texts: How to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?

texts:
I'm sure we're all familiar with the Cycles normal bug (aka terminator bug) that causes bad shading on sharp edges when smooth shading is set. The normal fixes to this are to use higher levels of subsurf (which lessens but does not remove the problem), or the Edge Split modifier which solves it by splitting the sharp edge.

I want to use the new Pointiness attribute in Cycles materials. However, it doesn't work on areas that are Edge Split, because the edge is now technically open. If I turn off edge split, then it works, but I'm hit with shading glitches again.

What can I do that would let me use pointiness and edge split (somehow get the pointiness data before the edge split is applied?) or counter the shading glitches in some way other than edge split?


texts:
I am making a 2D platformer. I parented the camera to the player so that the camera follows the player.
However, whenever the player jumps, the camera also jumps.

How can I get the camera to not jump with the player?
Can I lock camera's Y position?


texts: Light passing through paper layers. How?

texts:
I'm trying to simulate some layers of paper being backlit so they create an effect similar to this:

This image I made in 3Ds Max using the 2sidedMaterial from Vray, but I'm migrating to Blender, and was wondering if there is any way to achieve this effect.

I want the light to go through all layers, losing intensity.

I'm trying to use Translucency with Diffuse, but the light seems to stop on the first layer of paper, and the rest seems to be just light bounced on the material.

If I try to use Transparent Material, the paper becomes very transparent and I can see the previous layers, creating a strange effect.

In short, I do not know exactly where to go to set this material up in the right way, so if anyone knows how to tell me a way, I'd be grateful!

Thanks!


texts:
After I started to make seams to work on "TEXTURE" I decided to Clear Seams and restart

Now I get this in Object Mode. How did this happen? Also when I render I get the same image as Object Mode.


texts: How to indent a cone, like a rocket engine nozzle

texts:
I'd like to indent a cone on a RCS port I am making for Kerbal Space Program, I have the model mostly but do not have the RCS nozzles indented, they are just a cone. Here is a picture if that helps:

Reference:

Scene currently:


texts:
I've been creating an add-on for Blender but discovered a problem. For my add-on, I need to be able to get drivers to update in realtime while a Modal Operator is running. Since the add-on code is very long, I've created a demonstration script given below:

import bpy

from bpy.props import (PointerProperty,
                       FloatProperty
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )

class SerialProperties(PropertyGroup):
    example_float: FloatProperty(
        name="User Input Float",
        description="Float to send to new item",
        default = 0.0
    )

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
        context.object.location.x = self.value / 100.0
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':  # Apply
            self.value = event.mouse_x
            context.scene.serialtool.example_float = event.mouse_x
            self.execute(context)
        elif event.type == 'LEFTMOUSE':  # Confirm
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            context.object.location.x = self.init_loc_x
            context.scene.serialtool.example_float = self.init_loc_x
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

class SERIAL_PT_MainPanel(Panel):
    bl_label = "Serial Panel"
    bl_idname = "SERIAL_PT_MainPanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Serial" #You can replace serial in this line with any other word you want
    #bl_context = "objectmode"

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

        layout.prop(serialtool, "example_float")
        layout.operator("object.modal_operator")

classes = ( #list all your classes here so you don't have to register them individually later
    ModalOperator,
    SerialProperties,
    SERIAL_PT_MainPanel, #Order matters here
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Scene.serialtool = PointerProperty(type=SerialProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.serialtool

# test call
#bpy.ops.object.modal_operator('INVOKE_DEFAULT')
if __name__ == "__main__":
    register()

For this demo, I'm using the custom property created by the script as the variable in a Driver used to drive the y Location of the Default cube in the default Blend file. However, the driver doesn't update correctly when the Modal Operator is running, as seen in the picture below:

As seen, the driven property (which for the demo is the y location of the cube) doesn't update at all, despite the driving property (the custom property created by the add-on) changing correctly. It stays at the same value it was before the Operator was run. I have no idea why this would be. When the custom property is changed manually (meaning through direct user input to the property itself), the driver functions normally. So the question: Why isn't the Modal Operator Updating the Driver?


texts: How can I obtain similar black plastic color

texts:
Can you tell me, how can I obtain a similar black plastic color?
Thank you


texts:
Edit: This post is not a duplicate to this question as I am using Blender Render, and not Cycles Render. Blender Render and Cycles seem to have very different options and work very differently. The answers to the the question this post may be a possible duplicate of do not help in Blender Render, only in Cycles.

Edit 2: Here's a link to a file with a letter, floor plane, camera, and lamp.

Nearly all my shadows in my render appear noisy/grainy, and I can't find anything that will fix it. I would like to note that I am using Blender Render and not Cycles Render. I've tried making the shadow samples for the lamp (which is a Spot lamp, although the lamp type doesn't seem to change anything) very high, but this did nothing. I've also tried turning up the soft size, using Constant QMC, toggling mipmaps, changing to Buffer Shadow instead of Ray Trace Shadow, and turning on/off World light settings. All of these either did nothing, or made the issue worse. I'm still a little amateur with Blender, so any and all help is appreciated! Thank you!

Also, here is some images. As seen in this first image, the un-rendered version, the shadows are completely fine.

In this image, which is a part of the rendered version, you can see that that the shadows are noisy.


texts: How to scale the rendered image in composition?

texts: In order to get rid of noise, I'm rendering using 200% for render Resolution, 512 Render Samples, so I can decrease the size later in Photoshop by 50%, to make anti-aliasing, my question is: Is there a way to do that in Composite, so the final image will be scaled and anti-aliased?


texts: Problems while import/export of a .OBJ file

texts: When we developed a basic model of the building and exported it to MAX in .OBJ format, the file forming new meshes connecting the original objects. When the mesh is deleted in MAX, the parts of the Objects are also deleted along with the mesh.


texts: Exporting a fbx file into Blender and adding texture turning black

texts:
I am an absolute beginner in blender So i suspect I am missing something "obvious".  i create a simple cylinder in blender by

1) Mesh -> add cylinder

2) Add modifier -> solidify.

3) I have optionally gone into edit mode to recompute normals, recalculate outside/inside,  or performed UV unwrap.

After that i save as fbx file or just .blend file and import to unity. Thereafter, i want to add a shader/texture onto it by selecting an image and dropping it on top of the cylinder. It turns black. If i just create a red color material and drop that, it turns red.. but if i drop an image directly or by creating a shader  it turns black. For the life of me, i cannot figure out why that is happening.

I have seen some threads on baking texture in blender first, but for my purpose i need to do that in blender directly. I will appreciate any input on this.

my blender file: (https://blend-exchange.giantcowfilms.com/b/2215/)


texts: I have this mesh which is supposed to be edge of the roof of the building, I have marked seams like shown in the picture but the textures are appearing streched I don't know why I have applied scale and rotation, I have also tried cube projection, cylinder projection and smart uv unwrap but nothing seems to work


texts: How to only show the faces of an object based on relation to another object

texts:
I'd like to only show the faces of an object that another object can "see". So far I've been able to achieve this by putting a bounding box around the object I wan't to be partially seen and clipping it. Then having the bounding box offset a bit based on the position of my "Seeing" object.
This approach resulted in the following:

What I came up with sorta works but I want to achieve is something that hides the faces instead of doing a hard mask on it which makes it looks like it's been sliced through.
Desired effect

------ Update -------
Based on feedback from @ZargulTheWizard (thank you!) I was able to make some progress but still am not quite there.
Object into Alpha succeeded in revealing part of the object based on the cones position but 1) had a hard mask instead of hiding faces 2) would only reveal in one direction - the goal is to always have the side facing the cone be visible

Normal into Alpha gave me the visual effect I was hoping for in hiding entire faces instead of across them but does not react at all to the cone's being position.


texts:
is there a way to permanently show me what the edge border is?
In Meshmixer it's a blue color, in Softimage its turquoise.
It would be extremly helpful to discover doubled vertices, open meshes, wrong extrudes, or edges who got created by pressing 'F' instead of 'J'.
It always helped me a lot in modeling.

As an extra it would be helpful if I could select the whole edge with one double click like in Meshmixer (even if Meshmixer only works with polys).
Alt-Click doesn't always work and I just had a big 3D scan, which I cutted. I had to drive along the edge and CTRL+Click some times also worked.
I still have the feeling that this could be a helpful feature with not too much programming involved if step 1 is already there.


texts: How to develop a VSE file format importer for DNG + CR2 image files?

texts:
This question isn't about the usual workflow (batch convert to a readable format).
Instead I'm looking for a solution to import DNG + CR2 RAW files directly into blender (without decoding/converting the files again).

Reason: Saving Time and Resources.

Why: Because we all have better things to do besides batching conversions :)

Update: @Sambler : How do you compile blender? With make or make full? Somehow mine can't display the dng-raw. I always get a blank/transparent preview with in a thumbnail resolution (256x). Please read further down below the last comments for more details. Many thanks in advance.


texts: Blender 2.8 Multiple object follow path animation

texts:
Hello i tried to make an animation where a multiple object array with equal spacing offset completing a loop.

Something like this https://www.youtube.com/watch?v=rlzcxUanU3o but in blender 2.8

most tutorial i found were kinda old and didnt help anymore

or is there a any addon can be used for this kind of anymation


texts: I've somehow got rid of my navigation bar so that it no longer appears in layout mode, which is a pain

texts:
I've had this happen a few times, and I can't work out what I've pressed. Now any time I want to use the navigation bar I have to switch over to a different workspace (I think I mean navigation bar: it might also be called the "properties bar"? It's where you go to do stuff like turn down the intensity of your light).
Does anyone have an idea what I might've done?
Thanks in advance, I'm really new to Blender and I couldn't find anyone having the same problem.


texts:
My problem is that when im trying to create a circle on a surface with loop tools' circle tool i end up with tis deformation.

To create the circle i subdivide the surface, delete the inner faces that i dont need and select the loop thats going to be my circle. Then i hit the circle tool and the deformation appears. If i create a seperate object no matter the "scales" or any transformation i apply to it the prosess above will be successfull. Clearly i am missing something but i cant find it. Thanks for your time.

ps. im relatively new to blender so anything at all would help


texts: Why isn't my animation moving when played?

texts:
I keyframed the propeller so that, every 5 frames, it spins around the local x 360º. However, when I play the animation, nothing moves at all. I'm starting at frame 0, so I'm not sure why it isn't working.

Before I parented the propeller to the fuselage, the propeller would spin, but on the global axis instead of the local axis. I read that the problem could be solved by simply parenting the prop to the fuselage, so that's exactly what I did.

EDIT: I figured out that it wasn't moving since it just thinks it has to get to the point at which it has revolved completely, so it just doesn't move. This creates another question: how do I make it so that the object does exactly what it's supposed to between keyframes, instead of just aiming for the end result?


texts: How do I select all vertices in edit mode?

texts: What's the tool I need to use to select all vertices? I'm making a horn, and need to select all vertices in the Bezier curves to then put a cylinder around them.


texts: How to make a shadless material that would allow shadows?

texts:
I've been successful to achieve shade less material in Blender by following set up:

but is there any way we can allow these materials to cast shadows? Thanks.


texts:
I did the following to achieve an UI for taking in path file

bpy.types.Scene.skeletonImporter = bpy.props.StringProperty(name="Import skeleton.xml path", default = "", description="Import which skeleton.xml file?", subtype = 'FILE_PATH')
bpy.types.Scene.meshImporter = bpy.props.StringProperty(name="Import .mesh path", default = "", description="Import which .mesh file?", subtype = 'FILE_PATH')

which give me this relative path when I try and open a file.

However, I wish to take in the absolute path for my files. How do I go about doing that?

There's no subtype called ABS_FILE_PATH (which would be useful in my situation).


texts: How to create a most basic texture on an object?

texts:
Can someone please tell me how to create a simple wood texture on the starting cube in Blender 2.8. Every tutorial I can find is linking complicated nodes together or import and mapping jpgs onto meshes.

I've tried going to the texture tab - + - type:wood - set rendering mode to rendered in eevee but its still just a grey cube with no pattern.

How do I make my cube have a texture?


texts: Why is my footage smearing out towards the border on rendering an image?

texts:
Dumb question - tracking footage, having border smear problems...
So, just tracking some of my own footage for the first time and as I'm approaching my first test renders, I've encountered some weirdness with the boarders of the image - smearing in previews, transparency in render. Obviously, this is not my intended result!

The footage is from an iPhone 4, resolution 1280x738 w/display resolution of 1280x720.

I've a horrible feeling I've set my proxies up wrongly - and that I should immediately know what the problem is here... but I cannot remember the solution! Can anybody jog my memory?

Maaaan, I'm feeling stupid...

--Rev


texts: How to clip Background Sky Texture to above Horizon

texts:
As the title says, I'm looking for a way to clip a Sky Texture Background to above the Horizon only, anything below it should be black.
I tried using the clip function of the mapping node but the result is something else. I also tried combining the sky texture with an rgb node with a mix shader and using the mapping node as Fac but didnt find a solution.
Please show me a working node setup.


texts: Is there any way to prevent lights in linked files from behaving very differently?

texts:
This is a light setup to imitate sun coming in through beams in a large space. In the working file there is a lot more going on but this is enough to talk about the issue. I don't think the particular light setup is the issue, but just in case, I'm including it. The file is attached.

This is how that light setup looks if you link the collection everything is in to a new file.

Now, I had hoped to link in a bunch of buildings into a much larger scene, so that it is easier to make changes to individual buildings and to use them in other ways. Does this mean that can't work? Is there a way around this? Are we going to have to either append everything or build all lights in the master scene?


texts:
So i started just recently learning Blender so keep that in mind.
I'm modeling a house and in Eevee rendered mode seems like light is coming in where my two walls meet.I checked for double edges, checked the normals and could not find the error. Yes my walls and floor are different objects and stacked on top of each other by eye but that could be the problem only for the bottom light intrusion. Ill add pictures so you better understand.

Any help welcome AF! Thank you!


texts: Replace Every instances of an object by a 2.79duppligroup / 2.8CollectionInstance?doing this trough python?

texts:
hello i want to replace every instances of my asset with a 2.79duppligroup / 2.8CollectionInstance, with the same roientation and scale but i found no way to do this !? ctrl L dont work, = am i missing something ?

if there is actually no way to do this trough blender, could someone teach me a line of code that can help me resolve my problem ?

thank you


texts:
example: animation nodes addon; creates a new window so that you can edit your animations (or whatever they're called) in called the animtation node editor.
does anyone know how I can make my own window/area (if you dont know what i mean, examples of window/areas: 3d view, shader editor, geometry nodes etc)


texts: How to setup a simple scene using Python in BGE?

texts:
I am trying to set up a scene using Python in BGE, there may be a simple way to do it. It is easier for me to explain the problem I have with a very simple Blender session:

Start with a new Blender session, delete the default cube. Add a plane as a floor, and attach an Always sensor to it, and connect the sensor to a Python controller running the following script (3 lines only)

import bpy

bpy.ops.mesh.primitive_cube_add(location=(0, 0, 5))
bpy.context.selected_objects[0].game.physics_type = 'RIGID_BODY'

When I press P to run in the Blender Game mode, I can't see the cube created.
When I press Esc, I can see a new cube was created.
When I press P again, I can see the original cube fall down and rest on the floor.
When I press Esc again, I can see the original cube goes back to the original position, and another new cube was created at that same spot.

It is easy to modify the code so only one cube is created even if I run the script multiple times.  I can also solve the problem easily as follows:
Forget the sensor/controller, just run the script to setup the cube manually before BGE, and then play the game to see the cube falling onto the floor. But I don't like to have to run extra code to setup the scene.

What I have here is a very simple scene. My question is how to, in general, use Python to setup a scene at the start up of BGE?

Based on what I see, it seems that BGE execute the Python code at exit (when I press ESC to quit).  How can I make sure the code is executed at the beginning (when I press P).


texts: Why is my animation performing weird rotation from one frame to another?

texts:
I have my armature working great on my mesh and I am performing some animations using keyframes(LocRotPos)

for some reason I don't understand there is a weird rotation going on for some bones between one keyframe to another.

I recorded a video with this issue:
enter link description here

if someone can give any directions I would appreciate it.


texts:
I have an image with an alpha channel that I am using for a texture.  Right now I just use its alpha channel (that's the only thing checked in the influence panel).

I'd like to give it a "halo"/border.  Consider the following image where I take the outline of japan (from http://en.wikipedia.org/wiki/Template:Japan_football_clubs_map_2011), and give it a black border (this uses an intermediate image from the compositor of a separate scene, very awkward):

My first instinct is to create a second plane underneath with a second version of the texture where I dilate (add pixels around the edge, ⟏ for those of you familiar with Image Algebra) the alpha channel for a dark material.  Unfortunately, I can't seem to find a node which performs dilation in the texture Node Editor.

I welcome suggestions of how to achieve this effect using blender.  (I am using BI, but if you want to answer with a screenshot of a node setup for Cycles I won't complain).


texts:
(This question is coming from geospatial background and not a 3D modeling background, so I may have some terms mixed up)

I am using the BlenderGIS add-in ( https://github.com/domlysz/BlenderGIS ) to easily add geospatial data to Blender. Primarily I am using it to combine elevation and aerial photos to create scenes similar to what you see in Google Earth.  The aerial imagery is "draped" onto the surface. Basically a pixel of the 2D imagery is shown on the 3D point of the 3D surface, from a straight down perspective. This results in photorealistic view of the terrain at "airplane window" scales. The technique works great except for areas with extreme topography such as sheer cliffs. With cliffs, the result is unnatural streaks.

To counter this I would like to figure out how to "drape" a surface photo onto the side of the surface, and then blend it with with the top-down aerial photo. I'm fine with breaking up a photo into reasonable parts to get it done. I just need to know how to designate the area that each photo part should be "draped" to the surface.

Illustration:

This is the result of draping the aerial photo onto the elevation surface, note the streaking.

This is the a surface photo from nearby the above scene. How can I drape this photo on the Blender surface so that the sheer cliff is shown more realistically without the streaks?


texts: My object is too transparent, how to fix it?

texts:
I'm following this tutorial here: https://www.youtube.com/watch?v=gF6qkByl-_M and around 29:25, he copies his material nodes from the grass to his leaves and mine turned out to be too transparent.

Here are my nodes for the grass:

If you need anymore information here's my .blend file:


texts:
For some reason, the render of my current projects fails after rendering 5-10 frames. I am using cycles, have tried experimental and supported. I have tried many variations of sample size at 256x256 tiles and cannot find anything specific in my scene that would be causing this issue...
I have rendered on Optix with an rtx2070.
I have also tried CUDA with 2070 and 1060 checked.
I am attaching the .blend file below if anyone can please help.
https://drive.google.com/file/d/1cg6OjQ5zyL_Ox7_6my0Z0iRgTUfqJqkb/view?usp=sharing


texts: What is the correct way to export meshes and rigs from blender to unreal engine 4.25.4?

texts:
I have been playing around with character models, trying to import them into unreal. I have read that unreal works in centimeters while Blender does it in meters so i changed the scale to 0.01 in the scene configuration:

I have used the measuring tool in the model and it displays 1.8~ meters (180~ meters if i restore the scale configuration).

After exporting the .fbx file and  importing it to unreal it is too small, about 1.2 centimeter.
What could be happening? Something change in the last version of unreal and now it works on other units?


texts: How to toggle the transparency view on edge selected mode in Blender 2.80?

texts:
The edge selection lines/outlines are partially obscuring part of the mesh I'm working on, so I would like to be able to make these lines more transparent as to more easily see what I'm working on without zooming in excessively.
(I'm using 2.8 beta)


texts:
What does the force field flow setting do? How is it typically used?

Please provide examples.


texts: I'm doing just a basic setup using an environment node with an hdr file and a object but when I render its still in the panoramic view and it seems the background isn't rendering aswell what can be the issue.


texts: Blender Downloads and the information required to

texts: Where can I download a copy of the 'free' (and I use that word loosely in relation to Blender) Blender program without having to give my inside leg measurements, or signing up for a daily collection of spam emails? I don't want the world and everyone else to help me with a few 3d models that I want to use myself. I don't want to receive a 'you may be interested in this...' offer of add-ons or plans for a house, of horse. I just want the program because Daz3D says that I 'HAVE' to use this program. I even have to give my email address so that I can read any answers to this question, presumably because I'm too stupid to re-visit these pages knowing that someone has answered. Oh and my inside leg is 32".


texts: How to add driver to dimensions of an object?

texts:
I only know how to use the "easy" drivers, that is, you right-click on some input field and select "Add driver" and a little window pops up and you can, for example, define a variable and add the mathematical expression using that variable that will produce the final value for the field.
If I right-click on any of an object's "Scale" fields, for example, the "Add driver" option shows up among many other possible actions. But if I right-click on any of the object's "Dimensions" fields, "Add driver" doesn't show up. In fact, a completely different set of actions (from the "Scale" fields) shows up.
The idea is to make the dimensions of one object change depending on another object's Z position.
The way I "solved" this is by adding the driver to the "Scale" fields, adding a "/10" to the final value so the final dimensions of the object in meters are OK.
But why can't you add a driver to "Dimensions"? Why are the "Scale" and "Dimensions" values of an object considered so differently by Blender? Aren't the both just numerical data that define the object's size?
Thanks


texts:
I've got a very large model. I can see it fine in object view, but it keeps coming up blank when I try to render it. Here it is in 3D view (through the camera):

...and here it is after it's rendered:

Everything's enabled in outliner, and all of the layers are checked for rendering under Properties/Render Layers.

I feel like I'm missing something obvious, but I'm at a loss. Any suggestions?


texts: Origin to 3D cursor not working for one mesh

texts: Following the tutorial, at 16:55 I select the "frets" and I do "set origin to 3D cursor", but the origin stay in place and don't move. After a lot of search, I can't figure what is wrong. Can you help me ?


texts: Why is my World shader with a gradient in 2.8 only showing some of the colours in my colour ramp?

texts:
I would like to set the 'world' shader to a gradient, which should be one colour at the nadir, another colour at the zenith, and other colours in between, using a ColorRamp node.
There is an answer here, but it's for an older version of Blender and doesn't seem to behave quite as described in 2.8. I do get a gradient, but no matter how much I fiddle with it, I can't seem to get it to cover the whole range of the ColorRamp.
There are also various answers covering how to get a gradient across the window, but that's not what I want. I'm aiming for more of a sky dome sort of effect.
This is my current set-up, which isn't quite working - it seems to be correct in the upper half of the sky, but the lower half is a uniform yellow-green.


texts: Can you find lost Nodes in the Node Editor?

texts:
Just for fun I moved the Nodes in the Compositing tab by a freaking high x-Value and y-Value and in two Groups. Now I can't recover it!

When I press A (to select everything) and then G X It shows that their value is infinite. I tried using the three auto recovers that Blender always makes in hopes of it being an older version so I can restore it. No success..

I tried to move it back with the negative value that I originally set, but I cant figure out the value (And it doesn't seem to move when I press S to see their position! [An arrow points at the Nodes]!

I tried copy pasting, I tried to turn it into to a group, but you cant put Render Layer0. I tried to press Ctrl+F to find specific Nodes. I tried to press the . on the Numpad to go there but Blender always crashed, just like with the Ctrl+F thingy.

Now I cant access to my nodes in the Node Editor again, I cant change them etc. I just need to connect the last node to the "Composite" Node and then everything is done. The Only thing I know is that the Mix Node has 2 Keyframes at the beginning of the Animation, so it's the so called "fade". I also tried selecting everything and then pressing F, but then a whitescreen just appears.

Does anybody know how I can set the Location of them to 0 or how I can connect the last node to the Composite node?? Please, you would tremendously help me, because I do not want to reexperience the hours of work that I put into this!

EDIT: I don't know how to program in Python, so please if someone can, help would greatly be appreciated!

And before you try, make sure to press A so everything is selected!

The file: http://www.mediafire.com/file/pcw2gcdcufpd9qv/Template+by+Khovinc+and+Torulus.blend


texts:
I have a mesh (like a city mesh) referenced to the origin (X=0,Y=0,Z=0) and i'd like to select all vertices with value Z=237 (i'd say to the computer) and X=129 (i'd say to the computer) Y=any, for example (is like select the thirds floor from all buildings). How could i do that.
PD: Or edges , or faces, or from several objects


texts: The texure of the rendered model looks different than in the viewport

texts:
In my model, I I textured everything and it looks great

But when I render it, it looks like this

(I cleared all the other materials to see if that would fix)

The roof texture looks really weird now and I would like to know if there was some way to make the texture version show instead of the material version?


texts: Convert bump node back into its input texture?

texts:
Let's say I have a Bump node with a greyscale texture going into its Height input. The node outputs a Normal socket, which you then usually plug into your shader node.

Is there any conversion I can do to the vector coming out of the Bump Nodes normal socket that would give me the input texture again?


texts: Does an .obj file exported from Blender contain a texture?

texts: I searched online for the question about whether an .obj file contains a   texture. Some people said that we can extract textures from the .obj file, some said that the .obj file only stores geometry data and does not keep any materials and textures. Some online tutorials said "Export the model together with the texture into the obj file". When I study the example from three.js, the script takes the texture file and the obj file separately. So, it is so confusing as to whether the .obj file exported from Blender contains a texture.


texts: How would i go about retopology for this object?

texts:
I am a blender newbie and have modeled and sculpted this tombstone with a cool symbol and some cracks on it but somewhere along the line it made the whole mesh made of tris...

I'm assuming that this is a problem for retopology so, how do I fix it and then how should I do the retopology? Thanks for your time.


texts: Is there a way to insert keyframes for a group of frames using python?

texts:
I have an object that has a location driver, so the location of this object is constantly changing. I want to keyframe its motion throughout a range of frames, with each frame being a keyframe (essentially creating an fcurve). The method I have been using in python is going frame by frame and inserting a keyframe each frame.

import bpy
from bpy import *

bpy.context.scene.frame_current = 0
i = 0

for i in range(0,1900):
    bpy.ops.anim.keyframe_insert_menu(type='Location', confirm_success=False, always_prompt=False)
    bpy.context.scene.frame_current = bpy.context.scene.frame_current + 1
    i += 1

Is there an easier way to keyframe a group of frames via python instead of going frame by frame? The more objects added, and a bigger range of frames means blender getting slower over time to add keyframes one by one, so this method can take many hours depending on how many different objects I have involved.


texts:
I just made a spaceship scene where I set just one light (sun) from behind the spaceship as shown

but when I render it, it seems as if there are other lights in the scene as well, which isn't the case. The whole scene lights up

How do I alter the settings so as to achieve the above results in a render?


texts:
I've got a pretty complicated node tree which isn't behaving exactly as I'd like. I'm pretty sure I've made some mistakes in my math nodes..

I'm interested in the output values of the math nodes. The best solution I've currently got is hooking the up to a color ramp, an emission shader, and rendering them on something.

Question: Is it possible to query the output value of math nodes, directly in the node editor? It'd be great to not have to render and deduce the values by their color.


texts: Displacement modifier - auto reload image texture

texts:
I'm paiting my displacement texture, and I have to click any option on the modifier or change mode on the right panel to refresh the actual displacement.
Is it possible to make modifier automaticly reload the texture, so I can see displacement while I'm paitning, not forcing me to reload it by hand every time I draw something?

I don't have to change anything in the image texture. I just have to for example increase strength or toggle "edit mode" in modifier.


texts: Same file, slower FPS baked data playbak in weaker computers

texts:
When playing back a fluids simulation on the 3d viewport (just the simulation. No mesh, no lightning. Just the baked data):
I get low FPS on my beefy PC, while I get better FPS count on other machines that are supposedly to be inferior.
I tested the same file on a similar pc of a friend, and the performance was way better.
What could be happening to my pc?
Thanks for your help!

Blender 2.90.1

My Pc:
FPS: 3 to 5 FPS

i9- 7940x 3.10 GHz
GeForce RTX 2080Ti
64 Ram
Samsung SSD 960 EVO 1TB

My friend's pc: 8 to 11 FPS
cpu has 14 cores, 28 threads
128 GB Ram
NVMe SSD

MacBook Pro:
FPS: 7,5 to 10 fps

2.9 6-core intel core i9
16 Ram
Radeon Pro 560x 4 GB (not available for Blender, so I guess this doesn’t play a role)
500 Gb SSD

MacMini:
FPS: 15 to 22 Fps (!!!)

3.2 6-core i7
64Gb ram


texts: How showing vertex paint in object mode blender 2.8

texts: I want to show vertex paint in object mode in blender 2.80.


texts:
I recently got blender (as i have nothing to do right now) and my cube wont show up when I start the program. It just shows a yellow dot that is in the middle of the item. This problem happens with every mesh I add in. Image below
The yellow outline of the cube only appears when i select the cube mesh. If i don't select it it just shows the yellow dot that you can see in the center of the screen.
If anyone has any idea on why this is happening and how I can fix it then please let me know.


texts:
I have two pretty complex objects that I want to merge into a single one so when I can use sculpting tools on it. Here's a picture of what I'm doing:

I want to merge the legs into the body.


texts: 3d Cursor Always auto-snapping to the selected active object / vertex / edge

texts:
I am using Blender 2.9 with Blender 2.7x hotkey preference setting (Right Click for selecting object, LMB for 3d Cursor Placement)
I know the cursor is supposed to go wherever I click with LMB, and I also know I can snap 3d Cursor with Shift+S. I also know that I can move pivot points.
The problem that I encountered is:
Normally, when we click an Object with Right Click, the 3d cursor won't auto snap to the selected object / vertices. Suddenly when I'm in my activity modelling an object with Blender, the 3d Cursor always auto-snap to the object I selected with right click. If it's an Object, it will auto snap to the Object Center, if it's a Vertex the 3d Cursor will auto snap to the Vertex, and smiliar behaviour when I select edge or face it will auto snap. If I move the 3d Cursor with LMB to somewhere else and then I RMB my object, the 3d Cursor come back auto snapping to the object I selected :(.
This behaviour is disappear when I reopen my Blend file, and I can't reproduce the Issue anymore :(.
Here is the youtube video to clarify my explanation:
https://youtu.be/0-EcQQXz_O8 (Please watch the video until the end)
The Issue is disappear when I reopen my blend file:
https://youtu.be/mQV55s_sK9U

How can I disable 3d Cursor auto snapping? Or was it a bug that I experienced?

Since the issue resolved, what was happening with the auto-snapping I described earlier (so I can prevent any further auto-snapping by incident in the future)?

Thanks!


texts: Why is my high-poly mesh bake result poor?

texts:
I'm new to baking maps in general, so I'm sorry if this is a dumb question.
I'm making some drumsticks, and I wanted them to appear used and "beat up", so I sculpted a lot of details into them. I'm trying to bake the highpoly into the lowpoly, but every time I try, the map has these vertical tears in it, and the map doesn't look good.

Am I adding too much detail? From what I understand, you have select your highpoly mesh first, then select the lowpoly - and as long as they're both in the same location in 3d space, you can bake it without issue. Is my understanding correct?
I'm new to sculpting as well, so I have no idea if how I sculpted it was good or bad. Can anyone point me in the right direction?
Cheers!
My .blend file is here. It was too large to upload normally, which makes me feel like I'm doing something wrong already, haha.
EDIT:
Here's a screenshot of my normal map (I had to zoom in a little to show the artifacting)


texts: How assign specific area image as material to object in python

texts:
My code apply image to default cube
oo  = bpy.context.scene.objects["Cube"]
oo.active_material_index = 0
bpy.ops.object.material_slot_remove({'object': oo}) #kasujemy poprzedni materiał
# tworzymy nowy materiał
mat = bpy.data.materials.new("Fajne")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
teks = mat.node_tree.nodes.new('ShaderNodeTexImage')
teks.image = bpy.data.images.load(".\\grafiki\\gr.png")
mat.node_tree.links.new(bsdf.inputs['Base Color'], teks.outputs['Color'])

oo.data.materials.append(mat)

How 'moving' my texture? i would starting at x=100, y=200 in my image and still using linear flat assign to object?
I need aplying region of my image on whole object. My object have transparent regions. How showing bottom material?


texts: So i created this displacement map based on a mesh of windows i made. The map works fine but when i try to tile it there is those separating lines on the z axis. It does that whether i use the displacement modifier of the displacement slot of a shader.


texts: Motion Tracking. What do the graphs represent and how are they useful?

texts:
After tracking things on a video clip or image sequence, I get a graph with green, red and sometimes blue lines.

What do those lines represent, and how are they useful to get more accurate tracking or a better camera solution?


texts: X access mirror modifier behaving like Z access mirror?

texts:
Something bizarre seems to be happening where applying the X access mirror modifier mirrors on the Z access and the Z access modifier flips it over the X.

You can see in the photo below that X is selected to mirror, but it's not mirroring on the X. It's flipping on the Z instead.

I tried doing these cursor fixing steps, although it seems like it might be a different problem, since it don't work.

What went wrong? How do I fix it? This is 2.8 Beta.


texts: When I start my Minecraft Animation, the FPS is drop down about 2ˇˇ3

texts:
When I'm editing my animation there is no issue with FPS, but when I press "space" to start the animation, the fps drop down very low, to about 2-3.
My specification: gtx 1650 and ryzen 5 1600, so I think this is not problem.


texts: Change image by Image Sequence in Shader Editor every nth frame

texts: I'm trying to make a video, where I'm using 40 images as an object color possibilities. But when I'm using Image Sequence, the image will change every next frame. But I would like to change each image every sixth frame. Nothing that I found here doesn't help me. Thanks for any information.


texts: When i increase the count. The shape of array is not square. The corner are getting curve shape & the shape of the mesh some have square some tilted etc.


texts: I've 3D tracked a scene and the positional tracking is amazing my model is staying exactly where it should be, but then my camera rotates, and for whatever reason instead of the model rotating it just slides sideways. I've set the y-axis, scale, floor, origin and wall and I have at least 20 trackers. What am I doing wrong?


texts:
I am having an issue with linked objects in 2.8
I have mentioned it on the developer forums but have gotten no response so I thought I would bring it here.
https://devtalk.blender.org/t/error-when-opening-classroom-blend-with-2-8rc/8377

This started a few weeks ago using the betas and not continues with the RC

In the screenshot I am trying to load the classroom.blend from the examples page on blender.org.
https://www.blender.org/download/demo-files/

Any help would be appreciated.  I don't know if this is a bug or how I should be handling duplicated objects.


texts: Particles are being applied to weight 0... instead of weight 1

texts: so I have a vertex group that I use for weight painting and I use it on the "density" slot in the particles settings, and it is applying particles to where I have weight 0 and not to weight 1


texts: Select words without indentation in text editor

texts:
Currently you can select a line with the select_line command. The problem is that you select the complete line, with the indentations.

I'd like to know how I can select only the words of the current line, to integrate it in a pie please.


texts:
I realize that what I'm asking for is something that, by nature, converges on a re-implementation of the .blend file format (or a GLTF-style exporter that precisely mirrors .blend) as it gets closer to full functionality.
I also know we could write our own. Traverse the hierarchy, extend pickle, dill, JSONEncoder, etc. Some good work has also been done recently on specifically serializing materials, and there's a couple questions about writing exporters, but I haven't found any that (1) aim to work on entire object hierarchies (including geometry data, modifiers, relationships, etc) and (2) fully preserve the data and structure for continued use in Blender.
I wonder whether any other work or tools are already out there.


texts: Can't find the "Reassign loop parameter" node in animation nodes addon

texts:
I'm using blender-2.81a with the animation nodes add-on (V2.1.6) .

The animation nodes documentation says that in order to change loop values while iterating I need to use the Reassignment Operator node but I can't seem to find it anywhere ....

https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/subprograms/loop.html#reassignment-operators

can someone please point me in the right direction ?


texts: Switched from 2.79 to 2.81 Undo command works in a weird way now, how to make it behave exactly like it used to in 2.79?

texts: From other post people suggest checking/unchecking "global undo"  in settings but that's not it. It's still doesn't work as it used to.


texts: Generated texture will sometimes appear blank

texts:
I am messing around I'm trying to create a material and I've noticed something very strange when using Generated texture coordinates. Sometimes when I assign the material to an object, the object will remain blank. Sometimes my material will appear, sometimes it doesn't, and I can't find any rhyme or reason as to why. This seems to be only happening when looking at it through Eevee, the materials (usually) show up fine in cycles.

Here is a picture showing what I mean, where I created a bunch of planes, assigned the exact same material to each of them, but some of them will randomly show as blank.

I'm a bit of a beginner at blender and I'm doing this in part because I'm trying to learn how things work. If for some reason I need to use Object or UV generation, I will, but really I am trying to understand if there is something about how I am using Generated that causes this, or if this is just a bug (which is what it seems like to me).


texts: Can We Make Blender's Island Packing More Space-Efficient When Unwrapping?

texts:
Here is the object I am working on. I have finished marking seams so I want to proceed to texturing, but this is the result when unwrapping:

That's quite a bit of empty space! It seems like blender draws an invisible box around each island and sorts them that way, but this leads to large areas of empty space, especially when dealing with complex islands. Is there any way to automatically pack them closer together without lots of manual placement afterwards?


texts: World colour is creating some fog like effect in eevee

texts:
I've been using blender internal for most of my projects. I got a project done in internal into EEVEE and the world colour created some fog like effect on the screen depicted below:

The weird thing is Im pretty sure I solved this issue when I encountered it during the beta but I cant remember how, for reference heres a similar version of the image above that I did in during the beta:

How do I get rid of this foggy effect thats most likely caused by the world background colour?


texts:
So recently I got a new computer since my old one was pretty bad and I needed an upgrade. This PC is incredibly fast and powerful but for some reason it's having trouble running Blender 2.81. I've seen other cases similar to mine but there is something unique to mine. So after I installed Blender, I launched it and the window goes white immediately. But then my MONITOR SHUTS OFF. I have no idea why and I haven't read anywhere that anyone else has encountered this, but yeah. My monitor looses signal for a few seconds and in most cases it'll come back on. When it comes back on Blender's window is still white until it eventually gives me the "Blender stopped responding" error and I have to end the process. I read another thread, trying everything that the person listed to try with none of them working until I got to the bottom when they said to place a dll file in Blender's directory. (This is the thread https://developer.blender.org/T55576 I tried all the possible solutions posted by Philipp Oeser). After putting the dll in Blender's directory, I got a new error. It now says, "A graphics card and driver with support for OpenGL 3.3 or higher is required". I was really puzzled by this because my PC is really new (it was released in November 2019 I believe) and has new components. Here are my PC specs:

CPU: AMD Ryzen 7 3700X 8-Core Processor
RAM: 16GB
GPU: AMD Radeon RX 5700 XT
OS: Windows 10 Home 64-bit

Also this is my first post here so sorry if I did something wrong.

UPDATE: I tried installing Blender 2.79 to see if it would work and it ran without a problem. I'll use it for now but I would like to know if there's a solution to this problem because I really want to be able to use Blender 2.8. Thanks for reading this long post.


texts: Animation Nodes - Replicate an object on an already replicated object

texts:
In the following example, I do have a spline replicated. Now I want to place an icosphere on all of the splines. Can't find a way of doing this.

In short I have a mesh replicated on a spline, then I want to replicate this entire system on a new instancer/replicator. In this case, a circular replicator spline.


texts: Why can't i select objects using the outliner tab?

texts:
Pressing "select objects" from the drop-down menu after right clicking on it doesn't select the objects in the 3d viewport. I'm confused because this was working yesterday and now it doesn't.

Can someone shed some light on this issue? Thanks!


texts: I've been using the new shadier in 2.79's test builds but a while ago it just stopped working. When I try to use an image the material just turns to a flat color. Any ideas as to why this is as I can see it loading properly on the side?


texts:
I'm trying to bake a procedural normal map to an image. It's a principled Bsdf material, I added an image to bake to, made it 32-bit float and non-color data. After it was baked, it shows up like this, all faceted. This makes my object look all messed up. Any ideas?
P.s. I have also included a picture of my bake settings below


texts:
i try everything in blender tutorial but always the same problem... is there any solution for this situation? when i move the left leg then right leg follow, neck move then the whole body move, move my forearm then this time again all body moves....
what i tried

apply modifier
export and import
delete blender and download again
weight painting

this is the problem

this is the model


texts: How would you create grooves in wood objects like this?

texts: I'm modeling a lot of wooden things at the moment and want to try and achieve the effect below. What methods would you use to create small notches and long grooves like this?


texts:
Is it possible to change the pivot point for selected edges/vertecies in edit mode?

My situation is as follows:

I want to extrude selected edges and scale them down a little. For this I would need the pivot point to be located in the center (approximately where the 3d cursor is).
How can I achieve this?


texts:
I'm trying to (re)learn python scripting with Blender for a project I'm working on. It's made leaps and bounds in progress since I used it last, especially with the display of API commands in the pull down window.

Unfortunately, the best documentation I can find on it is here. From playing around with the text, it seems to have the ability to select lines (right click), and to copy them (CtrlC), and nothing else.

Now, I understand it isn't meant to do much, but are there any other shortcuts or tricks for using it? Particularly copying text, selecting lines one at a time gets old pretty quick.


texts: low/med-poly topoloy for muscular male base mesh?

texts: I'm looking for examples of a low/med-poly topoloy for muscular male base mesh. Whole body (excluding head) should be ~ 20.000 - 40.000 tris. The edgeflow should enable the accentuation of the muscles of a very well trained male.


texts:
I found this misleading entry in the latest Manual (2.68):

The '7' should be '11', but as there is no way to enter a key twice, it should be G.
The 'Edges' should be 'Delete' as there is no option to Delete Edge loop in Mesh > Edges, and the Erase menu is really called the Delete Menu.

so I set about trying to find a way to have it corrected.
I worked my way through the 'maze' in blender.org only to find dead ends and outdated information!

Can anyone point me in the right direction?.


texts: How can I interpolate between two different animations?

texts:
In the NLA Editor:

See how there is a slight positional change when going from Idle to StandingAttack? Is it possible to somehow merge these two animations together so going from Idle to StandingAttack is one single, fluid motion?


texts:
Additional question to 3DSinghVFX's answer

To illustrate question - imagine this white/pink rectangles as rendered image of 6 x 3 pixels.
Here seen by Camera.

Animation Node tree (mentioned in the answer) generates a compact surface.

My question is ...
How can be pixels (reconstructed in 3D space from Depth Pass or Point Position Map as points) represented by unconnected quads orientated to Camera. To be seen by Camera as regular squares without gaps so final result is identical to original image.
In theory, since those faces aka pixels are oriented to camera they are still squares and from mentioned answer also grid is nicely even to a camera view ... So the only question here is probably how calculate size according to distance from camera.

Sidenote: Surface generated by mentioned answer is awesome, downside of that menthod are connections between front-back pixels that are empty space in real. Since there is not a way to store this kind of data in EXR, it seems to be better use pixels as separated to get similar result.

I'm also interested in version with coloured Points (spheres) scaled accordingly to Camera distance, to be seen by camera as same size.

I would appreciate if you can use the same EXR source data from original Q.
Thank you for help.


texts:
In computer vision, the transformation from 3D world coordinates to pixel coordinates is often represented by a 3x4 (3 rows by 4 cols) matrix P as detailed below. Given P I need code to return a camera in Blender.

This is the inverse of my previous question 3x4 camera matrix from blender camera

Context where this shows up

This is useful for e.g. Augmented reality where 3x4 cameras are computed from real imagery using computer vision / structure from motion algorithms which are then used in CG to render registered synthetic models. Right now I want to employ multiple real images to be used as multiview reference for detailed 3D modeling.

Some Details

An image pixel $(u,v)$ is generated from world $(x,y,z)$ coordinates through a 3x4 matrix using projective coordinates:

$$kx = PX$$

where $k$ is a constant, $x = (u,v,1)^t$, $X = (X,Y,Z,W)^t$, $P$ can be decomposed as

$$P=K[I|0] \begin{bmatrix}
R & T\\
0^\text{T} & 1
\end{bmatrix} = K[R|T]$$

and $K$ can be decomposed as

$$K=\begin{bmatrix}
\alpha_u & s & u_o\\
0 & \alpha_v & v_o\\
0 & 0 & 1
\end{bmatrix}$$

given that:

$$f=\text{focal length}$$
$$\alpha_u=\frac{f\times u\text{ pixels}}{\text{unit length}}=\frac{f}{\text{width of a pixel in world units}}$$
$$\alpha_v=\frac{f\times y\text{ pixels}}{\text{unit length}}=\frac{f}{\text{height of a pixel in world units}}$$
$$u_o=u\text{ coordinate of principle point}$$
$$v_o=v\text{ coordinate of principle point}$$
$$s_\theta=\text{skew factor}$$

I need to generate a Blender camera from this.

Preliminary Research

I could certainly detail this up further in terms of all the coordinate systems and work out the solution myself if need be, but I'm looking to reuse well-tested shared code.

Libmv conversion code from internal to blender camera: libmv/src/ui/tvr/tvr_document.h

Directly related to:
What is blender's camera projection matrix model?
3x4 camera matrix from blender camera

Other related questions:
How can I get the camera's projection matrix?,
How to find image coordinates of the rendered vertex?


texts:
I painted my model with vertex paint and am trying to use it (as and fbx) in my Unity project. So far what I have seen online is that the model should export with the vertex paint attached, but it isn't. I checked the fbx file in Microsoft's 3D viewer but it doesn't show the colors on there as well.

Here is the .blend file: http://www.mediafire.com/file/vnst7mxd36sktwp/MultiFace.blend/file


texts: Where did the UV stretch option go in 2.91?

texts: I'm trying to look for it, older 2.8 posts show its on the Display side panel but it's not there anymore, does anyone know where it is?


texts: I wonder how to make pixelated censor effect (which can be animated) in Blender (Cycles or BI). In Photoshop it's quite easy (you select the area, go to Filter-->Pixelate-->Mosaic and that's all. It's still however). I want to achieve the effect from the .gif below. It'll be useful for me if I want to present a 3d naked female model turnover animation for example and I want to censor some obvious body parts :). Do I have to achieve it in the compositor or just using material nodes? Any ideas?


texts: Has anyone figured out how to get numpy working?

texts:
I have followed a ton of so-called tutorials to get numpy working in Blender so the Animation Nodes will work without success.

Can anyone please tell us how to do this in simple laymans turms?


texts: How can i render only one object but still have the rest affecting it?

texts:
Is there any way in blender, to render only one object from this big scene but still have the rest of the objects affecting it ?

I need to change material to this small piece but i dont wanna render the rest of the scene again. (its big)


texts: How do I disconnect two points of a bezier curve?

texts:
I am fairly new to Blender and I would love some help with this problem. I modeled a bezier curve a couple of days ago, and then wanted to change it.

I know how to connect two vertices of a bezier curve by pressing F to fill it, but how unfill two vertices, such as to disconnect them?

Here are some pictures to help out with my scenario. Picture 1 shows the two vertices I want to fill. Picture 2 shows both the vertices I wish to disconnect. Thanks!

P.s. What is this red line that showed on my curve? (picture 2)


texts: 2D Stabilization with Autoscaling: Where can I read out the resulting resolution?

texts:
I am rock-solidly stabilizing a jittery movie clip and am interested to export as much from the cropped movie clip as comes out of it after Autoscaling, in whatever weird resolution that might be. (Put differently, I am not aiming for any specific output resolution, which I would scale towards in the compositor normally, before exporting)

So where or how I can read out this information? (e.g. something like 1234 x 987 px)


texts:
I'm trying to join these two cylinders together. I tried the pipe joint mesh but the diameter will not go small enough.
Equally, is there is a way to extrude the face of the top cylinder vertically downwards at an angle but that the face is level?
I am new to Blender so realise this seems very simple but any help would be appreciated!


texts: How can I manipulate the properties of a pattern as a fabric using Blender?

texts:
I have seen tutorials on creating a plane as a cloth that reacts to objects. What I would like to do is to create various patterns (such as the mesh below) and manipulate that pattern as a cloth (fold, roll, pull, etc).

How can I accomplish this using Blender (I'm not interested in creating an animation)?


texts: I just downloaded blender 2.8 from the site, i was watching a tutorial and i noticed the tutorial had things i didn't in it. Im missing a wigets bar and a transform tool. All the red circled things.


texts: Messed up user interface in wireframe/solid mode

texts:
I loaded a blend file I've been working on, and it looks like this in solid/wireframe mode.

In addition to seeing nothing in the viewport other than the weird structure with two green rectangles (which looks nothing like what I was working on, incidentally), the gizmo also seems to have gained little box symbols that weren't there before.
I'm guessing I must have hit an incorrect hot key doing another operation but I don't know what.  Selecting "restore factory defaults" doesn't help because as soon as I load the .blend file the same issue arises.  Other .blend files don't appear to be affected.
The actual models/materials/etc still seem to be there (they show if I put the editor in material preview or render preview mode, and I can still render what the camera was last looking at), but in wireframe/solid mode the viewport is basically unusable.
Additionally, whilst mesh editing seems to work fine in material/render preview mode, I can't edit curves or paths in any mode because I can't select any control points (except by doing select all).
What's happened?  Have I put the editor into some kind of unusual mode?  How do I get out of it?


texts: Disconnected (exported) mesh because of vertex paint?

texts:
I have a model that was imported from an erronous file where each triangle was disconnected from the others.
After "reconnecting" it via removing duplicate vertices and exporting (to .ply with vertex paint) I still have some disconnected pieces along the seam of a vertex paint stroke.

How do I connect these faces to the rest of the mesh?

To make it clear:
Blender has it fully connected but the exported file does not because vertices are split.

The actual problem boils down to: How do I merge the vertex color of a vertex that has differing colors in its incident faces?

Update

To avoid confusion: The mesh is fully connected inside Blender (if I select one vertex and then "select connected", all vertices/edges/faces are selected) after the "remove duplicates". However in the exported file the mesh is disconnected at the vertex paint stroke boundary.


texts: Following path cause a lose of rotation axis

texts:
I have simplified the scenario on bellow picture:

I have line Bezier Curve which I'm using as a path for camera to move along. When camera is on top, it is pointing down, and when it is coming down, I have turned it 90 degrees to see sight from the box.
But when camera is on that position you see I'm unable to rotate it using X-axis.

On the following picture I have used X-axis to rotate the camera landscape, but as you can see from the picture, it turns over the Z-axis:

When I'm using Z-axis to rotate, it does that as expected:

When the camera is on top, it rotates correctly. What I do not know on this?


texts:
I have a material that contains several procedural textures. I need to duplicate an object that has that texture applied, and then change one of the texture parameters in the duplicated object without changing the original. I need to do this with python but I can't even to it with the  UI. Because setting the Material option under 'Duplicate Data' allowed me to create a new instance of the material properties I thought selecting Textures would do the same, but apparently not.

So how do I and what does selecting 'Duplicate Data: Textures' in user preferences actually do? (I'm running 2.69)

File used to generate the screen shots below, below.
https://dl.dropboxusercontent.com/u/234662328/Limestone_1.blend


texts: Any way of not displaying white mesh border lines in 3D viewport when texture painting?

texts:
I'm painting a mesh with two materials, but I don't want to paint over the other materials, so I have the "face selection masking for painting" on.
The problem is that it shows these white mesh lines.
Is there any way to turn that off, so it's easier to see what I'm painting?

I don't remember this being a problem in 2.79


texts: How are bones & armatures connected to the rest of a model?

texts: Let's say I'm really new to Blender, and have just barely figured out what keyframes are for. Explain a Blender skeleton to me like I'm five. Do I need to use it, and how exactly does it connect to the rest of the model?


texts: Transparent PNGs don't cast shadows (in BI)

texts:
Blender 2.77 - Blender Internal

Hello, I'm trying to make a simple animation about files entering an envelope. I have some troubles with "Import Images as Planes", they don't cast transparent shadows, despite I checked "Raytrace" (or Z-transparency) on them, and "Receive transparent shadows" on the envelope's material.

Envelope material settings, PNG settings, and the result:

Here's the full project:

https://drive.google.com/open?id=0B_9DH8lxMw2bSE9hbWNPXy1DWm8

The example is frame # 397

After days and days, I still can't understand where I go wrong. Please help...


texts: How to select all keyframes between two markers with Python

texts:
I'm very new to Blender scripting, and coding in general, so any help would be appreciated.

Basically I'm trying to create a small addon to help me create smaller actions out of my larger ones by duplicating them and deleting the parts I don't need. I've been able to create a small script to set up markers where I want, but I can't seem to figure out how to select all of the keyframes within those two markers, invert that selection (ctrl + i), then and delete them.


texts: What is a shading unit and a texture mapping unit in a GPU ? and how does it affect blender?

texts:
in a graphic card spec like here for example

  The GeForce GTX 970 was a performance graphics card by NVIDIA,
  launched in September 2014. Built on the 28 nm process, and based on
  the GM204 graphics processor, in its GM204-200-A1 variant, the card
  supports DirectX 12.0. The GM204 graphics processor is a large chip
  with a die area of 398 mm² and 5,200 million transistors. Unlike the
  fully unlocked GeForce GTX 980, which uses the same GPU but has all
  2048 shaders enabled, NVIDIA has disabled some shading units on the
  GeForce GTX 970 to reach the product's target shader count. It
  features 1664 shading units, 104 texture mapping units and 56 ROPs.
  NVIDIA has placed 4,096 MB GDDR5 memory on the card, which are
  connected using a 256-bit memory interface. The GPU is operating at a
  frequency of 1050 MHz, which can be boosted up to 1178 MHz, memory is
  running at 1753 MHz.  Being a dual-slot card, the NVIDIA GeForce GTX
  970 draws power from 2x 6-pin power connectors, with power draw rated
  at 148 W maximum. Display outputs include: 1x DVI, 1x HDMI, 3x
  DisplayPort. GeForce GTX 970 is connected to the rest of the system
  using a PCI-Express 3.0 x16 interface. The card measures 267 mm in
  length, and features a dual-slot cooling solution. Its price at launch
  was 329 US Dollars.

we have some vocabulary:

-shading unit

-shaders

-texture mapping units

does thoses caracteristics have any impact inside of blender ?

like the limit of material slot we can have?

the limit the number of image texture slot we can have?

the limit the nodes we can have?

for exemple, a scene with 500 material; 3000 image textures, and a material with a node tree of thousands of nodes, is possible with a gpu, or there's some limit?


texts: How to have 2 windows display different modes in the 3D Viewport

texts:
I can open a new window and move it to the second monitor but it will only display the same editor screen as the original window.
How can I get it to show a different one e.g. layout on one and modelling on the other? I am running windows 10.
Sorry I should have said show OBJECT MODE in one and EDIT MODE in the other, when I click the mode button on one monitor the mode changes on both monitors


texts:
I'm new to Blender, and am trying to teach myself how to rig. I have a simple robot model with two arm bones and an IK bone on the hand to control the arm. The IK bone's Deform box is unchecked. I selected the "forearm" bone, then the IK bone, and selected "Inverse Kinematics." Under bone properties, I have specified that there are two bones in the chain. I think that this should make the entire arm should move (bending between the two bones, with the shoulder remaining fixed) but whenever I hold the IK bone, all I can do is rotate it alone. If I grab the upper arm, I can manipulate the entire arm, with the IK bone staying fixed (unless I pull in the other direction--the arm will come with me.) I must be doing something very simple wrong, but I can't figure out what it is.

The leg is an even bigger problem. I have two leg bones and a foot bone, with an IK bone coming off the heel. I select the foot bone first, then the IK bone, and select "inverse kinematics," which makes the two bones rotate a seemingly random amount.


texts: In editing mode, there are layers, as in the object mode?

texts: In edit mode, you can easily hide or show interfering elements. But when you switch to the object mode, they are displayed. How can they be hidden in both cases? But let them remain in the model.


texts:
I am new to blender. I am currently working with a bone and I have a solid model of it. Now I want to convert it into either a dense networked structure or a solid porous structure. Is there any tool to help me with this in this software or can anyone suggest me any other software if its not possible in this. Any help would be much appreciated.

Thanks in advance !!


texts:
So the text on Blender on 10.6 isn't showing up, pretty much at all.
I'm setting up Blender for a friend and I don't use Mac so I have no idea how to fix it and I couldn't find any fix while Googling.


texts:
In my game I have an Empty that adds my object magicfbgroup to the scene.

Magicfbgroup is a fireball I made by using several spheres with the same image texture that spin in different directions. It also has 3 planes for x,y,z in the middle that spin as well. All are at about .2 alpha to make a pretty cool fireball... I like it anyways.

I originally had an object that was made by joining several planes then using property to add/kill each plane. In the object I was using always + location to make the fireball shoot forward. This was working, but I like my new fireball wayyy better.

I couldn't make all of my spheres and planes a single object because it messes it up. Seems somethings happening in the difference between Group and Object. When I play the animation now it either goes in a pretty cool orbital loop that i may use later. As the objects are rotating in the animation they are then moving +1. So instead of spinning in place and shooting forward it goes into orbit. Or I can get it to play the animation once, then shoot forward, but the animation stops. Doing LoopStop causes the orbit.

I need the fireball to move forward and end if it collides.

I tried making a stationary sphere in the middle of my fireball and parenting the group objects to it. Still happening.

I think I have screwed up something with location/rotation some where or I need to lock the direction it can move some how and I'm just missing it.

Any ideas? This a dumb way to make a cool fire ball?


texts: Positioning sun light to get drop shadow or an object in orthographic view

texts:
I got a cube with some reflective material applied to it, behind it is a plane which has shadow catcher nodes set up. From an angle I can see the shadow behind the cube, but in orthographic camera view I cant figure out how to position the sunlight to get the drop shadow. I've attached an example how I have positioned the light. I tried various angles and positioning on the Z axis but I cant get it to appear.
thank you.


texts: How can I scale a quad by its X axis rather than my point of view?


texts:
I made two object ; one was for soft-body simulation, and another one was for mesh-deform. Set the simulation to both and made animation.
But, I rendered animation and checked it, the simulation had not worked. I can see simulation at view port correctly, but at rendering, I can't see it.
Could you tell me some idea for this problem?
Thank you for any help.


texts: Why is the subsurf modifier not creating smooth geometry?

texts:
I'm totally new to Blender. Excuse me, if my problem is dumb.

I'm trying to model something rather simple from a mesh. A handle. When I try to merge vertices of those two highlighted faces, I'm getting pretty awful result with subsurf modifier. The same thing happens, when I snap one face to another and then remove doubles. I guess the root of the problem is something simple, but can't figure it out.

And the result:


texts:
I have Rotate Around Selection selected in Interface > Preferences but although it was working as expected previously, it now does not. Specifically, the view rotates around a specific mesh vertex which seems to have a permenant orange dot on it (same with zoom too):

It happens regardless of the mesh selected.

I have tried restarting Blender and reloading the design. It does not happen in other designs.

Any help appreciated as it's very annoying!


texts: Does anyone know why the top face unwraps weird? Thanks!


texts: How can I add inputs to a file output node?

texts:
New to Blender. How to add additional inputs to the file output node?

This post doesn't explain:
How can I render all render passes to files in Cycles?


texts: installing ODS Studio sun path addon in 2.78?

texts: I tried to install the ODS Studio engineering tools (specifically sun path, which gives accurate sunlight simuation based on location and date) which worked with Blender 2.63, apparently it doesn't yet work with Blender 2.78. Any way to install? Is there a similar addon in user preferences? TIA


texts: Rendering smoke and volume object which is emitting light causes black spots

texts:
I'm creating animation with shooting gun.

I've created gun model, smoke emitter which is placed at the end of the barrel and muzzle flash - volume shader with emission.

Everything looks fine until the smoke starts to flow out the barrel cause you can see 'muzzle flash' which looks like big black spot inside, even when volume density is 0.000.

Another problem is that smoke also affects muzzle flash when volume density is 1.000 there are transparent deformations which causes holes in flashing object.

It looks like smoke is ruining everything in my animation. Because without this effect everything looks really cool.

I've tried to separate gun, smoke and flash. I can easily render each of those but rendered together causes same problem (gun with smoke - good, gun with flash - good, flash with smoke - bad, gun with flash and smoke - big fail) .

Image:

I still don't know how to fix this. Maybe it's just a bug and that's why I'm asking: Do you know how to solve this problem or maybe just how to separate layers? And why smoke and emission (even if it should be 'transparent') affects each other so much?

By the way - I'm working with Blender Render.


texts: Grease Pencil: How to get rid of "line mode"?

texts:
My Problem: I'm working normally with Grease Pencil, switching between Draw & Editmode, and edit keyframes. I do not touch any options or change any pencils.
All of a sudden going back to Drawmode, blender starts only drawing perfect lines. Already drawn stuff starts disappearing. My inputs get ignored, I can literally only draw perfect lines. When I try to go back a step, in every second try Blender crashes. I can't figure out a way to get rid of this "mode" other than starting a new project.
So let me be clear: I know there is a Line tool for grease pencil, and I explicitly don't want to draw lines, and i dont have the line tool selected. I just want to use the normal draw mode, and didn't (knowingly) change any options.
I'm using the newest version of Blender (2.83.3) & an XPEN Artist 12 Tablet + normal mouse controls.
Thanks in Advance.


texts: Problem with animating 6 objects combined into 1

texts:
I have 6 bullets and a revolver, the bullets I used CTRL+J to join them. I then animated a reloading scene. Then I wanted one of the bullets to shoot, not all 6 of them. So on frame 130, I took the 6 bullets and selected one of them and hit P+Selection so only that bullet is selectable. Then I animated it to shoot out of the gun, and then after animating it i played the animation and it shows all 6 bullets shooting out of the barrel, even though on frame 1 they are separate objects (I do not know why) and then beyond frame 130 the whole barrel shoots out..
Here is a video giving an example of my problem:

https://imgur.com/a/NgdPr

Why is it doing this and how can i fix it? Is their perhaps an addon that can fix this?


texts: I am working with a scene in which I have created multiple animation sequences for demonstrating the workings of mechanical assemblies and how they are put together. When playing back one of these sequences, I want the others to be inactive- can that be done in Blender? When you have multiple simultaneous animation sequences in a scene, can you select one of them for playback?


texts: Subtract Only Overlapping Portions of Meshes

texts:
Background

I am trying to model a very simple, two piece necklace. The "plate" is a simple mesh with roughly half of it cut away. The "text" is two letters in cursive. Ideally, the plate and the text are to be combined in a way such that the part of the plate that is filled in will have the first letter cut out of it, and the part of the plate with empty space will have the second letter floating in it.

Here are the plate and the text, side by side. .

I have been able to use Boolean Operations to extract the difference between these two meshes, satisfying the left hand hand side of the necklace (the cutout part).

However, to see the effects of the cutout, I have to either remove the text or move the text mesh away (thus revealing the cutout but moving the "l" away from its desired position).

Question

Is there a way to perform some kind of difference operation / combination of operations where the "m" would be cutout of the plate while the "l" is left in place?

Thankyou for your time and effort.


texts: What is keeping the translate arrows from working on the 3D Manipulator Tool

texts:
I can't figure out why my translate arrows are no longer working. If I use the tool bar or the hot keys I can get the rotate and scale to work as I would expect, but I can not get translate to do anything. It was working in a previous save, so I went back and compared and couldn't figure out any differences. I then proceeded with the old file and it stopped working again. Anyone have any thoughts? I tried changing the system ->selection to OpenGL Select as I found in one forum without luck. I haven't been able to get anything else to work. I've uploaded the file to my google drive if anyone would be kind enough to let me know why this super frustrating thing keeps happening. I'm assuming a setting keeps getting toggle on/off or something similar, but can't figure it out for the life of me.

https://drive.google.com/file/d/1UNvRaJPZeD5GIx_VaVf7pyUgePMDLXHg/view?usp=sharing

Thank you so much for your help,
Brendan


texts: Second material with an emission shader making the scene darker

texts:
I have a stripped-down scene with a lamp and a tv screen, each having an Emission shader, I am using Cycles renderer, Blender 2.92, Windows 10.
UPDATE 2: After making several changes to reflect the suggestions form Rich and Martynas it looks better now IMO. (Far from perfect, I admit.) While the scene is now significantly dimmer the light output is more realistic IMO, for such a small lamp and supposedly OLED, and mostly black, screen:

(There is now only a hint of purple tint on the couch from the screen, as it should be. Also the lamp is burning phosphorus no more.)
All changes made are listed in the comment under Martynas' answer.
UPDATE: After sleeping on it, now I think the Clamp of Indirect Light is the key, and I should instead fix the artifacts. (See section "What I tried.")
The file

The issue
When the tv screen is not in scene the lamp shines as expected...

...when I add the tv the whole scene actually seems dimmer. (See the shadow on the lamp base.)

The shaders
the bulb shader:

(Yes, I went with 10000; started with 1, 100, 500, but all seemed too dim.)
the screen shader:

Render settings

What I tried
I tried to play around with Clamp for Indirect light, changing it from 15 to 0. The scene actually got brighter, even too bright, but I was getting strange artifacts. (I tried to fight those by changing the Denoiser settings, but achieved nothing.)

Rendering the scene with CPU only.
Tossing out the Light Path + Mix shader from the screen material. (The hypothesis being that maybe this affects rays emitted by the bulb material.)


texts: Create a 3d model with python API using Postgis Polygon

texts:
I want to create a simple 3d structure using the coordinates of a GIS polygon(latitutes and longitudes of vertices).

For example a coordinates of a polygon would be like this:-

{"type":"Polygon","coordinates":[[[-121.332737,38.722023],[-121.332895,38.722023],[-121.332895,38.721977],[-121.332946,38.721977],[-121.332946,38.721881],[-121.332737,38.721881],[-121.332737,38.722023]]]}

I want to create a simple structure with blender API using this footprint as a base.


texts: Transparency problem with tga material/texture

texts:
I am having a problem with a material/texture not showing up transparent as it should in blender 2.69. The material is from a tga file. I have a video showing the problem here where the hair should be mostly transparent, but instead shows the default model color of gray.

It looks like it should when I right click on it, but when I select a different part of the model, it show incorrectly again.  I followed the steps in this tutorial and it got it so that it works when it is highlighted at least which is a nice, but it is still not working as can be seen when some other part is selected.

The blend file can be found here. Thank you in advance for any help that can be offered.


texts: How to limit grease pencil draw area to inside of closed curve?

texts:
Suppose I draw a closed curve with the grease pencil.
The fill tool works on this curve, so it seems to have no trouble having its inside detected.
Can I somehow constrain my grease pencil (or better, a specific material of the grease pencil) to only draw inside this curve?


texts: How can I separate faces without the edges?

texts:
So I am doing this tutorial from Cinema 4D, and I am trying to do it in Blender.

My question is: How am I supposed to separate the faces of an Icosphere from each other as shown in this tutorial? (part 1)


texts: Following an online tutorial that uses an object named "icosahedron" from Add > Mesh > Regular Solids > Archimedean > Icosahedron. This object is not available in my version of Blender (2.74). Presenter asks me to include an add-on named "Add Mesh: Regular Solids", which again is not listed in my User Preferences dialog. What can I do about it?


texts: Attempting to rotate bones to align with a nurbs path line

texts:
I have an array of head positions of bones only, and I am trying to pose a skeleton based on that only.
In pose mode you are unable to change the location of bones that are not the main bone, so I resort to calculating the rotations between connected bones. I do it like so and store the rotations in a list of the same length as the amount of bones:
#frame holds the xyz position of the bone heads.
def CalculateRotations(frame):
for i in range(0, len(joints)):
    children = arm.bones[joints[i]].children.values()
    if children:
        #Current orientation of the bone.
        vector1 = bpy.data.objects['Armature'].pose.bones[joints[i]].y_axis
        if (len(children) == 1):
            childIndex = joints.index(children[0].name)
            #A vector pointing from the head to the tail.
            vector2 = Vector(frame[childIndex]) - Vector(frame[i])
        else:
            for bone in children:
                if bone.use_connect:
                    vector2 = Vector(frame[joints.index(bone.name)]) - Vector(frame[i])

        angleInRadians = vector1.angle(vector2)
        axis = vector1.normalized().cross(vector2.normalized())
        rotations[i] = Quaternion(axis, angleInRadians)

Then I turn the rotation into a matrix and multiply it to the bones matrix:
def RotateBones():
arm = bpy.data.objects['Armature']
for joint in joints:
    rot_mat = rotations[joints.index(joint)].to_matrix().to_4x4()
    orig_loc, orig_rot, orig_scale = arm.pose.bones[joint].matrix.decompose()
    orig_loc_mat = Matrix.Translation(orig_loc)
    orig_rot_mat = orig_rot.to_matrix().to_4x4()
    orig_scale_mat = Matrix.Scale(orig_scale[0],4,(1,0,0)) * Matrix.Scale(orig_scale[1],4,(0,1,0)) * Matrix.Scale(orig_scale[2],4,(0,0,1))
    arm.pose.bones[joint].matrix = orig_loc_mat @ orig_rot_mat @ rot_mat @ orig_scale_mat

I have created spheres on each point of the head positions, and I've also added nurbs path corresponding to the 4 of the arm bones with constraints copying the local rotation of the resulting bones from the above script. The rotations on the nurbs path seem correct, as they connect the spheres, however, the bones are not rotated correctly. In the below attached picture is the resulting pose on the right, on the left are the spheres and nurbs paths, arms only, plus a bone which has the copy rotation constraint local space -> world space as well.

How would I make the bones align such that they connect the spheres? I'm not sure what I'm doing wrong here.
Edit: Added the input file. With numpy.load() you'll have a 310x17x3 ndarray, 310 frames, 17 joints, and xyz positions relative to the pelvis.
The joints are:
joints = ['Pelvis', 'Hip_R', 'Knee_R', 'Ankle_R',
          'Hip_L', 'Knee_L', 'Ankle_L', 'Spine1',
          'Neck', 'Head', 'Site', 'Shoulder_L',
          'Elbow_L', 'Wrist_L', 'Shoulder_R', 'Elbow_R', 'Wrist_R']


texts: Blender Eevee how to render Bloom effect when using transparent background

texts:
I need to render Bloom effect while using a transparent background, I need to save PNG sequence with RGBA, when I do this, the Bloom effect is being removed by the transparency since it falls outside the geometry.

This is the effect I'm after but with transparent background.

This is what I'm getting out of the box when enabling transparent.
My question is: How can I keep the Bloom effect overlay while rendering with a transparent background?


texts:
I have baked a displacement map from a high poly sclupted mesh to a uv unwraped unsubdivided version of it, however the map is completely white and adds very little or even no detail to the mesh, even if I apply more subdivisions than the original mesh. I have tried placing the modifiers in different orders and that dosnt help.
here is the mesh with displacement modifier applied, the displacement map can be seen beside it:

And here is the high poly mesh the map was baked from:


texts: How can I fix this scaling issue I have?

texts:
I'm trying to scale the cube to be the size of the house.. but this happens.
https://youtu.be/1nITnqzOprI

Is there a way to solve this?

Edit:
Scaling the X axis only deforms the cube. I'd like to make the cube the same width and length as the house.

Edit: The only way I can get what I want is if I extrude and then merge the vertices. Which is a bit longer solution.


texts: Does the compositor have a node that will let me switch between images containing alpha channels?

texts:
Maybe I am missing it but I can't find a compositor node that simply lets me switch between 2 images including the alpha channel based on a factor.

Here's a simplified setup description:

I have a background image and two overlay title images, titleA and titleB, that have alpha channels.  I want to be able to overlay either titleA or titleB over the background according to a factor.  I.e. when the factor is 0 I want titleA overlayed, when the factor is 1 I want titleB overlayed.

It is easy enough to use the Mix node to switch the non-alpha channels.  But I can't get it to switch the alpha channel.  It seems to be able to give me only either the alpha from titleA or titleB or some combo of the two.  Alpha Over doesn't seem to do this either.

Here's the simplest version of the setup I've tried.  I'm using a Value node to change the factor between 0 and 1.  Here it is with 0:

Here it is with the factor 1:

Note that the alpha channel from titleA is being used instead of from titleB.

This is the crux of the problem.  The Mix node outputs the alpha channel of only one of the inputs here.  It doesn't switch them like the image.

Also, note that in my real project I have a cascade of titles that I sequence using a Time node and Math(Greater Than) nodes.

I do have a workaround for this where I create a parallel set of Mix nodes just for the alpha channels.  That works.  But as I need to do a much more elaborate version of this with time curves, etc., I don't really want to have to maintain duplicate networks for alpha channels.


texts: How do I render just one frame of a smoke animation using Blender Python API

texts:
I have a smoke animation that is 50 frames long and I want to render only the last frame as an image.

I tried:

bpy.context.scene.frame_set(50)
bpy.ops.render.render(write_still=True)

But this doesn't render the fiftieth frame of the animation properly. The smoke animation doesn't update to what it should look like at frame 50 and instead stays at its frame 0 state


texts: How do I render only part of an image via the command line?

texts:
I know that it is possible to render from the command line:

https://docs.blender.org/manual/en/dev/render/workflows/command_line.html

I'm tring to make it possible to render a single image on multiple PCs via the sun grid engine. So I want to split the renders up into tiles, so that every pc can render one tile.

The sun grid engine only works via the command line. Is it possible to specify ony a part of the image that should be rendered by the command line? Can I somehow set the render border before rendering?

Maybe someone has another idea of how to do this?


texts: Blender 2.79 Adding Propeller to plane and moving whole object

texts: I created an airplane, added a propeller, It is connected but not joined. I want it to spin and move together with the plane. Appreciate any feedback. Thanks


texts: How to transform an 2D sketch into an 3D object with other texture in an animation?

texts:
The title describes my project really good. I‘ve seen this kind of transformation in an artist film from Erin Sarofsky(youtube.com/watch?v=WWBMd1OvVx4).
I‘ve already seen similar ways in internet, but no one that change this grey pencil texture from a sketch to an realistic texture, or look like transforming to 3D in an realistic way.

Thank You!


texts: How can I cut holes using a Voronoi texture?

texts: Is it possible to create this picture with the voronoi texture node?


texts: Faster Process suggestions for Interior Renders

texts:
I'd love to get pointed in the right direction on this. I need to make some interior renders for a project at work, but my process has always involved unwrapping and then texturing. But it'll be 80% concepting and idea generation, so I would need to model soooo much crap and that process seems so backwards in this time crunch! The Uv and texturing portion is what Im slowest at , wondering if there is a decent process that can skip alltogether or drastically speed that up.

I dont need to go for insane photorealism. Would nodes be the direction, or some other trick or method I should pursue?


texts:
I'm working on BI materials for my model of a highlighter. I already have a Cycles version done. The SSS in Cycles looks good. The colour of the marker is intense, almost true fluorescent. I want to achieve the same result in BI. But the result is very dimmed. Is it possible to make it juicy as in Cycles? I noticed that when I turn on Environmental Lighting in BI then it looks very nice and intense too, but this is not the point. I need a material that will look good, not the lighting. See images as example of my settings.

Also, is it possible to further strengthen the BI mesh lights? They are already at 2, which is maximum, but the light is still dim.


texts: Blender 2.80: Newly created object appears in unused/invisible collection - how to avoid?

texts:
I am using Blender 2.80 on Linux.

When I create an object (Add->Mesh->...) it will be put into an
collection, which is set "invisible" (not used).

How can I avoid this?
How can I predetermine where new object get inserted?


texts: How can I improve the topology of this object

texts:
So I made this object. But when I try to smooth it I can see some weird issues in the geometry.
How can I improve the retopology to make those issues disappear?


texts: How do I  render a scene with environmental reflections but without environment(HDR in this case) rendering itself ? https://imgur.com/M0wxCEg  ( I want part in red not to render which is an hdr)  .  This is my scene https://imgur.com/rHshjKi.


texts: Blender 2.8 pose mode bones global rotation?

texts:
How to change the global rotation of a bone in pose mode so it is always aligned with the y-axis?
Example: I want the bone that controls my character's face to always face forward.

Send help!


texts: I am trying to understand what is the function of the upper row of numbers that are in all keyboards (I am not talking about the keypad). I wasn't able to find any reference on the internet. Any suggestions? Pressing 1, 2, 3 or 4 for example seems to be a way to turn on-off the visibility of one or more layers (collections, or items).


texts: How to connect nodes very fast using shortcut?

texts:
In Compositing nodes window there is an option to quickly connect the selected node to a viewer node using some kind of keyboard shortcut. I can't remember what it was. The only thing I remember is, that you have to hover the cursor over the active node's output (as shown below), press RMB or LMB and some kind of shortcut. Thanks for help in advance.

One other thing is interesting to me. When I hover the cursor over the selected node's output and press SHIFT+Right-click it become highlighted. What is this kind of selection for?


texts: How to store particle locations in a list?

texts:
my question is how to store the locations of a particle or any changing data in a list so as to use the locations for effects like trails.

What I intend to create are particle trails, the following steps come to mind:
1. Get the locations of a particle through a loop node(so that the subsequent steps can be applied to other particles).
2. Use the stored locations to make splines.
3. Make the splines only have a definite length over the period they are present, that means they can only be created from say the last 3 stored locations at any given time.

This is the theory of how I plan to do it, in fact I have tried, but I could not find a way to store constantly changing values.

Also I would like to know a way to store the location of the particle for each frame or any arbitrary number of frames so as to be able to control the smoothness of the splines.


texts: Baked normal map is partly distorted/flipped

texts: I'm trying to bake a normal map from high res model onto a low res one. Normals are all okay, no modifiers, no double vertices. Result is the same when baking the map in xNormal. Result is the same when I scaled them in edit mode about 2x bigger. Changing the ray distance doesn't change anything than that the distorted part becomes green.


texts: How to have the texture of a circle separated in bands each with a different factor (or color) in a shader?

texts:
I created a simple shader to subdivide a circle in a specified number of bands. Each bands has a number between 0 and 1 and the factor (color) for each band is (previous bands + 1/NumberOfBands); I would like to know if there is a way to obtain a random number for each band ( between 0 and 1 possibly ) i.e. a number not related to the previous (or the following) band.
It would be perfect a node that output a random number with a seed option, and I can plug the color in the seed, any one know if there is an addon for that?


texts: Closing all openings (through holes) around the object

texts:
It is not about non-manifolds, what I mean is a real "by-design" openings of the object.
Please see attached example.
All I need is to create a thin 1mm face in all holes all around the object so all holes will be closed, or manually one-by-one if not possible to do all in once.

Many, many thanks.


texts:
I'm trying to achieve real time reflections in the game engine, possibly using the render to texture module if needed, but am not sure exactly how to go about it. Faking reflections using cube maps, etc, are simple enough, but that doesn't achieve a true reflection.
I want to be able to see a true reflection of my character if he/she moves in front of the mirror.

If you're still confused, take a look at a real mirror. That is what I want to simulate.
Any tips are appreciated.


texts: "Can only make proxy for a referenced object to group". This message appears when trying to move any object using the 3D Transform Widget

texts:
I get this message whenever I try to move any object in Object Mode when using the 3D Transform Widget... "Can only make proxy for a referenced object to group". The "G" key works but not the 3D Transform Widget. The arrows do work in Edit Mode. What can I do to fix this? How did I cause it? I reinstalled Blender but to no avail.
I just created a new file and I can't even move the cube using the arrows!!!

It happens in a new file with the standard cube, as well...


texts: How can I make a cycles material like white cotton material for a doctors coat?

texts:
3[]4[]5I am very new to blender and am currently on a very steep learning curve. I am trying to make a nice white coat material. I have managed to make nice materials in other colours. But whenever I use a white colour they tend to come out grey. Above is my current node set up (from a youtube tutorial).

Could somebody help me out with this?

Thanks!


texts: I have two properties, for time's sake, I'll call them x and y. I want to know what x - y is in another property, lets say z. Is there a way where I can have a property always displaying two properties subtracted from each other? I need this as, in my FPS, when a player reloads, but still has lets say 4 bullets out of 30, I need 4 to be subtracted from 30, so when you reload you get 26. How can I do this (logic bricks are fine if possible)?