texts: Apply armature changes to mesh so that both the mesh and armature look the same in pose and edit mode

texts:
I have a Base Mesh of a human male that I've purchased. Using the Armature that it came with, I've made some changes to it, such as making the model a bit taller, thinner chest, thicker legs etc... So basically I scaled and move some of the bones while in Pose Mode. If I go into Edit Mode for the Mesh or the Armature, it of course goes back to what it looked like at first. My goal is to have the Edit Mode look like my current Pose Mode.

Here's what I've tried:

I applied the Armature Modifier to the Mesh which makes the Mesh look the same both in Edit and Object Mode and that's what I wanted.
I then selected my Armature, went into Pose Mode, selected all the bones and CTRL+A > Apply Pose as Rest Pose. The Armature now looks the same in both Edit and Pose Mode.

The issue that I'm now having is that if I add a new Armature Modifier to the Mesh and then select my rig as its object, about 80% of it looks good, but in some areas it deforms pretty bad, it certainly doesn't look the same anymore. Am I doing things the wrong way or what am I missing?

Thank you in advance!

P.S. - Here's a video of what I've tried and my results: https://youtu.be/WuU03lvx3hI


texts: Render Z-stack of 2D images into 3D object in Blender

texts:
I try to follow Mike Pan's really short description how to rendering a stack of 2D images as a 3D object in blender found here: Rendering stack of 2D images as a 3D object?

Mike writes: You can definitely render a 3D voxel dataset using the built-in tools of Blender. The basic workflow using the Blender Internal engine:

Create a Cube that's the same dimension as your voxel data
Create a volume material and texture for the cube.
Load in the density data as image sequence or 8bit raw data
Adjust all resolution parameters, and setup the texture to affect Density and Emissions.
Tweak color map and material properties until the data is shown nicely.

I am quit new to Blender. I only succeeded partly.

I could make a cube that's the same dimension as my voxel data though opening the Transform panel in the 3D View Editor by clicking the (+) symbol in the right top corner of the editor. There I could set the Dimensions.
I could generate volume material and texture for the cube through opening the Properties Editor, where Material and the Texture for an object can be set.
I got stuck by "load in the density data as image sequence or 8-bit raw data".
There are about 400 8-bit segmentation images I should load.
I could select them all and Import the Images as Planes. But I think this is not the way Mike aimed to load the z-stack of pictures.
How am I able to load the Images into the cube ?

Every hint is appreciated!


texts:
I don't know why this is happening. I am very very new to blender or any 3d modeling with rigs.

Anyone who could help me?


texts: DAG zero... Getting clearer information from the Console Window

texts:
How do I get more detailed information for the following message?
This message appears in the Console Window.

DAG zero... not allowed to happen!

The goal is to know the cause of this message and correct the situation.


texts: Button in ui gray out, scripting sky shader with python

texts:
I am scripting an add-on and I want to make a button for creating sky shader. I type this, I want the nodes to work in WORLD space of shader editor. When pressing the button in UI, the add-on create a simple gradient sky for you
def draw(main, context):
    bpy.ops.preferences.addon_enable(module= "node_wrangler")

class Shader_Gradient_Sky(bpy.types.Operator):
    """Add a Gradient Sky Shader."""
    bl_label = "gradient sky"
    bl_idname = 'shader.gradient_sky'

    col_0 = bpy.props.FloatVectorProperty(name= "Color 0", subtype= 'COLOR_GAMMA' , size=4, default= (0.314, 0.477, 0.777, 1))
    col_1 = bpy.props.FloatVectorProperty(name= "Color 1", subtype= 'COLOR_GAMMA' , size=4, default= (0.012, 0.142, 1, 1))

    def draw(self, context):
        layout= self.layout
        layout.separator(factor= 0.1)
        box = layout.box()
        box.prop(self, "col_0", slider= True)
        box.prop(self, "col_1", slider= True)

        layout.separator(factor= 1)

    @classmethod
    def poll(cls, context):
        space = context.space_data
        return space.type == "NODE_EDITOR" and space.shader_type == "WORLD" and space.tree_type == "ShaderNodeTree"

    def execute(self, context):
        space = context.space_data
        node_tree = space.node_tree
        node_active = context.active_node
        node_selected = context.selected_nodes

        material_gradient_sky = bpy.data.materials.new(name= "Gradient Sky")
            #Use Nodes for this Material
        material_gradient_sky.use_nodes = True
        material_gradient_sky.node_tree.nodes.remove(material_gradient_sky.node_tree.nodes.get('Principled BSDF'))
            #Get material output

        world_output = material_gradient_sky.node_tree.nodes.get('Output World')

        world_output.location = (600, 0)
            #Deselect the node
        world_output.select = False

        viewer_node = material_ gradient_sky.node_tree.nodes.new('ShaderNodeEmissionViewer')
        viewer_node.location = (-200,100)
        viewer_node.select = False

        ColorRamp_node = material_gradient_sky.node_tree.nodes.new('ShaderNodeValToRGB')
        ColorRamp_node.location = (-300, 200)
        ColorRamp_node.color_ramp.elements[0].position = 0.000
        ColorRamp_node.color_ramp.elements[1].position = 0.837
        ColorRamp_node.color_ramp.elements[0].color = self.col_0
        ColorRamp_node.color_ramp.elements[1].color = self.col_1
        ColorRamp_node.select = False

        GradientTex_node = material_gradient_sky.node_tree.nodes.new('ShaderNodeTexGradient')
        GradientTex_node.location = (-300, 200)
        ColorRamp_node.input[0].gradient_type = "LINEAR"
        ColorRamp_node.select = False

        mapping_node = material_ gradient_sky.node_tree.nodes.new('ShaderNodeMapping')
        mapping_node.location = (-200,100)
        mapping_node.select = False

        TexCoord_node = material_ gradient_sky.node_tree.nodes.new('ShaderNodeTexCoord')
        TexCoord_node.location = (-250,-300)
        TexCoord_node.select = False

        world_output = material_gradient_sky.node_tree.nodes.get('Output World')
        world_output.location = (200,0)
        world_output.select = False

        world_gradient_sky.node_tree.links.new(viwer_node.outputs[0], world_output.inputs[0])

        bpy.context.object.active_material = material_gradient_sky

        main(context)
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width= 230)

This script is still writing and not finished, so you can see I did not create links between nodes.
But after I link one node and run the script. Got this in ui

What's missing in my script?


texts:
Here's what I need to do.

I have a footage of a street. I want to add several people walking. Each person was shot using chroma.

I understand how to remove the green using nodes. I understand how to composite each element using nodes. What I don't understand is how to I manipulate them in 3D space in order to move them where I want each element to be or animate them.

I could use the video as texture on a plane and move the plane around. But I want to know if I can process that video as texture using masks and keying. Or should I key every person, render them, then add them as texture to the planes and work like that?

Thank you


texts:
When I download add-ons from this page, sometimes I get a zip file, but sometimes it's just a link like this.

I don't have programmer training, but I know that's something to do with calling an action from the console. Before I just copied the text into a text file, saved it as a zip and installed it that way, but what's the actual way to get the add-on from a link like that?

I saw this: How can I get a list of the installed addons using the API? but it doesnt help me.


texts: Is the Bullet physics engine completely deterministic?

texts: Suppose I set a wrecking-ball to crash into a configuration of stacked cubes. Now I set the scene in motion and record where each cube settles. I then create exactly the same scene again, with cubes and the wrecking ball in exactly the same configuration as before. Will the data I collected on the first simulation about the final position of cubes be EXACTLY the same as the data I collect the second time around, or will there be fundamental uncertainty?


texts: In 2.8, Blender crashes while rendering trees

texts:
I'm trying to render a scene and in both render engines it crashes right before it would start making the image. I thought trees were the issue so i tested the render without them, but it crashed anyways. It might be my computer not being the best too, but if anyone knows a fix please tell me what's wrong.
Computer Specs: AMD Fx4300 (3.8GHz), 16GB RAM, AMD Radeon 260x (2GB), windows 10)


texts: Scripting alternative to editing colour based on vertex coordinates using Nodes editor

texts:
I am trying to add colour to a mesh object where the colour varies based on the z location of each vertex (similar to a heat map). I am able to do so using the nodes editor (cycles render)

into

using the following nodes.

Could someone please tell me how to achieve the same (or similar) result using scripting in a very simple way?
I have currently made this mesh in the following ways.

import bpy
from math import *

ob=bpy.data.objects['Grid']
for v in ob.data.vertices:
    v.co.z=-0.2*(((v.co.x)**2)-((v.co.y)**2))

I was hoping for a similar way to edit the colour of the mesh, where I select the vertices individually and then assign a colour to it based on the z location of the vertices. I am just not able to find the right python command to edit the vertex colour.


texts: Inherit default behaviour for `Operator.draw`?

texts:
Operator.draw doesn't seem to exist.
Is there a way to dynamically inherit the default drawing behaviour for Operator()s?
I'm aware that I can emulate the behaviour by, E.G., iterating through .__annotations__ with self.layout.prop(). That's not a perfect mimic though, and I would prefer to reuse rather than duplicate built-in behaviour.


texts: How to import 12-bit tif image sequence in Video Editor?

texts: I am having a sequence of tif files of 12-bit depth. When imported into blender  I am getting a blank screen. How to ensure that the images are imported properly into the video editor? I tried changing the input color format but with no success.


texts: Why have objects moved from their original positions when I reopen my Blender file and how do I fix it?

texts:
I was working on a skull model yesterday and had aligned all of the bones. Today, when I opened the Blender file, the bones were scattered - seemingly randomly rotated and translated.
I think the issue may have been caused because I received this file from a collaborator, who had keyframed some things to create a spinning animation. I wasn't aware of this and just worked on the scene and did not keyframe anything. I also tried deleting the keyframes and also unparenting bones and keeping transforms but nothing worked.
Does anyone know if there is any way to recover the overall scene?


texts:
in pose also the ribs move although I only move the arm

I have nothing parent

unfortunately I don't know how to get this fixed
My Blender file:
https://1drv.ms/u/s!Amok31-g9Vyoid1QzxhrViaikey4_A?e=DdsUhv


texts: different brush strokes via texture painting

texts:
I'm trying to paint textures for my models in semi-pixelart style, so i use pixelate brush
texture projection is on Flat mode, brush stroke is in constant mode
you can see on screenshot left blot is painted on model itself and the right one painted on texture image and it have some antialiasing. how to paint on texture itself without AA?


texts:
When I append a rig with control shapes, the shapes appear “doubled up”, once in a normal Object form – white in the screenshot – and again in a Rig form which can open in Edit and Pose – blue in the screenshot. (The purple Empty is just a control for the whole rig.)

Any idea why this happens?


texts: Which is the best way to model a low poly coat?

texts:
i have this 3D model here

I want to know which is the best way to model a low poly coat like this one


texts: Having troubles adding material to a subdivided face

texts:
I am a beginner in 3D modeling so I thought I'd give my AC remote a try as a first model, so far so good but I got stuck when adding a material, when not using a subdivider it all sits good:

https://gyazo.com/dce43d0964e769bdc6fba36c61efba3b

but when I enable the subdivider it only applies it to a small portion of it:

https://gyazo.com/eb1f29c34168bbfa41bb491e4c365787

Is UV unwrapping the solution? I'm fairly new to this, have no idea how to approach this since I have many edge loops all over it to sharpen the subdivider, which leads me to another question, how do you deal with a mesh after adding edge loops after it? I have many vertices sitting on top of each other, which makes it nearly impossible to select the right connected ones..

Thanks in advance!


texts: I want to render an image that is, for example, 170 px by 180 px. How can this be done in blender? I'm using the cycles render. Is the process any different for an animation?


texts: Decimating a Mesh that has an associated texture file?

texts:
I have a mesh in OBJ format (that I did not generate) that comes with an associated MTL and PNG file.

Can I decimate the mesh and still have the texture display properly?

An example mesh that I would like to decimate. See the textured meshes folder.

Note that the obj file needs a quick fix as noted in this question.


texts:
I wrote the following Python, which is not ideal for me as it seems to be moving on the YZ axis
import bpy
import random

Num_Min = -0.01
Num_Max = 0.01

Target_Objects = bpy.context.selected_objects
for Target_Obj in Target_Objects:
 Target_Obj.location[1] = random.uniform(Num_Min, Num_Max)
 Target_Obj.location[2] = random.uniform(Num_Min, Num_Max)

I want to move to the XY axis.
Also, I want to control the range that can be moved by setting "Min & Max".
Thank you.


texts: Why can't I apply texture paint to my object in blender 2.8?

texts: I can apply paint to a cube, but not to my complicated object, even though I defined the material and I linked the image texture to the principal in the shader. It seems I cannot select anything in the UV map, so that might be the problem. (apologies but for some reason I cannot comment on my own question...)


texts:
I was working on a model when I encountered this problem while trying to bevel an edge. I'm not sure what's causing this even after I've tried merging duplicate vertices and applying the scale. If anyone knows what might be causing this issue, I'd love to know why this is happening.
Thanks!

Edit: As per Allen's suggestion, I've added a simplified version of the model with the problem edges marked with red seams. They don't exactly replicate the GIF I've posted, but I think it's a similar problem nonetheless.


texts:
Trying to put these objects (as particle objects) onto a slightly deformed tube model. This is it so far, but as you can see the rotation of the objects is different depending on the vertex it is placed on, and I'd like them all "pointing" in the X direction . I've applied rotation, scale, etc, for all objects, made sure normals are aligned correctly, etc. Second image is what I mean (done manually).

Related particle settings go as follows:
Emit from verts
No physics
Render object is the tile
Rotation is enabled with initial rotation as "normal".
Rotation is enabled in render tab as well.

Please help, and ask if any other specifics are required.
Cheers.


texts:
Recently I updated blender to the new version (v2.72) and cell fracture not working how expected.
After making box UV and cell fracture for the object the texture become ruined. Maybe there is some new step in newer blender version, or I just forgot something?


texts: How do you use an image in a blender animation?

texts:
I'm making a video intro and I would like to use a logo (.png image) in the animation.

I tried using an Image Empty but I've learned that they don't render.

Any other ideas?


texts: precisely moving faces in different directions

texts:
Here is a picture to help show what I mean

Thanks to anyone who helps :D


texts:
I experimented a bit with vector math and got this texture.

It is compressed at the top and stretched below. How can I get the opposite effect? I did so, but I do not think that is the right way.


texts: Am using the bool tool addon causes the cutter to be deleted

texts: I haven't changed any settings it just started to happen. I checked both the the display wireframe and fast transformations in the bool tool addon and that doesn't seem to have any effect. As you can see from the pictures I am just using normal cubes.


texts:
I' ve written the following function to apply a shrinkwrap modifier
def shrinkwrap(obs):
for ob in obs:
    if not ob.type == 'MESH':
        continue
    msw = ob.modifiers.new("shrink", type = 'SHRINKWRAP')
    bpy.data.objects["body_2"].modifiers["shrink"].target = bpy.data.objects["body_1"]
    bpy.ops.object.modifier_apply(apply_as = 'DATA')

I've problems with the last row (it is the function that should let me push the apply button shown in the following image )

In this image the target has not been selected, the function selects it correctly.


texts: So I'm a bit new to Blender and I've ran into a bit of a problem.  I modeled out an object and imported the OBJ file, which grabbed the MTL automatically, which is awesome.  Now my problem is I noticed some issues on the MTL, coloring wise, and changed some stuff but I can't seem to get the changes to reflect in Blender.  Any help would be awesome, thanks guys.


texts:
I have made a very simple, basic ball animation with Blender, and was just going to render it (in Cycles). I want to render each frame as an image, so I set it to PNG. But when I render it, after about 5 seconds, it renders a bunch of black images. The render result does not even appear in the UV image Editor. Here is what it looks like when I hit the Render Animation button-

I am trying to render it with 128 samples, 32 preview. Here are my Render settings-

Here is the project file:

I am using Blender 2.79. Can anyone help me and tell me why my animation is not rendering?


texts: Sculpting window is not displaying "zbrush style" shader?

texts: I am not seeing the brown (clay) shader in sculpt mode (blender 2.81). What am I missing?


texts:
I want to make 3D visualisation of a neuron. How can I plot curves from a set of points ? The data is shown in the image.

I found an artist created a mesh with this data. Same posted below.

Data is from this website.
http://neuromorpho.org/neuron_info.jsp?neuron_name=211-6mt


texts: Cycles Render Still fine, Animation Gray

texts:
I have searched the forums some and am still coming up short on fixing my issue :(.

I am just getting back into blender after a few years break and have already hit a snag.

To the point.

I created a character/walk cycle and set up a scene.
I can render out a still image perfectly fine, but when I try to render out the animation, I only get gray images.

Above shows the image in object mode/rendered mode/ and the little OpenGL render active viewport button. I also have tried to show my settings and outline as best as possible.

Below is a split image. The top (red outline) is when I render out a still image (I stopped it mid render, just showing that it works fine) and the bottom part of the image shows when I try to render out the animation by selecting the animation button.

I have gotten the animation to render by impending the file in a new blend file, but would like to know how to fix it instead. I looked back at my earlier saves and they too are having the issue. I'm completely lost and would appreciate the help so much! I thank you kindly!

I also made sure there were no hidden objects that were blocking the view and made sure the clipping distance was completely fine for my setup.

EDIT

Added the .blend file


texts:
After trying out the eevee ssgi add-on, I started wondering if using the add-on is really necessary? Because you can just append the node groups to another project without needing to even install the add-on. The add-on really only is just a few sliders in the N menu, which can also be accessed in the node groups.
I'm mostly curious about this for the purposes of sending out projects to render farms which do not support add-ons.
aDd-oN


texts: In cycles material how to get stencil effect similar to blender internal material

texts:
I want to achieve fallowing stencil effect using cycles mix nodes in single cycles material

Images of eye shape and dot i have mentioned in the screen shot


texts: Animation Nodes - How to create transition with the gif-animated squares

texts:
This is my square with gif animation. You can right-click on animation and press Save Image. It will save as gif.

I wish to repeat the animated squares to create examples below. How do I do that with Animation Nodes? I'm not too fussy how you do it, as long as I'm learning Animation Nodes. Thanks in advance.

Example #1

Example #2

Example #3


texts: Only one object has bloom when Z combining

texts:
I have some trouble in the compositor and I need help. I made this super simple scene to demonstrate the problem:

Then what I did is render out the cube and the sphere separately into two images with transparent backgrounds. I used OpenEXR format with Z buffer enabled, and I connected the depth value of the render layer to the Z socket of the composite node. (Though I don't need depth values in this example, I do in my actual project.)

Then I Z combined the two images and also rendered out the floor plane and put the two objects on top of it with an alpha over node: (It is necessary to have a non-alpha background to get the bloom to show at all.)

An now you see the problem, only one object shows the bloom effect. If I swap around the image and Z values of the two objects, the bloom swaps as well for some reason:

I am absolutely unsure about what causes this behavior, by all means it should work in my opinion, both objects should have bloom no matter in what order they're combined, but they don't.
If you know a solution to this, please let me know!

Edit: With the colors set to black and white, you can see only one object is visible at a time:


texts: I want to show different object modes on two different windows in 3DView (Object Mode and Weight Paint

texts:
I am doing some very detailed weight painting on a texture.  Using Blender 2.92.0.   What I'd like to do is have a side by side in 3D view where on screen is in Weight Paint mode and the other is in Object mode but i can't find a way to do it.
When I select either mode, both screens go into that mode as shown here:

When I select Object mode, it switches to this:

This is what I want (NOTE: I photoshopped/cropped this side by side together to illustrate what I want, not a real image:))

I've been using Blender for a year so I'm fairly experienced but this one has me stumped (maybe because it is simple...).   I'd be fine with mapping a key to either mode (eg F1=weight, F2=object) but in Blender 2.92 that doesn't seem possible (i've tried, again probably doing something stupid).
any ideas?
thanks


texts: What Is Wrong With My Log File In Network Render?

texts:
I have sent out a rendering job using Network Render, but everytime I try to view the log file I get an error message which states "This Page Can't Be Displayed" and my Master instance remains in a "Receiving log file" state. How can I get my network to properly send its log files back to the master?

I'm running on Windows 8.1 with a local network.

Thank You In Advance.


texts: Pair Of Pro Duo for a Blender workstation

texts:
I am building a new workstation solely for working in Blender & am wondering if Blender would recognize and utilize 2 x Pro Duo.

AMD Pro Duo description: https://pro.radeon.com/en/product/pro-series/radeon-pro-duo/

Regardless of it sounding like it may be overkill. Would it work at cutting render speed to a fraction?

And if yes, what do I need to be certain of including in order to make the most of them?


texts: How to twist object maintaining uniform section?

texts:
I have a long slender 'cylinder' with the following section that I'm trying to twist about the length (z-axis)

I've tried both the Lattice and Simple Deform modifiers but the center becomes thin like it's being stretched out.

It's what you would expect if you twisted an existing object but I'm looking for something more like a column of an old building.  This picture is not exactly what I want but close enough to illustrate the goal.

I've only been using Blender for a few weeks so I apologize if this is super simple.


texts: How do I get the bounding box of all objects in a scene

texts:
I have a scene with objects organized hierarchically like this:

I would like to get the overall  bounding box of the 00000_361.L3B EMPTY object - however, since this is an empty it has no dimensions, and its bounding box also has no dimensions.
I am thinking of recursing through the hierarchy like explained here but I wonder if there is a better/easier way to do that at the scene level.


texts: Clean up mesh generated from overlapping curves

texts: Suppose I have draw overlapping curves in order to simulate branches. How can I clean up the mesh around the branches? Are there better techniques for drawing branched curves that also supports tampering and bevel effects?


texts:
I would like to have my smoke being moved by particles flying through the smoke domain. Regular objects work with fluid physics enabled and set to effector -> collision type. The smoke gets dragged as the object passes it. However, applying the same settings to particle objects and letting them fly through the smoke doesn't seem to work.
Is there any way to do this?
My current Blender version is 2.90.1.


texts: Where are the instructions for installing the 2.71 Release Candidate?

texts:
I've downloaded the Zip file for Windows 64Bit and unpacked it and now have a folder with 226Mb of files that includes a Blender.exe.
I however, couldn't find any installation instructions either in the readme or the created folder structure.
I'm trying to set up 2.71 for production testing.  How do I do that or where do I find instructions on how to do that?
Thanks
John


texts: Kirigami project: lay down low-poly buildings to paper

texts:
My project is to model a few low-poly buildings, then to loopcut each building by 4 or 5 on the X and Z axes in order to get each face (as a flatten sheet). Then get all those faces in front view/flat and lay them down to paper to be printed.

In fact my biggest doubt is about this last part, how to screen those faces one by one independently. And possibly with a "centimeter" metric system?

There may be something to do with the unwrapping tool most likely, but it's an option I still haven't ventured yet!

If you got my request, I simply need few tips or tricks you may have. I anyhow would do my best to obtain something right.


texts: Dashed Object attached to primary object

texts:
I hit some keys on accident and then noticed that there was a dashed box that is somehow attached to the object.  It is visible in object and edit mode but I cannot select it.
I thought it was a parenting issue, but I cannot find anything it is attached to and it is not a bounding box.  (It is a child of an empty).

See attached image.  Orange arrow pointing at mystery object.

Here is my Question:
What is it?
What does it do?
Do I need to get rid of it?


texts:
I have a big problem with some small pixels inside the bark texture. I tried many times to remove it but nothing.

Here's the render I'm having trouble with:
Here's my Blender file: https://mega.nz/#!gwViVRDI

Thanks


texts: Besides weight, what determines how much a vertex group is affected by bones

texts:
As you can see, the middle part of the wing, doesn't keep up when I try to pose it. Apparently, the vertices in between are held back for some reason. The same is true for the inner bone, though it is not that much.

[


texts: Why do I get weird shading around a hole created with Bool Tools?

texts:
I want to make a hole and used the Bool Tools - Difference operation

But kinda get some weird shading around the hole. Is there a way to get rid of this or there is a better method?


texts: I have this box and i need to make the yellow parts shinny golden but the text on top of it to be there as it is. Any idea how to do this?


texts: How can I check whether the Principled BSDF has texture maps connected to it with Python?

texts:
I am trying to script a simple exporter that would help me get material data to a webGL engine from Blender 2.8. I am able to get default values of roughness, metallic and transparency. For now this is how it looks:
import bpy

materials_list = []

for mat in  bpy.data.materials:
    mat_dict = {}
    mat_dict["name"] = mat.name
    mat_dict["roughness"] = mat.node_tree.nodes.get("Principled BSDF").inputs["Roughness"].default_value
    mat_dict["metallic"] = mat.node_tree.nodes.get("Principled BSDF").inputs["Metallic"].default_value
    mat_dict["opacity"] = 1 - mat.node_tree.nodes.get("Principled BSDF").inputs["Transmission"].default_value
    materials_list.append(mat_dict)

print(materials_list)

I tried to extend the script but with no success still. This is how it looks like now:
import bpy

materials_list = []

for mat in  bpy.data.materials:
    mat_dict = {}
    prinBSDF = mat.node_tree.nodes['Principled BSDF']

    mat_dict['name'] = mat.name

    if prinBSDF.inputs['Roughness'].type =='TEX_IMAGE':
        mat_dict['roughness'] = prinBSDF.inputs['Roughness'].image.filepath
    else:
        mat_dict['roughness'] = prinBSDF.inputs['Roughness'].default_value

    materials_list.append(mat_dict)

print(materials_list)

It ignores the textures and collects only default values. When remove the part storing default values I get an error: "AttributeError: 'NodeSocketFloatFactor' object has no attribute 'image' ". What am I missing?


texts: When I right click while in edit mode, the context menu doesn't appear

texts:
Just to clarify, my select is set to left mouse button.
All keybinds are default.
Does anyone know how to fix this?


texts: Copy rotation From child to parent without IK

texts:
I made a constraint on the shoulder bone of my character so that when the forearm bone moves, the shoulder follows the rotation with 50% influence. But it causes a dependency cycle and the movement won't update and cause some weird deformation on the mesh.

https://streamable.com/mtlcj

is there any way to accomplish that or something simmilar that causes no errors?


texts: How to change an operator's icon from a timer event

texts:
I have a panel with a play button, which starts a timer. Every time I click on the button, it changes from play to pause and vice versa:

class PlayPanel(bpy.types.Panel):
    is_playing = False

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

def play_panel_draw(context, layout):
    row.operator("Play", text="", icon='PLAY' if not PlayPanel.is_playing else 'PAUSE')

Now, I want to change the icon also when the timer stops. How can I do that? In the draw function I'm passing the context and the layout. How can I pass them from the timer class?


texts: Problem subdividing edge loop in a model

texts:
I have this model of a rook (chess piece) and I want to subdivide the top edge loop, but as soon I try to do that it forms a weird curvy edge loop. I have attached the model along with the pictures below...

Blend file: https://drive.google.com/open?id=1am0JbAVkdK4IXxjiKeEJKan30a5MnJTq


texts: Multiple Linked Objects with unique Materials / Group Materials override

texts:
I want to have a Cube in scene A, and linked in scene B, but with different material.

The solution for this problem was found on BlenderArtists.

  click the material tab and you will see a little drop down that says "dat" or "Data". Click that and change it to "Object". Now you can assign the material to the object instead of the mesh or "Data Block".

But what if I have 5000 Cubes in scene A, and I want 4999 of them to be in scene B with different material X, and 1, with material Y.

If I try to "link material" in scene B, with new material, it won't copy "Object" selection. I would have to go over 4999 cubes and change them to "object" in material tab.

I can't join them, and then separate - all objects are in a mess after that (and blender crashes anyway).

Material override for whole scene won't work for me.

Is there any option to override materials in groups? That would solve the problem in some way.


texts:
When my file format is FFmpeg video and encoding is MPEG 4
The default windows video player shows me an error message
Here's the error message:-
This file isn’t playable. That might be because the file type is unsupported, the file extension is incorrect, or the file is corrupt.

I am attaching the screenshot of my render settings in Blender and the error .


texts: How can I see/select UVs that are mirrored

texts:
I have around a hundred models which have some UVs that are mirrored. I need to find those UVs are unmirror them. Unfortunately, it is very difficult to do and I was hoping there would be a way to see which UVs are mirrored or better yet, be able to select all of them. Is there a way to do this? Thanks.

Also, I am completely new to 3d modeling. I've been showing this picture which I think is a screenshot of maya and I'm told that the red UVs are the ones that are mirrored. I'm hoping blender has similar functionality.


texts: How to use Shader Nodetree in emissions rendering?

texts:
I am trying to render my image using a point light source. Now, I want to increase the brightness using node emissions. But, when I do so, I get an error. I have read the related questions here, but my problem is the of a point light source, not sun or material as before.
Attached are the parameters what I want to change and the error message.

.

I am using this line of code:
    bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 10000

Thank you so much! :)


texts: The render image is stretched along with the viewport camera

texts:
This is what it looks like from the camera view. this happened when I was aplying scale  to my objects.

This happened when I was aplying scale to my objects.


texts: Bones parent-child relationship on different axis

texts:
So I am creating this mechanical arm rig and at the tip theres this grip mechanism that consists of two parts sliding towards each other for the grip to close on something.
Now, in order to make it quicker and easier on me in the animation phase I have gone ahead and added this third bone (number 1 in the image) which controls bones number 2 and 3.
How do I make it so when I move bone #1 on the X axis, bones #2 and #3 move on the Y axis in and out accordingly?
Hope I make myself clear enough.


texts: How to bake an adaptive displacement to a Blender Render displacement map

texts:
Blender had the experimental feature set enabled, and the scene has an object with a subsurf modifier set to 4 levels. Its material has an image texture plugged into its displacement socket.

A copy of that object with its origin in the same place is on another layer, with the material removed, and given a Blender Render material. It is properly UV unwrapped to take the displacement on the first object as a displacement map. I used the technique in this answer for that, as it is perfect for maps of a world. It has just enough faces to serve as the base geometry for that map.

When I click bake, it produces this smooth gradient:

The method is taken from this tutorial. I have been looking for where I've gone wrong. What is the issue here?

Edit: Here is the file


texts: How to use "Denoise" on a secondary rendered image

texts:
I can achieve that by rendering the image 2 times, but only using denoise on the first image. But that would double my render time, so i can't do that.

I want to use denoise, but on some places of the image i don't want denoise so i want to erase the denoised image and reveal the underlying non denoised image in photoshop.
Maybe there is a way to use "denoise" on compositing stage.?

Is this possible?


texts: Making low poly model for game. What does the shoulder topology need to look for a body with 8 columns and an arm with 6 columns?

texts:
This is my shoulder I have now, if it helps.

Front

Side

Back

Top


texts: TOPBAR_HT_upper_bar.append add menus in two places?

texts:
I try to add custom menus to the menus at the top bar in 2.80. The old INFO_HT_HEADER.append() doesn't work any more. I found TOPBAR_HT_upper_bar.append() to kind of do the trick but I get two menus, one after the workspace tabs (would preferably have it before but I guess that is a feature request separate from this) and one after the view layer menu. Am I using the wrong thing or is this a bug? Here's a super simple menu from an example which gives me the problem.

import bpy

class customMenu(bpy.types.Menu):
    bl_label = "Custom Menu"
    bl_idname = "view3D.custom_menu"

def draw(self, context):
    layout = self.layout
    layout.operator("mesh.primitive_cube_add")

def draw_item(self, context):
    layout = self.layout
    layout.menu(customMenu.bl_idname)

bpy.utils.register_class(customMenu)
bpy.types.TOPBAR_HT_upper_bar.append(draw_item)


texts: why my mesh deform when I delete shape key?

texts:
I just tried to delete shape keys and my mesh goes from this

to this

Why is it doing this, and how can I avoid this?


texts:
I have a simple question and I'm not sure where to go for help so that's why I'm asking here.

Is there any possible way I can get my bakes to look like my renders? I know it can't be exact but the shadows and lighting looks amazing while I'm rendering but once I bake the lighting is smudged out and ugly. I'm new to everything so sorry if this may be a dumb question.

Render:

Bake:


texts: I linked objects with Ctrl+L. How can I now unlink a single object from the group with links? It used to be "U" in version before 2.8, I guess.


texts: how to change the value of various custom properties at the same time?

texts: I have a bone with various custom properties and I want to change the value of all of them, from 0 to 1 at the same time (pressing a button).


texts: Freestyle svg exporting long paths that extend way out of the rendering area

texts:
I have a wireframe I'm attempting to export from blender -> svg in inkscape -> pen plotter, but I can't find a way to "crop" or cut the wireframe so that it's bounded within the render.

Inkscape screenshot

Blender screenshot

I've attempted to crop them in inkscape, but unfortunately the normal cropping workflow just hides the cropped portion of the paths, and my pen plotter still attempts to draw them. So I was wondering if there was an easy way to do it in blender without mangling my scene. (so that I can export different views of it easily)


texts: Why is the texturing on my model rendering blurry and without the alpha chanel?

texts:
I'm trying to make a render of a minecraft charterer. This would be simple enough, but I am a total noob with blender. I texture mapped it just fine, but it comes out blurry and the alpha chanel (that shows up perfectly while editing) is pure white. I need it to look like does in editer when I render it. I am at a total loss, I don't know how to fix this. I really need some help

picture on the right is the texture, the picture on the middle is how it looks in the editer, and the picture in the middle is how it looks when rendered.


texts: Pack all into .blend file changes material outcome

texts:
I did a few tests now and so far nothing works except if I change the material entirely, which I do not want to do.

Basically, I have finished my project and need to render it, and I want to use a renderfarm (SheepIt in this case) to save several days/hours. So I need to Pack everything to into the .blend file.

I placed all the textures in same root folder as the .blend file.

The .blend file is in this location:

D:\Program\Blender Foundation\Project Folder\Landscape

All my textures are in this folder:

D:\Program\Blender Foundation\Project Folder\Landscape\textures

Different objects textures have sub-folders:

D:\Program\Blender Foundation\Project Folder\Landscape\textures\Shaft
D:\Program\Blender Foundation\Project Folder\Landscape\textures\Shield
D:\Program\Blender Foundation\Project Folder\Landscape\textures\Sword
D:\Program\Blender Foundation\Project Folder\Landscape\textures\ToonLinkBody
D:\Program\Blender Foundation\Project Folder\Landscape\textures\Navi

On SheepIt.com:
When I upload without pressing this: File > External Data > Pack All into .blend
I get this warning: Cannot find file. and it spams all the textures missing.

When I upload, having this pressed: File > External Data > Pack All into .blend
I get no warnings. But the rendered picture at the end looks like the shading is totally weird, as if the material drastically changed itself.

But! I still get the results below when I render on my own computer:

Picture 1: Without File > External Data > Pack All into .blend

Picture 2: With File > External Data > Pack All into .blend

What am I doing wrong. Why does packing change the glossy/light on those specific materials? I thought packing a blend file, everything would still look the same. To get a decent result with packing, I had to tweak my materials alot, and I am still not happy with them comparing to the "original" if you know what I mean.

Is it only these 3 objects in the entire scene that gets affected by packing into .blend

Toon Shader Diffuse
Toon Shader Glossy
Mix Shader.

Diffuse Map (color)
Normal Map


texts: when you first import a character, are the materials still there even when in cycle render?

texts:
I just want to know, because I'm still getting use to this, but when you import a new character with eyes,hair etc. are the material still there in cycles render mode? or do I have to use node and set them up again?

This is how he is Blender render mode, but in cycles render, i only got the skin to show while the eyes and hairs where white. so do you have to find each png or file for those part or can I enable them someway on again?


texts:
I have constructed a large model out of a few linked objects, which have been duplicated hundreds of times (using Alt+D) - imagine a wall built out of hundreds of bricks for instance.

I would now like to give these linked objects different materials so that they do not all look the same. The geometry will all be the same. Blender, though, doesn't give me a way of modifying the material of a linked object.

If this is not possible, is there a simple way of selecting a random number of these linked objects and replacing them with another linked object (which will have the correct material)?


texts: How to change texture on specific parts of 3D human model? (i.e., change the shirt using a 2D image of a shirt)

texts:
I have 3D human models as rigged objects in Blender. I wish to change the clothing of these models using 2D images of clothes. For example, if I have a 2D image of a red shirt, I wish to project that to the front and back side of the 3D model to replace the current shirt the model is wearing (without affecting pants or head).

Any ideas for how to go about this? I am new to Blender. I have tried UV project and playing around with vertex groups (I have some body parts as vertex groups due to the rigging), to no avail.


texts: Get indices of vertices of triangulated faces in python

texts:
I'm writing a python script to export triangulated meshes from Blender to an openGL application I am working on. I'm using text files, and I want to export my geometry data in the form of vertices, vertices attributes (normals, uv) and indices as in any openGL application.
For the vertices and normals, I am using this code:

myFloat = lambda x: '''{0: 0.4f}'''.format( x )
mesh_file = open(target_path+".map", "w")
    mesh_file.write("\n")
    for vert in mesh.data.vertices:
        mesh_file.write('*VERTEX ')
        for i in (0,1,2):
            mesh_file.write(myFloat(vert.co[i])+' ')
        mesh_file.write("\n")
    for vert in mesh.data.vertices:
        mesh_file.write('*NORMAL ')
        for i in (0,1,2):
            mesh_file.write(myFloat(vert.normal.co[i])+' ')
        mesh_file.write("\n")

How do I get the indices?


texts: How can I quickly manage visibility of channels across multiple objects in the graph editor

texts:
Say i have made an animation i want to modify. I know that i just need to tweak the rotation of every bone in the spine by rotating X on every bone across every frame. I want to maintain all existing rotation while adding some on, so i use the graph editor and move the curve up. But finding and adjusting the x rotation curve is hard because every other curve (rot yzw, scale xyz, loc xyz etc..) is overlapping it and confusing me.

The only way i know of to deal with this atm is to go through every object in the graph editor list and do the same thing: Un-checking visibility on every instance of a channel that isn't the x rotation channel. This is very time consuming.

Something better might be if i could only see the transformation channel matching the 3D manipulator i have selected in the 3d view. Or if there were a way to hide all other transformation curves that aren't x rotation at the same time.

I'd like to know if there is a faster approach to managing the visibility of channels in the graph editor.


texts:
I'm using an i9 desktop computer and a graphic card of Intel® UHD Graphics 630 with a Quadro rtx 4000. Currently I'm using blender 2.83 but anytime I try opening it, it shows me a black screen an it immediately closes. it doesn't open, please what do I do.
many thanks


texts:
I'm having quite an unusual problem with Blender. The global axis of my entire scene is oddly rotated/tilted, when moving around the tilt stays the same.
I think it's best described through a picture:

You can see that even the axis in the bottom left of the 3D view is tilted.
How do I get out of this view?


texts: I am trying to make a simple flag animation with Blender then export it to Unity3D. I already made the flag in blender with a wind force and the flag works well in Blender.  However I am not sure how to create an animation out of the flag with the wind force and export that animation to Unity3D.


texts:
The influence of the bone I created is set to 0, the animation does not work when I set it to 1 again.

video : https://www.youtube.com/watch?v=8w2DARNBwQw&feature=youtu.be


texts: How to mirror part of an object but duplicate another part?

texts:
I'm making a toy train track switch. There are left and right orientations:

I'd like to be able to only edit one mesh and have it be mirrored to the other orientation (currently using mirror modifier). But the connectors can't be mirrored, they have to keep the same orientation. I've achieved this so far by splitting off the connectors, doing an array modifier, and rotating/translating them into place on the mirror. This is tedious and results in multiple objects, whereas I want to be able to export each switch as a whole (STL file, in this case). I know I can apply all the modifiers, but that negates the benefit of editing both at the same time. Am I missing some best practice here? I'm a relative newbie to Blender.


texts:
I need to save multiple objects' location in XYZ as RGBA data on an image. The colors should match that of blender in metric, so if I move the object up 105.4 centimeters in blender, the color should be 1.054. Just like shown here. And even go in the negatives, like the blue.

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

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


texts: How to combine cloth simulation with particles

texts:
Is there a way to combine cloth simulation with particle system?
I want to create many cloth pieces flying around some force field etc? I tried for couple of hours but it doesn't work.


texts:
According to this simple external renderer, result can be generated in the memory instead of loading from an external file.

    # In this example, we fill the full renders with a flat blue color.
    def render_scene(self, scene):
    pixel_count = self.size_x * self.size_y

    # The framebuffer is defined as a list of pixels, each pixel
    # itself being a list of R,G,B,A values
    blue_rect = [[0.0, 0.0, 1.0, 1.0]] * pixel_count

    # Here we write the pixel values to the RenderResult
    result = self.begin_result(0, 0, self.size_x, self.size_y)
    layer = result.layers[0]
    layer.rect = blue_rect
    self.end_result(result)

I got an missing 'rect' attribute error from Blender 2.75.

Here is the error

layer.rect = blue_rect
AttributeError: 'RenderLayer' object has no attribute 'rect'

The 'rect' attribute was still there in 2.67.1 version blender, is it deprecated in the latest version?

How should I update partial intermediate result in Blender? The only solution that I can find is to update the full image with "load_from_file" function which takes a filename parameter and loads the data from file system.


texts: Why is the bone moving the wrong part of the mesh?

texts: Help the mesh is moving at the wrong part when I move the bone!


texts: How to increase the resolution of a rendered image?

texts: When I increased the resolution on the Render tab and enlarged the image in the camera, the edges of the objects were blurred. How can this be fixed?


texts: The light is too dark even at a high value

texts:
I try to practice on rendering process, but lighting is not working.

I set up one light (Area Type), first picture I set light's strength to 10000 and its still dark.

Second picture I set light's strength to 1 and its still dark.

How can I solve this problem? So sorry if image too small


texts: How do I taper a cylindrical object in blender?

texts: I'm trying to taper the object (on the bottom of the picture) in blender from it's cylindrical shape to match the profile of the tapered one (top of the picture).


texts: How do I Make a Transparency to Decal my Object? (Blender Render Only)

texts:
I can't find an answer to this question. I want to make a decal and add it on top of another texture I've already applied to my object (I can redo it if necessary).

I don't have the decals yet because I still have to make them, but I don't know how. I know that the background has to have something done to it to make it transparent, and I know that Blender has to handle the file as a transparency by adjusting the alpha channel, but that's all I know.

Can someone who has the time please step me through this and make it simple to learn? Maybe an example file that I can study?

Thanks in advance.


texts:
I'm modeling a medieval stand. It's my first model so I'm having a doubt in terms of topology of the model. Which is the best way? split the column faces in two and avoid having a n-gon at the top face of the column or leave it be and retain the n-gon. Is it worth it to add 4 new faces to remove the n-gon?

EDIT: Inserted the full model image.


texts:
Is there any prediction when blender will have in the viewport all the features of the Geforce RTX graphics card?

mainly the GI?

thanks


texts:
I received a rigged model from someone I hired but there's issues with the legs/feet in Unity that they're not fixing. There's no issue in Blender, just Unity. I don't know Blender at all but I'm trying to fix this issue where the feet are deforming when the leg is rotated. Here's a short video of the issue.
https://drive.google.com/file/d/1QGjhPE3-TU3ruQyCXN6A2Fk4_ddge8lF/view?usp=sharing
I've tried reexporting the blender file with optimal FBX settings and changed the animations compression to optimal and rotation/position error to 0 but still no go.
Would anyone be able to help with this? I'm willing to pay a bit to get it fixed.


texts: How can I access focal length of active camera, render resolution using animation nodes most directly?

texts:
I would like to use animation nodes to create edge line meshes for fast edge line rendering-- meshes slightly displaced along their normals, with only backfaces rendered.  To create an edge line that's a single pixel wide, the world-space displacement needs to depend on the camera FoV (focal length + sensor size) as well as the rendering dimensions.

I would like to use animation nodes to do this, as it would simplify the creation of objects and should allow for easy reuse between projects.  I have just started learning animation nodes.

How can I most easily get these numbers into my node trees?  I've tried using object attribute input with a copied data path on my active camera object, but get an "attribute not found".  A copied data path to an expression node for render resolution likewise gives me "name is not defined."  Drivers seem to not be working on float input nodes in animation nodes.  I can create drivers on the positions of empties and access their positions in my node trees, but I'm wondering if there is a more direct way to access this for animation nodes?


texts: How best to create random surface variations (BI) in script-generated objects?

texts:
This lineup of marble-ish cubes with copper-ish letters affixed is the product of my very first Python script.  I have never written or even read Python prior to a couple of weeks ago, so... many thanks to all those whose code-snippets were shamelessly copied to get this working!  My next challenge is to make the marble-ish cube surface treatment a little more random, less obviously cloned.  I am applying pre-fabricated Material and Texture (Blender Internal) as follows

    #assign materials to cube and letter mesh

    marble_mat = bpy.data.materials.get("Marble")
    copper_mat = bpy.data.materials.get("Copper")

    if letter.data.materials:
        #assign to 1st material slot
        letter.data.materials[0] = copper_mat
    else:
        # no slots
        letter.data.materials.append(copper_mat)

    if cube.data.materials:
       cube.data.materials[0] = marble_mat
    else:
       cube.data.materials.append(marble_mat)

and now I am wondering what would be the smartest way to introduce small variations in the Material/Texture of the cubes.  I'd like slight colour and pattern variations, but have no idea how to go about it;  do I have to create N Materials and/or Textures for N cubes? Or could I decorate each cube as I create it, by subtly and randomly altering the standard Material and Texture and then baking it?


texts:
I'd like to find out how to do a certain hack, or rather a stylized rim light using the least amount of nodes possible, or at least a smart way to do it. I saw an application of this technique in the HERO movie by Daniel Martinez Lara and I tried to replicate it, but failed. Any and help would be appreciated. So my character has an alpha channel and i'd like to acheive the following effect:

from this:

to this:

As you can see, I'm trying to acheive the rim light effect WITHIN the boundaries of my characters original alpha channel. Also all of my experiments resulted in a nasty thin line on the border of my characters face due to my lack of understanding how to ACTUALLY do the unpremult--> do your hacking--> premult workflow. Thank you for taking the time to help. Have a nice day.


texts:
I've seen similar questions being answered, but none of the solutions helped me.
Basically, there are black lines along the edges on my texture.

What I already tried:

Increase bleed on brush - I increased it to a max of 8px, but it removed only a part of these lines
Recalculate normals - didn't help
Remove doubles - there was no doubles, so it didn't help
Manual unwrapping - didn't help either

Btw I use Cycles render if it's important.

What else can I do? The only way I can get rid of these lines in to paint right on the uv map but it's really uncomfortable.

Help, please...

Also, with bleed maxed out, uv map looks odd:


texts: Easiest way to create offset animation on a number of objects

texts:
I’m wondering what’s the easiest approach to creating offset animation on a number of objects. By that I mean having a range of objects where each object follows the rotation of the first object with an offset of a few frames per copy, preferably linked to the original animation, so changing the animation for all objects is easy.

If an add-on like Animation Nodes or Animax is the best way to go, I’ll install that, but I’d prefer to do it without add-ons.

Thanks.


texts: Vector texture not rendering in EEVEE but showing in viewport

texts:
I've got absolutely no idea what is going on here, but in the viewport, I see this glow around the edge of objects, which I got by using this configuration for the world texture, this is not an object texture.

I love the effect and it really works in this genre, but whenver I hit F12, the glow sadly disapears. I tried everything I know, but I can't seem to get it to render.

This doesn't even show in the viewport with cycles, nor in a cycles render. Of note is also that the edges glimmer/change texture when the camera is moved through the scene.
NOTE: To recreate this you may need to enable bloom.
I made an example of the issue with the default cube and the same world texture, but when I hit render on this, I just get black. : https://drive.google.com/file/d/1Z7FXgNpQuj-v3R8e7PutohWxCl_XKw1D/view?usp=sharing
Thanks for any help.


texts: Rigify finger control failed to bend after switching the computer from mac to window PC

texts:
I made a rig with the older rigify, and there is a finger control which you can scale it up and down to bend the fingers. I animated with the rig in a Mac pro and I have the finger bending in it. However, when I took out project and opened in a windows desktop the fingers are no longer bent. It'd be appreciated if anyone could help. Thanks.

This is the finger control stuff I talked about.


texts:
I have an issue , I tried to google it and find it here on the topics but with no luck. The issue is that my object isnt`t rendered if I press the view port shading on "rendered" icon, but it does render if I press the Render active scene in the right side tab under render options. It renders other objects in other files just fine , but not this one. It rendered normal like 10 min ago, now nothing. In the left side where it shows the render time it just says  it took less than 1 sec to render. Btw my light source is a panel with emission. I also tried to add other light sources but with no change. What could be the issue ?
thx


texts: I'm using a black and white bump map image to carve a image from an object but when I change the height it only bumps a little. If increase the height nothing really changes. How can I change the height/depth of my bump map?


texts: How to make an object morph into a cloud?

texts: I want to make an animation where a ghost slowly morphs into a volumetric cloud. What's the best looking way to do that?


texts: How can I add an image to a texture in Cycles?

texts:
I would like to make cat's eyes. I did the cat in Cycles Render and the cat has different materials all over it.

I made the eyes in Photoshop.
I want to add the eyes like a texture in Cycles Render if it is possible.


texts:
So i made a house for a schoolproject about fire safety for eldery people but when i render the animation no smoke is showing. i'm using cycles render for rendering and i've set a flow and domain. the rest of the objects or marked as collission. if needed i can upload the .blend

edit: here is the .blend fiel https://www.dropbox.com/s/izwpdj7wegb5hzo/brandend_uis.blend.zip?dl=0


texts:
So I followed a Youtube guide and I learned how to apply IK constraints and pole targets. After correctly setting it up, I tried posing it. Overall it works fine but whenever I move the bone out it's reach, the bone disconnects from the forearm and the mesh stretches like so:

How do I make the IK rig handle bone separate from the model and not stretch the mesh, like auto IK?


texts: Weird traingles shading after importing obj

texts:
I have used a plugin to export from Sketchup to Blender and I get this weird shading.

I have tried recalculating normals but didn't do the job.

I have also marked sharp seams as smooth but then the pattern just had changed but no real improvement.


texts:
I try to snap a Empty to a face.
I turned snapping on with the following settings:

Here is a video of what is happening (including holding the control key)

How can I snap a empty to the center of a surface?


texts: Is it possible to make a car with this kind of functional axle?

texts:
I was trying to make a car and make the axle "work" mechanically.
My idea was to make an axle with a flat end and a wheel that would enclose around it like this:

Only, when I give these objects rigid body properties, this is what happens:

I've played with a lot of the settings and the result is never really functional. So this makes me wonder if I'm trying to use Blender in a way it's not intended to be used...

If making these parts is not possible, I would love to know how to animate the wheels of a vehicle in motion (but maybe that's for another question...)


texts: How to remove motion blur from images using the compositor?

texts: I'd like to know if it's possible to use the compositor for removing motion blur from image sequences, originally from a video footage. Using filter -> sharpen is OK, but I'm trying to find some better node setups. Any ideas?


texts:
My current situation with Cycles nodes:
I'm trying to make particles turn from dark to bright in time. So the Particle Info node has output "Age". But Sticking that value into Mix node produces no or complete change in the mix. So I start trying to math-fix it. I found out I can divide the value and that makes it work, but the particles turn from one to the other too fast, I can only control how far off they suddenly change.

How am I supposed to understand the values? Is trial and error the only way?


texts: How do I do GPU rendering from the Command Line?

texts:
I was searching, and command line rendering is working, but not on GPU. I also find something with custom python script to force it to GPU, but it doesn't work either, probably because of Blender version.
I have a really huge scene, which randomly gives Me "out of memory" error, but when I reset Blender it renders, sadly this will not work for Me, to re-run the rendering all the time.
I need help in launching Blender from command line with GPU rendering. Also it need to be OPTIX, because is a lot faster on RTX cards. I don't know python, can someone help Me run it for Blender 2.91? It need to be 2.91 from builder.blender.org, because it has crucial VDB bug repaired, and I'm using VDB sequence.


texts: I'm trying to make a c++ and python plugin (something like texture paint tools), but it's too slow because I have to rewrite pixel data (bpy.data.images[0].pixels) completely after every edit. How can this be fastened? Maybe I should send pointer to pixels array to c++? (c++ code is compiled as dll and loaded to python script)


texts: Blender is continuously lagging and freezing, your help would be greatly appreciated

texts: At first, blender was running perfectly, but then it started to freeze and I would experience frame drops (lag) at random intervals. I have updated my GPU drivers, along with restarting the program and my computer twice now. If you need clarification I will do my best to provide some.


texts:
I am trying to edit high resolution footage in VSE. To make it possible I need to use proxies for all strips. Due to high resolution I opted to get only 25% sized proxies which seem to have enough detail to do editing.

However now I am facing issue with cropping footage. When I enable proxies in preview it shows it scaled down.

This makes proxies rather useless as I can't see what will be the result of my transformations.
Is there a way to make use of proxies?

P.S. I am using blender 2.69

edit:

Below are images that show what I am talking about:

Default strip settings, no proxy and offset disabled. It gets stretched to fill frame (which screws up aspect ratio).

Enabling proxy makes quality lower, but framing is same.

Now enabling offset makes strip exceed frame as it is bigger than target resolution.

Now my problems comes here, as after enabling proxy I expected to see same part of image, but at lower quality. This is however what I got:

And unsurprisingly any translations/scaling when using proxy doesn't let me estimate what will happen to final render.


texts: Does anyone know of a tutorial series that walks you through adding clothing to a rigged character?

texts:
Basically I have a modular item system that acts similar to the BOTW system, with swappable items for pants, torso, and head. I've spent a crap ton of time weight painting and doing every trick I could find but my pants and shirts still deform weirdly whenever I move my character. Sometimes they even split off from the character model, and I can't fix it without making the whole model look stretched and ugly.
I've looked everywhere but most of the clothing tutorials are only about cloth physics, or skintight clothes that don't really apply to what I'm trying todo. I feel like I just must be doing it all wrong, and would appreciate something to base my work off of. Thanks!


texts:
I need props in sequencer strips, to store data in each individual strip. One of the prop should link to other strips but:

I can’t make PointerProperty(type=bpy.types.Sequence). I get this error:

TypeError: PointerProperty(...) expected an RNA type derived from ID or ID Property Group
Traceback (most recent call last):
  File "----", line 10, in <module>
  File "----", line 11, in StripSettings
ValueError: bpy_struct "ImageSequence" registration error: fakeinput1 could not register

Test script:

import bpy

#this works
bpy.types.Sequence.prop1 = bpy.props.PointerProperty(type=bpy.types.Scene)

#this not
bpy.types.Sequence.prop2 = bpy.props.PointerProperty(type=bpy.types.Sequence)

Any walkaround?


texts: How set an hotkey to run a saved script like ui_menu.py (Blender 2.90)?

texts:
Following tutorials about how register the hotkey for a script or menu.
I always get an error with nameofthefile.py not found or "error in line x" but I copy/paste the whole script.
So lets say i create a new script, from the template Ui_menu.py,
how do I set and register the hotkey to run it while modeling ?


texts: Start a particle’s animation when it’s in a certain location with animation nodes?

texts:
That title is quite the mouthful, so I’ll try to explain my issue as best I can, which I had for like 5 days now and simply can’t find any solution to.

Context:

I have a plain that is subdivided a bunch of times, and is being warped from point A to B (not really important where, just from one place to another) with a warp modifier. I have a hair type particle applied to this plane, and the particle itself is an instanced object that is rigged with an armature, and is animated from frame 1-80 on the timeline.

Issue:

The problem is that on the plane, all the particles animate at the exact same time from frame 1-80, which is not what I want.

Desired result:

What I actually want to happen is that the particles should animate when they’ve been warped to point B. This of course means that when it’s warped, the particle is in a different xyz coordinate, which I’ve read can be used to trigger the animation of the particle using animation nodes. (specifically I’ve read it here, which I’m not exactly sure is still useful info considering that thread is over 8 years old) So for example’s sake, let’s say when the Y coordinate of the particle is 0<= then start the animation.

Now I’m completely new to animation nodes, I just installed the addon, and watched some pretty basic tutorials on it. So I have absolutely no idea how to accomplish this task. I'm not sure AN is even needed to achieve what I want, but from the dozens of threads I've gone through, it seem it's my only option. So if you can help with this, or perhaps have any other idea on how to achieve this result with other methods, I’d be very grateful for any help!

Thanks!


texts: Is there a way to lock a node within a single .blend file so that it can't be adjusted by accident? I've searched the site and couldn't find an answer.


texts: Blender 2.74 loop tools make circle disappear

texts:
I have the loop tools addon enabled and when I click the circle button with these verts selected, it just disappears. Why is that?

You can see the selected options in the bottom screenshot. It is worth noting that all the verts are flat on the x plane. Locking in X or not does not change the effect.

When I use the to sphere operator it squishes the verts on Z and stretches super wide on Y, not making a cirlce.

EDIT:

here is the blend


texts:
Blender's rendered useless as I can't access the toolbar and options menu.
The cursor also selects things that are above it, for the example, on the side if I want to select the Camera, I'd have to click on the lamp.

I've tried running it in compatibility mode and playing with the window settings to a degree.

Any help would be greatly appreciated


texts: Can't transfer UV from 2 identical meshes. Using blender 2.79

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a friend edited the UVs of this model for me. Both models are the same, the only difference is the UV, but when i try to transfer the UVS modified to the original model this happens.
Any idea how to fix this?


texts: How do volume shaders interact with light?

texts:
In this answer I would like to understand
What does it mean in Node Editor that light will interact with volume?
I would like to see a few pictures showing the difference/meaning.


texts:
Still fairly new to Blender so apologies if this comes across as 'noobish'!

Ok, so I have built a simple object in Blender (using 2.76) and I'm using Cycles Render.  It has 5 different textures, 2 of which are emissions without a texture.

I have assigned each texture it's own UV map - I usually give the UV maps the same name as the texture but appended with _UV.

I have unwrapped each texture onto it's corresponding image, scaling and rotating islands as necessary to give the best look.

Now when I want to bake the final texture (this is a one-piece object) and I select all the islands, there are lots of overlaps and parts outside of the texture boundary.

If I try to move or scale the textures get messed up.

If I try to use the Pack Islands feature, the textures get REALLY messed up!

I know this is probably a simple step I am missing, but this is the first thing I have found where I literally cannot find a way past it.  It's starting to drive me to distraction!

If anyone can point me in the right direction I'd greatly appreciate it!


texts: How do I start a cloth simulation after an animation?

texts:
I'm trying to create an effect where a piece of fabric flies in from the side as a flat sheet from the left, then drops and drapes, then another piece flies in from the back as a flat sheet then drops and drapes, then a third comes in from the right as a flat sheet, then drops and drapes. So for each piece I want an animation to happen, finish, then the cloth simulation to start. This seems like something I would have thought would be easy, but I just can't seem to work out how to delay the start of my cloth simulations for each piece so they start after the animation. How can I animate the start of the cloth sim? I can see check boxes next to each individual property in the cloth sim to animate those properties, but I can't work out how to stop it doing any simulating at all until after the animation has finished.

Thanks


texts: When modifiers applied, sculpting doesn't work correctly

texts:
I have made a mesh with mirror- and subsurface modifiers but when I apply them and switch to sculpt mode, it says "the object has non-uniform scale, sculpting may be unpredictable".

When I try to sculpt, the result is with any sculpting tool this:

Sculpting works with any object/mesh but this and if I try to recreate it with the same methods as this one, it does the same thing.


texts: Export/ Import alembic trouble / blender 2.9

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I got some trouble with alembic export/import.
I tried to export and reimport a fluid simulation but when i do so the importet mesh is not animatet.
Further are all stages of the animation on top of each other.
I used the "flip fluid" addon for the simulation.
Any ideas of what im doing wrong ?
sorry for my bad english x)


texts: So can someone explain how to bake textures/normals?

texts: I tried baking textures, it turns out this way and I cant figure out what I'm doing wrong.


texts: How can I insert keyframes and start an animation on a newly rigged model? (2.78)

texts: within my blend I have use Rigify to rig my model. How can I start the animation process and insert keyframes. If i'm correct, I have set up the action editor correctly, I just cant seem to be able to insert keyframes. Help is much appreciated.


texts: Why is the object on the right being selected when I select the object on the left?

texts:
I need to understand the reason of a specific behaviour. I'm in Object mode and when I select one feather on the left wing, automatically the corresponding feather on the right wing lights up, BUT I have no Mirror modifier, no X mirror, no Topology mirror activated. Do you know if there are others reason that explain this behaviour?

Check the attached video below:

attached video


texts: Is there a way to auto update or reproject newly added vertices on a shrinkwrapped mesh?

texts:
I am doing a retopology project where I am using a low poly mesh that is shrinkwrapped to the high poly reference mesh. I have Snap during transform enabled with the snap element set to Faces and Project individual elements on the surface of other objects enabled.

The trouble, as we know, is that when new points are added with the knife tool, the vertices don't automatically snap to the reference mesh until each and every newly added point is translated a tiny bit in order to get it to snap back on to the surface.

Is there an add-on or a trick to using Blender that will speed up this workflow or do I really have to manipulate every single added point to get it to snap to the surface after I add it?

PS - I figured out that if, after making the knife cut, I tap G then all the newly added verts seem to update. Did I find the only solution or is there something that will reproject newly added points automatically?


texts: How to make smoke follow the color of the particles

texts:
I would like to achieve a similar animation to this:

I set up a particle system with an explode modifier followed by a fluid modifier.
What I would like to do, if it is possible, is to assign for the smoke the same color of the particles. So I woukld have multiple colored Particles and the smoke would look multicolored.


texts: barely any options being shown within blender

texts:
ive just started using blender, so be patient with me if this is a simple fix.
i recently got blender for 3d modelling, and in all tutorials ive seen, almost none of the options shown appear in my version of blender, my current issue is with the sidebar menu that is toggleable with the keybind "n" showing about a tenth of the amount of options that should be there.
is my blender in some sort of simplified mode?
another issue is that right click is supposed to allow you to add meshes, but this functionality is also removed
example of issue:
how my sidebar appears

how ive seen it appear

all help is appreciated


texts: How to fix: no surface button in the materials tab

texts:
I had a problem with my blender. In materials tab I dont have "surface" button, to make  something like Glass BSDF material and etc. Please help me, how I can figure out this problem.

Thanks.


texts: Automatically smooth bevel faces on apply

texts:
Is there a way to automatically set Faces to "Smooth" that where created by applying the bevel modifier?

It's for exporting, so autosmooth is not an option.


texts: How can I export a blender model as a sprite sheet?

texts:
I've got a bunch of models, and I now want to export each of them as a sprite sheet.

Specifically, I want to take multiple viewpoint renders of the models and save them out to a sprite sheet.

The only way I've managed to find to do this is to create an animation where I rotate the camera around the model, render the animation and then manually combine select frames from the animation.

Problematic because:

Sometimes the animation tweening misses certain required frames (eg. cardinal directions), meaning I have to keyframe every frame.
Can't seem to skip frames, so rendering animation takes ages, despite only need 32 frames of the entire thing.
Tweening cameras from control-alt-0 to jump camera to view results occasionally in camera path getting confused, which messes up a few frames as the camera spins (often the frames I actually need).
The model is lit, so multiple copies of the model rendered at once / rotating the model instead of the camera not an option.

It's rather problematic. I've been looking at trying to use a python script to automate this process, but I can't seem to get the render-to-file working as an operation.

Anyone know a better way of doing this?


texts: Emissive Material not Rendered at Some Angles

texts:
This is a night scene I modeled with some windows in the building.
Normally all the windows should be lit. But the light does not pass through the window if the camera is not perpendicular to the it.

What should I do to let the light pass at any angles?

By the way, I am using Blender 2.91


texts:
I downloaded Blender yesterday and had a bit of fun sculpting. I was trying to add curly hair to my model and it seems to be working in the display but not in the render (see images).
What am I missing?

Thanks! Oli


texts: How to seperate meshes that are rigged to an armature

texts:
I have a model I downloaded from Models-Resource which came with a static mesh (.obj) and a rigged mesh (.psk and .dae).

With the OBJ, I can split the mesh by material like usual and texture it, no problems.

However with the PSK & DAE, if I try to split the mesh, it just removes the two that should have shown up, leaving me with only one part of what would have been there with the OBJ.

The reason why I need to split the meshes instead of just applying the materials to the joined mesh is because Blender only shows the first material, resulting in a really messed up model.

Any help? I'm happy to try and provide more details if you need them.


texts: blender render does not load some pixels in

texts:
I'm starting out with blender and I'm practising with a simple seamless loop of a vaporwave. I'm using Eevee and whenever I try rendering the sun in my render lacks some pixels. Any help?

sorry for any lack in the picture due to the max file size of 2 MB.
I couldn't find any information on the net about this issue and since I'm new I'm not good at giving information about my settings.
I can give the tutorial I followed to give make the vaporwave which I followed closely down to the settings on my render.
video tutorial:https://www.youtube.com/watch?v=hnLsktA4gmY&t=463s&ab_channel=Ducky3D


texts:
How can I get rid of this wrinkles? Any help would be appreciated.

.blend file : https://drive.google.com/file/d/1vFLS6B21GgeRlYZSQhvdItLg6IqvyVYz/view?usp=sharing


texts: Issue with Volume Absorption inside Glass

texts:
first time posting here and very new to blender, Im following BlenderGuru's latest tutorial and I'm having some issues with volume absorption, this is of course not a job, I don't have a deadline, so I wanna know what is wrong with it and how to fix it not just do it in a different way.

I rendered each picture at 128 samples using denoiser with cycles in blender 2.80, I'm not sure the exact value I applied to the volume as I changed it a lot to check different results and they were all basically the same, with that foggy look, however it should be at around 700 for this one.

One thing I noticed is that the material looks a bit different in the material preview than in the last picture here where it looks opaque on the sides while in the preview it looked glossy

In the first one the water is the same material as the cup, so you see there shouldn't be an issue with the geometry

Edit: Just found a way to add the blend file so is easier for you to check http://pasteall.org/blend/index.php?id=52500


texts:
is it possible to add an object inside the game engine with upbge 3.X.X while having game physics work properly ?
What I'm doing is:
patch = bpy.data.objects['Patch1']

for i in range(4):
    for j in range(4):
        if i or j:
            copy = patch.copy()
            copy.data = patch.data.copy()
            bpy.context.collection.objects.link(copy)
            copy.location = (i*256, j*256, 0)

This is connected to an 'always' sensor set on tap and does add my patches of ground as expected, but there are no physics and the player goes through the objects.
I tried adding

copy.game.physics_type = 'STATIC'

But this doesn't sort my issue.


texts: How do I remove unwanted Transform Orientations?

texts: I'm using a lot of custom-defined transform orientations (Ctrl+Alt+Space) recently while modeling. The list has grown too large, how do I remove some or all of them?


texts: Accurate modeling of a sessile drops (like dew droplets)

texts: Is there some relatively easy way to generate drops, like dew, on a given object/scene? I'm interested in some kind of real simulation of fluid-surface interaction (would like to specify surface tension / contact angle for droplets), not just handmade flattened sphere drops such as in many tutorials.


texts: Losing WORLD position when importing to FBX (for unity)

texts:
i have made two animations, using the same base rig that play together, essentialy a judo throw, when i play it in Blender it works perfect, but when i play in unity (setting animation positions to original), both animations are played at the center of the bodies, instead of their respective positions.
How can i fix this?

all other animations i had done work fine in unity, by putting into original position, they work the same as in blender, however i had to fix this one in particular due to a mistake i made, and since i dont want to re-import all other 90ish animations again, i made a new blender file and copied the mesh and rig, worked there, saved and exported.

i been trying to find a solution for hours, but it cant find it.

any help would be really appretiated.


texts:
Hi I'm still trying to work on a braid, but it keeps acting all screwy.
The first image is the result and the second is what it looked like before. Then when I figure out that error it says that the mesh guides are not the same length.
.blend file: https://drive.google.com/drive/u/1/folders/1QqSpjGz4KgfaY2YlozwF1AScxMrXXtI-

Tutorial Link: Creating Braid in Blender


texts: Cell fracture placing vertex sized objects seemingly randomly

texts:
As you can see there should be no objects in the area and yet the cell fracture addon has put tons of them there. Does anyone know how to solve this issue?
Also if you look at the cracks there are these weird missing faces on the objects from the cross... I also do not know what has caused that... so any help with that would be great too! I really don't want to have to add in a bunch of faces manually...
I created this model of a bookend by myself and everything has been hand placed as quads, so that is not the issue.
Settings:
Own verts AND Annotation pencil.
source limit: 380.
no recursion.
standard mesh data settings.


texts: In cycles we put enable shadow catcher for a geometry. Is there a possibility to enable the shadow catcher for the entire layer which has 50 components.


texts: Is there a way to cast a shadow only on certain objects/materials but not on others?

texts:
I have an idea in my head of an animation where the (soft) shadow of some otherwise invisible object is constantly being cast on a character's face. I created that shadow-casting object and parented it to the character's head bone and unticked the "Camera" option in its Cycles settings. So far so good. This would probably work for most shots.

However, that object's shadow is currently also being cast onto other objects such as a wall behind the character or another character standing in front of them which is not what I envisioned...

To put this in more bland, concrete terms:

Light source(s)
    ⇩
  Object A (shadowcaster)
    ⇩
  Object B (foreground)
    ⇩
  Object C (shadowreceiver)
    ⇩
  Object D (background)

ObjectA's shadow should only be visible on the surface of ObjectC, not ObjectB or ObjectD.
The shadows of ObjectB and ObjectC should be visible on all other objects that are behind them respectively.

I suspect the solution might be more related to render layers/passes and compositing rather than material settings (e.g. Light Path nodes) but so far I haven't been able to make it work either way...

Any hints?


texts:
I can't figure out why some of my duplicated armatures do not show up in object mode after duplicating them in edit mode. I am currently rigging a humanoid mesh and all of the armatures are copied over except for the legs on one side.

However, they appear in edit mode.

Does anyone have a solution. Thank you!


texts:
I am new here and have been working with Blender for a few months for a college course. We often find solutions to problems doing internet searches because the course could not possibly have a cohesive tutorial for such a robust application, now could it?

I have a project that I am trying to get ideas about. Unfortunately, I will be in a remote place with no internet access for most of the time I will have to model my project.

I want to do an array of Mexican seed beads over a model I have yet to create!
To look authentic, they need to:
— fit tightly, touching but not overlapping.
— not grid-like, but more organically placed
— Use several different colors of beads in patterns and designs, in a very controllable way.
.
Any ideas would be helpful. I have had mixed results with particles so far and doubt I would be able to figure this out in a vacuum. Without a little pre-planning and confidence in a strategy going forward, I would commit to my plan ‘B’ option instead.
Thanks in advance!


texts: How to export a sequence of images as a video file in Blender 2.8

texts: I'm using blender 2.8 and on the video sequencer I added an image sequence of an animation I'm making. I now have a strip and I'm happy with the result. How do I then export it as a video file?


texts: Anistropic shader: mine doesn't converge at centre

texts:
When I used Anistropic shader, my highlights do not converge at the centre as opposed to Blender Guru's example. Why is that so? Thank you.
link to tutorial


texts: Can't open recently downloaded textures: "Cannot read...no such file or directory"

texts:
I recently bought the new updated textures from textures.com (cgtextures), and after more than an hour of intense download and sorting the textures, i get this annoying message:

"Cannot read '//....\Desktop\Trabajos Blender\Do Widzenia\Blender\Biblioteca del Blender\Texturas, Materiales\Texturas de páginas random\Metales, industriales, engranajes, etc\Plástico, polímero, goma, etc\Plastic polymer\TexturesCom_Plastic_Polymer_1K_albedo.tif': No such file or directory"

Another thing is that every textures i recently downloaded are marked as 0b files instead o 777kib or 1.5mib or such.

What's happening and how i can solve this?


texts: How to transform a plane into a honeycomb?

texts:
I would like to make all the convex plane shown by the red  arrow as a honeycomb surface.

I tried to use the add-on Honeycomb after having the addon Extra Objects enabled ( File > User Preferences > Addons, in the Add Mesh category).

In the Add Object menu > Mesh > Extra Objects > MiscObjects > add a Honeycomb. But i don't know how I can stick it on the surface I want to transform.

Or maybe there is another method?


texts:
Is there a simple and quick way to add a vertex to an existing edge? I mean in a similar manner (Ctrl+R) like a loop cut for the whole object?

My current workflow is, deleting the edge completely, then I select one of the vertices and extend it via E shortcut. Is there an easier method to get an extra vertex like:


texts: BGE 2.79: How do I change an action in-game with the push of a button/object

texts:
Here is the thing, I'm currently working on a project for my internship. It is about an interactive boatride which there are multiple atributes that te boat stops at. After you completed a level the boat starts to float on further into the game.

Right now I am working on the Proof of concept. The technical part. The levels work. The buttons work, but there is just one thing I can't seem to figure out.

The monkey in this scene is the working button. Once clicked, the blue square on the rail disappears and the boat is able to go along the tracks onto the next level.

The orange cylinder with the blue square has an "always sensor to a action actuator" that , when playing the game, keeps spinning in one direction. To show that the action changes I made another animation where the cylinder is turning into the other direction.

So here is the problem. When you click on the monkey, it sends multiple messages to different objects. All of them work just fine but the action on the cylinder does not change.

This is the current logic i provided to the cylinder. Because of the past failures, I have erased the message sensor.

So:

I have got 2 actions for the cylinder (one activated by an "always sensor")
There is a button which sends out a message once clicked

Is there a way to make this work properly?

If there is any information missing reguarding this problem please let me know. I will gladly expand my explanation of my current problem.

Thanks


texts: How to export a 3D object from blender to adobe after effects

texts: How can I export a 3D object from blender to adobe after effects without using cinema 4D. And in what format?


texts: Beveling with a bad topology of an imported model ?

texts:
in my model i have awful triangulation that is making my bevel not working at all. ( i just want a bevel to this front face right here , the downside L)

normally what i do is just dissolving the unwanted edge and voila i have a polygon an my bevel work again

this time it doesnt work and i cant get rid of this , i dont understand why ,
decimating with the planar option at 5 degree also dont work.

here is the file
https://we.tl/t-Vow8tge8En


texts: "bpy.ops.rigidbody.world_add.poll() failed, context is incorrect" occurs when python script is ran more than once

texts:
I am seeing a context incorrect error if I run this script more than once in the same .blend file.  It  occurs in Blender 2.82 and 2.90.  My understanding of how contexts work is only mediocre but I cannot think of a reason why/how the context would change after running the script multiple times.  I also do not know of any context requirements for trying to add a rigid body world.  My end goal is to enable rigid body physics for specific objects and I'm pretty sure enabling rigid world is the first step. I've reduced the code to the following:
import bpy
bpy.ops.rigidbody.world_add()

Reproduction steps:

Open a new general blend file.
Insert code from above, run once.  There will be no error and the rigid body world will be enabled if you look in the "scene tab"
Run the script again, error will say context is incorrect.

Thanks.


texts: I'm trying to align multiple bones to one axis in the pose mode, i've tried S+Z+0 but It's not working.


texts: there's something I try to adopt 2.8 shortcut instead of 2.79 ones, but some shortcut did not implement in 2.8. like I can't find scroll 1~0 to indicated the paintbrush on 2.8. Does anybody find its shortcut or any way to assign it?


texts: Is it possible to create a vignette mask in photoshop for compositor?

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I have a project that I have been working on for a while that I end up bringing in to photoshop for a custom vignette. Since I keep going back and forth, I would love to just use the mask from photoshop and combine it into the compositor for the final output.

I think I have it part way figured out but don't see a mapping node to make the image fit to the right size in the final composite.

It is too big! Can it be controlled?


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I've been trying to create worn edges following this tutorial: https://www.youtube.com/watch?v=lYseMQDkPAI&t=375s&ab_channel=thesparkofart,
but can't seem to achieve same results. This node setup doesn't "capture" all the edges, and certainly not the ones i'd like it to. In the top pictures it only work on concave edges, but on the bottom it kind of goes for the convex ones but in a strange manner - it either only select on of the edges of each face (like either bottom or top one - not both) or it also marks the faces itself. That's the main issue.
Another problem is with the mudgrave texture, wich, when multiplied with these edge-nodes, plasters texutre spots all over the model - not on the edges like in tutorial.
Final photo is result of this method: https://www.youtube.com/watch?v=JMMy-xqrwdw&feature=youtu.be&t=156&ab_channel=LifeKILLED
If that matters i have bevel modifier on that model - but disableing it doesn't help.


texts: Face texture gone after adding hair particle system?

texts:
I've been practicing my human models lately, and I made this little kid.

It was going quite alright, but then I tried to add hair, and somehow the hair texture kind of... overrode the face texture?

I can't work out any possible reason why this happened. The body and the face are one mesh, the hair material isn't anywhere on the body's node, and the UV map is still untouched (Although texture paint now shows me the face as an error area). Removing the hair material doesn't fix it either, just leaves both the face and the hair textureless.

Anyone can offer any insight?


texts: "OpenCL build failed" error when rendering with GPU

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I am trying to render my Images in GPU Computer but after 1 Minute or so this message pops up:

  OpenCL build failed: errors in console.

Now whats with that? Anyone experiencing that as well?

Working on:
MacBook Pro (Retina, 15-inch, Late 2013)
2.3 GHz Intel Core i7
NVIDIA GeForce GT 750M 2048 MB


texts:
I'm completely new to blender. For university we want to have a cute character with dynamic facial expressions. I could capture tracking data via iPhone and import it into Blender (https://www.youtube.com/watch?v=nXAo5MEXYvg).
Now I want a custom character, for the beginning I wanted to do this tutorial.
Without applying every shape key of the facial expressions to the new character, how can I use the smiley to resculpture it to the character in the tutorial?
I could follow the tutorial to the end but how can I merge both or rescultpure the smiley?


texts: I have spare 1060 as I recently upgraded to 3070 and was wondering if using both of them will improve rendering times


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Every time I render my video's, the audio goes missing. I don't hear any audio during editing or post render. I've put Audio Codec to 'ACC' or 'MP3', so I don't understand why this is an issue.
Thanks.


texts: Why is unchecking emitter not removing text?

texts:
I am trying this tutorial where I wan to dissolve text. At 30 frame I added key-frame and 31 frame I removed emitter checkbox. I replayed the all keyframe and found that the text does not disappear. How to make the original text disappear?

Blendfile: http://pasteall.org/blend/index.php?id=46274


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I have recently downloaded blender 2.72b and am having trouble finding how to texture objects. I have tried to look up videos about it but they all seem to have the Texture tab, in the Properties panel, whereas mine is off-screen and I can't get it on screen.

How can I get to this tab?


texts:
How can I do a Hockney style with Blender like ones in the video below ?

example on youtube

This is an example of the Hockney Style I'm looking to create:


texts: How to use Texture Coordinates, Mapping and Gradient Texture nodes to generate a black and white mask?

texts:
Basically, I'm trying to understand how to generate a procedural mask. I'm trying to make an eye and I wanted a mask to make a difference between cornea and sclera, but the problem that I have is that I don't understand any of this as my eye ball just goes from solid white to solid black.

I can't seem to find or locate anything to make this mask for my eye.

How do people use these nodes to generate masks on objects? I really don't understand them.


texts: Is Blender 2.81 able to pack Animated Textures?

texts: I want to be able to pack like a .mp4 as an image texture, but last time I did this in 2.8, it wasn't possible. Is it a feature yet in the lastest update?


texts: How do I change the direction of an object set to "Bake Sound to F-Curves"?

texts: I have an object set to "Bake Sound to F-Curves" and "LocRot". It's set to move along the z-axis. My problem is that it moves in an upward motion as pictured below. How do I make the object move in a downward motion?


texts: Is there any clear definition of game-ready models?

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Recently, I am trying to create 3D models for my own game project. However, when I do some researches on game models, I come up with the term - game-ready models and I could not find any clear definition online. Could anyone tell me about what exactly is game-ready models and how to know if my 3D models (created by Blender mainly) is suitable for games.

From what I know by far, quad topology is preferred in Blender. However, for most of the game engine, triangle topology is preferred (Please correct me if I am wrong). Does it mean I have to manually change the models in Blender from quad topology to triangle topology before importing to the game engine?

Thanks for any helps.