved using Blender. I'm a total newbie. Thanks :)


texts: ! Going Back in Blender Project History?

texts:
I think I may have lost a lot of my work but I'm hoping someone here can help me find a way to recover it.
I'm working on an animation project where when I make a new scene I usually make a copy of one of my existing scenes that has the models I created already in it and use it as a template for the new scene so that I don't have to recreate or append my models.
I usually take an existing scene, make a copy using "Save As" with a new file name for the new scene and then delete all the previous keyframes to get a clean slate, but still have all my models.
However, in my most recent session, I realized that I had actually forgotten to first make a copy of my original scene by using Save As and so had just deleted my original project, which represented a lot of work. I'm been looking around to see if there is a way to go back to my original file or go back in my project history so I can restore my original file but can't find a way to do this.
Is there a way to see my Blender projects history? I just need to be able to go back to the original file before I made all my changes. Is there a way to do this?


texts: Is there a way to visualize the tris of a scene?

texts:
Is there a way to visualize the tris of a scene ?

I want to visualize them in the viewport, because sometimes I want to turn the hidden edge of some quads.


texts: Motionbuilder to Blender: Still no true FBX support?

texts:
Has anyone found a way to successfully import an FBX file that contains an armature and skin from Motionbuilder to Blender?  I just got royally screwed on a project because zi didn't know there were issues with the FBX format until today.
What's incredibly frustrating is I can import animated FBX files from other sources, but nothing I've created/cleaned up in motionbuilder.


texts:
The question is vague, and I apologize for that. I don't know how to make the dot that has the transform tools, appear in the middle of the mesh like it is supposed to be. I would appreciate some assistance with this.

the dot with the arrows below the object


texts: Cycles Rendering in UI not working - Command Line is fine

texts:
I am having an issue with Blender 2.91.x and above, where I can very rarely get cycles rendering to work in UI mode - ie by hitting f11 or f12. I get the occasional render but it certainly cannot render an animation.
However, the same file works perfectly with the same blender version in command line rendering. And there is no problem in rendered view in the viewport. I have tried;

CPU, Optix, and CUDA
Opening the file on a different computer and different OS.
Reconstructing the file.
Clearing data-block previews
Opening the file in 2.83 LTS.

I have not been able to get the render to fail in 2.83 LTS yet, though I haven't tried a lot. On  2.92 I found that the renders started to fail after a one or two. I switched to CUDA from OPTIX and the render worked once, and then hung.
It is freezing on initialisation, and Blender can only be force quit - it's not possible to stop the render. The CPU's are maxed out completely.
I'm stumped.
If I try fresh blend files, they seem fine, but these files were originally from a fresh blend file.
My next step will be to reconstruct the file bit by bit until I find what part of the file is causing cycles to freeze.


texts: Can one create a video from sequence of meshes that you already have using blender?

texts:
If I have a sequence of .obj (or any other readable format) files created from my own simulation code (say cloth simulation), can I use the rendering capabilities of blender to generate a video?

Is there a way to set the material properties for frame 1 and use the same or rest of the frames while the corresponding meshes are imported afresh from that ones I provide?


texts: Is it possible to do projection mapping with blender

texts: I was trying to find information about how can I do projection mapping with blender on real surfaces/objects. Found some tutorials but they didn't help much. Most of them were talking about creating objects/animation and then project them to a surface using other tools like HeavyM, MadMapper, etc. I found out Blam and fSpy and I was wondering if I can use these. Is it possible to use only Blender (with Blam) for matching my objects/animations or anything to a real surface?


texts:
I'm trying to get the rendered position of bones, but it seems that they are off by some amount and I don't find the source of the offset. This is the code I'm using:

import bpy
from bpy_extras.object_utils import world_to_camera_view

hand_pose = bpy.data.objects["Armature"].pose;

render_scale=bpy.context.scene.render.resolution_percentage/100;

height = 512
width = 512

bpy.context.scene.render.resolution_x = width
bpy.context.scene.render.resolution_y = height
bpy.context.scene.render.resolution_percentage = 100

render_size = (
    bpy.context.scene.render.resolution_x * render_scale,
    bpy.context.scene.render.resolution_y * render_scale
    )

bpy.context.scene.render.filepath = 'sample.png'
bpy.ops.render.render(write_still=True)

fingers=[ 'finger_pinky.03.L', 'finger_ring.03.L', 'finger_middle.03.L', 'finger_index.03.L', 'thumb.03.L' ]

for i, finger in enumerate(fingers):
    pos = world_to_camera_view(bpy.context.scene,     bpy.context.scene.camera, hand_pose.bones[finger].head)
    print(finger + ' position is ', render_size[0]*pos.x, height-render_size[1]*pos.y-1)

for which I get an output like this:

finger_pinky.03.L position is  255.89732360839844 297.16163635253906
finger_ring.03.L position is  249.3601531982422 292.98570251464844
finger_middle.03.L position is  246.95179748535156 286.85406494140625
finger_index.03.L position is  249.28578186035156 279.54920959472656
thumb.03.L position is  266.2782287597656 270.7700500488281

The bones correspond to the tip of each finger. The obtained positions are not in the right place, as shown in the following figure:

Can anyone give a hint on what I'm doing wrong?

Hernan


texts:
I've been trying to find the right way to model this grenade launcher.  My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts.  Does anyone have any ideas on how to best tackle this shape?

EDIT:

I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape.  It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier.  I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels.  There's a lot of tweaking to be done, but it's a start.  Thanks everyone who took a look at this.  If anyone can find a better method, please let me know.


texts: I'm trying to export a character to UE4, but I can't seem to export the shape key animation and bone constraints, how could I get around this?

texts:
Hello!
I have been working on a character for a project of mine and have encountered a few issues.
Software:
I am using Blender version 2.90.1 and Unreal Engine version 4.25.4.
Model description:
Clothing:
3 shirt pieces (both arms and the collar), a waistcoat, trousers, shoes, and a tie.
Base:
The head and hands (exported from MakeHuman).
It looks like this:
Animations I need imported:
Now he is animated, he has:

A Blinking Animation (a shape key named "blink" that changes from 0 to 1)
The Main Idle Animation (standard rig with IK) (Currently this is being exported and imported fine)
Basic Eye Movement (armature with "Track To" bone constraint). It should be noted that the eyes need to have the basic eye movement but also move with the main idle animation, so that if the head is moved the eyes follow with it while looking around.
These all work as intended inside of Blender but apparently Unreal cannot import shape keys or bone constraints.

What I need to know:

Is there a way to package the shape key animation in an FBX file and import to Unreal Engine?
Is there a way to export the eye movement to an FBX file and import into UE4?
If I cannot use constraints for the eye movement, what is a simple way to achieve the desired effect without them?

Additional Info:
This is the armature that controls the eye movement:

The bones "eye.R" and "eye.L" both have a Track To bone constraint. With these settings (Except for the bone being .R not .L):
As for the shape key animation, it starts the animation looking like this:

Then at frame 63 it is set to 1:

And then at frame 66 it is set back to 0.
In the graph editor I added a "Cycle" F-Curve modifier to make this blinking motion repeat, those settings look like this:

To quickly show how the animation looks in blender I'll link this video


texts: Hiw do I access an imported fbx file with a script after importing it with Python?

texts:
Here is what I'm trying to do:

Make a LODGroup Empty object ("fbx_type":"LodGroup").
Import an asset
Parent the asset to the lod group.
Duplicate (important: original asset not decimated asset), and decimate asset. Parent it also.
Repeat 4 until x many LODS.

Here is my code so far:
import bpy
import os.path
from os import path

main_dir="D:\\Documents\\Megascans Library\\Downloaded\\3d\\rock_assembly_siuw3"
model_id=main_dir.split("\\")[-1].split("_")[-1]

bpy.ops.object.empty_add(type="PLAIN_AXES", radius=1, location=(0, 0, 0))

lod_group = bpy.context.active_object
lod_group.name="LODGroup"
lod_group["fbx_type"]="LodGroup"

print(main_dir+"\\"+model_id+"_High.fbx")

if os.path.exists(main_dir+"\\"+model_id+"_High.fbx"):
    bpy.ops.import_scene.fbx(filepath=main_dir+"\\"+model_id+"_High.fbx")

My issue is that bpy.context.active_object doesn't point to the imported fbx after importing and as such I can't parent it to my LODGroup.


texts:
When I enter the shading workspace, or use Eevee at all, it looks kind of normal, like this:

But after panning around a little bit it seems like it is not rendering the actual object, but rendering the background as the object:

After panning enough, all of what was originally the cube is just a distorted version of the default HDRi:
This same issue occurs even when using Eevee in regular render mode, without an HDRi.
I looked for a while and couldn't find the issue anywhere else, so if anyone knows what is going on, that would be awesome.


texts: Why can I only select certain colors in the color wheel selector in 2.8?

texts:
So ever since I've moved to Blender 2.8 I've noticed my base color wheel is restricted to certain portions of the spectrum. For instance, if I drag my mouse around the border of the entire color wheel, the cursor will only be able to reach a few areas on the edge and otherwise be forced inwards. I've attached an image of where my cursor can reach.

In addition to this, whenever I select (say) a bright pink (BC5AB9) and attempt to darken the colour via the shade slider on the right, it will revert my color selection back to the center and make my material white/black again.

EDIT: by request, here are my colour management settings


texts: Can Blender save Rendered image periodically

texts:
I usually render still images with very high samples(1000-5000) in cycles render engine.I leave this rendering on my desktop PC overnight.
I was wondering if there is a feature/addon that can save the rendered image every 100 samples or every 30 mins or something of the sort.
So that when I wake up in the morning and there was a power outage during the middle of the render, I still have a render close to the quality I wanted rather than none.


texts: Blender3D - Getting artifact geometry when subdividing?

texts:
So I'm trying my hand at Blender 3D again, but this issue keeps popping up when I try to use the Subdivision Surface modifier on certain shapes and objects. The following screenshots should illustrate pretty well what I'm referring to:

Any help would be greatly appreciated! <3


texts: Why is the rendered picture not the same as in rendered mode? The first one less than the second one


texts: How to increase spacing between duplicated objects parented to a curve using *DupliFrame* ?

texts:
I have a plane that has been duplicated along a curve:

I parented the plane to the curve (Ctrl+P) and then used DupliFrames on the plane to get the above scene. However, I want to increase the relative spacing between the planes. Any suggestions on that?

Please don't ask me use to Array Modifier/Curve Modifier (I know that will solve my current problem but it will also prevent my planes from staying horizontal as they are currently since they will use the normal of the curve for their orientation). Is there a way to increase the spacing under the above setup? Maybe some curve property?


texts: Are the color swatches in Blender linearized?

texts: I would like to know if the color swatches are linearized automatically in Blender (in the 3D viewport as well as in the render viewport) or if I need to apply some correction? Thank you.


texts:
I would like to use Alt instead of Shift+D to duplicate nodes in the shader editor, and really anywhere so that it is more consistent with my own workflow between programs that I use. Alt drag is used most frequently, and closer at hand.
This is easily done in the 3d viewport, simply replace Shift+D with Alt +LMB and objects will be duplicated this way. However, in the node editor, this doesn't seem to work at all. I end up aimlessly dragging nodes around doing nothing useful with them. Is there a a better way?
Here is how my prefs look for the settings that are of interest here:

This is what happens with the settings in action:


texts:
I am rendering a snow scene and for the roughness i have a voronoi texture to create a glittery look. However, when I render it, they disappear.. I think maybe the denoiser thinks they are fireflies? i tried using the intel denoiser but it did the same thing. I heard on another blender stack thread that its due to low samples, so i bumped it up to 200 and it still removed it.. How can I fix this? Currently, only idea I have is to just render it with no denoising and a high ammount of samples, but my pc isn't very fast.
In eevee:

With denoiser in cycles (100 samples):


texts:
I'm a beginner at blender and while doing the anvil from blender guru's video I had a problem.
I baked the normal map and it won't align to my uv map in Cycles.
In eevee everything is fine and it's displayed according to the uv map but in cycles I have this

While in eevee I have this (working fine except the jagged edges on top) :

My material :

My uv and normal map :

I only have one uv map in my data objects. Any help would be greatly appreciated, thanks :)


texts: Snap cursor to selected within a python script?

texts:
What's the right way to snap cursor to selected with Python? I'm getting a failed context error with this:

bpy.ops.view3d.snap_cursor_to_selected()

I've seen a solution using an operator but this is not what I want (at least I don't think?).


texts:
I'm designing a cel shaded phoenix in Cycles. I have used particles as flames as opposed to using the smoke simulator. Now, i want to add motion blur and fog glow to those particles to make them look more fire-like. Any suggestions? Thanks in advance.

This is my basic set up:


texts: How could this looped animation be made in Blender?

texts:
I was watching Six Major Paris, and noticed a looped animated background they use for shoutcasters' scene, and just wondered how it made using Blender?

The looped animation is here:
https://youtu.be/mX-N4aIBrXQ

Thank you


texts: Trying to find source of motion of a bone in blender 2.8

texts:
I've got an animation which was originally created in 2.78 and Im looking at it in 2.8.
What I notice is that some bones are animated, but I cannot find the keyframes associated with their motion. Also checking the dopesheet turns up empty. I dont find any parented objects which might be the cause either.

Ive uploaded an example http://pasteall.org/blend/index.php?id=51705

Im very interested to know how/where the animation data can be found.

many thanks in advance
Jesse


texts: Cycles: How do I add an input socket to a node in cycles?

texts: I would like to add an input socket to the offset field on the image sequence node in cycles. Can this be done without using open shading language?


texts: Random distribution of objects over a plane

texts:
I'm making a game which involves the player walking around a forest, and so I need to randomly distribute trees from the sapling tree generator all over it. The plane is huge so I can't simply place them manually.
It would also be ideal to change the seed of the tree for each tree created. I'm familiar with python so a script would be acceptable.
Thanks!


texts: .fbx export why there are no materials or textures?

texts:
I used node textures in a mesh I exported to .FBX.

I then imported it into Unreal Engine 4 and it didn't import any textures; I clicked the Upload Textures option in Unreal Engine.

Is there something I'm doing wrong or is it Blender?


texts:
I want to create a landscape with multiple planes and sculpting. I want to have a transition between the planes so I don't have a gap or overlap planes.
Could someone please help me?


texts: How do I remap the 'Edit Mode' / 'Object Mode' key (tab) to a new key in Blender 2.8?

texts: I would like to make it so that '5' toggles between edit mode and object mode instead of pressing 'Tab'. I thought I could do this via Preferences->Keymap, but when I change the shortcut to '5' in the keymap it only goes one way (for instance edit to object) but it does not toggle back and forth. What am I missing? Do I need to create a custom operator just for this?


texts: better path for particles when morphing between shapes in same location

texts:
I am using keyed particles to morph between shapes with different numbers of vertices. I want to show the progression between series of embryo brains in the same location. However, the particles in the the bottom of one brain move to the top of the next brain. I want the hemisphere particles to largely stay in the hemisphere and not travel up from the brain stem. Is there a way to do this?
Thanks


texts: How to Add physics to multiple objects and make them behave as one?

texts: I'm trying to add rigid body physics to multiple objects that I want behave as one(E.g Briefcase and the handle) I figured Ctrl + j(joining) them works but what if i want to manipulate my model for easier material switch without UV etc. In C4D I used to be able add rigid body collider to a containing null and there it was, is there anyway similar to this approach? I guess I'm having difficulty to understand how hierarchy works in blender.


texts:
So I just started working with Blender 2.6 and the two books I have don't really discuss how to modify objects other than "here's edit mode..."

What I have is two cylinders with one slightly smaller than the other and protruding out of the larger one.  I need to "fillet" from the larger cylinder to the smaller one.  I decided to create a cone with the same diameter as the larger cylinder which then protrudes through the smaller one giving the illusion that the larger cylinder is reducing to the size of the smaller one.  Of course the problem is that the cone continues through and extends beyond the smaller cylinder.  My thought was to just cut a section off of the cone that lies inside the smaller cylinder.  Unfortunately my two books don't really cover doing anything like that.  So any suggestions would be greatly appreciated!


texts: Can't automatically deselect object when i press outside it

texts:
This might be a stupid question.

But you know how in Blender 2.8, unlike in Blender 2.79, we can automatically deselect object just by pressing outside it, for instance by pressing outside a cube or a camera?

For some weird reason i can't seem to do it anymore.
Now my Blender 2.8 selection tool work just like Blender 2.79, which sucks.
I tried to reinstall my Blender 2.8, but it doesn't seem to work.
(Maybe i just don't reinstall it properly, i don't know)

Can anyone help this noob to fix his simple problem?


texts: Boolean difference modifier does not remove a part

texts:
I'm new to Blender and got the following problem.

As stated in multiple threads on this board the functionality of the boolean difference misbehaves.
I want to reach the following result:

Instead I get this:

I also checked and tried the solutions as described in these threads.

(Using difference modifier on two objects doesn't always work)

(Boolean difference modifier merges two object)

But none of these worked as I always get "Removed 0 Vertices" when I use the command "Remove Doubles".

Right now I am using the v2.79 of Blender.
Also the file for this car is uploaded here.

I would really appreciate if someone could help me out on that. Maybe some other people have the same issue...


texts: Why can't I see my texture in prevew and render view?

texts:
I have painted in substance painter and imported the texture. I can see the texture in texture mode. When I render or preview render it  the bottom mesh (body skin) is showing just a basic color. The other mesh (antenna) is showing in both texture mode and in render. I have assigned the texture and uv map also. Any suggestion or help why I can't see it?

Texture Mode

Preview Render

Nodes


texts: Why does my mesh rotate face down when i delete my bone?

texts:
Ok so, I got this bone that I wanted to get rid of so I can start over with fresh new ones.
The bones were once weighted with my legs mesh but then I deleted them.

So when ever I delete the bones my entire leg mesh just turns face down and move a little out of place.

Why is it doing this? it's kind of annoying.

Here's what I mean.

That's how it looks totally normal.

This is how it looks all wonky and crap..

I'd appreciate it if some gave me a hand. Idk if this is like some sort of bug, or what?


texts:
I'm following a tutorial online. In the tutorial when he unwraps the object (using Smart UV Project), it seems to unwrap differently to how mine did

However I've moved things around in the UV/Image Editor to match how his unwrapped, however cannot seem to manually align things up properly - is there an easier way to do this? You can see from the image below that each side has not lined up exactly

Many thanks


texts: Shading artifacts after baking normal map

texts:
I tried baking a normal map from high poly to low poly mesh. The high poly is basically just the low poly with beveled edges and proper smoothing. I'm absolute beginner when it comes UV unwraping and baking, yet I still think I've done an okay job with unwrapping. There is no stretching, I thought it will come up nicely. I even tried to increase the margin to something like 0.003 to give each island a "room to breathe".

I triangulated the low poly model, set the following settings for baking and baked each part of the mesh by one, after the first bake I deselected the Clear Image option.

I baked into 4096x4096 32bit image without alpha, set to non-color. This is how the normal map looks like after the bake downsized to 1024x1024 (in Blender I used the size of 4096x4096, I just had to downsize it so I can post it here).

I can see a few green areas, which apparently is the reason behind my problem. I have no idea how to fix it, though. I tried to use the cage, but either I didn't understand it or it doesn't work too.

This is what my high-poly mesh look like. I know it's hard to see the details from the image, but see for yourself by looking at the file I provided at the end of this post if you're interested in helping me.

And this is my low-poly mesh with the normal map and the shading artifacts I'm referring to. I also used a red diffuse color so the artifacts are visible a bit more.

Some of the edges look okay, some have these shading issues. My goal, though, is to bake this inside substance painter, however it gives me the same errors so I assume there's a problem with my mesh, and not with the settings or my lack of skills when it comes to baking/unwrapping.

I've spent too much time trying to come up with a solution, but I was unable to. So I'd be more than grateful if any nice (.. or bored) soul decides to help me, thanks a lot!

Here is the file with the unwrapped low-poly and rough high-poly meshes, nothing is triangulated nor baked, so that you can start fresh. Thanks in advance


texts: I click blender and it just appears to be loading but nothing comes up on the screen. It stops bouncing in the dock and when I go to force quit apps it shows blender not responding. I have deleted and reinstalled blender and the same thing happens. Just last night I was finishing a project and now I cannot access the blender application. Can anyone help me?


texts: Cutting out irrregular parts of a mesh out

texts: I work with reconstructing fossil skeletons of human ancestors. Bones are usually incomplete and I need to assemble whole virtual bones from laser scans of different fossil parts of the bone I have scanned. How can I efficiently delete parts I don't need so that I can assemble whole virtual bones? I know it's easy to delete by bisecting, but that's not enough for what I need  Does this image help explain what I wantto do?


texts: Optix rendering appears to actually be doing CUDA instead of Optix.  I selected Optix, but it takes the same amount of time to render as when I select CUDA. I have updated my Nvidia driver to version 456.38 Studio Driver for my RTX 2080 Video card.  Perhaps Blender needs to update their render kernels to work with newer Nvidia drivers?  A couple of versions ago of Nvidia drivers, Optix did work.


texts: The Significance of 1 Energy Unit When Baking in Cycles

texts: I watched Andrew Price's tutorial on baking in Cycles, and I noticed that after he baked it to an image, he plugged the color output of that image into the color of an emission shader with a value of 1 for it's energy parameter.  What is the significance of an emission shader with a value of one?


texts: How to concurrently layer a second set of image data over a 3d mesh?

texts: I am concurrently recording RGB and thermal data and I would like to map the thermal data along with the RGB data on to the 3d mesh after the model is rendered. Any advice?


texts:
I merged textures alongside their meshes but now there is a black line between each texture.How can I fix this error?
dropbox file: https://www.dropbox.com/s/n2qsug7e6r341o0/beach%20model.blend?dl=0


texts: How can I have an entire island move when selecting a portion of it?

texts: In the UV editor, moving an island when selecting the entire island works fine. I am trying to select a part of my island and move it to cursor (offset). Ofcourse, doing this would only move whats selected. I need the entire island to move, except have a certain part of the island be used similar to an origin, having the entire island move, but using a certain part as an origin. How can I have an entire island move when selecting a part of it? In other words, I am looking to create an origin in the UV editor (for a certain island).


texts: Why does my baked output look different from my original textures?

texts: On top, there are images that I have used nodes to obtain. I baked them in Cycles and for some reason, they don't output the same. They seem as they don't carry any data besides the brick node that I used.


texts: Textures rotated 90 degrees when exporting a model to a .glb file

texts:
I have a simple box, textured with bricks, in Blender:

However, when I export this scene as glTF 2.0, the textures get rotated 90 degrees:

Why, and how can I make it right?


texts: Is there a way to make rigid body interact with softbody physics?

texts:
I'm trying to have a surface with soft body hold obects that are falling on it with rigid body physics, but for some reason, no what matter what mass I give it, the objects just fall trough the softbody enabled surface.

Is there a toggle or a value I need to change to make them stay there?


texts:
I've spent last three days trying to create a model of a planet for 3D printing with a displacement applied to its external surface and one of the polar caps removed so to create a something like a bowl.

It's essentially a thin (but not zero thickness) sphere with rough surface on the outside and smooth on the inside.  Here is what I did:

Create large sphere, unwarp it, apply planet texture a a displacement.
Create smaller sphere inside the large one, invert the normals.
Join the two.
Create a plane and subtract it from the 3.

The problem here is that subtraction of a plane does not create bowl "opening". It remains closed, albeit the boolean subtraction works. But it looks like a solid sphere with one of the caps cut and not like a bowl.

What am I missing here? Thanks!


texts: How do I bake particle UV's at end of simulation in Molecular Script Add-on

texts:
Is there any way to bake the texture at a certain frame onto particles so it looks like they all formed percectly into an image? I've seen it before but I can't find how to do it anywhere.

]7
I've tried all these settings and re-baked nothing happens.


texts: Decided to try to learn Blender, so started modelling new shelving using it.  Early on I had beveled a corner (not with a modifier) where the shelving goes from one wall to another.  We have since decided we would prefer it sharp.  I understand that the modifier would have been the better choice, but as I beveled with relatively few segments, I thought that it would be a good exercise to learn how one might manually remove the additional segments...so far though, no luck.  Can anyone suggest a course of editing to convert the two sections shown to 90 degree corners?


texts: Grease pencil, how do I use the shear tool?

texts:
In edit mode, I select all points, they turn amber.
View shows: Front Orthographic
I select the shear tool.
I click, and there's an up down arrow cursor.
I move it, nothing happens.
I hit y key and now the cursor is left and right.
I move the mouse while holding left key.
My drawing is scaling in the X direction.

How do I shear my drawing?


texts: How to reflect\catch light but be invisible on render?

texts:
I want a mash was able to catch light but was invisible on render. I want this effect to happen, but the plane was invisible. Is it possible? Or can I cast colored shadow? I need this in cycles. This question is not about "how to make an obect invisible" it's about how to make in catch light.

Fore example

I need this happen

How can I get light accents without white face??? Do you see that light distributes unequally on shaped objects, how can I get only light fingerprint on transparent background?


texts: Why is my backround image distorting when rendered as animation?

texts: When i am rendering a 250 frame animation the still jog backround gets these weird streaks. Im using blender 2.79. Never had a his problem before but this is my first time using a jpg as backround... please help


texts:
I have this creepy issue with normal baking.
As you see, the result gives me a fragmented skin aspect. The fragments are the faces of the LOWPOLY.

Anyone knows why? Doubled the normal map resolution, changes nothing.***

Thank you !!


texts: Hooks, Events, Handlers, Listeners in 2.8?

texts:
I wanted to ask how about the current Blender 2.82.7 in 2020 and the status for the long running questions in have experienced and seen often in my brief explorations of Blender coding in the past about the state of affairs regarding Hooks, Events, Handlers, Listeners, or something similar in the API to allow proper unlimited access to everything going on in an efficient way (meaning not just timers polling endlessly etc.).

Let's say you want to know when the "Sculpting Mode" is switched 'on' in any window, so you can call a function to make sure you have Dyntopo enabled. [There would also be less direct things to inject a hook into like the switching to the Sculpting window tab, which you would also have to do since that window would already be in Sculpting Mode, but switching to another window like Modeling forces back to Edit mode and breaks the Dyntopo Mode.]

Of course you don't want to be prompted about it and so this function (below) you can track down in the Info Viewer using the UI, alas it is maybe not the actual command that would be best.

bpy.ops.sculpt.dynamic_topology_toggle()

Sometimes I see a message there
Dynamic Topology found: face data, disabled
which I suppose is another story.
Anyway if you call the command in a Console you do not get prompted (asked via a popup) to confirm so that's good.

Anyway in this scenario you want to call that function when Sculpting Mode is switched to (or a 3DViewer in that mode is made active).

I have gotten a bit lost looking again in 2020 at the newer 2.8(?) API
Although maybe if you monitored a property change of a 3DViewer AreaSpace becoming active that might be the time to call it (if it is in Sculpting mode?) so that is where you would want to put your 'Hook' or in this case have a custom python script function (aka Handler) is to be called to itself call the dynamic_topology_toggle function 'on' but of course you really want to know what the actual property is and set it to True (or toggle based on it's value/state.

https://docs.blender.org/api/blender2.8/bpy.types.AreaSpaces.html#bpy.types.AreaSpaces.active

I suppose the question can be answered in anyway you deem related but ideally the example helps understand what I fear is still missing proper attention in the Current Blender API.

Right so again the questions this example boils down to are can you monitor a system property like Dyntopo and/or put a hook/handler into the API like active window did change or something similar yet?


texts: How do you take baked textures and apply them to a Blender Render/ Game Engine Object

texts: After baking the materials & textures into a .png file and applying that .png file to a blender render, of the EXACT same shape that they were baked from, I have found a weird result. It doesn't apply over the object in the same way that it was baked off the object. It winds up like below.