texts:
How to make the Material.fsxm_nobasespec boolean has inverse result.

In default the value for True is 1 and False is 0. I want it to be the inverse.

Example True = 0 and False = 1

import bpy
from bpy.types import Material
from bpy.props import IntProperty, BoolProperty, StringProperty, FloatProperty, EnumProperty, FloatVectorProperty

class FSXMaterial(bpy.types.Panel):
    """FSX Material properties Panel"""
    bl_label = "FSX/P3D Material Params"
    bl_idname = "FSXMATERIAL_PT_fsx_props"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "material"
    bl_options = {'DEFAULT_CLOSED'}

def draw_header(self,context):
    mat = context.active_object.active_material
    layout = self.layout
    if mat:
        layout.prop(mat, "fsxm_isFSXmaterial", text = "")

def draw(self, context):
    mat = context.active_object.active_material
    layout = self.layout
    if mat:
        layout.label(text = "Enhanced Parameters")
        box = layout.box()
        box.prop(mat, 'fsxm_nobasespec')

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

    Material.fsxm_nobasespec = BoolProperty(name = "Do Not Use Specular Map", default = False)

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

    del Material.fsxm_nobasespec

if __name__ == "__main__":
register()


texts:
I have a bone and two empties, how in edit mode I can move the head of the bone to the location of empty1 and the tip to the location of empty2 using python?

I'm trying the below script but it doesn't work as I want it to move to the empty location as highlighted below.

import bpy

bpy.ops.object.select_all(action='DESELECT')
obj = bpy.data.objects['metarig']
obj.select = True
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
emp = bpy.data.objects['Empty']
for bone in obj.data.edit_bones:
    if bone.name == 'hips':
        bone.head = emp.location

My .blend file can be found here:


texts: different colors for connected edges in UV editor

texts: Is it possible to to see what edges/verts are connected on the 3d model inside the uv editor by render them in different colors? This would be so great.


texts: in Game Logic, can Object A use Object B's sensor?

texts: Is there a easy way for Object A to use Object Bs sensor using the logic bricks? or do I need to have an always sensor on Object A, and run a custom python script?


texts:
I am quite new to Blender (since about 1 month).

I am now trying to build a roulette wheel for practice.
I am now facing the problem that I have to put the parts where the numbers are at an angle.
But if I do so, I can't make the numbers tilted in the same angle, so that it looks realistic.

I hope my explanation is understandable and someone can help me :)


texts: How do I construct a transformation matrix from 3 vertices?

texts:
A question came up in IRC where a fellow wanted to calculate a position/orientation matrix based on 3 points.

Let's say that v1 should be the origin of the local coordinate space.  The line from v1 to v2 should be the X axis, and v1,v2,v3 should all be in the XY plane.  How do we use blender python to calculate a matrix usable as an object's transform matrix?


texts:
I've been facing this issue with the version of Blender 2.82. First of all I'm a new Blender user, so keep in mind that since my skills are still very low.
I've searched on internet about Texture tiling but all the solutions are for older Blender versions so the Shading configuration seems changed with the latest version.
My issue is I've created a 3rd footpath and I'm using a .bmp file to take the texture, but I don't want to use the entire image for that particular footpath (the .bmp file has different textures, so I want to choose one in particular) and I want to apply this specific texture in loop on my footpath. For this process I'm using the UV Editor.
Here some image of the issue I have:

In red square the specific texture I want to apply:

Here is how Blender applies the texture I've selected through the UV Editor

How can I do in order to make the selected texture area repeat itself avoiding that "bluring" "distorted" effect?
Thanks


texts: Visible light beam with a specific shape

texts:
By using Cycles, I'd like to create and move a visible light beam with a specific shape, for instance, a pyramid. The beam should interact with other objects, without going through them but producing shadow regions behind them. In other words, I would like to reproduce the behaviour of a light beam impinging on opaque, not reflecting objects. I already created the shape of the beam but I am not able to assign the desired behaviour, i.e., the light behaviour. May you be so kind to help me?

I want to make sure that the light beam does not go trought an obstacle that is in his way, as example the iron barrell in this photo.


texts: Translate object using lowest Z value python

texts: I have an object located in the origin (0,0,0). I wonder how I can translate it along the z-axis where the lowest -z value of the object will be translated to z value 0 as shown below:


texts: blender (2.92 BETA) liquid simulation with viscosity becoming really stretched on one side

texts:
I am experimenting with the new "Viscosity" feature in the liquid settings in blender version 2.92  Everything was working the way I wanted it to, until I noticed that during the simulation, the liquid becomes very stretched out on one side, almost as if it is attached to something and can't break away.  It's hard  to explain with words, so I'll show you.(see below image)

As you can see, it looks like the fluid is trying to hang onto the emitter, causing it to become stretched, and I can't figure out why.
I know that this is an experimental version so maybe this is a bug but I don't feel like it is, any help at all is welcome.
I will share my file with you, but the simulation will only work correctly if you open it using the current BETA version of blender 2.92, which you can download from blender.org if you wish.

(PS,  if anyone has any questions about some of my current settings that I have, let me know and I can post pictures of them)


texts: How to change object color in viewport in 2.8?

texts: Is it possible in Blender 2.80 to change the color of objects in the viewport? Like this in the previous versions.


texts: Edges look wrong when compositing layers with blur and transparency

texts:
I'm trying to composite layers from an animation I made with Blender in After Effects. The problem I'm running into is that the motion-blurred edges are either receding, or becoming discolored, depending on the settings I choose.
In AE, I'm using a 32bit OpenEXR Multilayer file and the EXtractoR plug-in to select the layers. I'm also using Color Profile Converter.
For whatever reason, the edges look more accurate when UnMult is checked, but the colors get messed up.
Frankly, I'm not sure if the problem is happening at the Blender or AE level. I assume it has something to do with associated(pre-multiplied)/unassociated(straight) alpha channels.
Pictured below is the combined render from Blender, which I'm using as the basis to compare my composite to. Beneath that is how my composite looks without, and then with UnMult checked.

Edit: Here's two additional images, showing what the composite looks like in Blender when using the Alpha Over compositing node. As you can see, it looks very much like the two pictures above, only the colors on the edges are correct (with convert premul off). If I could get it to look like this in After Effects, that would be terrific!


texts: How to access mipmapping for renderToTexture in bge?

texts:
I am using the following script to create an object with a render of another part of the scene on it (in a pixel style). I'm trying to disable mipmapping for the video texture, which doesn't seem to be working, but only for the video texture. The mipmapping(0) script works on all materials except for the video material no matter what I do...help

import bge

from bge import render
render.setMipmapping(0)

controller = bge.logic.getCurrentController()
owner = controller.owner

cameraName = owner['cam']
materialName = owner['material']

scene = bge.logic.getCurrentScene()
camera = scene.cameras[cameraName]

materialId = bge.texture.materialID(owner, "MA" + materialName)

renderToTexture = bge.texture.Texture(owner, materialId)
owner["RenderToTexture"] = renderToTexture

source = bge.texture.ImageRender(scene, camera)
source.capsize = [320, 240]
renderToTexture.source = source


texts: Armature rotates both sides of mirrored mesh

texts:
I'm new to blender and have been struggling having the bones only move the part of the mesh they're attached too while in Pose mode, and not having it duplicated on the mirrored side.

 and mesh when in

This is the only other question I found pertaining to the issue and its resolution did not work for me. Applying and mirror modifier, deleting half the mesh and recreating it.

 are the current modifiers I have on the mesh. I have messed around with it to a decent extent, mirrored before armature, unchecking vertex groups, etc, but I wasn't getting any luck.


texts:
I have used Blender to generate a video clip using H264 and the clip works perfectly, however I need to add audio and some titles, so I have re-imported the clip into the video editor and added the other elements there.

The problem I have is that when I export the video, it is not animated. What is exported appears to be a single static frame rather than the animation that is visible when one opens the clip in a regular video player. Unfortunately the clip is not highly mobile, it changes quite gradually, so it isn't very obvious in the preview, but it doesn't look to me as though the preview is animating it either.

I'm wondering if there is something wrong with the time selection, but I can't figure out what is wrong with this:

I am completely new to the Blender-as-video-editor world so I might be missing an essential step, but like most matters for the Blender noob, I have no idea what that would be because the interface has ten thousand settings and every tutorial or document is discussing a slightly different version.

What do I need to do to ensure my video is rendered with animation rather than static?


texts: How to smooth multiple vertices at a point?

texts:
I know this is very simple, but I've tried using the smooth button in the mesh tools section, but it won't work:
Before:

This is with smooth vertex:

What should I do?

Thanks in advance
(I need to smoothen it so much that it is only a nice curve: http://snag.gy/O1kk7.jpg)


texts: How are color images used as input values in nodes?

texts: I know in a lot of node setups, people use the image texture's color output as a mix factor. How does Cycles use an image texture to do this? Does it use the brightness in particular parts of the image to represent different numerical values? How does that translate, and how can it represent different amounts of these values on different parts of the mesh?


texts:
This is how my imported stl looks inside the view port in Blender 2.92:

When I view it through the camera it looks like this:

The object seems to be transparent which is not what I want. Any suggestions on how I can make it look like in the view port?
Edit:
Please note that I want to create a svg from the front view of the object. This is why I set the camera far away from the object and increased the focal length, to obtain straight object lines:

It seems to help when I switch from perspective to orthographic:

I am still not sure which camera settings I should choos for my use case (create svg in Blender's Freestyle addon). I thought of having a tele camera and therefore choose the perspective view with a high focal length. Which settings do you suggest?


texts: Alembic sequence only renders the first frame

texts:
I'm trying to render out an alembic sequence. Rendering any single frame works fine, but rendering the entire frame range results in the first frame being repeated over and over.
This is what my output settings look like, I can't spot anything wrong with them:

I'm rendring it in Octane for blender, file attached.
Blender file and alembic sequence here - https://drive.google.com/file/d/1iYKmAaiYbretHkr_BeVzBnqadwkA7SUt


texts:
im new to the blender scene.
I have a ryzen 7 5800H CPU but am getting 1.4 fps while on animation playback. Blender is also using about 50% of the CPU while in playback. is there any way to improve framerate? should i overclock when using the playback feature?
Thanks in advance.


texts:
Okay, so I'm fairly new to blender and decided to a larger project to get a feel for the program. I was creating a model for a dragon like creature, but, there have been some strange lighting errors. They appear on the seams of where I had to add a new shape to the mesh within edit mode. The shapes them selves are a lighter white color in edit mode. It also gets worse when rendered
Well, if you have any ideas please send them my way.
P.S.(I would have send more images, but I don't have enough reputation)


texts: My first attempt of the water fluid simulation is not good

texts:
Hello to each blender user!

Today, I tried to use a new feature: the water fluid simulation, but it didn't work, my result is different from one obtained in the tutorial that I'm following. I would like to understand why? This is the result that I should reach :

Instead, this is my result :

These are some screenshot to show you what are the settings that I used to configure the water fluid simulation:

Domain:

2) Emitter:

3) Shell:

4) Tap:

So, there is some wrong value that prevents the correct water scrolling. Do you know what is this ?


texts:
i have a file containing ~ 10thousands coordinates
and I need to create an object that is 1 gold sphere for each coordinate.

I realized that if I do something like:

def createsphere(name, position, size):
    #bpy.ops.mesh.primitive_uv_sphere_add( location=position, size=size )
    bpy.ops.surface.primitive_nurbs_surface_sphere_add( location=position, size=size )

    ob = bpy.context.object
    ob.name = name
    ob.show_name = False
    me = ob.data
    me.name = name+'Mesh'
    return ob

p=read("/home/cpi/BLENDER/terrazze.xyz")

for i in p:

    if i.symbol == "C"  :
        createsphere('C', i.position,0.4)
        setMaterial(bpy.context.object, rubber)
    elif i.symbol == "H" :
        createsphere('H', i.position,0.2)
        setMaterial(bpy.context.object, gold)
    elif i.symbol == "Au" :
        createsphere('Au', i.position,1.2)
        setMaterial(bpy.context.object, gold)

I can hanlde max ~100 spheres...
What should I do to create my terraces made of gold spheres?

Thanks for your help

Carlo

Dear all,
i found something that works although I am not sure to understand all details:

 def qsphere( position, size):
   bpy.ops.mesh.primitive_uv_sphere_add( location=position, size=size )

   ob = bpy.context.active_object
   return ob

 def returnScene (passedIndex = 0):
  try:
   return bpy.data.scenes[passedIndex]
  except:
  return None

 p=read(filei)

 ob = qsphere(p[0].position,1.4) # NOTE: We only mess with the context one time.
 ob.name = geoname
 me = ob.data
  me.name = geoname
 print(me.name)
localScene = returnScene()

 for i in p[1:]:

    if i.symbol == "C"  :
       createsphere('C', i.position,0.4)
       bpy.ops.object.shade_smooth()
       setMaterial(bpy.context.object, rubber)
    elif i.symbol == "H" :
       createsphere('H', i.position,0.2)
       bpy.ops.object.shade_smooth()
      setMaterial(bpy.context.object, gold)
   elif i.symbol == "Au" :
       tempObjectName = i.symbol + returnNameForNumber(i)
      ob_temp = bpy.data.objects.new(tempObjectName, me)
       ob_temp.location=i.position
     localScene.objects.link(ob_temp)


texts:
Out of curiosity, I wanted to see if I could develop a quick little CMYK print shader in cycles. So that I could plug different images in to the shader and have it display as if it had been physically halftone printed. Very similar to an RGB screen shader I've seen before that separated the RGB colors and put them back together as pixels/cells...
Below is the basic set up I've started with, but am curious if anyone out there has more experience with printing that could offer any advice to get something closer to a realistic result? As I'm already certain that just separating R->M G->Y B->C is not the actual correct way of doing this, just thought I'd start with that to see if it actually did anything.

Would love to hear any input :)
Thanks!


texts: Get name of bgl_RenderedTexture in Python

texts:
I want to let the GPU create a mipmap for the framebuffer texture that's available as bgl_RenderedTexture in the custom filters.

It shouldn't be difficult. I just put some code into the post_draw list:

glBindTexture(GL_TEXTURE_2D, bgl_RenderedTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);

But there's no variable bgl_RenderedTexture. Is there a way to get the texture name for the framebuffer?


texts: How do I make 'Selection only' off by default when exporting?

texts:
Is there away to turn this setting completely off?
Sometimes after I'm done exporting my work, I have to go back and re-export the files again because I forget to click Selection Only.


texts: Repeting texture rather than scaling texture? How to fix it

texts:
Trying to add an image texture on my mesh, and i UV unwrap it like this.

but it turns out to be

Not sure what is wrong with this. Have no clue.
Here is my Node setup(i am using backfacing to make a plane have two material on both side)


texts: How to orient the camera to show the object exactly in the same way your eyes are looking at it

texts: Do you know if there is a way to align automatically the camera to the user persp view that I have at a certain moment,so that the camera can view exactly what I see in that persp view ? For example,let's see the image below. I want to orient automatically the camera on the x;y axis and with the right rotation needed to show the object exactly how my eyes are looking at it. Thanks.


texts:
As far as I know, the hair shaders do not work for EEVEE (if I am wrong, please point me towards any contrary info!), so I used principled BSDF materials for hair in my christmas scene (see attachment).
There, I noticed something strange: Apparently, Santa's beard (Object "Bart", Material "Bart") color is influenced by the "Distribution"-Parameter of the reindeers'(Object "Rentierkörper") hair material (Materials "Fell_Kurz" and "Fell_Lang")! When all materials are either set to "CGX" or "Multiscatter CGX", the color of Santa's beard is wrong. Only if Santa has his beard set to a different distribution than both of the reindeers' fur, the beard is rendered as white as it should be.
This is how I like it with a pearly white beard for santa (different settings for Santa and reindeer)

And this is how it should not look (same parameters for all hair materials)

Is this a bug or something very weird with my scene? I'm using blender 2.91 on linux with the latest NVIDIA G05 drivers.
Obviously, I have overcome the problem this time, but I'm still curious!


texts: Blender 2.49b crashes when right-clicking to select an object

texts:
After updating my Windows 10 tonight, I'm now having a problem in Blender version 2.49b where every time I try to right-click an object to select it, Blender instantly crashes and closes.

1 - Yes, I have to use this version of Blender. It's the only version that can import/export nif files for Skyrim modding.

2 - No, my object does not use subsurfing. No, I am not trying to animate or make a movie. It's just a very simple, low-poly object.

3 - The issue does not occur for a new file with 1 starter cube, but as soon as I add another object and try to select either of the 2 objects, the crash occurs.

4 - If I press A to select all, the crash does not occur. The problem only happens when trying to select an individual object via right-click.

5 - I have an Intel graphics driver, but I just updated it, and updating did not fix the problem.

Any help you guys could give would be appreciated. I went through all of the google pages on this topic, and none of them have advice for my version of Blender.

(NOTE: This is NOT a duplicate! I have to use an old version of Blender that no one seems to have given existing advice for. I have already gone through all the similar questions on this site, and none of them have helped. )


texts: Going from keyframe to curve (Version 2.8)

texts:
I plan to use curves to animate the camera movement.

I can move the view around to create storyboard stills, and when using keyframe animation this could simply be remembered as a keyframe.

But how can I drop a point for drawing a curve, using “here” (the camera view mode) as the point to be marked?


texts: boolean fail - mesh import and mesh primitive

texts: I need to trim the cone with the imported mesh. I am able to split the imported mesh with the cone but not the other way around. Any ideas?


texts: blender 2.80 - particle system makes object not renderable

texts:
in my scene I have a problem with my tree object. Whenever I apply a particle system to it, it's not rendered anymore. You can download the file here:

Has someone an idea, what's going on here?

Any tip is appreciated and thanks in advance!


texts: Show/Hide object orientations in Blender 2.8?

texts: I can't find the option to show/hide the local axis/orientation in the Blender 2.8 UI.


texts: Trying to map UV texture, but shape turns black every time

texts: So I get to the last step of activating my UV texture so that it will render on the face of the rectangle, but when I press F12 it doesn't activate it. It just turns my whole shape pure black. Can anyone tell me what I'm doing wrong? I also included the picture of what happens after I press F12.


texts: Multires baking requires a multires object

texts:
I have an object with mirror and multires unapplied, and I want to bake it with higher details while maintaining optimization, but I get the message noted in the title of this post.

Here are my configurations:


texts: no tiles while rendering, picure builds from bottom since i edited file on an old laptop

texts:
for once I have used an old laptop to edit a blender project and now when I hit render on my regular machine I do not see the familiar tiles.
the picture is build up from the bottom and is then sharpened with each sample run.
Tiles are set to Hilbert Spiral, but other choices do not change how it renders
The original unedited file still renders in tiles.

I have no idea if this has any consequence as to image quality or render time.
But if so, how do I change back to rendering in tiles.
Or do I have to redo the original file on my regular machine to fix this?


texts: Transform Along Z in 'View' Transform Orientation

texts:
If the transform orientation is set to 'View', no transform along Z axis should possible, since the view is always 2d. But in perspective view, the transformation along Z is still possible (which makes sense because it's perspective view).

Any idea, how this transformation can be calculated using python (transform along X and Y can be calculated using region_3d.view_matrix, but this fails with Z)?


texts: Volumetrics clip through objects, they always render in front of everything

texts:
(shown material)

I'm really not sure what causes this, I have several volumetric objects in my scene, but this one renders always in front, as you can see below:

The first very obvious thing I tried was to change the volumetrics clipping values, but they didn't really solve the problem consistently. Sometimes you can see the volume through objects, sometimes you can't. This may also be caused by the fact that it's an emission shader that's plugged into the volume socket of the material output, but I'm not sure, as I tried swapping out it for a principled volume shader and the problem persisted.

If you know what's causing this, please let me know!

Thanks!

 (comparison with 2 materials)


texts: is it possible to grab and move child bone and make parent's rotation follow it?

texts:
i'm trying to make it so that child bone can be grabbed and moved in Pose Mode while being connected to the parent bone, while parent bone rotates to face it's child and doesn't stretch. imagine a neck and head bone, where head always faces forward, but neck rocks the head back and forth.

i can do something similar by disabling "Inherit Rotation" on a child and then rotating the parent; also, something similar could be done with IK, but it requires extra bone or two.


texts:
I have a simple character with a rig, hands and feet are "rayman style".
I don't want my mesh to be deformed so I have unchecked "deform" on all bones and IK bones.

When I parent with "armature deform - with automatic weights" the result is that it will not attach to the mesh.

I will provide the Blender file.

Can anyone guide me on how to do this without deforming the body?

Update #1: If I add "deform" on lower legs and lower arms, the armature will work as expected, but the feet and hands will be twisted in start position.

Update #2: weight painting both upper and lower legs (painting only the feet cubes red) and ticking deform on these will cause the feet to align correctly in start position, but will distort/shrink the mesh when moving the feet IK handle, see when knee bends in 2nd image (the desired result is to not deform anything).


texts: Textures are lit even in a dark world without light

texts:
I've applied the Principled BSDF shader with a few texture maps onto a plane with world colour set to black. However, the texture is still evenly lit across the plane. I have done nothing else to the principled BSDF (such as potentially adding emission) aside from plugging in my maps.
Any suggestions on why this is happening and how to get rid of it?
I'm extremely new to Blender so any type of advice is greatly appreciated. Thanks!


texts: SyntaxError when trying to launch Blender 2.78 with Python 3.6

texts:
i just did a fresh install of Blender 2.78 (32 bits) on windows 10, i also have only one version of Python 3.6 (32 bits) installed and i can't launch Blender, i get this error message :

Failed to import the site module
Traceback (most recent call last):
  File "C:\Python36\Lib\site.py", line 73, in <module>
    import os
  File "C:\Python36\Lib\os.py", line 652, in <module>
    from _collections_abc import MutableMapping
  File "C:\Python36\Lib\_collections_abc.py", line 64
    async def _ag(): yield
                ^
SyntaxError: 'yield' inside async function

This is my PATH variable :

Path= ... C:\Python36\;C:\Python36\Scripts

and my Pythonpath variable :

PYTHONPATH=C:\Python36\Lib


texts: Light bending or custom rendering engine?

texts:
I want to create a short animation of the sun/moon rising and setting.
However I want to include some custom parameters to allow for the bending of light.

To elaborate, I am not talking about refraction here - instead I am talking about a competely new capability of light to bend in an arc that starts horizontal near the ground and gradually ascends into the sky (like an exponential curve). So basically I want to be able to describe how light should travel - not in a straight line but in an arc.

Is there a way that this can be done in blender or do I need custom work done?
If custom work is needed, who should I get in touch with for it?

Thanks


texts:
What Could I Do To Improve This Scene
I was Hoping to get some critisism


texts: Getting pixel rgb values of background image in blender

texts: I need to know the blender python script to read rgb colour values on a background image on screen (the image used as aid in 3d modelling) or just to read rgb values from whatever is rendered on screen at a specific x,y position, assuming the background image is included. The aim is to create a script that auto-positions mesh vertices according to the bg image as if modelling from bg image but automatically.


texts: Sculpting tools don't seem to work unless using remesh or dyntopo

texts:
I'm trying to learn sculpting but my brushes don't seem to work. The add and subtract just do their work in a general area no matter how smaller the radius of the brush is and the crease brush gives me a crease at highest power with several stroked along a already bulging crease. Help!

PS. I tried looking at other solutions but they were outdated or I wasn't able to find the options in blender.

My blend file :

Thanks for the answer. It works amazing. I can't reply or upvote as of yet so hopefully you will be able to read this


texts: Bones no longer bend the mesh after using "X axis mirror"

texts:
I can't bend/rotate any part without the whole mesh moving or not moving depending on the bone selected, I had each part moving before I did X Axis mirror.  When I rotate say the Head or Arm bone the mesh doesn't rotate but if I rotate the The Torso bone the whole mesh rotates.

What do I do now?  Here's what I have https://drive.google.com/file/d/0BwnCnOOEcD5qejBuOUJzR2hQLW8/view


texts:
I'm trying to scale my bones but it is not working, i try it in pose mode, edit mode and nothing

you can see it's changing something but no the bone, ScaleB x,y,z always start at 1


texts: fbx model import, polygon surface not OK

texts:
I imported this .FBX file.
.FBX file contains a rigged model, no textures.
In 3D view the model looks like it has a grayscale checkerboard on it, every face/polygon has a separate gray tone applied.
When I add a subdivision modifier it looks normal.
Whats going on here?


texts: How to use bpy ops that take a modifier Enum as an argument?

texts:
One issue I'm having is specifically with the bpy.ops.object.hook_assign() method on a currently selected vertex.

mod_name = "Hook" + str(vertex_idx)
obj.modifiers.new(mod_name, type='HOOK')
obj.modifiers[mod_name].object = other_obj

bpy.ops.object.hook_assign(modifier=mod_name)

I am trying to tell blender which modifier in the stack to apply the operation to, but get the following message when I do it from the python console:

TypeError: Converting py args to operator properties:  enum "Hook0" not found in ()

Has anyone had any experience with using hook_assign() at all?  Sadly this functionality of hooking an object to another object's vertex is exactly what I need, and it isn't supported directly in the HookModifier object API.


texts: How to model a frustum with specific radii?

texts: I'm working on a maths assignment and I need to create a frustum (cone section). My first thought was to use a cylinder, but I'm unsure how to do it. So,  could anyone explain, step by step, how to make such an object?


texts: How to make procedural very large/detailed volcano

texts:
I was looking for making a large scale Volcanic eruption, the tutorials I found are either too manual on the train generation or they are too detailed via sculpting that it's simply impractical for animation. If you guys can point out simple ways to make volcanic mountain and it's lava, it would be very helpful.

PS - the lava doesn't have to flow, just glowing. And scale/detail is what I'm looking for. Thank you in advance!
Edit: here's the reference render I'm trying to make procedurally


texts: How do I apply character A's pose to character B?

texts: I have 2 characters and made a pose for one of them. Now I want the other character to have the same pose, what is the easiest way to do this?


texts: I have an object that is visible, and on frame 30 I'd like that object to be invisible, the same way you would hide an object with 'h' and un-hide it with 'alt+h'. Is there a way to achieve this without an material alpha?


texts: Smoke simulation appearing black when previewing

texts: When trying to preview a smoke simulation, the color of the smoke turns black while the default color of the smoke is grey and takes too much time to preview a single frame and when changing the color of the smoke it remain black


texts: Do joined objects have to have internal faces removed for 3D printing?

texts: I'm going to be putting some sculpted objects joined together in blender that are going to be 3D printed.  In 3D printing do the faces that are not on the outer surface need to be removed? If they do it appears I have some big problems.


texts: How to select freestyle style module programmatically?

texts:
I'm using python scripting in blender to create scenes, with static scenes rendered in freestyle. I am aiming to be able to use freestyle style modules (eg japanese_bigbrush.py or user defined) to control freestyle output. I have a function

bpy.context.scene.render.layers["RenderLayer"].use_solid = False
bpy.context.scene.render.layers["RenderLayer"].use_halo = False
bpy.context.scene.render.layers["RenderLayer"].use_zmask = False
bpy.context.scene.render.layers["RenderLayer"].use_all_z = False
bpy.context.scene.render.layers["RenderLayer"].use_ztransp = False
bpy.context.scene.render.layers["RenderLayer"].invert_zmask = False
bpy.context.scene.render.layers["RenderLayer"].use_sky = False
bpy.context.scene.render.layers["RenderLayer"].use_edge_enhance = False
bpy.context.scene.render.layers["RenderLayer"].use_strand = False

bpy.context.scene.render.use_freestyle = True

bpy.context.scene.render.resolution_y = 1500
bpy.context.scene.render.resolution_x = aspectRatio *1500
bpy.context.scene.render.resolution_percentage =100

#change to script mode
rl = bpy.context.scene.render.layers.active
rl.freestyle_settings.mode = 'SCRIPT'

#add freestyle style module
bpy.ops.scene.freestyle_module_add()

#open freestyle style module
bpy.ops.scene.freestyle_module_open(PathToModuleHere)

#render image
bpy.context.scene.render.filepath = PathToRenderedImageHere + fileName + '.jpg'
bpy.ops.render.render( write_still=True )

When calling the freestyle_module_open function I get an error

  'expected a string enum in [list of strings eg INVOKE_DEFAULT, INVOKE_REGION_WIN]

I have also tried incorporating the python code from the style module straight into my function. Also adding the style module as a code block in blender. No joy.

I can get it to work if I add the style module manually in blender then run the function, but can't work out how to do this programatically.


texts: How To Convert Imported Identical Meshes to Instances (Duplicate Linked)?

texts:
I was wondering if there is a way (or python script) to convert multiple identical meshes into instances? - where all other identical meshes are referring (instanced) to the first identical mesh e.g., BALUSTER.001.

The file was imported from ArchiCAD via FBX


texts:
I have been trying to make an Addon that uses Object Properties and have come up with the following code.

import bpy
bpy.types.Object.save_name2 = bpy.props.StringProperty(options={'HIDDEN'}, name='Save Name')

first_object = bpy.context.selected_objects[0]
first_object.save_name2 = "Bob"

I want to hide the property from Blender's ui so people can't change the values, however, the options=hidden does not seem to work.

Does anyone know how to hide the property? I have been looking around from awhile but i can't seem to find anything.


texts: Drawing a simple arch with the curve tool

texts:
I think I'm losing my mind. I just want to draw a simple arch shape with the curve tool so that I can extrude it into a solid. I can add a bezier curve, I can move the points around, I can move the handles, I can add and remove points. But I can't figure out how to do anything else.

How do I make my drawing symmetrical?
How do I connect the end points of the bezier curve to create a closed shape?
How do I make sure that the curve has the correct measurements and proportions?

I just want to create something like the below but I cannot figure it out. I've spent hours searching how to do it and I just can't get it to work. I don't even really know how to describe my problem to search for it.


texts:
I imported an SVG, scaled it and rotated it. And all looked clean, until I bent it into a sphere, applied a material onto it to see that the mesh has toooooo many horizontal wires and almost no vertical wires making it unable to bend it vertically.

I followed the instructions  from this answer [and a lot from the comments :P] Here's a screenshot that explains what I'm talking about:

What should I do so that the mesh is clean with evenly distributed wires allowing the 2D structure to bend the right way?

I'm expecting in such a way that it would have minimal number of wires allowing it to be bent nicely (just like a 16x16 lattice is bent nicely into a sphere without any random wires)

EDIT:

Regarding Remesh modifier (answer for the tagged possible duplicate question), it seems it doesn't work well here. Here's what happens when I apply Remesh modifier. [It doesn't improve with increase/decrease in Octree Depth or sharpness or threshold]


texts: Could someone explain how Blender output colors

texts:
I'm newbie in the Blender, and can't understand why colors are adjusted during output.

Here is mine compositor scheme

As you can see, the R channel equals to 0.4 in the Combine RGBA Node, but in output it's 170 of 255, ie 0.666. Why does this happen?

Have to mention, it is purely 170 all over the rendered image, so it's not a compression artifact.


texts: Cycles color diffuse baking results in black image

texts: As you can see on the image above the baked image appears black with exeption to the handle part. I use the free PBR node from Blender Brit for the metal material. The normals are facing the right way. And enabling ambient occlusion didn't solve the problem neighter.


texts:
I want to animate an anchor being pulled in by a motor on the boat. The anchor is attached to some chains. I am having trouble with the physics. I am using the built in physics system, not the Blender Game Engine. On the boat I have a motor that is turning. Is is attached to the chain which is attached to the anchor. How can I use physics to animate the reeling in of an anchor?

blend file

The motor

The anchor

my attempt so far:

as you can see it's not working like it should.

http://www.pasteall.org/pic/show.php?id=67306


texts:
I am completely new to Blender so I'm sorry if I'm not able to ask this question articulately or with enough detail. I am using Blender to create a short video of me playing drums. There is audio of me playing, audio of someone else playing piano part of the song, and video synced with that of me playing the part. I just want to export the final product so that I can share with band-mates.

I followed all the steps in this YouTube tutorial about exporting / rendering https://www.youtube.com/watch?v=xxeP3We4k-A. But when I click 'Render Animation', it takes me to a blank render screen and nothing happens (there is no % in the bottom of the video editor screen). I have clicked 'Render Animation' many times now, and have not seen the file appear in the destination (my Desktop).

My only guess is that it is something to do with me created a Proxy for the video clip that I exported into Blender, as I couldn't watch it back properly without major lag issues while editing.

I have attached two screenshots of what I see when I click of the video editor window, and of the blank 'Render Animation' screen.

Again, sorry if I have failed to describe this with enough detail.

enter image description here


texts: How to round decimal places of vertex positions?

texts:
How can I round the position of all vertices in a mesh to a certain decimal accuracy, to e.g. reduce file size.
32 bit precision is not always necessary.
Is there a function built in to do this?

VERTEX 0
-0.36867856979370117

to
-0.3687

or even better
-0.37


texts: How can I achieve the following effect? Here, we see all shadows, and nothing else.


texts: How to smooth curves in Graph Editor by Script

texts:
I have an armature with bones. Each bone has an animation data which iI'm trying to smooth.

fcurves = bpy.context.active_object.animation_data.action.fcurves
 for curve in fcurves:
     bpy.ops.graph.smooth()

But I don't know in what context and how to get right access to the bones animation to smooth it by script.

Using Blender 2.8. I'd appreciate all the help I can get.


texts: Custom Pynodes: Not getting the correct value from the in socket

texts:
I created a custom pynode intended to multiply vectors. This script is based on the vid from Atom and various code I found on the internet and the blender wiki pages.

The problem I am having is that I can not get correct input values from the socket which is inserted. Added on top of that I do not have the feeling it is updating correctly. A simple setup with only values (math nodes + combine xyz) and print commands in the nodes proofs that it is only getting value (0,0,0).

What am I doing wrong?

I noticed some remarks on not getting updates on nodes but a simple setup should work.

import bpy
import mathutils
from bpy.types import NodeTree, Node, NodeSocket
from mathutils import Vector

class MyMultTree(NodeTree):
    bl_idname = 'MultTreeType'
    bl_label = 'Mult Node Tree'

class MyMultTreeNode :
    @classmethod
    def poll(cls, ntree):
        b = False
        if ntree.bl_idname == 'ShaderNodeTree': b = True
        return b

class MyMultNode(Node, MyMultTreeNode):
    '''A custom node'''
    bl_idname = 'MultNodeType'
    bl_label = 'Vector Multiply'
    bl_icon = 'INFO'

    def update_value(self, context):

        self.inputs["Vector1"].default_value = self.vector_value
        Vector1 = self.inputs["Vector1"]
        self.inputs["Vector2"].default_value = self.vector_value
        Vector2 = self.inputs["Vector2"]
        self.outputs["Vector3"].default_value = Vector(Vector1.default_value) * Vector(Vector2.default_value)
        self.update ()

    vector_value = bpy.props.FloatVectorProperty(default=(0.5, 0.5, 0.5), update = update_value)

    def init(self, context):
        self.inputs.new('NodeSocketVector', "Vector1")
        self.inputs["Vector1"].default_value = self.vector_value

        self.inputs.new('NodeSocketVector', "Vector2")
        self.inputs["Vector2"].default_value = self.vector_value

        self.outputs.new('NodeSocketVector', "Vector3")
        self.outputs["Vector3"].default_value = self.vector_value

    def update(self):
        try:
            in_v1 = self.inputs["Vector1"]
            in_v2 = self.inputs["Vector2"]
            out = self.outputs["Vector3"]
            can_continue = True
        except:
            can_continue = False

        if can_continue:
            if in_v1.is_linked:
                for i1 in in_v1.links:
                    if i1.is_valid:
                        self.inputs["Vector1"].default_value = i1.from_socket.node.outputs[i1.from_socket.name].default_value

            if in_v2.is_linked:
                for i2 in in_v2.links:
                    if i2.is_valid:
                        self.inputs["Vector2"].default_value = i2.from_socket.node.outputs[i2.from_socket.name].default_value

            if out.is_linked:
                for o in out.links:
                    if o.is_valid:
                        o.to_socket.node.inputs[o.to_socket.name].default_value = self.outputs["Vector3"].default_value

    def draw_label(self):
        return "Multiply vector"

import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem

class MyNodeCategory(NodeCategory):
    @classmethod
    def poll(cls, context):
        b = False
        if context.space_data.tree_type == 'ShaderNodeTree': b = True
        return b

node_categories = [
    MyNodeCategory("SOMENODES", "Mult Vector", items=[
        NodeItem("MultNodeType"),
        ]),
    ]

def register():
     bpy.utils.register_class(MyMultNode)
     nodeitems_utils.register_node_categories("MULT_NODES", node_categories)

def unregister():
    nodeitems_utils.unregister_node_categories("MULT_NODES")
    bpy.utils.unregister_class(MyMultNode)

if __name__ == "__main__":
    register()


texts: Can't use displacement modifier to create low poly water

texts: I'm trying to create some low poly water, and for whatever reason the displacement modifier is not functioning. I have about 100 subdivisions on the object and when I click "displacement", it works until I click "new texture", where instead of displacing the plane it just moves it extremely low.


texts: Formula (According to Blender) to create an Enneper Order 3

texts:
This is what an Enneper looks like in Blender, according to Math Functions - XYZ:

This is an Enneper, Order 3

The XYZ Functions (Enneper Blender) are as follows:

Is there a way to modify the default XYZ formula for Enneper, XYZ to create an Enneper Order 3?  Is it better suited to Blender Python?  Or perhaps Sverchok, especially now with Sverchok Extras - with an eye to minimal surfaces (of which Enneper is one)?
Can it be done, and if so how? If not, what would be a better avenue to pursue?
Addendum:
I did come up with this modified for Blender from MathMod.  It's different.  It's no Order 3.  Missing a side.


texts:
The mesh has been rigged

Problem comes in weight painting, I think. I tried to weight paint everything how I was supposed to, but mesh is still deforming when posing. It's scaling up and down (for instance, if you move face) and so on...

Is there anything I did wrong?
Can I somehow make it, so mesh does not scale in posing or animating and is there any alternative solution to my weight painting?


texts:
When i trying import OpenVDB file to my project, blender write this..
Also, this error occurs when I load the OpenVDB file into an empty project, I don't know what to do anymore ...
"Volume "embergen_gasoline_explosion_a_0" failed to load: IoError: could not get size of file C:\Users\Максим\Desktop\Gasoline_Explosion_01\embergen_gasoline_explosion_a_0.vdb"
https://i.stack.imgur.com/zglgZ.png


texts:
I'm still fairly new to blender and the last few days I had been following sculpting tutorials and was able to mirror objects with no problem. But today when I was trying to mirror them it is not working. I also get this pop in the bottom saying "failed to set value". I tried to look up how to fix this but did not get the answer I was looking for and I have even updated
to the latest version and I still cannot get the mirroring to work anymore. Any suggestions on figuring this out would be awesome.
Thank you so much.


texts: I have the problem that my topology at one place looks weird. I put a a bevel modifier and a subdivison as modifiers. I just don't manage to make it clean.


texts: Take Smooth Shading into account with Normals Bake

texts:
I am working with a software suite that ignores imported normals and relies entirely on a baked normal map.  This messes up the shading of my model as I cannot use the "Smooth Shading" option to smooth vertex normals.

Is there a way to bake this smooth shading into a normal map?  Any help would be appreciated.


texts:
I'm trying to generate a material somewhat similar to what I got on a picture I took, just to develop material/texture creation skills, but I cannot get the details that appear to be tiny busted bubbles on the real photo.

I'm guessing this should be achievable using voronoi textures, but I cannot get even close to it. Can I get some tips to help me acheive that look here?


texts: How to make a tie fly up/down with physics

texts:
I'm having trouble on how to make a Tie have physics so i don't have to animate the Tie.
Example, if i make the character Jump the Tie should also move/rotate how it should be. (Without animating it) (just like how the ponytailed hair would do if you jump)
Could anyone explain how i should do it/step by step if it's possible.


texts: How to map "CHANGE FRAME" to mouse right click in Blender 2.80 in the VSE

texts:
I use the VSE to do my video editing with the option "Select With Left" activated in Preferences.

Under those circumstances, in all beta versions of Blender 2.8, as well as the older 2.7 releases, pressing the right button with the mouse would drag the cursor easily for video and audio scrubbing and so on.

But now, pressing right click bring a context menu, and I can only restore the old behavior if I press Shift together with right click.

So, in Blender 2.8, how can I map "Change Frame" to right mouse click while Select With Left is activated in Preferences?


texts: Make normals face around a sphere not working. Blender 2.8

texts:
I am trying to use a data modifier on a foliage asset to make the "leaves" face uniformly in a spherical shape. I surround the leaves in a uv sphere and then select the leaves. create a data transfer modifier, select corner face data, select my sphere as the source, click custom normals and apply. yet this does not seem to do anything.. Any ideas what I am doing wrong?

As you can see in the second picture, there are dark spots on the top of the mesh where the leaves normals would normally face the "wrong" way. Telling me the modifier did not move the normal to put up and out like the sphere would.
EDIT:
One step "closer" but not a valid final result, the issue seems to be the 2 sided nature of the leaves. With backside culling disabled, i achieve the desired lighting result, but I need to keep 2 sided.. is there a way to do this??


texts: Obj exported from blender is split along the UV seams when opened in maya

texts:
If I export a obj from blender that has UV maps, when the file is imported into maya it is in pieces, its split along the UV seams. For example if I was to import a box with seams along all edges, it would be broken into 6 faces. Does anyone know why this is happening and how i can fix it without merging it all back together in maya?

Thanks


texts: Is it possible to iterate through particles in python?

texts:
Is it possible to iterate through particles like vertices of a mesh, to kill some?
I'm trying to remove overlapping particles of still droplets.


texts: How to change the colour of specific faces in a mesh using only scripting?

texts:
I am tring to create a script that would change the colour of specific faces of created circle. I have looked up that it is possible using bmesh. The script would have to select one ring of such circle (I am using a subdivided trifan circle) and then create a material and set a certain coulour. The colour isn’t important now. I would really love someone to explain to me how to select the wanted faces, colour them, and then deselect the mesh and do it in a loop until all of the circle is coloured. Is there a way to get information of faces’ indieces, so it would show which one’s which? I tried to modify the BMesh Simple EditMode template, but I was unsuccessful. I will be grateful for any explanation.
I have created the following code:
import bpy
import bmesh

count = 0
bpy.ops.mesh.primitive_circle_add(fill_type='TRIFAN', enter_editmode=False, location=(0, 0, 0))
bpy.ops.mesh.subdivide(number_cuts=10)

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)

bm.faces.active = None

# The loop, that selects and then sets the colur of faces
for f in bm.faces:
    if count < []: #a number of faces that would form up one ring
        f.material_index = 0
        mat = bpy.data.materials.new("material")
        bpy.data.materials["Material"].node_tree.nodes["Principled BSDF"].inputs[0].default_value = (0.8, 0.8, 0.8, 1) # I just copied that from the info box after changing material's properties

    count += 1

bmesh.update_edit_mesh(me, True)

I know the code is bad and wouldn't probably work, but I don't know what to do really.
Any help would be much appreciated. Thank you in advance.


texts:
I have an object I wish to cast a ray from, casting using a mathutils direction vector.

The only problem is that I cannot seem to figure out how to find the 3D position (needed for the rayCast function) from the vector.

If anybody could help, I'd be terribly grateful for it. Thanks :)


texts: How to export into .3ds and keep materials?

texts:
I have a model that has all materials applied.
I use Blender export feature, click 3DS Max, save the file, but if I import that same file back into Blender, it loses all the materials -> they're converted on a white colour. Materials are based on an image texture. The file also loses the UV. What am I doing wrong?


texts: I'm working on making a very basic table design and want to use it to make a reference image using the render mode however when I go into the mode random faces appear in two spots on the object. I tried fixes normal's, and un-hiding invisible objects neither worked, I deleted the top face only to find an empty inside, I don't know what could be wrong since I'm still very new to this please ignore the lighting and various other things needing to be fixed.


texts: When i fill a space, why does it look like this?


texts:
I am trying to make point light displays (an example: https://www.youtube.com/watch?v=r0kLC-pridI). So far, I have used c3d files from Carnegie Mellon University, Motion Capture Database (link:http://mocap.cs.cmu.edu/search.php?subjectnumber=%&motion=%). The c3d files contain the XYZ coordinates of the markers across time.

I import the c3d file into Blender. And Blender creates an empty for each marker. Then, I create materials for each empty and set their attributes. In this way, there will be a flat white little square on each marker. And I render the animation and something similar to the YouTube video will be the output.

Now, I need to create the same stimulus but the empties' locations would be scrambled. In this case, only XYZ coordinates of the markers would be changed but their motion vector would stay the same. The output will be some random moving dots that do not have the shape of a person moving.

Here, the intact and scrambled stimuli are motion-matched. Meaning, they both have the same motion properties. But they are different in the position of their markers.

Now my question is that; is there any option in Blender to scramble the XYZ of the empties?

My not-an-easy option is to add a random constant to my XYZ coordinates for each empty for each frame.

Sorry if this is not clear. My goal is to use these stimuli in an fMRI experiment to see how the human brain perceive motion.


texts: Seamless grunge texture overlay across two materials

texts:
I'm making a sign and trying to wrap my head around how to apply a grunge mask overlay that will affect two separate materials seamlessly. The sign background needs to be one colour and the text a different colour, but I want the grunge to be applied across both in a realistic way. Here's a screenshot of the sign:

Thank you!


texts: How to make field focused in props dialog

texts:
I have a script, that create a dialog with one text input:

import bpy

class OFPropConfirmOperator(bpy.types.Operator):
    bl_idname = "view3d.custom_confirm_dialog"
    bl_label = "Generite output folders"

    prop1 = bpy.props.StringProperty()

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        #do some stuff here
        return {'FINISHED'}

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

    def draw(self, context):
        row = self.layout
        row.prop(self, "prop1", text="New name")

class OFPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_idname = "OF_my_panel"
    bl_label = "OF"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        layout.operator(OFPropConfirmOperator.bl_idname)

def register():
    bpy.utils.register_class(OFPropConfirmOperator)
    bpy.utils.register_class(OFPanel)

def unregister():
    bpy.utils.unregister_class(OFPanel)
    bpy.utils.unregister_class(OFPropConfirmOperator)

if __name__ == "__main__":
    register()

So, I have a button on the T-panel, that in the panel called OFPanel, this button opens the OFPropConfirmOperator` pop-up window. And everything works fine, but then the pop-up window opens, I need to click on the text field to start editing it. But I want it to work like in renaming markers: then a pop-up window opens, you can edit the text at once


texts:
I am doing a full screen recording of my macbook pro at resolution 2880x1800. The actual content area of the screen that I would like to record is only about 2326x1380 pixels, that's an awkward number I know but there's a reason for it. I would like to use blender vse to crop this video down to a 16x9 aspect ratio so that was the closest 16x9 aspect ratio that I could crop out of the recorded area while getting everything that I needed in the video frame.

inside blender vse I setup the video properties like this:

it's a 1:1 aspect ratio with the resolution set to the size of the video.
In the strip editor I add an image offset of -160 on the y position to get everything in frame.

this is a screengrab of part of the window:

As you can see there's still those's still pillow box black borders going on.

How can I change these settings to allow the full 16x9 aspect ratio w/o the borders?


texts:
I have my fluid physics setup like so

How can I increase the "speed" over the course of the animation? I'm trying to mimic a garden hose being turned on.


texts: How do I make the speed of an animated object constant instead of accelerating?

texts: I am relatively new to Blender and am looking for help with my animation. I know all about keyframing but my question is how to make the speed of an object constant when it moves between 2 keyframes, instead of it starting slow, going quickest in the middle, and slowing at the end.


texts: Ray cast doesn't validate hit in Animation Nodes

texts:
Here I have results from Intersection Line Plane (green dot) and Ray Cast (red dot). White dots represent a Line.

I don't understand why does ray casting tell me there is no hit?


texts: Mesh and armature un-synced when canceling pose

texts:
I have a problem in blender that has been driving me insane.  My rig was working correctly and I made some changes in the hierarchy and now it wont work.

In pose mode if I grab and drag a bone it deforms the mesh just as I would expect.  If I want to cancel the action by hitting "escape" the armature snaps back to its original location but the mesh stays where it was when I hit escape.  This is driving me crazy please help.

Thanks.

Here is the original model.

This is while I am dragging the pose around before clicking to confirm position.

This is after canceling the pose by hitting "Esc" without ever clicking to confirm the position.

Please not that if I confirm the position by clicking instead of canceling the pose works fine and the mesh follows the armature as you would expect.


texts: Problem visualizing .json in the browsers (Opera, Mozzila, Chrome)

texts:
I have problem to visualize my scene in the browser.

I have blender4web and I'm doing this :
 1. exporting to json
 2. Open browser and put the link http://localhost:6687/apps_dev/folder/file.html

Then I get this:

Even turning off the firewall still same, I checked with others websites and they are working well.

I hope some one can help me please.


texts: Certain parts of rig not getting attached after parenting

texts: I'm trying to rig this model that I ripped from a game with the rigify metarig. After parenting the armature, the body doesn't want to be attached. The head gets attached but the hair doesn't want to move with it. The face's vertexes also move weirdly when moving the face bones, but I'm guessing that's because I haven't applied weight painting yet.


texts: How to control 2 light sources glare in one composite image?

texts:
https://i.imgur.com/3P9IzdY.png

How can I rework this node system in the compositor so I can have the glare be different for two different objects emitting light within a single image render?


texts: Why is factor acting like this in the Images as planes add on?

texts:
I have a scene that is a plane from the Images as planes addon bent into a circle, and factor is acting strange in it.
As you can see from the picture, white is above blue, but in the node network there is no white. On top of that, the gradient texture shows that white is above black, meaning that blue should be on top. Im not sure if this is related, but on top of that the invert node turns everything white. I know that the images as planes addon acts weird with materials, but Why is this happening?
Blend file -


texts: Reload image does not apply to the actual shader

texts:
As you can see in this video, the image updates automatically in the image library. I even hit Alt + R in the Image Editor, even though the image has been already updated, but in the Shader Editor the image remains that in buffer.
Even trying to reload the same image will not replace the one in the buffer.
The only way is to load another image, and then reload the right one.
Is this a bug or am I missing something?


texts: how will you model a cityscape at night?

texts: I am really not able to imagine the backside of this picture i modelled the railings but cant move further so please help me by telling me what approach should i take to model this.


texts: Adding smudges/fingerprints to a glass material

texts:
I have a project here that uses a lot of glass panels and to bump up the realism, I added fingerprint textures. However, I still don't know how to add or combine them.

I got mud instead of fingerprints on my glass panels :(

I'm also planning to add a scratch texture and put fresnel on it so that it is affected by camera angles.


texts: No Option For Graphics CPU in Render Settings

texts:
Specs
Windows 10 Pro 64 bit
Intel i7-4810MQ
Nvidia K3100M
--- [Nvidia Graphics Driver 354.56]
--- [Nvidia nView 146.90] comes with graphics driver above.
Intel HD Graphics 4600
--- [Intel Graphics Driver v10.18.15.4268]
500 GB Crucial SSD
32 GB Kingston 1866 SODIMML RAM
And some other miscellaneous stuff that probably doesn't matter.

Hopefully the image will explain what is happening.
I am just learning Blender and I am trying to render the monkey head. I set the resolution to 1080p HD TV and then 500%. That should strain the pc right?
Well when I run the render, all 8 CPU cores go through the roof. I am guessing my Video card is not helping with the process.

I think that I have all the settings correct. Why am I not able to select the graphics cpu under the render tab?
PC and Blender Settings


texts: Is it possible to get the file path to the .blend file that a linked object came from programmatically?

texts:
I am trying to find a list of all file paths that are appended/linked in a .blend file through the Blender API, I need to run a script in each appended/linked file to change materials so in turn the material would be changed in the source file.

Thanks for any help in advance.


texts: I am trying to make a hat for a game called Bloxcity. Anyway how to have textures on .obj files?


texts: Is it possible to turn a 3d animation into 2d lineart?

texts: I made a very simple city with just a bunch of tall rectangles and animated the camera panning through it. I want to use the animation in a 2d animation but the "3d-ness" of the city makes it look really weird. Is it possible to automatically outline all the buildings and turn the image black and white?


texts: Material at Viewport Shading some lines seem to appear

texts: I have a problem with my material at Viewport Shading, some lines seem to appear. How can i fix this?


texts: Check if the whole plane is being on a orthographic camera render (or get a proportion of the rendered plane)

texts:
Situation: On my scene, planes can be positioned anywhere and I should not move them - I move around only camera. After positioning a orthographic camera with a script, I am not sure if the whole plane is being rendered - I want to render one whole plane at a time (also areas that don't belong to a plane are not desired on a render).

My questions:

Given a camera position and the plane in 3D space (where camera is orthogonally positioned to plane), how can I check if the whole surface of a plane is being rendered using orthographic camera?
Is it possible to calculate the proportion of a plane's surface that's going go be visible on a render?

The reason I need this is because I cant figure out proper camera positioning function. What I did until now is I: find a center of mesh and calculate the plane's normal out of it, I position the orthographic camera on plane's normal some distance away. Now I don't know how to set the orthographic camera's rotation and scale to render only the plane.

Not finished camera positioning code:

import bpy
import bpy_extras
import mathutils
from mathutils import Vector

def get_global_plane_normal(plane):
    normal_local = plane.data.vertices[0].normal.to_4d()
    normal_local.w = 0
    normal_global = (plane.matrix_world * normal_local).to_3d()
    normal_global.normalize()
    return normal_global

def main():
    scene = bpy.context.scene
    plane = scene.objects.active

    coords = [(plane.matrix_world * v.co) for v in plane.data.vertices]

    # Calculate the center of the mesh
    local_bbox_center = 0.125 * sum((Vector(b) for b in plane.bound_box), Vector())
    global_bbox_center = plane.matrix_world * local_bbox_center

    plane_normal = get_global_plane_normal(plane)

    # Set camera to distance from a plane
    distance = 1
    camera_position_vtx = global_bbox_center + distance * plane_normal

    camera = bpy.context.scene.objects["Camera"]
    camera.location = camera_position_vtx
    bpy.context.scene.objects.active = camera
    # TODO: Rotate and set orthographic scale to the right values,
    # only the plane is visible.
main()

Thank you for your time!


texts:
I am trying to texture this model, But I didn't retopologize it because I found that a bit difficult.

This is what it currently looks like:

I put him in some armor:

I made an attempt to texture him here:

This blend file is a previous save because the current file is too big, What am I going wrong?

Mesh:

How would you texture him without artifacts?


texts:
I am trying to make a die.
I managed to do the "frame" and pips. Pips are separate from frame, but same object (Ctrl J).
How i can add a face connecting frame with pips, but leave pips as they are?
When i select edges as in picture and add a face (F) pips also have separate face on them. Removing that pip-face does not help - i still do not see pips.
Blend file is here (although it is really simple...): http://pasteall.org/blend/index.php?id=45646


texts:
During the creation of a recent project the amount of memory used by Blender inflated to a massive(!) 11.8GB while attempting to render.

This makes rendering on GPU unusable for me (no Titan X's here).

How do I see what is filling up this memory?


texts: Trying to get a spotlight to project an image in Blender 2.80

texts:
I'm new to Blender and I want to project an image on a plane from a spotlight but I'm having difficulty.

This link says to find Texture panel for the lamp which I can't find. There is a Texture panel in 2.80 but it doesn't seem connected to the spotlight. I presume these instructions are for 2.79 or earlier.

Can someone direct me to a useful link or at least give a general overview of how to do this in Blender 2.80?


texts: Get image pixels from multiple viewer nodes

texts:
For Blender 2.81 and Cycles render.

I want to access all of the following data passes from a Python script:

Z
Normal
Vector
Object Index

Therefore, I created three Viewer Nodes with different names. See the following image:

The viewer node on the top is getting both the Z and the Normal passes. The one in the middle is getting the Vector, and the one in the bottom the IndexOB.

Now my issue is that when I use the following code pixels = bpy.data.images['Viewer Node'].pixels, I can only access the data from the top Viewer Node (we only get the pixel data of the node that was selected from the user interface).

Is there a way that I can specify through the NameId of the Viewer Node which pixels data do I want to access?

I tried selecting and activating the different nodes through a script but apparently the data does not get automatically updated. The viewer node has to be manually clicked to make it visually active which then updates the images['Viewer Node'] data that we want to access. I found more info about this "known limitation" here.


texts:
SlowParent.gif (the upload from external links isn't working for me it says "File format unsupported")
The Method

I parented the circle to an empty and rotated the empty a complete 360, then I selected the circle, then I ticked the slow parent option in the relation extras tab and set the value to 7.

The Question

As you see in the gif image, while rotating the scale of the circle changes, which is surprising since I didn't animate the scale. How do I fix it ?

The BlendFile:

Edit:

I tried using Crantisz's solution but unfortunately a whole new problem shows up, the entire circle reverses it's animation at the end if I add a limit scale constraint.


texts: How to seperate multiple object in Array modifier

texts:
I want help about seperating those multiple pins made in array so they can be edited on their own.

I watched one tutorial and it says to go in edit mode, then press P to get to separation menu, and then separate by loose parts and that is all.

But as you can see on second picture, I have problem because when I do it deselect other pins, and show geometry of primary pin.


texts:
I want to duplicate an existing animation and bake it with visual transforms applied, something like what the default nla baker does. For simplicity's sake say I need to do this for a single bone. This is how I tried to do it.

sourceAction = bpy.data.actions["myAction"]
action = bpy.data.actions.new("newAction")
fcurves = action.fcurves

poseBone = object.pose.bones["bone"]
bone = object.data.bones["bone"]

curveLocX = fcurves.new('pose.bones["bone"].location', 0, "bone")
curveLocY = fcurves.new('pose.bones["bone"].location', 1, "bone")
curveLocZ = fcurves.new('pose.bones["bone"].location', 2, "bone")
curveRotX = fcurves.new('pose.bones["bone"].rotation_euler', 0, "bone")
curveRotY = fcurves.new('pose.bones["bone"].rotation_euler', 1, "bone")
curveRotZ = fcurves.new('pose.bones["bone"].rotation_euler', 2, "bone")

#iterate through each frame somehow
    #get the matrix for current frame
    matrix = bone.matrix_local.inverted()*poseBone.matrix
    loc = matrix.translation
    rot = matrix.to_euler()

    curveLocX.keyframe_points.insert(frame, loc.x)
    curveLocY.keyframe_points.insert(frame, loc.y)
    curveLocZ.keyframe_points.insert(frame, loc.z)
    curveRotX.keyframe_points.insert(frame, rot.x)
    curveRotY.keyframe_points.insert(frame, rot.y)
    curveRotZ.keyframe_points.insert(frame, rot.z)

I'm not sure how to iterate through the frames to get the correct matrix for that frame. Also I'm not sure if there's a better way to get the visual transform channels.


texts:
I am trying to create a shader which uses camera space normals. To get those normals, I am using the Geometry node and the VectorTransform node as in the following graph.

The result of that graph use on a sphere looks like

If the camera looks towards along -Z axis, that means that all visible (front facing) points should be bluish, like in this other image created directly with OpenGL.

I guess I am misunderstanding something. Can someone guide me on what I am doing wrong/misunderstandnig?


texts: How to retopologize low poly object with a few detailed points?

texts: How should a low poly object with a few detailed points (the orange areas) like the one below be retopologized? How can the extra detail be added while keeping it low poly and as evenly distributed as possible. Thanks so much for the help, I really appreciate it!


texts: How to delete the vertex on the edge without deleting the edge its on?

texts:
Let’s say vertices V2 as

V1——V2——V3

I want to delete the vertex V2 without deleting the edge V1-V3. So I want it become as below after deleting V2.

V1—————V3

Is there any way to do this?


texts: my texture to shows up in solid mode but not material preview mode?

texts: I am trying to wrap a car model in Blender 2.9. I am new to blender but have used other 3D modeling programs and rendering programs. I have applied the image texture to my material, and I believe I have done it properly. It shows up when I am in solid mode and have texture enabled, but does not show up when I switch to material preview. below are pertinent screenshots. The way that the texture shows up in solid mode is EXACTLY the way I want it to look in material preview and rendered.EDIT I have plugged the texture into color instead of roughness, but now it shows up as just a solid color (see last image). scale is set to 1, 1, 1. the image is the correct size according to the UV mapping, so it should not need to be scaled.


texts: I know of the scatter object tool but I don't really want to base the distribution on a spline. Ideally, I would have a mesh to distribute, some other mesh like a blob or sphere that I would want the first mesh to scatter across. And parameters I could use to evenly distribute across the entire sphere. Is there an addon like this?


texts:
It was previously showing on screen but now I can't find it, even when the object with the subdivision surface modifier is selected. I have managed to apply a modifier via searching the modifier but I'm unable to modify its properties
.


texts: Python code that will automatically reset master bone of an IK rig?

texts:
The title might be a bit confusing, but basically I have a typical IK rig setup. However, there are only IK legs. So I have 2 IK leg bones, and the hip bone to move the body over top.

When animating with IK feet, the master bone tends to get left behind. So what I want to do is make a script/python add on that will automatically do this:

To explain, here is what happens:
 1. Move the 3 IK bones back on top of the master bone
 2. Move the master bone forward to where the character was

So yeah it sounds simple but I can't seem to figure out what commands to use to do this. Since its not the same distance always.

Thanks for any help.


texts: How to temporarily re-parent a bone within an armature?

texts:
How do I temporarily (for a given number of frames) give a bone a new parent from within it's armature?
My scenario is I've got a cowboy and I'm trying to get him to hold his gun. But the gun bone is already parented to the torso so it stays on the hip. How do I change the parent to the hand so he can hold it reliably until he puts it back on his hip? It's all within one object/armature.

Sorry, I'm brand new to 3D animation and I'm sure the solution is flying right over my head.


texts: Could someone explain to me what the numbers on the floor mean? also maybe any other pertinent info that would be good to know. What should I be looking for?


texts:
I have a problem with Freestyle rendering: I can't make it draw all the edges. Sometimes it just skips them. I recreated this with a cube and two planes by just adding additional loop cuts:

Does anyone know how to fix this? Here is my blend file: FreeStyleTest.blend


texts: Blender assign material to object -> Unity

texts:
I haven't found a tutorial about it and I'm completely lost. I've applied materials for assets I've made, never touched the Texture properties however, but the materials wont ever follow. I've read things on the internet where people say that it's just about drag and drop the textures. But I haven't found any that I used in Blender...

It's really annoying when you've spent hours on making something, and then not seeing it as it's done in the game is annoying.

Am I just stupid, or can you find a solution to it? Because I would be more than thankful for it!

Thanks in advance!


texts:
After using other 3D Apps I have become used to Y being up, and Z being depth (Depth pass, Z pass etc).

Is there a way to make Blender a Y-up world, and if not, does anyone know why they chose to be different ?


texts: I can't find a way to stop fluid animation at frame 150 while I have 250 frames in total and wondering how I can do so.


texts:
I've got a very clean aluminum metal texture with It's own roughness, metalness, normal etc-texture on a principled shader. It's nice but I want it dirtier.

So I've downloaded some dirt overlays and metal scufs from Poliigon... but I can't seem to find any tutorials on how to use them on the Principled shader. No matter how I try to MIX RGB and such it doesn't look right.

Please help!


texts: How to position solid objects so they're attached, ie links on a metal watch strap?

texts:
Well I've created my watch strap, it's made up of stainless steel links. It's a common design, 3 links wide. The centre links are offset to the outer ones.

Currently it's all laid out flat. Each pair of outer links is its own object, and all the central links are seperate objects.

Now, what is the best way to join them at the pivot points so that I can grab one link and the rest will follow at their pivot points properly, without the individual links deforming. Would it be rigging, parenting, or something else?


texts: I have an object that is similar on one side and the other. However, the UV image editor UNwrapped it so that each half has slightly different vertex positions. How can I get it so that all the vertices line up?


texts: Importing Scipy: "cannot import name oldnumeric"

texts:
I have Blender 2.69 for Linux 64bit (using Ubuntu 13.10).

I followed the method detailed by @BNewmark to get SciPy working with Blender.  I already had SciPy (version 0.13.2) for Python 3 installed from Ubuntu's repositories.  The steps I followed were:

Opened a terminal and entered python3.
Entered import scipy; print(scipy.__path__) which gave the output: ['/usr/local/lib/python3.3/dist-packages/scipy']
Exitted Python and copied this directory to the site-packages directory (where NumPy was by default)

  cp -r /usr/lib/python3/dist-packages/scipy ~/blender-2.69-linux-glibc211-x86_64/2.69/python/lib/python3.3/site-packages/

Opened Blender, opened a Python console window and entered import scipy

The error I got was:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/home/garrett/blender-2.69-linux-glibc211-x86_64/2.69/python/lib/python3.3/site-packages/scipy/__init__.py", line 77, in <module>
    from numpy import oldnumeric
ImportError: cannot import name oldnumeric

This page talks about how NumPy is bundled with Blender (on Linux) and they show "the CMake install command that is used to get rid of extra files, reducing numpy's compressed size" which includes getting rid of oldnumeric.

I can import NumPy without problems. I also tried deleting Blender's bundled NumPy (version 1.8.1) and replacing it with my system's NumPy for Python 3.3 (version 1.8.0), which include oldnumeric, following similar steps as above. But then I couldn't import SciPy or NumPy, which both gave the error ImportError: cannot import name multiarray.

Any ideas?


texts: How to stretch all UV faces to fill canvas?

texts:
I need every face of my model to fill the UV canvas (overlap). I thought that Lightmap Unwrap did this but I must be mis-remembering something. I have all edges marked as seams. The mesh is just a subdivided, elongated cube. All but 8 faces are identical and I can tweak those myself. How is this done?
More info: I am making a pallet rack (for a warehouse) and I need the supports to have the same shapes cut out of them at regular intervals. The material is otherwise matte. So I figured I would make a really small, b/w alpha texture and overlay the uv faces so they all fill this small texture space.
Here is the mapping I already did for the upright frames. I have secondary texture coordinates for the lighting to baked later. This will be exported to Unity.

Here is the horizontal frame that I still need to get the coordinates correct for. I want all these faces to cover the same area, the entire UV space:


texts: How do I stop Blender freezing up during difficult simulations?

texts: I've been messing around with cloth simulations recently and I've found my computer can do them just a a really low fps which is to be expected. However, whenever I add to many polygons to the mix and ask it to go beyond a certain threshold, the program freezes along with every other program I happen to be running, essentially forcing me to restart my pc. Is there a way to limit Blender from going overboard with these things? I'm fine with the simulation taking longer as long as I can actually do them.


texts: Execute Node Tree from a bpy script outside animation nodes

texts: I want to iterate the Animation Nodes Node Trees in my current scene, and for each Node Tree, I want to execute it as if by clicking the Execute Node Tree button. When I click the button manually, I don't see any output in the Python console for this button, so I'm not sure where to begin.


texts: blender making empty parent as a child in cube parent

texts:
Okay so I've been trying to make it so that an empty object will become a child in my cube parent object but I don't know how to make it become a child.

I've tried pressing shift to make the empty object into my cube parent but it doesn't make the empty parent become a child.


texts:
I am doing a project with some buddies for university and we all work with different Programms and decided to reder the final project in blender, but I am having major shading problems with their 3ds max and cinema 4d imports.

This is how it looks like with flat shading and I am particulary looking at the thrusters and the Cockpit. And when I turn on smooth shading it looks like this:

Be aware that there is an edge split on in the last one. But evern if i turn that off it just loks much worse.
The view on the cockpit etc. has these weird shading that almost looks like a few of the verticies are flipped.

For your Information, the whole object has only a single greyish diffuse material on all of it, no glossy or anything. All the faces are looking in the same correct direction.
I am having this problem in many many other files aswell so if you need more information let me know.

Thanks in advance for answers. Best regards.


texts: I've already tried everything but my fluid simulation still not working

texts:
I'm new on blender, I'm trying to simulate a liquid in a glass but when I set all for the simulation nothing happen and I don't understand why; I've already tried to apply scale and other forms of transformations but nothing changed.
Heres the blender project.


texts:
I'm trying to model something like this (sorry for the small picture)

that is basically a half sphere made of sintered or aggregated smaller spheres, like a thick multilayer.  I was wondering if this could be achieved by simulating gravity with lots of smaller particles and them emptying the core, or with a particle system of any kind, or even with a solidified sphere with a porous texture, any idea?  I'm not that knowledgeable in Blender.


texts:
So I'm still working on the tutorial from Blenderguru with the anvil and another problem has occurred.

Now in sculpting mode I'm supposed to use the flatten tool on the edges of the anvil. In the video when he flattens, its perfect, crisp indents. When I try the flatten tool makes it look like its extruding and not recessing into it self.

This is what I want:

And this is what I have:

It looks super blurry. I've tried to put 0 on the location of the item. I've tried to scale the plane offset to a negativ. I've tried different Refined Method inside Dyntopo.

Please help

Thank you


texts: Add repeating text 6-8 times on a UV Sphere using texture instead of mesh

texts:
I have been trying for a day to create something similar to the above. I need to repeat a small text on a UV sphere (ideally created by subdividing a cube and then converting to sphere for equal face size) 6-8 times uniformly distributed on the sphere.

A lot of the suggestions and tutorials suggest to create text and convert to mesh, then use something like boolean modifier on the sphere but that will create a high poly object. I want to create it using only texture. It would be best if the method allows for baking into a single image.

I have tried to first add a base material to sphere, then adding image texture to select faces only but because of scale perhaps the image  of the text doesn't show. I created the texture as a simple png file.

I also tried to add Mapper with  Texture coordinate in node editor, but I couldn't make that work either.


texts: Modeling a sword handle - Problem smoothing it out

texts:
I am currently trying my first steps at modeling and currently trying out a sword.  I progressed well so far by modeling the blade and good part of the crossguard.  I decided to model half of the handle to have a good idea of the proportions I want.

Here is the work so far.

I am quite satisfied with the bottom part where the handle connects with the crossguard.  However, I would like the upper part to finish in a circle as the reference.  I still have not added no bevel, multiresolution or subdivision modifiers in these pics.  Nor any object shade smooth.

I have already experimented with the above modifiers but the results did not change nearly anything of the model.  No modifier seems to have an effect.  Why is this so and what can I do to smoot up the upper part of the handle?


texts: start animation render at a negative frame

texts: A very useful simple feature that would solve many problems. Is there a way to render my animation starting at frame -50? I know there is an option in the settings "allow negative frames" but that works only for a preview. Thank you.


texts: how to create UIList with auto-aligned three columns?

texts:
I want to create nice-looking auto-adjusting UIList with three columns of data inside. Some of the values in columns are different in length. They are: float value, unit (usually 2-3 chars) and name of the corresponding object (could be longer, but nvm).

Here is the sample code:
First, I have a collection object defined like this:

class Area(bpy.types.PropertyGroup):
    id = IntProperty()
    area = FloatProperty(default=0.0, description='Area measured')
    atxt = StringProperty(default='0.0',description='Area converted to text and formatted')
    unit = StringProperty(default='',description='Unit item choosen from UnitTypes')
    name = StringProperty(default='',description='Object name which area is calculated')

Then I have a draw_item function, which is defined like this:

class AreaItemList(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
#           line = ('%-12s %4s %-s' % (item.atxt,item.unit,item.name))
#           layout.label(text = line)

            layout.prop(item,"atxt",emboss=False,text='')
            layout.prop(item,"unit",emboss=False,text='')
            layout.prop(item,"name",emboss=False,text='')
        elif self.layout_type in {'GRID'}:
            pass

Please note the commented section: it does work, but looks ugly, and there is no align in columns because of variable char length. So, the question is:
- how to make aligned columns in UIList?

It could be either by using layout.split (but it's hard to predict the split ratio, and there are three columns, and by the way - the documentation is pretty poor about this layout function), or either by using monospaced font and string formatting. How to do this? Any ideas?
Look of the list for the code from the comment:
http://storage3.static.itmages.com/i/16/0423/h_1461384717_4797711_d3f6576ba9.jpeg


texts: Newly added part of mesh won't move with Armature

texts:
I'm just learning how to create my own textures and materials so I can add tears and other emotions to my models face, only the tears are something I made separately and then added at the end. I tried weight painting, joining the meshes together, adding the tears to my Head vertex group with 1 weight, and parenting with automatic weights but still the tears will not move with the head or anything for that matter. Also I'm still super new to all of this.

Can someone tell me what I'm doing wrong?


texts: Why were default camera settings changed in Blender 2.8?

texts:
Default settings:

v2.79:
Lens 35mm, Sensor 32mm

v2.8:
Lens 50mm, Sensor 36mm

Just out of curiousity what is the reason for that change?


texts: How can I generate an object from a mathematical function?

texts:
I have a formula that mathematically describes the heart surface in Cartesian coordinates:

$$\left(x^2+\frac{9y^2}{4}+z^2-1\right)^3-x^2z^3-\frac{9y^2z^3}{80}=0$$

Unfortunately, I have no idea how to implement it in Blender.

Explicitly, I want to use for the Mesh Math Function. I already activated the Addon ADD Mesh: Extra Objects.

I searched for a tutorial, also for a syntax, I have found nothing, something near it.

I created (guess) from other functions this syntax.

(X**2+ ((9*y**2)/4)+z**2-1)**3-((x**2)*(z**3)-((9*y**2*z**3)/80)=0

I found another formula:

5 + (-sqrt(1 - x**2 - (y-abs(x))**2)) * cos(30*((1 - x**2 - (y-abs(x))**2)))

x is from -1 to 1, y is from -1 to 1.5, z is from 1 to 8


texts: How to avoid texture stretching while rotating on 90 degrees? Generated texture

texts:
I'm trying to simply just rotate the texture in the direction I desire (brick wall). The issue is when I rotate this generated texture it gets more and more stretched on some sides of the mesh.

How to rotate texture and avoid this issue? I know it shouldn't be so so what am I doing wrong?


texts:
I am kind of new to Blender and have only tried & used the video editor.

However, I am so surprised that Blender just quits when I click on the Windows close button (the [x] in the window decoration bar), despite changes have been made to the current blender working context.

Is it too difficult to have this checked and pop up a dialog with something like "All changes will be lost. Continue?  [Yes] [No]"?

Also, when Blender crashes, catching signals allows the software to at least try to make an emergency save of the current blender working context, which can be loaded next time.

These kind of actions are common in most software that I use on my Fedora Linux system. I'm surprised that a mature package as blender does not do this. Does it have a specific reason?

R.L.


texts: How to texture a huge number of meshes in one uv?

texts: I'm making a car model for a game with interactable interior, so i have all buttons, pedals and other moveble objects as separate objects. How could i wrap them all into one UV map to texture them later?


texts: I can see preview but get a blank render

texts:
I have been trying to render an animation of a spaceship, but no matter what I do it comes up like this:

But I see this in the camera:

I was wondering if anybody could help, thanks in advance.


texts: How do I calculate how far an object has travelled in a specific time?

texts:
I can't find any reference to calculate an object travelled distance along a time range. I think it could be done by using Matrix difference from frame to frame.  I need distance travelled on each frame. I am expecting a cumulative value for each frame.

Any ideas?


texts:
I seem to be having some trouble getting the look I need from DOF. Below is a render I did with DOF enabled:

At first, everything looks fine, but, the corners of the glass box is also blurring, which is not what I want. I only need the background objects to be blurred. So then I looked for other ways of doing this. I settled with using the Depth pass and Defocus node. This is the result:

So great, the glass box is in focus and the background blurred. The problem now is that objects behind the glass box, like the objects in the background, isn’t blurred when looking at them through the glass box, which isn’t surprising considering how depth maps work,
So my question is, is there a way to use the Depth map with the other passes like glossy to get the result I want?
Here is my blend file
help.blend
Using Blender 2.91.2
Any help would be greatly appreciated.
Thanks all
(Please note, this is a cross post from Blender Artist)


texts: Change color of face of object in edit mode?

texts: I have searched but as of yet have not found an answer. Does anyone know how to color a face of an object while in Edit Mode?


texts: The above is the part of my mesh(done by Dyntopo in sculpting) and I'm having a real hard time unwrapping it. I tried the add-on(Downloaded somewhere, not inside blender) that helps UV mapping in squares but that lags hard and it ended up as a linear single line UV. I spent 10 minutes just for adding three seems to the mesh and it's too backbreaking. Help pls :C


texts: How to efficiently flip and copy a part?

texts:
I'm trying to make a tank and after I finish one of the catapillar treads, complete with all the wheels, I need to mirror it for the other side. What I'm planning to do is set the origin to the middle of the tank and use the mirror modifier to make the other copy. But I think it's an awful lot of trouble to set all the origins and give modifiers to each wheel. And if I want to animate it, I'll have to set the origins back.

Is there a better way to do this, maybe without the mirror modifier?


texts:
I am attempting to make a simple rig. Whenever I try to bend any body parts, particularly the arms and legs, however, they leave an odd gap where they are bent

I need the arm to bend in a smooth way like in the picture below, does anyone know how?

I have attempted to change the weight painting, and I have tried searching through forums, but I have been unable to find any solution to this problem yet.

Blend file


texts: using blender, how to add armature to svg image object

texts: I have 2d image of a person and converted the same into svg image, uploaded the file into blender and tried to add armature to it but somehow i could not find any relavant controls to bind armature to human shape(svg). How do I do this?


texts: Why aren't these objects rotating? Physics question

texts:
Here is the project: https://www.dropbox.com/s/e3k8811psg7dkq1/PackingPeanuts%202.blend?dl=0 2
I've added some forces on rigid bodies - they are shaking about but not rotating. Does anyone know why?
Thanks


texts: Cycles spotlight creates fireflies on glass and glossy materials

texts:
Its about spot light lamps in combination with Cycles Glossy and Glas Shaders. In this post i only make use of unchanged shaders "Glossy BSDF" and "Glass BSDF" from cycles.

The blend file is here: http://pasteall.org/blend/index.php?id=47499

And what i am trying to do is a simple Cycles setup using a camera, a flat cube and a spot light:

The Spotlight has Strength 300 with a spot shape size of 20 degree
The cube material uses Glass BSDF (Beckmann) with roughness 0.1 and IOR 1.45
The camera looks straight downwards
All items are aligned on the Z axis

This is the render result with 128 samples after about 15 seconds:

Now i want to get rid of the fireflies. I followed the recommendation to use more samples. I increased the number of samples from 128 to 1024 which created this image:

The downside here is that now the image renders in 2 minutes and actually the spot is not so much "spotty" but more "cloudy"

In the next experiment i increased the spot Strength from 300 to 1000 and now the flies are back:

Someone told me that increasing the lamp size will fix it. So i increased the lamp size from 0.2 to 1.0 and the flies are gone but the spot is again cloudy.

Ok, lets make a break here. Actually i am not even interested in the reflection on the glas surface (for now). I rather want to get the spot light passing the glass and travel further down to another flat cube that uses a glossy material (a mirror actually).

I change the setup a bit as follows:

So i now expect to see the reflection of the light spot on the lower plane, and indeed the spot is there, on the left side i see the reflection from the glas and on the right side i see the reflection from the lower plane (the mirror:

but ... fireflies are back :( Now i need some help out of this :) thanks for any hint!


texts:
When I edit a keyframe the whole armature gets warped. This image below shows an armature that's unparented from its path curve. It looks pretty nice so I save it to keyframe 13 by pressing "i".

But when I scrub the dope sheet cursor away I get a warped image, even when I move the cursor back to keyframe 13. Please help me if you can.... I feel so lost after having studied this software for months.

I should say that the fixes I made were to align the eyeballs, teeth and hair with the head because they got disconnected somehow when I was making a walk cycle. I believe I have to do this for each key frame. The armature I'm working with had bones askew from the moment I imported it into my project. That's another problem. I can't even see the bones, just lines and circles that act as bones.

Through trial and error I pressed "shift" + "Ctrl" + "alt" + "C" together and I selected "origin to geometry". That got all the bone stick and circle thingies central to their respective body parts. But when I alter the sticks that control the eyes, nothing happens. They got disconnected from the armature. Funny thing is the eyes, teeth and hair are disconnected because when the armature tilts to and fro during the walk cycle they stay in the same place.

I now see that if I will correct this problem I will have to control the eyes, teeth and hair through their respective stick thingies and not by directly moving those parts through the mesh as I have tried in the beginning.

An update here.... the blue, concave band should move the teeth but when I move the gizmo the teeth don't move. Maybe I have to connect this band to the teeth somehow.

I clicked on the hair and and shift right clicked on the halo that should control it. Then I hit control P and selected the "Set Parent to object
(keep transform) option. I then moved the hair indirectly by moving the halo and saved the keyframe by pressing "i". When I moved the cursor in the action container and put it back on that keyframe I got the same whacked out result.

You can see I'm doing my best, but any help from anyone would be greatly appreciated.