texts: PBR material : how to use a RMA file in Blender?

texts:
I found this (free) nice brick PBR material :

I would like to use it in Blender. I had never heard of PBR before.
So when I unpack the zip, I get those files :

Brick_Wall.sbsar
Brick_Wall_D.tga
Brick_Wall_H.tga
Brick_Wall_N.tga
Brick_Wall_RMA.tga

I've understood that sbar is a property format and is not supported by Blender.  So I have to build my own material using those textures.

I've read this tutorial to learn how to setup it.

I added a principled BSDF node and linked it like that :

Brick_Wall_D.tga > base color
Brick_Wall_H.tga > metallic
Brick_Wall_N.tga > (normal map) > normal

Is that correct ?

But then, I miss the roughness map.
I read here that

  RMA is a type of packed map which contains Roughness + Metallic +
  Ambient occlusion, which are used with PBR (Physically Based
  Rendering).

and here that you can extract channels in the node setup by using a "separate RGB" node.

Thus, what should I use and how should it setup that ?
Maybe I should use only the RMA file ?

Thanks a lot.


texts: Importing .im (Indexed Mesh) files into Blender

texts:
I have a 3d files formatted with .im (indexed mesh) which contains the following approximate structure:

Material Descriptor
Vertex Data
Index Data
Animation Data
Etc.

So I'd like to import it into Blender. What addons/importer should I use?


texts: Stuck at UV Mapping: mesh doesn't show in UV Window

texts:
I'm migrating from 3DS Max to blender and its totaly confusing.

Right now I'm stuck because when I do 'Mesh->UV Unwrap->Unwrap' nothing shows in the UV/Image editor window.

I did a render of some object and since then I don't see the mesh in uv coords.

I noticed  there were some kind of masks/layers and it's totaly non-intuitive.

Here is a screenshot: so, how to see the UV mesh?


texts: VSE: How do I speed up playback in the video preview?

texts:
I am trying to scrub through a large video (2+ hours) so that I can cut out a few clips from it. The video preview window is too slow when I click to a new time location in the sequence view.. it can take several seconds to show the preview. I've rebuilt the proxy and timecode indices but this doesn't seem to help.

I'd be happy if I could speed up the playback of the preview. Note that I DO NOT want to speed up the resulting video, I just want to scrub through the video to find the right places to cut.

I've tried the following approaches:

Increased the memory cache limit to 4096. The preview is still just as slow.
Rebuild proxy and timecode indices using "Record Run" and a proxy size of 25%. This did not help.
Speeding up the video using "Time Remapping" in the properties window. This speeds up the video preview, allowing me to scrub through the video but when I turn the time remapping back to 1:1, the position in the video changes so I lose the place I wanted to cut.
Applying a speed control effect strip. This has the same problem as using time remapping.

The source video is H.264. I have heard that re-encoding can help speed up the preview, but I don't want to suffer the loss of quality that re-encoding will introduce.

Is there any way just to set the playback speed to 2x, 4x or something for the purposes of preview only?


texts: Add copy location constraint to each bone, with target empty at same location?

texts:
I've got a script that places a empty at each vertex and is parented.

I've got a script that adds a bone to each vertex.
 But I need a script that does a copy location to each bone, and the target must be the empty at the same location.
  Since I've copied and pasted these scripts and know nothing of scripting I'm hoping somebody could help??


texts:
I have a little floating robot character, it's just a sphere with an eye and 4 little "nub" sort of feet legs that extend from it's bottom. I want to do keyframe animation on the sphere, and have the little legs swing and bounce around (within limits on their movement), while attached to the sphere.

I have some limit rotation constraints set up on them but I decided I want to just simulate them like a puppet's feet or something, instead of manually animating them. How can I achieve this? The sphere is not yet rigged and neither are the legs, will I need to rig them to do this? Or can I handle the little feet with physics and constraints alone?

I've tried rigid and soft body and setting their parent empty as a constraint target but the feet just fall down infinitely when I bake the simulation. I've never tried to do simulations so I'm not sure where I should be looking to do this. Also at the base of my little feet I have a small colored ring from which they extend, this is animated using a lattice so that when the feet move, this little "rubbery" part deforms a bit as well, and if possible I'd like to preserve that in any simulation, though it's not that important and I could do without it. I should note that I've done a simple character similar to this before but that was without needing any physics.


texts:
I've been learning how to use UV mapping with textures in Blender. Things have worked fine so far using simple shapes like cubes and cylinders, but everything went wrong when I tried to UV map a creature mesh. It looks how I'd expect in 3D View: brown with a lighter color on its belly. However, the render is all messed up.

Comparison with 3D view on left and render on right:

The creature's properties:


texts: How do I replicate the 'Chebychev Crackle' with the new Voronoi node?

texts:
I am following this tutorial: https://www.youtube.com/watch?v=9iO-7RbDSw8.

After 2.81 the voronoi texture node has changed and I cannot replicate the same Chebychev Crackle effect with the new node.

In the new node -
It looks like the voronoi color output is the right one but it has no height data to manipulate the wave texture.


texts:
I am fresh to Blender and am making a futuristic-ish flying vehicle network. There are rows of rectangle groups all moving in different directions while the camera pans the scene.

In an arbitrary frame (which is around the middle of the animation, but NOT always the same frame), all objects are suddenly de-colorized and turn white for no apparent reason! Some seconds later, it returns to normal. This happens ONLY in camera perspective!

I've deleted the camera and re-added it to no avail. This is exactly how it looks:

Normal (with colors) in render view:

Problematic (white flattened) in render view

Any ideas????


texts:
I am trying to install several addons to my blender 2.79 under OSX. I have the addons as zip files.
I follow the documented process, go to the settings, click on install from file, select the file, I can read a message in the bottom of the screen where blender says that it is copying the addon.

Unfortunately, the addon does not appear in the list of addons afterwards, I checked the folder in the user library and the addon has been copied there but it does not show up in blender.

Any idea, how I can debug this! Is there a log file that I could look into?


texts: I have a cube projected image that I'd like to use as an HDRI, but environment textures only have equirectangular and mirror ball projection types. Would it be possible to use an image laid out such as this as an HDRI?:


texts:
My first time posting, but I've already learned a lot from lurking around here over the last week, so thanks all.

For my first project I wanted to model the earth 100 million years from now based on the youtube linked: https://www.youtube.com/watch?v=uGcDed4xVD4

I started by projecting an equirectangular displacement map (white continents, black oceans) onto a globe, and then extruding the continents with a displacement modifier. I then sectioned the continents from the globe using a boolean difference modifier with a second globe just-about the same size, leaving me with a loose continent "skin". I seperated the continents into individual objects, rigged them and moved the continents, and voila:

And that's where I'm stuck. I want to unwrap this new earth and create a new equirectangular world-map from it, but for the life of me I can't figure out how. Straight unwrapping it isn't working. I suspect the combined geometry of the raised continents and globe and everything is just too complex. I've tried simplifying things using decimate, I've tried dissolving and otherwise cleaning up, I've even tried shrink-wrapping another globe over the model and using THAT instead, but I can't seem to get rid of the shrinkwrap "stretch lines" around the raised areas.

I'd appreciate any advice. I'm new to blender and to 3d in general, so my understanding of modelling is limited to what I could glean from forum posts and youtube tutorials - I expect there are much better ways to solve this problem than how I went about it.

Here is a .blend containing the model as far as I've managed to take it:

Note: Each face on the sphere is 10 degrees by 10 degrees, but I've added a cylinder each at 0 latitude and 0 longitude for convenience. I left them out of the model I tried to unwrap.

Thanks lots.


texts: So, I have a simple emission texture applied to a particle system and I was wondering, is there a way to make your particle emitter emit a random variety of colors?


texts:
How to delete unwanted material and texture used in my scene?

I have an interior scene and when I press shift+Z it renders in a good way, but when I press F12 a small render shows up and it's stuck there. I thought of removing the extra material and texture used. Some are assigned and some are not assigned.

I want to delete all the material and texture which are not in use. I have used the Orphan addon, but did not see any success. Is there any other addon or a quick way to delete them?


texts:
my brush on the sculpting menu every time i try to sculpt it makes a copy on the other side. i just want it to be single

as you can see you have the circle with the dot telling you were the mouse is to draw. but there's a secondary dot.

how do i get rid of it so i can make a single sculpt without it duplicating on the other side


texts: Too much smoke compared to the source mesh size

texts:
so I'm doing a scene with an F14 shooting two rockets. For a better result and for realism purposes I decided to also add a smoke simulation, but when I added it the results are this:

I tried to reduce the size of the inflow mesh, tried to decrease the surface and volume emission, but the only things that two values do are to decrease the amount of smoke, but not the "radius" of the smoke since I need a much thinner smoke but still pretty dense.

For reference, I'm using this photo:

The domain is as big as the whole scene since there multiple missiles that are been shot.

This is a photo of the source inflow mesh, a basic small circle.

Thank you in advance for the help!

EDIT 1
I'm messing a little up with the domain size, and the size of the smoke is actually changing, but it's pretty unpractical


texts: How to trigger script after changes in graph editor?

texts:
I'm improving upon the motion path in Blender. As it is now, the motion path is something that needs to be calculated for each bone, then updated manually. I want to make the motion path (for the active bone) update every time I change something in the graph editor.

I have this simple script:

import bpy

bpy.ops.pose.paths_update()

That I want to trigger, every time I make a change in the graph editor. Is this possible? Is there a simpler way of doing it, rather than trigger a script?

What I currently have, is the above script as an operator. I then reference this operator with a hotkey. But I want to remove the need for a hotkey.


texts: How to set glow in text object, with python?

texts:
So, I want to make my text glows. Using python. Until now, I've scripted this, after reading some tutorials:

import bpy
def create():
    bpy.ops.object.text_add(location=(0, 0, 0))
    text_obj = bpy.context.object
    #'glow'
    scene = bpy.context.scene
    scene.world.light_settings.use_indirect_light = True
    scene.world.light_settings.gather_method = 'APPROXIMATE'
    scene.world.light_settings.passes = 2

    mat = makeMaterial("font", (1,1,1), 1.8)
    text_obj.active_material = mat

def makeMaterial(name, color, emit):
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = color
    mat.diffuse_shader = 'LAMBERT'
    mat.diffuse_intensity = 1.0
    mat.specular_color = color
    mat.specular_shader = 'COOKTORR'
    mat.specular_intensity = 0
    mat.use_transparency = True
    #mat.raytrace_transparency.fresnel = 2
    #mat.alpha = transp
    mat.emit = emit
    return mat

if __name__ == "__main__":
    create()

Why this isn't working good?

Tks


texts: I want to add some Noise to an Action by animating the influence of the Action Track. So I enabled "Animated Influence" and inserted Noise into the Influence, but the Influence doesn't change at all, it just stays at 0.


texts: After adding Subsurf modifier, some UV is distorted

texts:
As title said, after adding Subsurf modifier, some UV is disorted.

If mesh has simple geometry, I can fix it, but sometimes it's too complicated or can't fix it because it's getting worse.

This is the example model that I faced this problem:

Top image is low poly and lower image is high poly mesh that applied sub-surf modifier.

As you can see those red lined boxes, some UV is disorted and I can't fix it.

Is there a way to fix this problem?

Also I mostly prefer using Smart UV Project, because when I unwrap my mesh manually, each UV island has different ratio.

Is there a way to adjust ratio of UV islands automatically?


texts: Particle System not utilizing UV mapped texture

texts:
The texture is UV unwrapped properly, and displays properly in the material. However when I try and use it as a density texture for the particle system, it is very messed up. It is rotated off center and the top and bottom are mirrored. Any idea what's going on?

The UVs seem to just get ignored completely as far as I can tell. If I change it to object, and generated etc it changes but if I change it to UVs it stays the same as whatever it was last.

I've attached an isolated version of the file below. The particle number is set to 128 instead of 128,000 to bring the size down, make sure to change that to see the issue properly.


texts: Issue exporting animation with blend keys to FBX

texts:
I'm working on a project where I have a character that has its eyelids controlled by blend keys. I'm trying to export the animation to FBX in order to then export it for various targets in our pipeline. I've been using an app from the mac app store called "FBX review" (from autodesk I believe) to test the exported file. I've had success exporting regular bone controlled animations but have never been able to get the eyelid animation.

I've been looking for an answer for a few days now and here are some things I have tried:

I've unchecked 'apply modifiers' in the geometry options of the export settings because it has a warning about preventing shape key export

I've tried exporting the file with the other version of FBX exporter that comes with blender

I've tried exporting with the 'baked animation' option on and off

Is exporting a blend key animation to FBX just not supported in blender? Really hoping I'm just doing something wrong here and someone has an answer.


texts:
Hi so with some help i was able to get a pie menu script that does what i want when i run it. how would i set it up so i can run it in 2.8 with a hotkey? thanks for any help

import bpy
from bpy.types import Menu, Operator

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class AntiBevel(Operator):
    bl_idname = "anti.bevel"
    bl_label = "AntiBevel"

    def execute(self, context):
        bpy.ops.object.shade_flat()
        bpy.ops.object.modifier_remove(modifier="Bevel")
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.mark_sharp(clear=True)
        bpy.ops.transform.edge_bevelweight(value=-1)
        bpy.ops.object.editmode_toggle()
        return {'FINISHED'}

class HyperBevel(Operator):
    bl_idname = "hyper.bevel"
    bl_label = "HyperBevel"

    def execute(self, context):
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_mode(use_extend=False,use_expand=False, type='EDGE')
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.mark_sharp(clear=True)
        bpy.ops.transform.edge_bevelweight(value=-1)
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.transform_apply(scale=True)
        bpy.ops.object.shade_smooth()
        bpy.ops.object.modifier_remove(modifier="Bevel")
        bpy.ops.object.modifier_add(type='BEVEL')
        bpy.context.object.modifiers["Bevel"].limit_method = 'WEIGHT'
        bpy.context.object.modifiers["Bevel"].segments = 3
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.ops.mesh.edges_select_sharp()
        bpy.ops.mesh.mark_sharp()
        bpy.ops.transform.edge_bevelweight(value=1)
        bpy.ops.object.editmode_toggle()
        bpy.context.object.data.use_auto_smooth = True
        bpy.context.object.modifiers["Bevel"].width = 0.02
        bpy.context.object.modifiers["Bevel"].use_clamp_overlap = False
        bpy.ops.object.modifier_move_up(modifier="Bevel")
        return {'FINISHED'}

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Operators"

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

        pie = layout.menu_pie()
        pie.operator("hyper.bevel")
        pie.operator("anti.bevel")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)
    bpy.utils.register_class(HyperBevel)
    bpy.utils.register_class(AntiBevel)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)
    bpy.utils.unregister_class(HyperBevel)
    bpy.utils.unregister_class(AntiBevel)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts: How can I fix broken linked dupligroups when the source file/directory has changed?

texts:
(Using Blender 2.76) I have some object groups from one file (source) linked as dupligroups in another file (target). I had to change the name of the subdirectory containing the source file, and the name of the source file itself, so the links in the target file broke (as expected; even relative file paths wouldn't have helped with the renamed file/directory). So now when I open the target I get the error messages stating missing data, and all the dupligroups are just empties (empty empties that is) showing no mesh that they did before the name changes.

I think it will be easier to split this into two questions:

How do you fix a broken dupligroup link when the path to the source
file (directory name/s) has changed? Like this:
//directoryA/source.blend changed to //directoryB/source.blend
How do you fix a broken dupligroup link when filename of the source
.blend file has changed? Like this //directoryA/oldSource.blend
changed to //directoryA/newSource.blend

But of course I have to fix both of these things.

The reason I split that into two questions is because I did some tests and had different results depending on whether the intermediate directories names had changed (changed path) or whether the actual source filename had changed (changed filename). I had two ideas that both failed:

Idea 1 (failed):

Go to file/External Data
Find Missing Files

Changed Path: For the changed path this got the error message about missing data to stop displaying upon .blend file opening and when using File/External Data/Report Missing Files, but the dupligroups were still empty!

Changed Filename: For the changed source filename this did not get rid of the error messages or fix the dupligroups.

Idea 2 (failed):

Go to the outliner
Select "Datablocks" in the pulldown
Expand the "Libraries/lib" item
Change the "File Path" field to reflect the new
subdirectory/filename (For this selecting the file path input box in
the menu does not open a file selector or anything, so I just typed
in the new path/filename manually and hit enter. Maybe I'm doing
that wrong?)

Changed Path/Changed Filename: It failed for both. The dupligroups were still empty. I did try restarting the file to see if they needed to be restarted to show the dupligroup mesh, but it didn't help.

However, it's interesting to note that when trying Idea 1 (Fix Missing Files) and then trying Idea 2 (Libraries/Lib) the Fix Missing Files option did fix the path in Libraries/Lib so it appeared correct, it just didn't fix the dupligroups.

I'm using Using 2.76b, but I know I had this same problem with an older version of Blender. That was a while ago and I just gave up and re-linked the dupligroup. That's okay for a couple dupligroups, but in a big scene with dozens of dupligroups that have all been moved/rotated to specific positions this becomes a big deal.

I get the feeling I must be missing something really obvious because I'm sure this is a common problem. Any ideas would be appreciated. Thank you.


texts: Background images not showing up at all in persp or ortho view

texts:
I cannot get background images to show up. From what I understand you add the background image, then set the view it shows up in and then use numpad to set your camera view, yet this does not work for me. I've tried the 'ortho' and 'persp' views, along with the 'front', 'back' and 'sides' angles using the numpad, but cannot see any image. Also, setting which view the image shows in has no effect.

I have also tried dragging and dropping a image in, with no luck. I understand I can also add a image to a empty plane, but even this way does not work.

On the other hand, when it comes to adding materials and textures to objects, everything looks fine in edit mode and the final render, so this is not a problem.


texts: Voronoi structure for printing without big overhang

texts:
I would like to make a "Voronoi" of a mesh and then 3d print it. So I need to have overhangs with less than 45 degree to be able to print it without supports. Does anyone know how can I make it? So far I can only make Voronoi versions of this mesh and only modify "manually" the overhangs, and so it's very ugly.

Example of Voronoi mesh on which I adjusted manually the overhangs:


texts: how to set white or black background of textures transparent

texts:
I have a muzzle flash texture I want to use for my game. But they all have black or white background. It doesn't look natural on shooting and I want to remove the background.

This is the texture I had in mind


texts: Blender Internal texture not influencing geometry

texts:
When I try to add a new Clouds texture with geometry influence, I have nothing on the render.
I don't understand why?
I created a material : essai texture.
I created a new texture with clouds type:
Influence normal :0.552
size: 0.1
depth: 2.0
nabla: 0.10

Can you explain why?


texts: Whole armature moves when one bone is moved

texts: I made an armature and when I try moving the leg bone or the hand or the body it moves the whole armature and the other mesh with it. I even tried merging all the meshes together to see if it works, but it still does the same problem. I even tried with an un-merged mesh


texts: Is there any way to add backgrounds in Blender 2.8?

texts:
In 2.8, there is no background image option:

I am aware of the alternatives like putting an image in a empty or the image directly to the camera. But is there like an addon or something I similar that I can do?


texts: How to get gradient material to work with rig?

texts:
I've got a lil character i'm making that uses some gradient materials, but I don't know how to make the gradient move with the deformations.

as you can see, the gradient doesn't move with the deformations which makes sense with how it's setup, but I want to find a way to change that. I was hoping to avoid having to UV map because It's pretty hard for me to get such clean gradients with a texture.

here's my node setup:


texts: Can I get the computed shader's colors at specific points?

texts:
I have a mesh with a shader on it, as well as a particle system. The particles are emitted for only one frame, from the surface of the mesh, and are set to render None (I just want the 3d positions of the particles)
Is there any way (shader, animation nodes, python script) to get the rendered color of the mesh at the particles' positions? I can get the 3d positions via animation nodes, and can convert those to UV coordinates from the camera's POV, but I want the rendered image's pixel color at those coordinates.
Thanks in advance


texts: First Person Camera In Blender Game Engine

texts:
I am making a game in Blender with a first person camera. I used a mouselook script I found online, however when character motion is used for the camera's movement, I have the problem that when the character is looking at the ground and presses the S key, they move up. I am writing a script that will detect when the mouse moves up and down, and another that detects moving left to right.
Where would I start? I was looking at the documentation, and I found bge.types.SCA_PythonMouse.position, but that does not tell you when the mouse is moved. Is
there a function that does this?


texts: What's the order of constraint evaluation among multiple objects?

texts:
I've seen that Blender will evaluate the constraints in a stack from top to bottom. That's a very clear definition.

But in what order does Blender evaluates multiple constraint stacks? I've not found any explanation on that topic yet.

For example, I have A/B/C 3 cubes, all have a copy-position constraint to limit only Z position. And they form a constraint cycle (A->B, B->C, C->A)
I can see in blender that, no matter how I try to move them on Z axis, none of them would move a bit.

Could someone who understands the blender implementation help to clarify this part? or just point me to some code/docs on this?

Any help is appreciated,


texts: Create jet colormap using blender gradient texture

texts: I would like to know if there is anyway to create a texture for the jet colormap in blender. This colormap looks like this:


texts: Texture showing up in rendered view but pink color in texture view

texts: I have a mountain textured with three different textures by using two mix shaders. I am using Blender 2.80.75. In texture view I can only see a pink color but in render view I see the correct result. Is this a bug or what? Thanks in advance


texts:
I run a 3 monitor setup. I'm on windows 7 with 3.4ghz quad core, 32gig RAM, Titan GTX, and 770. My primary monitor is on the Titan, and the secondary 2 monitors are on the 770. I have been used to running my 3D viewport on the main monitor, and a secondary window on the 2nd monitor (usually node editor) and then a web browser on the 3rd monitor.

My second monitor recently took a knock and started having problems, so I got a new one. The new monitor has become the primary monitor, and the previous primary monitor is now the 2nd monitor. And now, whenever I put a second blender window on the 2nd monitor, it lags horribly and is unusable. If I put it on the 3rd monitor, it works fine (but that monitor is small, so I don't want it there.) Other programs work fine on my 2nd monitor.

What can I do about this? Nothing else about my setup has changed. All drivers are up to date.

Update:
If I switch to a basic theme, the problem goes away. But why is this suddenly necessary when I never had this before?

Update 2:
I have noticed that monitor 3 runs things just fine with no lag. I vaguely remember in the past when I had a different 3 monitors with an older setup (had a 580 instead of Titan) I had the slowdown issue, but on monitor 3 instead of 2. Perhaps it is able to run 2 monitors without slowdown, and my resuffling of monitors means the poor performance is now on current monitor 2, when before it was on monitor 3?


texts: What is the proper way to animate a door?

texts:
I have two objects, a door frame, and a door.  I have the origin in a specific place that it needs to stay at which is not the center of the door, for tiling purposes in Unity.

I move the origin to the lower corner of the door, save frame, rotate 90 on the z, save frame.  When I play the animation it works until I have to move the origin back to the spot where it has to be for tiling purposes, and then it messes it up.  How can I accomplish it so that I can keep my origin in the place I need it, but still have a pivot point?


texts: Low-Poly 3D Models are exporting but materials aren't

texts:
I'm planning on making a short animation so I kept all the models, props and assets separated in folders. Problem is, when I try to append each object into one scene, their colors (Basic colored Materials) is excluded. I've also noticed the same problem when I open those files (FBX format) in Mixed Reality Viewer, and all I get is a plain object

compared to what I am expecting that was rendered in blender (see image below);

I'm EXTREMELY worried that I have to apply UV mapped textures to every model I made for this to work properly especially for the future since I need to be exporting these models as well in UNITY. Any workaround on this or on how I may be able to fix this problem without applying uv map? Note: I tried baking but it didn't work for me :(


texts: How can I morph a flat plane to be a flat cirlce?

texts:
So I'm making a 2d animation in blender, using the z space as layers, and the camera is in orthographic view.
I'm trying to morph a square plane to be a flat circle, but I have no idea how to even approach it.


texts: How to create half circular-window hole on the wall without resulting ngon?

texts:
how to create half circular-window hole, I think it called arched window? I only know using knife project, but it will make ngon, and I must cut it one by one into tris/quad.

so, do you know another way to window hole for arched window without resulting ngon?


texts: Blender on remote Linux machine via X server

texts:
I am trying to get Blender to start on a remote machine via an X11 session. I have tried this in the past (circa Blender 2.6 ~ 2.69) and it has worked without problems.

The Linux machine (VM Running Ubuntu 18.04.2 LTS) is setup with all necessary libraries. glxgears (and a set of other programs that I need) starts without any complaints but Blender fails.

The failure paths are as follows:

Install Blender via apt-get

When you try to start it you get a segmentation fault.

Install Blender via a straight zip download from blender.org. In my case, blender-2.80rc1-linux-glibc218-x86_64.

When you try to start it you get a bunch of error code: 1, request code: 143, minor code: 34, error text: BadRequest (invalid request code or no such operation) that conclude with:

  Error! Unsupported graphics card or driver.
  A graphics card and driver with support for OpenGL 3.3 or higher is required.

(Fair Enough)

When you try to start blender-softwaregl (as I have been doing in the past), everything appears to be going well, you even get a window on the local machine titled "blender" but the errors are now error code: 159, request code: 143, minor code: 34, error text: 159 that conclude with:

  Xlib:  extension "MIT-SHM" missing on display "localhost:10.0".

xdpyinfo reports 23 extensions enabled, none of which appears to be MIT-SHM. (BIG-REQUESTS, DAMAGE, DEC-XTRAP, DOUBLE-BUFFER, Extended-Visual-Information, GLX, MIT-SUNDRY-NONSTANDARD, RANDR, RECORD, RENDER, SECURITY, SGI-GLX, SHAPE, SYNC, TOG-CUP, X-Resource, XC-APPGROUP, XC-MISC, XEVIE, XFIXES, XInputExtension, XKEYBOARD, XTEST).

Is there an alternative way to get Blender running in this configuration that I may be missing here?

UPDATE 1:

Noticing that xdpyinfo does not make any reference to MIT-SHM when it lists extensions, I created a 20-enable_mit.conf in /usr/share/X11/xorg.conf.d with:

Section "Extensions"
Option "MIT-SHM" "Enable"
EndSection

I restarted the system but the extension is still not being reported by xdpyinfo.

Any ideas?


texts:
I'm trying to use a loop cut so that I can extrude a specific part of my mesh.
Problem is: When I use loop cut, it doesn't go all the way trough, show in the image.

How can I fix this?
Thanks in advance


texts: Why can't I also separate two object while in Object Mode (while to join two objects, you must go into Object Mode and not into Edit Mode) but I have to go to Edit Mode to do that? Am I using wrong workflow, method a way to do that? Looking at it from wrong perspective?


texts: Hair Particle Objects change size and angle when parent object's bones are rotated

texts:
To explain about my problem, I created a simple cube that is bent by an armature. I applied a particle system to the cube that consists of simple cones so we can see the size and angle of the particles.

When I only slightly rotate one of the bones, the particles increase their size. If I apply a subdivision modifier - as some people advise when having problems with particles - the re-sizing of the particle is no longer there, but now the angle of the particles change.

Question: How can I make the particles stay the same size and always stay normal during rotating of the structure's bones?


texts: Where to download older Blender versions? Namely Blender 2.80

texts:
Where to download Blender 2.80?

I downloaded Blender 2.82a but it always crashes.
So I'd like to try 2.80 but I can't find it on the official Blender site.


texts: How to render ground reflections without rendering the ground?

texts:
I'd like to create a product shot like the following images for a client:

I'm relatively new to Blender, I don't know that much about render passes.
What I would like to do is render the bottle, with the reflection with a transparent background. I do'nt know if this is possible, if its not, maybe there is another way to get this result. Please keep in mind that I'm new to this program.


texts:
I've been searching high and low for a python script to select the highest or lowest vertex or vertices on the z axis in an object. I want to add these to a vertex group so I can use them in my code.
Any help is appreciated.. thanks.


texts: Animation nodes - sorted group transformation

texts:
Let's say i have a 5x5x5 group of cubes, my goal is to have them all sorted from top to bottom, scaling down to a set size one by one with about a frame of delay between each cube, after scaling they then move to a set location with the same order and delay

I attempted to create this effect using animation nodes by running a group list (containing the objects) through two "sort list" nodes, sorting by x location and z location. Creating the scaling effect was successful using a loop subprogram, but once I attempted to have the objects translate from point A (the original positions of the individual objects) to point B (set location to converge on) it seems as though their changing location interfered with the initial sorting nodes and causes them to move very irregularly, even continuing to move when I pause the timeline.

Any help with correcting my method or another method of achieving this affect would be greatly appreciated. I am new to using animation nodes and my knowledge of it is very limited,  but I'm excited to hear what you have to say and to learn more about it. If any of my explanation needs clarification im happy to answer any questions


texts:
I am new to blender.  And have followed some youtube tutorials on creating and joining bones to an object (they make it look so easy!). It is a fishing rod FBX, I just want to add some bones to the rod so I can use dynamic bones in unity.
I have tried selecting the mesh and the bones and Ctrl P - trying:

Armature deform with automatic weights
Just selecting object

Nothing seems to happen, I have tried different things in "new projects" several time.  I sometimes also get an "loop in parents" error.
When I go into pose mode the bones are still separate to the mesh?
See screenshot below of the set up (the rod come in along the z axis, so I just left it there)
Any assistance would be very much appreciated.
Thanks

Thanks Josh,
That worked by  now the scale of the rod has increased by 100 and it has rotated 90 degrees along the y-axis?
Appreciate your help:)


texts: How to achieve vapor or steam effect with smoke sim?

texts: How can I achieve this effect of a plume of vapor with the smoke sim or other tool?


texts: Blender 2.8 Transformation Constraint Problem

texts: I added transformation constraint to a cube and target was an-other's cylinder rotation but instead of changing its location smoothly the cube jumps to final and start positions.The same cube changes its location smoothly when i set the source to location of cylinder.Is this a bug in blender 2.8 ?


texts: How do I duplicate an action and change the F-curves?

texts:
I'm trying to write a script that duplicates an action. Ultimately I'm going to be generating an entirely new set of F-curves and key-frames but I thought simply removing all F-curves and re-entering them would be an easy first step. Here's my script right now:

old_nod = bpy.data.actions["GST-nod-1"]
nod = bpy.data.actions["GST-nod-1"].copy()

for i in range(len(nod.fcurves)):
    nod.fcurves.remove(nod.fcurves[0])

for f in old_nod.fcurves:
     dest = nod.fcurves.new(f.data_path)
     for keyframe in f.keyframe_points:
         x=keyframe.co[0]
         y=keyframe.co[1]
         new_keyframe = dest.keyframe_points.insert(x,y)
         new_keyframe.handle_left = keyframe.handle_left
         new_keyframe.handle_left_type = keyframe.handle_left_type
         new_keyframe.handle_right = keyframe.handle_right
         new_keyframe.handle_right_type = keyframe.handle_right_type

The script runs without errors, but the new action (nod) doesn't do anything. I think the issue has something to do with action groups, but I'm not sure how to assign the correct action groups to the action or the F-curves to the action groups.

Any help is appreciated, thanks.


texts: Can I merge multiple materials into one?

texts: I've downloaded and imported to blender 3d models of buildings as one object from open street map. Almost every wall of the buildings imported with it's own material and it will take me ages to texture them seperately. Can I merge some of the materials? The only thing I can come up with is selecting each building on edit mode and assign it each time to the same material, which is also would take me ages to do. Any better idea?


texts: Using Texture Nodes for the Displace Modifier

texts:
I'm trying to make some procedural textures that will give me a result like this:

 -

this one is said to have been a voronoi + a clouds texture and I figured the best way to combine those is to use the node editor for Textures and then just slap that Texture that I create in the node editor as the Texture I use in the Displace Modifier pane.

The thing is, for some reason, when I select my Texture in the Displace modifier (for which I have already setup the nodes) as you can see here

, it doesn't actually affect the plane at all, as you can see

.

When I go over to the Textures tab, it shows the preview that is output from the node editor

but the Displace Modifier isn't having any of it...

Any ideas? I tried looking online but everything was either on baking normal maps or they didn't use the node editor for the Displace Modifier - they just used the default cloud textures or whatever.

Thanks so much!!


texts: Blender Video Editing, Newbie, channel 0

texts:
Sorry, a very newbie question.

I'm trying to make a simple video with Blender, but I'm a bit confused about the Sequencer and what I think is channel 0.

After I drag in my video (about 3 mins), it will only play back in a loop on channel 0. This has an underlined dark red background. But though my video is longer than this, Blender appears to be in a loop (as defined by channel 0) for the first 10 seconds.

My workflow is simple, start blender, new video editing project, select video file and drag it into sequencer.

Then however long my video is, blender only plays back the first 10s in a loop which appears to be defined by an uneditable channel 0.

Whats going on? I know I'm missing something simple, but what is it?

Thanks


texts: I would like to know, how the size of camera contributes to the render quality? We set the resolution in output properties. But I still, I have a doubt of whether or not the camera size contributes.


texts: How can I make a warning sign appear when an enemy is behind my character in game engine?

texts: I have a First person shooter game with enemies that are constantly seeking my character. How can I make a warning sign appear when an enemy is behind me? I have tried the near sensor, but it didn’t work.


texts:
I'd like to add a Timeline Marker via python script. How can I do it?

Using bpy.ops.clip.add_marker() requires me to have the context for command, so I'd prefer something like

marker = timelinemarker.new()


texts: I have made this slope manually but I was wondering how to smooth it out because it is clearly bumpy.


texts: Is there a way to split a flat multi-poly face into squares and triangles easily?

texts: I'm relatively new to blender (previous game was 2d) but I know the basic rules like making your mesh out of rectangle/squares and triangles. Due to a city block being mostly flat I've disregarded that rule for the top face which has worked until this particular shape. I've tried removing doubles and recalculating normals, and all vertices on the face have the same z-co-ordinate. This means it's due to the shape and I don't want to spend time joining these vertices into squares/triangles in order to fix it, is there any way to do it easy/automatically?


texts: Any way to attach another mesh to another ( Not CTRL + J)

texts:
Basically, I'm creating a uniform, I want the uniform to have some pockets and the like

I want to create nearly the same as in the picture, but I'm struggling at creating the pockets.

Imagine the cube is a pocket, how do I properly attach it and deform it so it perfectly attaches/merges to the jacket? It's hard to phrase, I hope you understand.


texts: Alphanumeric Keyboard input not working on downloaded .blend file

texts:
I just downloaded a .Blend file and the number and letter hotkeys are not working.  Things like the tab key still work.  I open other files that where already on my laptop and everything works just fine.  The file I downloaded is from my other computer and it works just fine on that computer with all the key input working but for some reason not when transferred. I have downloaded two versions of the same file, one with everything packed, and one just the file before packing.  Both files have the exact same problem.

I am using version 2.78.
my laptop should be fine, i7 processor, 12G ram, 64 bit operating system.


texts:
I am currently working on an animation. Somewhere in the middle (say frame 200) of this animation, a video has to appear. I use the "import images as plane" plug-in from the user preferences to have video appear in the animation.

My problem is, that I don't know how to make the video appear in mid animation. I cannot add the video at the beginning and just unhide it in frame 200, since then it will already be halfway through.

Does anyone have a trick that can help me?

Best regards and Thank you!


texts: How to create multiple classes from a List

texts:
I'm making a program that generates random bases for 3D printed miniatures and figurines. Basically, I have a number of different terrains I import then randomly scale to form the main part of the base. I also have a number of "Assets" that can be imported, then randomly scaled up/down and placed around the base (things like plants, rocks, etc). I created a panel with checkboxes for individuals that can be imported that looks like this:
import bpy

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

class MySettings(PropertyGroup):

my_bool_rock : BoolProperty(
    name="Enable or Disable",
    description="Rocks",
    default = False
    )

my_bool_plant : BoolProperty(
    name="Enable or Disable",
    description="Plants",
    default = False
    )

class UV_PT_assets(Panel):
    bl_idname = "UV_PT_assets"
bl_label = "Add Assets"
bl_category = "My Category2"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'

def draw(self, context):
    layout = self.layout
    scene = context.scene
    mytool = scene.my_tool

    # display the properties
    layout.prop(mytool, "my_bool_rock", text="Rocks")
    layout.prop(mytool, "my_bool_plant", text="Plants")

(Sorry if the indentations don't look right, I'm still new here:))
I have more checkboxes that I left out to save space, but they all look the same, just with different names.
Then I have a button on the panel that checks the checkboxes to see which assets should be imported:
class Test_Class_New2(bpy.types.Operator):
    bl_label = "Test Class New 2"
    bl_idname = "test.class5"

    def execute(self, context):

        import_assets = [] #asset stl names that can be imported
        if bpy.data.scenes["Scene"].my_tool.my_bool_rock == True:
            import_assets.append("Rock1") #Rock1 is one of the assets that can be imported
            import_assets.append("Rock2")
            import_assets.append("Rock3")
            print(import_assets)

        if bpy.data.scenes["Scene"].my_tool.my_bool_plant == True:
            import_assets.append("Plant1")
            import_assets.append("Plant2")
            import_assets.append("Mushroom1")
            print(import_assets)

        objects_max = bpy.data.scenes["Scene"].my_tool.my_int
        #objects_max is the number of random assets that can be imported, based on a slider I added to my panel
        import_asset_basic(import_assets, "Asset", objects_max, 0, 60, 110)
        #This is my import function. It takes a list of file names (import_assets), existing asset names to delete ("Asset"), the maximum number of assets that can be imported, and several scaling/translation values

What I have now works fine, but I plan on adding many more assets. I could just continue manually adding more my_bool properties to my property group and more if statements to check if the boxes are checked or not. But I'm guessing there's a more elegant, efficient way to do that. How would I go about creating multiple checkboxes and if statements from a list of asset names? The list would look something like this: ["Rock1", "Rock2", "Plant1", "Brick1".....]. Those are the names of the individual stls, all in the same directory. I'm guessing I'd want to create a new class and create instances of that class from my list? Either way, any help would be much appreciated!


texts: Weight colors not affecting strength of bones!

texts: I have made a model and I am now rigging it but when I change the weights of different faces it always acts like it is at 100% strength anyway. This is really annoying!


texts:
how to improve performance in sculpting mode,I have the model has 80 to polygons ,modifier multiresistance has 4 units and 20 million polygons, working in this mode is not possible, even if hidden object part, everything is very slow,RAM enough.
p.s. I badly know English, I apologize if it is not clearly written


texts: Working with lower resolution in compositor viewer?

texts: I am Compositing a 4k image and when viewing it is very slow,so I want to work only with 1k viewer not the full 4k,but still have the same resolution when final render.


texts: Baking ambient occlusion gives odd black vortex output?

texts:
I am having a very strange problem when I bake an Ambient Occlusion!

The problem is very very visible, When I click Bake, it bakes everything and then in the last few seconds it does this weird "vortex" kind of effect. It always starts from the bottom left.

Also, any UV unwrapping doesn't work either (UV unwrap, Smart uv project etc. all don't work).


texts: Create Seamlessly Looping Animated Displacements

texts:
How would one create an animated displacement that could loop seamlessly? In other words, the end of the animation needs to be able to loop to the beginning without a noticeable skip or jump.

The below GIF demonstrates my problem:

See how you can tell when it's transitioning between the last and first frames? That's what I want to avoid.

The method I used to make that animation was to displace a sphere of liquid with a turbulence force field. I am going to assume that it's not possible to create the effect I'm looking for with that approach, and so long as it creates a similar visaual look as the above animation, any methods are good.

In other words, I don't care wether or not I stick to a fluid simulation, so anything works even if it uses shape keys or scripting instead of a turbulence field with a fluid sim.

Thanks in advance!!


texts: How can you eliminate glass material seams when they are right next to each other?

texts:
I am using a wave modifier to animate iphone glass.
I've broken up the glass into honeycomb units,
However, the 'seams' between the units can still be seen after it is joined back togther.
Is there any way I could make it so that when the side faces between units are touching each other, the seams would disappear; or somehow merge into a bigger piece?
Thanks a lot!


texts: How do you merge 2 areas of a single mesh into one?

texts:
I am a newbie to Blender and am trying to create my own character off of a template I found online. I duplicated my arms to edit them separately. After that, I tried to join the 2 meshes with "Ctrl+J" but Blender only shows one meshes. I tried to use the "F" key but that didn't work either.

Can someone please help me get an arm onto my body. Also, I don't have the armature in place yet.


texts:
How I can bake islands created by Smart UV project to seams?
I have mesh which is hard to unwrap manually, but Smart UVs do the job well. I need to joint this mesh with mesh with manually selected seams and unwrap again. So I need to bake seams created by Smart UVs to mesh, so they will work with the manually selected seams.


texts:
I'm trying to set up a scene using a script that places a bunch of cubes in random locations throughout the screen and sets their physics type to rigid body. Ideally, I'd like to have one cube be an agent whose actions can be controlled via a different script. How do I set objects' physics type en masse using python in the game engine?
I've tried

ActiveObj.game.physics_type = 'RIGID_BODY'
ActiveObj.game.use_collision_bounds = 1

as well as

for obj in bpy.data.objects:
     bpy.ops.rigidbody.object_add(type='ACTIVE')

but, obviously, neither works in the game engine. How do I get around this?


texts: How to save normal map texture from Blender?

texts:
Normal map's neutral color has to correspond to #8080FF HEX value. In this case the resulting normal will be exactly the same as the normal of its underlying face. When I made a normal map texture in Blender and imported it into a game engine, I found that at seams I often get strong artifacts, because all my normals got skewed by the texture color offset (my neutral color was BCBCFF)

I am trying to save a normal map from Blender (OS is Ubuntu 15.10) so its neutral color corresponds to 8080FF. Here is what I am doing so far:

Generate a texture -- Color space 'Raw', 32bit float.
Bake normal map in Cycles or Blender Internal
To check that I have #8080FF as neutral -- in the paint mode I select 8080FF color, paint over neutral color region, and I can see the neutral color is identical to #8080FF
Save image as 16 bit PNG or OpenEXR
When I check the neutral color in Gimp it shows BCBCFF value

What am I missing?


texts: How to rename uvmaps in multiple objects

texts:
I have hundreds of objects. Some have uvmap named "UVMap" while others have some other names. How do I change the uvmap name in all objects to UVMap?

I did find this but the script adds a new uvmap (UVMap.001) if the existing one is already named as UVMap: How to rename UVs of all the objects?. Because blender search does not sort by uvmap name I can't limit my selection to objects that have other name.


texts: Water not coming out in fluid simulation

texts:
I am doing a practice project but in this water is not coming out of it. can you tell me what's wrong in it?
Here's the file:


texts: Is it possible to hide the instancer and only show instanced objects in render?

texts:
I have a question for you. I need to duplicate an object along a curve without deformation. Therefore I instance a plane along the curve. I made the cube a child of the plane and checked "Face" on the plane instancing setting. If I render the scene there is still the plane and I can't just hide the parent object and not the child. Do you know if their is a solution to hide the plane and not the cube?

Ps : I don't want to apply the instance because I want to animate the curve to move all the elements along it.

Thank's for all !


texts:
I was trying to look for the select menu shortcut from the settings to no avail. The reason for this is I want to improve my workflow and adding select menu to a simple simple keystroke would improve it a lot.

Now I know it's possible add hotkeys for individual actions, but I tend to use a lot of the tools available in the select menu and it would be great to have them all under a shortcut accessible menu. Similar to how one can bring up the Specials contextual with the W button.

tl;dr: How can I bring this up with a keystroke?


texts: How do I get a colored object to glow on white?

texts:
Emission works great when the environment is darker, but I'm having trouble getting a colored object to show up on my white surface. I tried lowering the roughness, but that ended up making it look more like a reflection. I know it's not realistic, but it's the effect I'm trying to go for.
This is where I'm at:


texts: How to ease the edges of a volumetric texture?

texts:
I have a volumetric texture, and I don't know how I can ease the edges of this texture, to rub the "cube shape" of the volumetric texture.
I also need this to be keyframed.

I tried to use different combinations of gradient texture nodes, transparency node too, but I was not able to rub the edges.
Can you help me ?
Here's the node setup:

Here's a blend file :
Bye guys ! :)


texts: How to clean up almost-symmetrical vertices?

texts:
I'm working with a low poly game model, and I need to fix some vertices that are symmetric by design, but somehow were made imperceptibly asymmetric by rounding error or something.

I need to fix that asymmetry so I can use tools like Select Mirror and so I have the ability to mirror shape keys.

The mesh has some intentionally asymmetric aspects in texture mapping and geometry, so I can't just delete half the model and apply a mirror modifier. Also the model is rigged and I don't want to lose the bone weights.

Is there a way to broadly fix the asymmetric vertex positions in a vertex selection?

The only way I've found to fix it by hand only works with one vertex pair at a time:

Select both vertices
Hit s Shift+x 0 Enter to eliminate Y+Z variation.
Set the median X coordinate to 0 in the Transform Properties

This works for single vertices, but I need to clean up 562 such verts, so doing it one at a time is out of the question.


texts:
I just started on blender i am curantly trying to create a realistic beer/brewerie themed scene. I have already made a pretty good looking beer and now i want to create a bowl with the ingredients of said beer (Barley Grains and Hops) in the background. Ive tried creating the Barley with a rigid body sim to make it look realistic but my potato pc cant handle that and blender keeps crashing. Does anyone have a good idea on how i could achieve that with a different method? Scince im realy new to blender i dont realy know many technics yet. Also, any suggestions on making hops?
Thanks a lot for any help


texts: Why does the Remesh Modifier change object outer dimensions?

texts:
I am trying to use the Remesh Modifier to reduce the number of polygons in a hemisphere shape (and simultaneously convert the tris to quads), as shown in the Blender page on the topic here. Note how the outer dimensions of the cone stay roughly constant as the Octree Depth increases (Original on left, then increasing Octree Depth from left to right).

However, when I try to use it, it drastically changes the outer dimensions of the hemisphere, such that it only keeps the top section of the hemisphere, as shown in the series of images below. Note how the hemisphere height decreases as the Octree Depth decreases.

Why is this?
Note: I am using Blender v2.66 (released 2013), which may be the cause.


texts: How do I create the left to right CRT refresh effect with material nodes?

texts:
I want to create the CRT refreshing effect as shown in the GIF:
Now how do I do that?


texts: Convert Object texture coordinates to UV

texts:
I have an object which as a texture that is positioned using Object Texture Coordinates that uses an Empty as its positioning object. I want to convert this to a UV texture.

In Edit mode I press U > Project from view (bounds) but when I change the coordinates to UV the texture doesn't look right.

Is there any way to convert from Object texture coordinates to UV and preserve how it looks?


texts:
I can't select a bone on weightpaint. I have done some work with out a problems and just like that it stopped working.

In weight paint I can select a bone and it will show me the weight which is associated, have but I can't move it and rotate it, the armature is just orange-outlined.

How can i fix this? Keep in mined that I already tried opening and closing Blender


texts: Texture changes between object and edit mode

texts:
Me again! I've been working on the texture for a model, but when I switched to edit mode to take a look at it, it got totally changed up. Does anyone know why this is happening? (And, if I export the model, which version will it have?)

My .blend file is here, if it helps!
http://www.pasteall.org/blend/38433


texts: How to map cube uvs from existing tilesheet?

texts:
I have a tilesheet with 128x128px tiles with 2px offsets. When I unwrap a cube to map faces to the tilesheet, I can't figure out how to accurately scale the face uvs so that they are exactly 128px. I'm currently trying to eye it, but my uvs end up being imprecise.

Is there a correct way to unwrap cube faces to a tilesheet?

Thanks!


texts:
An objects with multiple faces can be assigned multiple materials, but it seems that vertices and edges can only share one material? I would expect that assign would also work for non faces, but apparently that is not the case.

Edit: In the comments below it has been pointed out that only Faces can be rendered and have materials. In the example the red material has no face connected to it, is only an edge, and yet can rendered via the modifier which creates the faces. It appears the basic mechanism is in place to make it possible to separate the materials further in this way, but is - perhaps for lack of interest - not yet coded.

For those who ask why would you need it? In Edit mode you have have a design flexibly that is not easily recreated when tabbing in and out of Object mode.

Ter info: The setup above is with the screw modifier. [Blender 2.78]


texts: What could cause an object disapear only in Edit Mode?

texts: I accidentally clicked shift+t. Then if I go to object mode I can see it.If I switch to edit mode It disappears.I tried to uncheck it in user preferences too and in object tab too. Maybe I accidentally clicked something else.


texts:
I am wondering if there is any way that we can alter the cycle normal pass to output value in camera space. Currently, as far as I know, the normal is in object/world space, which does not change when the camera is moving around.

I have tried using matcap, but the result is undesired. Matcap coasts a new material on the objects and overrides its transparency (eg. leaves will appear as just a rectangle)

UPDATED: The interest render engine is Cycle, and as far as I know, in Blender Internal, the normal pass is already in camera space. That could be a solution, render the scene twice, one with Cycle and the other with Blender Internal. However, it is not desired since the overhead would be too much.


texts: blender.org seems to be down as of now. And I could not find a list of trustworthy download mirrors. Does anyone have such links in handy?


texts: Materials are staying the same as another object even if changed

texts: I try to change a material in Blender and it stays the same as another object. When I change the material appearance of the other object, it will also change the material that I set for the other one.


texts:
I am new to blender.
Is there a way to make knife tool cut exactly along the axes?


texts: How do I change the color of the light emitted by an Irradiance Volume Light Probe in EEVEE?

texts:
I am working with EEVEE right now, and I wanted to use the irradiance Volume Light Probe to create a sort of square shape light. It works pretty well but I can't find the option to change the color of the lighting emitted by it...
Any idea ?
EDIT :
Here is what I am trying to do :

I am trying to simulate some sort of coral reefs by using a square shape lighting (couldn't figure out  how to change the shape of the spot lamp with blender 2.8 using EEVEE so I decided to use Volume Light Probe). The issue is that I would like to change the color of these fake coral reefs, in order to make them a tiny bit greenish.
If I change the color of the light emitted by the sun (my only source of lighting), I will lose these white reflections on the water.


texts: Texture/material mapping changes from viewport to render (p)

texts:
I am making a room in the blender game engine. I created corner, side and middle pieces. With linked copies of those pieces I assembled a room. The floors in the corner, side and middle pieces are exactly the same texture and material (seamless tiles image file) and in the viewport the floor of all pieces looks exactly the same. However, when I go into game mode ('p') suddenly the floor texture of the middle pieces shifts a little. How is this possible? Since they all use the same material and they are linked copies, the floor should look the same in all pieces right? GLSL is enabled.
In response to Monster's comment, I hereby add images:
Picture of Viewport: http://s1180.photobucket.com/user/knyntje/media/Work-related/game_mode_zpsabit55gz.jpg.html and of game mode: http://s1180.photobucket.com/user/knyntje/media/Work-related/3Dviewport_zpszy8j3ue0.jpg.html
Best, Nynke


texts: Can't select vertices in mesh (.Blend File included)

texts:
I know it's part of the same mesh.  I highlighted it in orange before I press tab.

If you look closely, it's actually greyed out a little bit letting me know there is something odd.  They are unselectable.  It's almost like they are part of another object.  Please help.  Thanks.
Here is the file:
If you go into edit mode, you can't edit anything!
http://www.filedropper.com/exchange_1


texts: I would like to know how to render a 3D cylinder into this 2d line art style

texts:
A quick doodle in photoshop, I need the easiest way to turn a normal 3d cylinder mesh and render it in line art form.

Edited: I have no idea why the image is this big so sorry...


texts:
Is there a way to concentrate all the CPU power into one single tile, via settings? And ideally the CPU would be used at %100.

While rendering CPU + GPU, I noticed the CPU slows down the render using the default automatic tiles and threads(12) settings. (I've got 3 GPUs)

Many thanks.


texts:
When I try to render the emission material I just got the black screen, what could be the problem ??

Download Blender File


texts: How can I align the handles of control points from a curve?

texts: I made a curve but part of the same curve doesn't fit in a regular line, I need to align the points/vertices with each other, how can I do this? I need to put those in order.


texts: scaling a circular shape while keeping its thickness

texts:
I have this circular shape:

I need to duplicate it and scale it, in order to have a copy of it, with the same thickness, just with a bigger radius.

Using duplicate and scale (using the 3D cursor as center) the result looks like that:

As you can see the external one is much thicker, because the thickness was scaled as well, is there a simple way to have the second one as thick as the first one?


texts: Blender Cycles render-> Different result between screen image and saved jpg file

texts:
Render screen image is different than saved file.

Any way to correct it ?


texts:
My querie probably demos my lack of current understanding of the basics, I'm in the early stages still of getting to grips with Blender, I have a simple animation i'm rendering.

Issue: Trying to render text emitting a glow. In nodes, i added a viewer and emission/glare etc and it shows in the "viewer" -(pictured) exactly as i want but in the box below rendering when rendering f12 it shows no emission from text, not sure what has happened.


texts: How to scale/rotate small trackers with mouse?

texts: I'm working on a motion tracked animation, but I'm running into trouble trying to rotate and move small trackers independently of the search area. Usually, I would do this by clicking on the square on the far right, but this doesn't work so well for very small trackers, because when I try to click on it, instead it selects one of the corners of the tracker itself, so I can't rotate/scale it. I understand that I can move the whole tracker using the S, R and G hotkeys, but I want to be able to adjust the tracking area independently of the search area. How can I do this?


texts: I need some help with a propellor animating. I tried and the result was the propellor moving forth and back. Thanks for answers.


texts: adding an obj to new layer in blender 2.79 and linking the existing object to the new collection in blender 2.8 same?

texts:
I was following a tutorial for fish animation. In the tutorial they are adding a plane and adding that plane into separate layers. Then all operations are performed on that plan. So in Blender 2.8 how to achieve that? I tried by creating new collection and linking the plane object to the new collection ? Is this the right way to do?

My purpose is to hide the plane object while rendering animation
Can anyone help me to solve that with python ?


texts: Object closely follows other object being moved

texts: When I import object B in my scene, It appears at origin 0, near object A (which is keyframed). I cannot seem to move A away from B without B loosely following... What is the relationship at work here? How can I move object A without B being affected?


texts: How to make hundreds of objects randomly stand on a curved surface(with selection area)

texts: I'm trying to do a character's model, and this is the hair part. I want to place this cone shape short hair randomly on the back of the head (like the part in the red circle). Is there a simple way to do this instead of placing them one by one? I also try to duplicate them as a group, but since the different size and rotation, it's hard to make sure all of them are stuck into the head.


texts: How to have part of a model stretch (have cloth simulation) when another model is inside it?

texts:
This is a very random question (I know it's weird) but I want to try edit a model's belly so that if I put another model inside it, the inside model leaves an impression on the outside.
I'm not really familiar with cloth simulations so I'm not sure if this is just something that could be done with that.
I'm sorry if this is weird but I really do appreciate any help.
(The reason it's bloated in the picture is because I used the inflate and bloat tools, the inside model didn't cause it, if anyone was wondering).


texts: I just made an object (trapezium form) and then I duplicate it 3 times to make it square as the base of my construction, and joined all 4 of it so i can edit it at the same time. The problem is that I don't have any vertices in every intersection like the picture here, so how to fix this?


texts:
How make a texture opaque at the center of my object and transparent at extremities for lowpoly clouds?

As you can see in the picture, clouds are completely transparent. What can I add in the node editor? Don't mind the plane.


texts: Exporting then importing a character model with armatures and pose bones still working

texts:
I export my character model as either a FBX or DAE and both file formats fail to import the armatures with their custom shapes and pose bones connected to the mesh. the bones will appear but are no longer attached to anything and also their custom shapes are also missing. Is it possible to completely export and import a rigged model with everything intact? I want to know so when I go to use Mixamo animations, I can also animate the face and eyes with my own bones and key shapes... Below is the Eyelid and Eyeball bone shapes I use to move those parts.
This is the FBX import of that exact export
The bones are all sticking out and no longer move the eyelid shape keys are the eyes.
I know how to copy and paste objects from one instance of blender to another but I don't think that will help once I'm ready to use this mesh with mixamo animations. Any help is greatly appreciated. I love Blender but I run into issues like this from time to time that I just can not solve by asking google.


texts: I am rendering PNG RGBA frames in EEVEE of a camera fly over a historic building modeled in Blender 2.80.74. PC specs: i7 with 20GB, 1Gb SSD and a GTX 1070 & GTX 1050. EEVEE uses only the GTX 1070. Each Frame takes in total on average 40 seconds to render and write to SSD. During these 40 seconds, the Task manager shows the GTX 1070 is 100% active for roughly 6 seconds and the CPU is 100% active for roughly 10 seconds. Any idea why GPU and/or CPU are not fully used in the 40 seconds and what i can do to reduce render time? See Task Manager output (60 sec charts) below.


texts: How to change the rotation of an already existing animation?

texts:
I need to change the rotation of an already existing animation, it currently only goes forward but I also want it to go up and down.

I know I can use R to rotate but that is only for 1 frame and I need it to be done for a bunch of frames.

I looked up a tutorial on how to do it, but he only needed 1 frame, so that doesn't work for me.

Is there a way to change the rotation of a bunch of frames in bulk? Or do I have to change them all manually?


texts:
Can I use Numbers List to cycles materialoutput node in animation nodes?
I want to use numbers list to many objects which I made in Object Instancer node.


texts:
Do i need force myself to create 3-4-sided polygons like on 1st picture or i can make faces like on 2nd pic?
Does it depend on future use of the model (CNC, animation etc).


texts: Why text object can't align to Y axis accurately?

texts:
i am new to Blender, i certainly set Text Object Alignment in Left Horizontal way
and set object's X location to 0

However , the Text Object looks like this ,The left side of "P" character doesn't align exactly to 0 X location , though with its axis align to 0 location

Here is what i want , i want the Text object 's left side 100% accurately align to 0 X location every time i input 0 X location rather than manually adjust it to 0 X location

Thanks if you have any ideas , and Python adjustment method can be also acceptable to me !


texts: I am currently having issues with my texture paintings in Blender, the short explanation being that while I can pint on both the model and the UV Map, it does not appear on the model. I do have a solidifier layer on for a dynamic outline, but removing it does not fix the issue. I am still fairly new to Blender, so I have no idea what the issue here could be.


texts: 3D Viewport Sidebar tab ordering, hierarchy

texts:
Is there any way to group, order, or create a hierarchy of sidebar tools, and vary these across the same 3D Viewport in more than one Workspace.  I especially focus on my plethora of tools in my 3D Viewport, but I could imagine this useful elsewhere to organize and reduce clutter.
The only way I can think of is to carefully enable each add-on in order of sidebar appearance (for vertical ordering), which would require a redo when I decide to enable another add-on with sidebar.
Is there at least some .ini file somewhere to be edited if blender offers no interface to order these?
In the following example, I would like not only to order my DAZ tools, but to create a parent that hides/reveals all of these.   Or in another use case to group all architectural tools.
It would also be nice to be able to launch a "DAZ version" of blender, and "architectural version" of blender, where the add-ons and sidebar tools appear based on session need.

Note that the Issue How can I customize which Tabs show in the Tool shelf/panel? shows how to sneak behind blender and edit a core python file, that only allows you to change order or remove CORE tabs -- is crude, inelegant and insufficient.


texts:
When I plug the scatter volume node into an object's volume, it only works correctly if the camera (or the viewport) is inside the object. If the camera is outside of it, it appears a mist-coloured solid. This is in both eevee and cycles. How do I fix this? Thanks.
Here's the shader:

Here's the scene- a floor, some pillars, and the box to which this shader has been plugged in. When I'm inside, it works

But when I'm outside of it..

So my problem is that the fog seems to be rendering on the inside, but not the outside. Flipping normals does nothing.


texts:
I am using bendy bones to facilitate a wave-like animation on a model that will be exported for use in a non-Blender render engine. As such, I need the keyframed bendy bone's segments to be "baked" into individual, regular bones - preserving the animation in the process.
Naturally, each bendy bone has a head bone and tail bone that act as handles for manipulating the various In/Out properties of the bendy bone. I have keyframed animations for the handle bones (i.e. no keyframe data for the bendy bone itself).

When the bendy bone's segments are "baked" into regular bones, each segment must receive generated keyframes that reproduce the animation.
Additionally, all vertex weights must be preserved in the baking process. If a vertex is weighted to "virtual" segments 1 and 2 before baking, it must also be weighted to "baked" segments 1 and 2 in the same way after baking.

In short, Blender needs to migrate the hidden data it internally uses for the virtual bendy bone segments into individual "real" bones. How can this be achieved? Surely this must be possible, since all the necessary keyframe and vertex weighting data exists somewhere inside Blender.

Regarding varying bendy bone segment length
Bendy bones can change in length, thus changing the length of each virtual bone segment throughout the course of an animation. This may pose a problem; however, my bendy bones experience extremely minor length changes. It would be very acceptable for each "baked" bone segment to simply use the initial length at frame 0 - the end result animation will not suffer from strange deformations if the "baked" bone segments move forward/backwards a little on their axis.


texts:
So i was following a "How to make a fire" tutorial on youtube and i have a render view problem now.

An when i change to render view it looks like this

How can i fix it?


texts: Trying to figure out how to make a gun animation with multi part gun

texts: I'm just starting with animating in Blender and i'm wanting to make a simple gun reload. I have 2 guns to work with but both are in multiple parts, ie. Slide mag receiver and handle. and i'm not sure how to bind them all together but still allow the mag and slide move independently. Any help would be appreciated and a little more in depth instructions would be awesome.


texts: Attach a two handed weapon to UE4 character

texts:
I want to make a animation set of a two handed sword, but i don't know how to attach both hands to the weapon, and i dont know how to retarget it to Unreal Engine if necessary need to use more bones, as UE4 manequim skeleton will not have these "extra bones".

I am using the default UE4 mannequin file that you download for Blender, so all main bones are already named (of course, it is the Unreal Skeleton), downloaded here


texts: Can Blender be used for business purposes?

texts: Can the free version of Blender be added to a new software by incorporating all the dev tools of it into this new software and then be given away for installation to the common public? Any way how that can be done legally for business?


texts: How can I prevent blender from doing ridiculously large calculations?

texts:
Occasionally I end up using a metaball. If I scale the main metaball, it changes the resolution. The smaller it gets, the high resolution it becomes. If you press S to make it bigger and you accidentally go in the wrong direction to make it smaller, it takes about an hour to bake the increased resolution.

Another case is when I use the Remesh modifier. I slowly increase the octaves and then accidentally push it up to 10 or 11. Then blender freezes, and crashes.

Is there a way to prevent blender from doing long computer freezing calculations unless I permit it to?


texts: Need help with my topology when sculpting and using boolean mod

texts:
I used a mesh to cut out a part of my sculpture, but the wound left behind on the topology is ridiculous, I cant use any tools on the wound, or it gets a super rough crazy triangle texture :s

Wound shown

Topological mess after inflation

Close up of topological disaster


texts:
I have this problem and i don't know what's really causing it.

As you can see, the first particle system looks fine, but the don't look so good, they can't barely be seen, and seems bugged

The hair settings of the 3 particle systems are exactly the same (the only thing i changed were the children displays)

Here is the complete hair on normal viewport

I tried changing the stack order, the hair cycles settings, but nothing can solve it.

Anyone knows what's happening and what should i do?

Thanks ;)


texts: Apple Mac Pro 5.1 with new SAPPHIRE Radeon PULSE RX 580 8GB GDDR5 and Blender 2.92

texts:
I'm loosing my hope, but I will'try it 1 last time. To upgrade my Mac Pro 2010 5.1 I bought a SAPPHIRE Radeon PULSE RX 580 8GB GDDR5 (Like written in the apple discussion here: https://support.apple.com/en-us/HT208898)
It works all fine, but in Blender 2.92 I can not select the Card as co-rendere GPU, like it dose with the EVGA Nvidia gt 680. I don't understand. Seems to work all fine, but the performance is only a little bit better as the default Ati... The 580 should be 2 times faster then the old one, and it not seems to be compatible with Blender 2.92. I'm rendering only with CPU, and can't combine CPU & GPU. And the GPU Speed is slower than the CPU :( :( Is there some driver or update I can do? Some settings in Blender or Additional files or libraries to use the power of the 580?
Thanks a lot


texts: Selecting Color-range with the shader editor?

texts:
can you do the same action as the color range selection in photoshop inside of blender ? is there anyway you can do this action below ?

if its not is it possible trough the compositor? what node is it ?

---

there is a method out there:
How can I use colours to separate texture node treatment?

it really work well for hard edges, but for soft edges its a mess


texts:
I am trying to toon shade my model however nothing is showing up in the 3D view port. I have done everything the videos have told me to do to start a material with shading, and it can be seen on the shading tab, however you should be able to see the shading in the 3D veiwport as well which i dont have. I also cant find the cycles option either.

How can i get the nodes to show up in the 3D viewport?


texts:
So I'm still having trouble with this hair, but now I've run into another problem.
I didn't have any particular texture for the shapes on Blender and after watching a tutorial instead of just winging it and googling things, I turned it to red and turned on AO.
I originally had three pieces. The middle, and then the side in which I copied and mirrored. Then I joined them all, and it looked kind of clunky but I didn't see this weirdness until I put on the red texture thing.

Also please ignore the ear I know it's off, I'm trying to fix it but it's not on my priority list rn

when i take the matcap off


texts: What happened to the selection and camera toggle buttons in the Scene Collection Window?

texts:
There used to be all these icons for each of your object in the Scene Collection window. In this picture, there's the visibility, selectability, and a computer and camera icon (not sure what those last two do).

But in my current project (Blender 2.90), it only shows the eye (visibility toggle).

Does anyone have an explanation?


texts:
I am painting my model in substance painter. My end goal is to be able to have a clear black border at each corner. Line this:

After asking around, it was suggested to me to do an id map like below. The person who suggested that did it in 2 seconds, but didnt want to explain how he did it ... So I am asking here. Is it possible to isolate all the edges and then bake id map based on them in Blender? I have been struggling to do that for 3 days, but each method I try isnt nearly as clear/precise as the id map below.


texts: Motion blur in compositor doesn't blur poles. It is not the fault of the material because base of the pole has the same material and it is blurring just fine.


texts: Why Is the cloth simulation on my model turning into spikes?

texts:
I'm not entirely sure how to describe this, but the cloth physics on my model seem to be going everywhere.
My goal is to get the clothing to rest on the model. The character model is 1.6 meters tall. Let me know if there's any other information you need!


texts: I have added a nurbs curve. Im extruding it in the L direction and i do not need that curve shape. On the red axis its going straight but when i turn to green axis it makes a curve. With the orange line highlighted i want that my nurb also be in that shape and not in the curve. In the curve tab @ resolution preview i have deceased to 1 yet to i cant find that shape. After have that L shape nurb curve i have bevel object with the plane. Any solution


texts: CollectionProperty avoid duplicate names

texts:
I have a CollectionProperty like this:

class RenderGroups(PropertyGroup):
    image = StringProperty(name="Image", description="The image-texture of this group")

class MHFCMeshProps(PropertyGroup):
    render_groups = CollectionProperty(type=RenderGroups,
                                       name="Render Groups")

Now I don't want duplicate names in the PropertyGroup but I stumbled when I tried to shadow the internal name with a StringProperty. Is there any way the following code:

g = obj.testgroup.render_groups.add()
g.name = "Name"
g = obj.testgroup.render_groups.add()
g.name = "Name"

would result in two different keys "Name" and "Name.001" for example?


texts: how can i get back to the original creation settings?

texts:
Hi. I'm new to blender. If i do this helix ( or any other object-shape ) like in picture { 1 } and i move it or translate it like in picture { 2 } , how can i go back to this kind of settings for adjusting the helix in the work flow? Work flow description will help me.

Thank you.


texts:
I want to add an empty to each vertex of my model but sometimes it works and sometimes there's an error ("Requires selected vertices or active vertex group"). However this error appears after the loop is running the 10th time or so; So, this is completely confusing...

Where's the problem with my code?

import bpy

#CREATE GROUP FOR STICKY EMPTIES
bpy.ops.group.create(name="sticky_grp")

#ACTIVE OBJECT
actObj = bpy.context.active_object

#VERTICE ARRAY OF THE ACTIVE OBJECT
actVerts = actObj.data.vertices

#COUNT FOR NAMESPACES IN LOOP
cnt = 0

#FOR LOOP TO GET VERTICES AND SET "a" AS VERTEX VARIABLE
for a in actVerts:

    bpy.ops.object.mode_set(mode='OBJECT')                   #SWITCH TO OBJECT MODE
    a.select = True                                          #SELECT VERTEX
    bpy.ops.object.mode_set(mode='EDIT')                     #SWITCH TO EDIT MODE
    bpy.ops.object.hook_add_newob()                          #CREATE HOOK TO SELECTED   VERTEX
    bpy.context.selected_objects[0].name = "sticky_empty"    #RENAME EMPTY TO STICKY EMPTY
    bpy.ops.mesh.select_all(action='DESELECT')               #DESELECT VERTICES

    #SELECT STICKY EMPTY
    try:
        if cnt == 0:
            bpy.data.objects['sticky_empty'].select
            bpy.ops.group.objects_add_active(group = 'sticky_grp')

        elif 1 <= cnt < 10:
            bpy.data.objects['sticky_empty.00' + str(cnt)]
            bpy.ops.group.objects_add_active(group = 'sticky_grp')

        elif 10 <= cnt < 100:
            bpy.data.objects['sticky_empty.0' + str(cnt)]
            bpy.ops.group.objects_add_active(group = 'sticky_grp')

        else:
            bpy.data.objects['sticky_empty.' + str(cnt)]
            bpy.ops.group.objects_add_active(group = 'sticky_grp')
    except:
        print("SELECT STICKY EMPTY ERROR")

    #DELETE HOOK MODIFIER
    try:
        if cnt == 0:
            bpy.ops.object.modifier_remove(modifier="Hook-Empty")

        elif 1 <= cnt < 10:
            bpy.ops.object.modifier_remove(modifier="Hook-Empty.00" + str(cnt))

        elif 10 <= cnt < 100:
            bpy.ops.object.modifier_remove(modifier="Hook-Empty.0" + str(cnt))

        else:
            bpy.ops.object.modifier_remove(modifier="Hook-Empty." + str(cnt))
    except:
        print("DELETE HOOK MODIFIER ERROR")

    #ADD NAMESPACE + 1
    cnt = cnt + 1
    print(a)


texts: Change the position of a face in real time

texts: I'm using BGE and I want to change the position of a face of a rigid body while the game is running. I don't know how to do it in Python. Thanks for your help!


texts: I am trying to show a sphere with a trail, like the one shown in the image. I have tried using keyframes and moving the object from one point to another, and then enabling motion blur. This is not giving the desired effect. Any advice on how to achieve enter image description here this effect?


texts: 2 separate objects connected via links, how to clear them

texts: I was messing with CTRL + L and probably somehow connected 2 separate object, now when I try to apply scale to any of them I got error "Cannot apply to a multi user: Object "Plane.028", Mesh "Plane.033", aborting". Also, when I select one and go to edit mode, it shows me edit mode of other object also. What could be problem and solution


texts: Is it possible to have a variable increase using the game logic editor?

texts:
For a game I'm making, I need the speed an object moves increase until it reaches a set amount. If this can be achieved just by using the logic editor that would be brilliant but I know a bit of the Python bge so that would be fine.
Also just out of interest, is it possible to do this on, for example, the camera's orthographic scale (or other properties)?

Also, I might have explained this badly, so let me rephrase: when the game is started, I want an object to gradually speed up until it reaches a certain speed. At this point, I want the object to keep moving at the same speed.

Thanks! :)


texts: Scaling on X axis changes XY axis angles

texts:
Change basic cube to a board shape, Z=.1, X=8, Y=.4. Edit mode; grab back left 2 vertices along X axis for a 60 degree angle on the left side of the board. Select all vertices, and do Mesh - Symmetrize - -X to +X. Now the other side looks great, too. Duplicate object. Scale smaller only on the X axis. Results is the 60 degree angle is now less than 60 degrees.

Why? Why didn't it make a shorter board with 60 degree angles on each end? Why did it not scale the back vertices the same distance as the front vertices? Is there a way to make it scale both the back and front vertices at the same time the same distance along the X, (or any), axis?

I tried "Delta Scaling" and got the same results. It seems to apply a percentage of distance, instead of the exact distances I provide it, thus distorting the shape.In other words, (and using different figures ... not the ones above), a 1 meter box with the front left at 1 meter, but the back changed to .8 meters, when scaled from 1 meter to .8 meters will take 20% off the length of the front, and 20% off the length of the back, instead of taking .2 meters off of both, as expected.

These angles don't change when the entire object is scaled, (vs. just one axis), using the Scale command, but it does when entering the exact values into the Transform tab, where one axis at a time has to be entered. Why would it do it differently for a single axis?

EDIT

It was wrong of me to expect someone to build this to see what I mean, so I made some screen shots:


texts: I want to decrease the space(shown by blue arrows) between green spirals so that it looks a bit spherical, currently it looks a bit stretched. Any guess how blender provides this option to do it.


texts: Shading problem at loop-cut with subsurf and smooth shading

texts:
Hello Blender Pro's :)

I am pretty new to Blender and I got a problem here that I can't solve alone. I searched google for shading problems with smooth shading and subsurf.

I already Ctrl+N to recalculate the normals. Still no difference.

The shading problems are a at a loop cut.

I am using subsurf and solidify modifiers.

Thank you :)


texts: How to prevent timeline position moving when I click stop?

texts:
In the timeline I push alt-a to play and again to stop.

But the timeline position jumps ahead when I stop! So I keep having to drag it back to play again from the same place.

How do I make it stop moving around every time I play, so it is fixed, like in a DAW like Reaper or FL Studio?


texts: How can I make particles remain stationary on a surface?

texts:
I want to make the falling autumn leaves.

I made a system of particles and the surface on which they must fall, but the problem is that even at the maximum value of "Particle Friction" parameter of the surface (collision modifier), the leaves (particles) continue to slide along the surface, and much too quickly.

How can I make them completely stop? And can I adjust the speed of sliding between a full stop and a very slow slide?


texts: What's the most lightweight format for textures?

texts:
I want to know what's the best image format to use on textures that consumes the least ammount of VRAM during render.

I'm trying to render a scene in Blender 2.8 EEVEE but because of the textures, baking the IL takes a VERY long time and render times are around 10min mark.

I assume it's the textures that are causing this because the scene is only 1.5 million tris. But the vram consumption is 7GB but I only have a 4GB GPU (GTX970).

So I want to know which image file type will consume the least ammount of VRAM doing rendering.


texts: display tab not visible in texture paint

texts: I want to lower the alpha of the image texture but the display tab is not visible, how to make it show up, or there is another way to lower the transparency of the brush?


texts: Does IES light work with Eevee in Blender 2.8?

texts:
I can use IES in cycles, but seems not work in eevee, there is just no light
Do I have to specifically set up something ??


texts: combine objects by name in scene into one object

texts:
In my scene, I have multiple objects with the following names:

Verts
Verts.001
Verts.002
Verts.003
Verts.004

I want to combine all of these objects into one mesh which I can then export out as an stl. For what it's worth, the objects are just point clouds, with no face or edge information.


texts: force fields only affect non-dynamic hair

texts:
I try to use the hair system to do grass and like to animate it with a vortex.
When hair dynamics is'nt active, the force fields actually affect the hair/grass but its not animated.

But when I activate the dynamics, it stop being affected by anything, and its not even moving with the gravity.

I read some tutorial and docs and I can't see what I'm missing.

I don't know if this is important but I'm using the bahiagrass pack from blender guru.
I tried to move about anything in the hair parameters without succes
I can provide screenshot if needed but since I don't really know what could be important here.


texts: restricting movements to x,y,z for the handicapped

texts:
I know that when you want to restrict movement or scaling to a certain axis you hold down the keyboard key corrresponding to the axis that you want isolate but I have a problem I am handicapped and only can only use 1 hand to move the mouse.

Is there any other way to restrict which axis you want to operate on?

It would also help if when you select move or scale the direction arrows are displayed. It seems that the arrows become visable only occasionally. Is there any way to get them to show?


texts:
Edit: The problem was that I did not update the scene after scaling the object.
I am trying to move the origin of the object to the center of its bounding box.
I tried this solution Get center of geometry of an object
o = bpy.context.object

vcos = [ o.matrix_world @ v.co for v in o.data.vertices ]
findCenter = lambda l: ( max(l) + min(l) ) / 2

x,y,z  = [ [ v[i] for v in vcos ] for i in range(3) ]
center = [ findCenter(axis) for axis in [x,y,z] ]

bpy.context.scene.cursor.location = center

bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

This is how it always ends up:

Clearly, the origin doesn't sit at the center of the bounding box. Any help would be greatly appreciated!


texts: Is there a way to smooth those „cubes“ into straight line? I’m still new to blender.


texts: Is there a way to get continuous radial/polar coordinates?

texts:
I'm not exactly sure if that's the right word for it, but basically, I want to be able to generate a gradient around a point like in my picture, but without the seam. the only thing I can think of like that is a color wheel, where it continuously loops around. My goal is to use a math -> compare node to make a triangle shape emanating from the center, one that you can change what direction it's facing and how wide it is. My problem is that with the gradient I have, the triangle shape disappears over the seam (I can better display what I mean in a video, I linked one in the comments). I want the triangle shape to be able to circle around in any direction indefinitely
.


texts:
Blender keeps messing up the retopo layer when saving this file.  I am trying to get this character ready to UV Unwrap but keep running into problems.  Most of them admittedly are my own fault causing me to go back to older copies and reworking things. If this one is my fault however I don't know what I'm doing wrong as I have had this problem at least three times now making it very hard to move on with this project.
I thought I had every thing ready to go last night so I saved my file and then closed it by hitting Quit in the File drop down.

When I opened the file again I was presented with this.  The retopo figure instead of standing on the grid at 0,0,0 is now floating in  mid air and much distorted.  This picture shows it head on using 1 on the number pad.

Rotating to the side just a bit reveals a better look at the distortion.

And finally here it is with the hi-rez sculpt and X-ray turned on.
Any help in figuring out what is going on would be much appreciated.
It doesn't do this every time but once is enough to corrode my faith in Blender. Do I just need to start copying the file several times under different names before closing down the program and hoping one will reopen correctly?
I am using Blender 2.83.1


texts: I am doing this Blender Guru turorial. When I look at the metallic text I see this "shadow" on the inner sides of the text (see image). Now I am not certain what is the reason for this "shadow" ? Is it a shadow or did I do something wrong with the UV unwrapping (something that is very new to me) ? My file is here, the textures are packed into the file.


texts: Mapping an orthographic texture to a model

texts:
I created a model, that is based on an orthographic projection. The orthographic projection also contains the image(s) that I want to map to my model. (Ship model left / Orthographic view and textures right)

I was hoping that there was a way to map this model directly as it is (Model made based off of the projection) to the orthographic view without having to individually map each part to the image. I was able to apply the side view texture to the corresponding side, but when I try to map any other angle, it replaces my old texture. This is what I was able to achieve:

As you can see, when I mapped one side, the top, and all other sides were replaced with what has left over from that side map instead of the part I mapped earlier (I used 'Project From View'). So I was wondering how I could map my model based off of this orthographic projection. Also, this is the only texture that I could obtain, so I won't be able to edit this image in order to change it to match a specific UV map. I would appreciate a precise step by step walkthrough (if possible) on how to accomplish this task.

Note: Using Cyles Render (can't use Blender Render for specific parts in this project) on Blender v2.76


texts:
It has been 3 days now, countless YT tutorials, new and old, searchign on Blender Stackexchange and I just can't make it work.

Additional info: I understand the basic concpets and the objects needed for a fluid simulation to be successful.

I have carved out the environment with sculpting on a Plane where the water should be, and my next step would have been adding the water. As I am a beginner I think I tried everything with the Fluid simulation, it works fine when I start from scratch on a clean Blender, but for the life of me I cannot figure out how to make it work in the this case. Please give me pointers on how to make this happen, cuz I'm starting to lose my mind :D

Thank you!

PS in the meantim I am tryign to figure out how to add the .blend file :D

https://drive.google.com/file/d/1eX-lgrwlHWk5Zotr76cX3adGtFFshJdq/view?usp=sharing