texts:
I tried to do a render but i noticed the denoiser isn't applied. Well at least to the donut. I'm not sure if it worked on my icing.

I tried to un-check the denoiser and re-check it but it didn't work. Unless i need to confirm my modifications? If so, how do i do it?


texts: Rendering with background movie clip isn't working

texts:
I've tried rendering a 3d poly spider on top of a movie clip (Which I imported from a sequence of PNGs), but even after a bit of compositing nodes I've copied from another similar question it still doesn't render!

Thanks a lot :)


texts: Algorithm for turning Voxels into Triangle Mesh

texts:
I have a model of a human body as a bunch of voxel locations (ie. one point could be x=2, y=3, z=-5 or (2,3,-5) ).  As a technical note, this model in numpy.

Is there an established algorithm for turning these voxels into a triangle mesh of its surface?  Or, somewhat less complexly, say I have only the voxels that are already the skin of the human body.  Can I turn this into a single triangle mesh that can be rendered in Blender?

Or, if it's easier to answer the implicit question, how can I render these voxels rapidly in Blender?

=====================================================

References:

I tried implementing the method detailed here: https://gist.github.com/neonb88/3052f7a511e9030f83f8a7123dc72207. But this method didn't work quickly in Blender for a 3-D array of size (20, 20, 20)
voxels to mesh
volume data to mesh


texts: Blender 2.82 crashing while trying to load HDRI for the world

texts:
I was trying to create a simple scene and for the world, I wanted to add a HDRI. Here, I ran into a roadblock. Blender 2.82 crashes while loading the HDRI. I tried multiple HDRI files, each with differently resolution.

I am running Blender 2.82 in Manjaro, Linux 5.6.8-1 64-bit kernel with AMDGPU open source drivers. My hardware is AMD Ryzen 5 2500U with Vega 8 Integrated graphics and 16GB RAM. This is a laptop and I do not have any discreet GPU.

I believe its a problem with the Drivers because, if I download blender portable edition from the main site and run the Software rendering version of Blender, everything works but performance is very bad.

I tried Blender from different sources, I installed from the package manager, from the main website, from the AURs but all seems to be giving the same error. I tried with Linux kernel version 5.4 also, but it gave the same error.

The error message is given below

[ajith@SoulCubeLaptop prakriya_oms]$ blender
Read prefs: /home/ajith/.config/blender/2.82/config/userpref.blend
Warning: property 'release_confirm' not found in keymap item 'OperatorProperties'
Read blend: /home/ajith/Works/Graphics/3D/Umbrella_in_the_rain/umbrella_in_the_rain.blend
Writing: /tmp/umbrella_in_the_rain.crash.txt
Segmentation fault (core dumped)

The log file contents are given below

[ajith@SoulCubeLaptop prakriya_oms]$ cat /tmp/umbrella_in_the_rain.crash.txt
# Blender 2.82 (sub 7), Commit date: 2020-03-12 05:06, Hash 375c7dc4caf4
bpy.context.space_data.shader_type = 'WORLD'  # Property
bpy.ops.image.open(filepath="//stone_alley_02_4k.hdr", directory="/home/ajith/Works/Graphics/3D/Umbrella_in_the_rain/", files=[{"name":"stone_alley_02_4k.hdr", "name":"stone_alley_02_4k.hdr"}], relative_path=True, show_multiview=False)  # Operator

# backtrace
blender(BLI_system_backtrace+0x34) [0x5650e7d71a34]
blender(+0xed6cf5) [0x5650e5ad7cf5]
/usr/lib/libc.so.6(+0x3bd70) [0x7f0248e92d70]
/usr/lib/dri/radeonsi_dri.so(+0x7a6364) [0x7f0221ef9364]
/usr/lib/dri/radeonsi_dri.so(+0x7a66ae) [0x7f0221ef96ae]
/usr/lib/dri/radeonsi_dri.so(+0x7e5b30) [0x7f0221f38b30]
/usr/lib/dri/radeonsi_dri.so(+0x4f627c) [0x7f0221c4927c]
/usr/lib/dri/radeonsi_dri.so(+0x4fa587) [0x7f0221c4d587]
/usr/lib/dri/radeonsi_dri.so(+0x4fb958) [0x7f0221c4e958]
/usr/lib/dri/radeonsi_dri.so(+0xe703c4) [0x7f02225c33c4]
/usr/lib/dri/radeonsi_dri.so(+0xdd17c0) [0x7f02225247c0]
/usr/lib/dri/radeonsi_dri.so(+0xe76cdb) [0x7f02225c9cdb]
/usr/lib/dri/radeonsi_dri.so(+0xe66705) [0x7f02225b9705]
/usr/lib/dri/radeonsi_dri.so(+0x9c069a) [0x7f022211369a]
/usr/lib/libGLX_mesa.so.0(+0x3823d) [0x7f023db3d23d]
/usr/lib/libGLX.so.0(+0x14c23) [0x7f02463e4c23]
/usr/lib/libGLX.so.0(+0x1b975) [0x7f02463eb975]
blender(_ZN16GHOST_ContextGLX22activateDrawingContextEv+0x1e) [0x5650e64b6e8e]
blender(wm_window_reset_drawable+0x49) [0x5650e5cbf2c9]
blender(DRW_opengl_context_disable_ex+0x66) [0x5650e5d7cc96]
blender(wm_draw_update+0x4c9) [0x5650e5c98ed9]
blender(WM_main+0x34) [0x5650e5c96e14]
blender(main+0x344) [0x5650e5aa9154]
/usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7f0248e7e023]
blender(_start+0x2e) [0x5650e5ad40fe]


texts: Blender Scripting: ERROR: too much data in this layer, compared to elements in mesh, skipping!

texts:
I am working on a Blender script that does rendering of FBX file based on the software it was originally generated in Eg. 3D Max, CLO, AutoCAD etc. The script works perfect for all the FBX other than the one generated by CLO. I get following error
ERROR: too much data in this layer, compared to elements in mesh, skipping!
I did try bpy.ops.import_scene.fbx(filepath=file_input, use_custom_props=False) but no success!
Can someone help me to understand what this error mean and what would be solution?
Thanks


texts: Disable or change rotate view (into 3d workspace) when in orthographic 2d view

texts:
In 3d workspace how to disable or change rotate view (into 3d workspace) when in orthographic 2d view ?

When you are in top, side, front, back, left, right or bottom view the view changes when you accidentally press the middle mouse button and move. It's not very helpful when the view changes. How can this mouse behavior be disabled only for the mentioned views, top, side, front, back, left, right or bottom view.

This solution is not completely OK because it does not allow for multiple 2d views.

Move forward in orthographic view?

(Although I have used it with a few downsides)

Don't know why but following solution doesn't seem to work for me. Maybe I did something wrong or overlooked something else. Using blender 2.78.

Why does Blender 2.70 not stay in Orthographic view when rotating from, say, Front Ortho view?

Maybe stored views add on is a solution (it hot-keys are available) but right now it doesn't seem to work. (It used to before)

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/stored_views


texts: Part of object and texture colour not rendering properly, lamps beside sun does not work

texts:
I am trying to make a photo frame in Blender 2.65. I have not updated it as I feel it is not worth my time, as I very rarely use it (less than once a year). I am also new to Blender and find the user interface and functions/buttons to be very non-intuitive and frustrating. I am using Cycles.

I made the entire frame and a plane to project an image onto as the 'photo', in Rhinoceros then exported it to Blender. At first it rendered fine but then various things weren't working. I stumbled my way to making a properly scaled (for my purposes) frame and UV unwrapped a picture to project onto the plane as the photo in the frame. But, now it won't render properly. Before I UV unwrapped (and used an image as the texture directly), it used to render properly. Now, the top right hand triangular section of the photo only, and not the rest of the frame, will not render properly. If I move the plane forwards or backwards a little, it will not render at all. I do not have a glass in front of it, I couldn't get the glass to be transparent, and so deleted it. I am using a sun as my lamp as none of the other lamp work.

Not only that, for certain images that I use as my 'photo' in the frame, the colours will not render properly. The image I used is this photograph:
https://www.flickr.com/photos/99592065@N06/32565504846/in/album-72157679793623586/

This is what my render looks like:

This is what the render looks like with a different image:

And this is what the photo should look like:
https://www.flickr.com/photos/99592065@N06/34915821210/in/album-72157684732224085/

It wasn't doing it before and I have no idea what is happening and how to fix it.
I have included the blender file here but the photos are my own and probably won't show when you download the file, so you may need to substitute your own image texture, and, please note, I made the frame in Rhinoceros in centimeters but for some reason, it is in meters in Blender. Not sure if it has anything to do with the other lamps not working. Also I noticed that the colour not rendering properly only occurs with orangey/reddish/yellowish coloured images.


texts: we are currently working on making blender for a real time application for use in broadcast. We are using it to play on graphics in American football, layered over top of the field and played back using Blender's decklink capabilities in the BGE. What I would like to know is is it possible to have a graphic fade on screen at a command and fade back off at a command?


texts: Seriously. How? There are five of them. Do i just eye ball it and risk getting it all wrong or is there an exact way of achieving it?


texts:
Are there any plug-ins or addons that add more nodes for use with Blender materials?

nodes like warp, wood, vector drawing, etc ???

thanks


texts: Black lines/shadow in Cycles f12 render but not in viewport render?

texts:
Please see the image below.

I get black lines when I render using F12 but not in viewport.
Is there a way to get the rendered image to be exactly the same as in the view port?

Thank you


texts: Objects and Meshes not showing up on collections tab

texts: Hi non the new meshes that I add to my scene are in the collections tab could someone please help with it, I’m sorry if I’m missing something super obvious but I am a newbie and don’t really understand, Thanks.


texts: Using the node editor in a private project

texts:
Developer question: Is it possible to grab the Node editor (i.e. the one used for compositing) and define my own elements for a totally different project?
I'm just looking for the nifty graphics and interface, and wish to program the functionality myself.

I tried googling to no avail.


texts: Going off of this answer I am looking to run an Eevee render on an external server. How can I do this using VirtualGL? And what are the hardware requirements of this?


texts: My Scene bpy.types.Panel appears on all tabs

texts:
I created a simple bpy.types.Panel to allow modification of custom scene properties, wanting it to appear only on the Scene property tab, and thus created it like this:

class MK8PanelSceneCourse(bpy.types.Panel):
    bl_label = "Mario Kart 8 Course"
    bl_idname = "SCENE_PT_mk8course"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"

This works fine, and the panel appears on the scene property tab as expected:

However, I noticed it also appears on every other tab. Here's an example with the World tab, where it's even the World name textbox:

How can I make it appear only on the scene tab?


texts: So I am trying to access the Add and Subtract option for when sculpting in Blender. But my Ctrl hotkey for switching between the two isn't working, how do I change the hotkey for that option?


texts: Can you texture an object with a camera's render every frame? (animation in an animation)

texts:
So what I want to do is animate a texture on an object using a camera's view of other objects in the same .blend file (possibly in another Scene.) As the animated objects under the texture camera move, the rendered texture is applied to a main object that is rendered on a main camera for the main animation.

In other words, as the objects under one camera move, the rendering of their movement is applied as a texture to another object while THAT object is rendered as part of a bigger animation.

Anybody have any ideas on how to pull this off? I can try to elaborate more if needed.


texts: How to distort a subdivided plane to fit round mesh edge?

texts:
So I'm trying to get this triangle

To fit around the curve of the parallel edge without shaping it manually, making the entire thing curve to fit instead of just snapping the vertices at the top.
Another angle for reference:


texts: Subsurf on a crown. How can I smooth some edges and keep others sharp?

texts: How can I smooth all crown but don't smooth the top of the crown? I did a subdivision surface, but this didn't work. All crown became smooth and changed form.


texts: Adding bevels to a simple object messes up the mesh

texts:
I am modeling a glass top desk, and seem to be stuck at adding a simple bevel to the top of a metal part for the desk.

In the screenshot below, the first two objects are the same, one in edit mode, and the other in object mode. The mesh on this one is very straight and smooth; it reflects the light like I would expect it to.

As soon as I add a simple bevel to the top edges, it screws up the mesh, as you can see in the third object.

I have tried a bunch of things, including trying to apply an edge loop cut, but have thus far been unsuccessful.

Any ideas?


texts: Basically i was following a tutorial on making a donut since im quite new to blender. I followed all the steps until it was time to render. Glitchy parts came in and i didnt know what to do. Thank you to any response


texts: using subsurf modifier to object with boolean undoes boolean

texts:
I know what the correct answer to this is, which is don't use boolean modifiers lol. Unfortunately, I learned that a little too late... Anyway, my problem is not the common boolean and Subsurf problem where it deforms my mesh, the problem is that when I add the Subsurf modifier it just makes the shape I used to make the boolean reappear... super strange. I'm using the bool tool btw.
I'm a newb just fyi, so the topology is not what I would like it to be. still learning.
If anybody has a solution that involves me not redoing an entire mesh, I would be greatly appreciative!!!
Thanks!


texts: How to list vertices coordinates from selected edge

texts:
I need to list the extremities of an edge. I've got a selected edge in edit mode and I need to list the coordinates. This will be very useful!

This because I'm looking for the rotation of an edge on the XY plane. I've already figured out how to get the angle but I need the two vertices coordinates to start the math.
Hope there is a built-in method!

Thank you for your attention.


texts: What is the significance of the value of the limit on the roughness attribute of the Oren Nayar shader?

texts:
In exploring the settings of the Oren Nayar shader in the Blender internal rendering engine, I find that there is an upper limit of 3.14 for roughness.

Is this the constant Pi?

Why is this the upper limit?

How does this upper limit affect the shader?

[NOTE: if the Wikipedia article Oren Nayar reflectance model includes an explanation that answers these questions, I don't find it. Also note that the current manual does not include any information that there is an upper limit.]


texts: Object being distorted when fixing lighting

texts: So I have a problem with some unwanted wierd lighting on my model, which I would like to remove. But when i go to edit mode and use Ctrl+N to fix it. Then when i change mode to sculpt or object mode it comes out distorted like this. Any ideas how to fix this problem?


texts: Trying to import a .mdd file into Blender. The option is greyed out. Does anyone know why this would be? I already have the add-on checked so it should be added. Thanks!


texts: Is it possible to have multiple seperate node editors in one project?

texts:
I want to do a project where it is necessary to use multiple green screen videos on top of one normal video, is it possible to have more than 1 node editor per project? I don't want to render my video every 5 minutes so that I could just add another greenscreen video to another part of the base video. (Picture is just for a reference, for example, is it possible to make the right node editor empty and independent of the left node editor?)

http://imgur.com/X9OHSlq


texts: Change active selection from one object to another, with Python

texts: I'm making a script to automate some steps I do quite often. In the script I need to change the active selection from one object to another to work on that object and then return the active selection to the first one, e.g. I have a cube and a circle, both separated objects, I do some things with the cube and then I have to select the circle to do some other operations, then when I'm done with that, I want to select the cube to keep working with it, thanks in advance.


texts:
I would like to check if a cycles material has been updated since the last check.
The easiest way to do that would probably be to store the nodetree somewhere and check against the current node tree. But that creates additional data in my files I would like to avoid.
I believe it might be easier to check for a user operation on a node tree and change a custom property, indicating a change has been made. After the check, the property could be reset.
To do that, I need to detect an update on a node tree.
I know that in the Animation Nodes addon there is a functionality used for Auto-Execution of the AN-Nodetree, but just by looking at the AN code, I can't figure out, how to do that.
I also noticed that a node tree has an "Is updated" property, but the documantation on that is minimal. As is the documentaion on the update() mentioned in this question.

So... how can I check for the update of a node tree?
(Also, if just saving all material node trees is more efficient thats fine by me as well)


texts: How is this icon called and how can it be used for an operator?

texts: How can the arrow icon that is displayed when calling the scaling operator be used for my own operator?


texts: How do I group all my groups into one 'master' group?

texts: I am currently making a medieval cannon, and I have been naming all the parts of the cannon, also I grouped all parts into different groups for easier recognition. For example I grouped all components of the wheel together as one group (e.g. Rim, Disc etc.) But how can I 'group all groups' together as the final product in order to publish my model. Any help is appreciated.


texts: VSE : two scene camera strip alpha over not working

texts:
My scene is composed of two cameras. One camera points to an image plane and the other points to a Text object. In the VSE i added two scene strips
with each camera. I want the first strip i.e image one to be overlayed by the second one i.e text object one with the alpha. I set the text object strip blend option to alpha over but when i render the alpha channel is opaque. I would like the text object to overlay the image. Here are some pictures :

By the way some may wonder why he doesn't put the text object in front of the image plane, well this is because ultimately i want to create in the vse a slidehow with multiple image camera strips and one text camera strip that is in the foreground.

Thanks.


texts: How do I make my mirrored object work independently?

texts:
I've made a human using the mirror modifier, but now that I'm almost done, I want to be able to edit the body on both sides without the mirror effect. I want to move around the left arm without the right one moving, and I want to be able to interarct directly with the right side (which is the mirrored side).

I've looked for a while and have found different suggestions and solutions, but non of them has worked for me.


texts: smoothing a curved glass to avoid a black rendering

texts:
I'm getting a common black rendering for a curved window. Using a subsurf helps a lot to fix it but I'm loosing then the sharp edges on the periphery.
Any suggestion to smooth the glass with no distortion on the outer edges?
Thanks.


texts: my blender is crashing automatically when Iam switching to shading or render port

texts:
my laptop has 32gb of ram and 6GB
graphics but also when iam switched to shading or render port 'it just closing the blender'


texts: Distribute an cylinder to a hexagonal grid with python

texts:
I have create mesh cylinder with distribution hexagone, i use method from modifier array, I created a cylinder dimension x * y * z or z is the depth of this mesh

Are you a script to draw this distribution
exemple


texts: why is this animation node offset polygon rendering wrong?

texts: The scene is rendered correctly in the camera view, but wrong in the rendered image. The wrong part is an object which's using offset polygon node.


texts: Making a circular fade to transparent with nodes

texts:
So I have made my y axis of this plane 'fade' to transparent ...

any idea how I can set up some nodes to make it start fading from the blue circle and then be fully transparent by the time it reaches the red circle?

I have been trying a lot of different setups but can't seem to make a circular fade work

Any help is appreciated!


texts: Change modifier visibility for multiple objects at once

texts:
I want to turn modifier visibility on/off for all objects in my scene at once.

Is there a way?


texts: Help with rendering "wispy stocking effect" / emission shader

texts:
I'm trying to reproduce the image below in Blender 2.8
From the a Strange Attractor site

I've tried using an emission shader and converting points to a curve but it doesn't even come close.

My current render try is below along with the attached blend file.  It's as though I can't get the lines thin enough.

Any ideas of how to fix it?  My ultimate goal is to animate various strange attractors while changing their
values.

I can animate the equation thanks to the help of numerous people in the Blender community.


texts:
I am beginner and making an educational tutorial animation.

However I want my animation in such way that it should keep looping indifinitely  through a specific set of frames and advance to next set of frames only when clicked or arrow keys are hit.

Let me make it clear by example-

I made an animation having 200 frames.Now instead of playing it direct from start to end, I would like to-

1) Play frames 1 to 100 when I click. When frame 100 is reached, animation should loop back to frame 1 and play again to upto frame 100.
This should repeat until I make next click.

2) Now I click for second time, the animation should play from frame 101 t0 150 and keep repeating until next click.

3) On third click animation should play from 151 to 200 until clicked next.

Please note that frames should continuously loop themselves until clicked without time boundation.

This can sound silly but but I need it.
I am a beginner and have limited knowledge about blender and  will be grateful for any kind of help.


texts: Strange behavior with light when using eevee

texts:
I found quite interesting behavior on the light. I have a following setup:

The light on left is on lower level than box's roof. And I have a camera on other site.
When I'm rendering the scene I get following:

Question to you is, why there is such a strange light line on roof? Isn't expected that light should not be visible on roof if light is on lower level? Or is it so that surface let some light come through of it?
(edit: I just found that this was issue with eevee, with cycles this is working as expected. But why with eevee?)


texts: Texture (from texture paint mode) not showing up in object or edit modes

texts:
I'm fairly new to Blender, so forgive me if I'm asking a simple question. I've followed tutorial after tutorial and no one seems to have this problem.

I unwrapped my model, painted it (poorly), and everything is hunky-dory as far as viewing it in texture paint mode. However, when I switch to object mode, the model doesn't show the texture. What am I doing wrong? I know that if I need it to render properly I need to set a material and everything, but shouldn't it show in the object view?

Texture Paint Mode:

Object Mode (note: "Textured Solid" under Shading is enabled)

Even if I set the dropdown menu at the bottom to "Texture" it doesn't display a texture.

What dumb mistake am I making here? Thanks in advance!


texts:
I have the following code which is a modified version of the template for new pie menus however it doesn't function properly.

pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'

should change the orientation to Local. However it doesn't, it opens a menu instead. Why is this?

import bpy
from bpy.types import Menu

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

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

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

        pie = layout.menu_pie()
        pie.operator("transform.select_orientation", text="Global").orientation='GLOBAL'
        pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'
addon_keymaps = []
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)
    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')
        kmi = km.keymap_items.new('wm.call_menu_pie', 'D', 'PRESS', ctrl=True,)
        addon_keymaps.append(km)

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

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        for km in addon_keymaps:
            for kmi in km.keymap_items:
                km.keymap_items.remove(kmi)

        wm.keyconfigs.addon.keymaps.remove(km)

    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()
    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts:
How do I toggle between backface selection and camera based selection? I mean when I'm in edit mode if I drag-box-select I can only select faces that are facing the camera. I know that if I switch to wireframe I can select everything at once. But I almost never need camera based selection, it's useless to me. So I want to be able to disable camera based selection and not have to switch to wireframe every time. Usually in other software there is a checkbox somewhere for this, but I can't find it in Blender.
So far this has been my biggest issue. Any ideas?


texts: select a texture in texture atlas without moving UV

texts:
Hello i have this texture atlas

How do i select one of the texture without using a (cheap and dirty) UV moving? I would preferably plug something in the vector input of the Image texture.


texts: How to retain speed on a "follow path" modifier even if the path is scaled up or down?

texts:
I've added "follow path" modifier to my armature and insterted keyframes so that the armature follows the path between 0-100 frames (the offset goes from 0.0 to 1.0).
Everything looks fine until I started tweaking walk animations. Because I need the offset of the follow path modifier to be 1.0 at a later frame it messes up my animations and the scale of my curve.
I've searched for 2 days straight and only found one single video about this very topic but the instructions a bit unclear for me. Right after the 1:25 mark.  Video link
Is there a better and/or easier way to do this?


texts: inserted a rotation keyframe but need to move the starting position

texts: so i created a rotation keyframe but its not positioned correctly, i would like to move this to a specific coordinate, but what happens is it "jumps". What I expected was it for it to rotate on wherever the object is. How can I keep the animation but move it entirely to another location?


texts:
Is the AMD Radeon Pro 5300M GPU in my 16” MacBook Pro (with a 2.6 GHz 6-core 9th generation Intel i7 processor), compatible with the AMD Radeon ProRender plug-in for Blender ?
The Blender Developers Blog states “macOS 10.12 or newer is supported” [April 30th, 2019]. While the AMD Radeon website lists MacBook Pro (Mid 2012 or newer) as compatible.
I’ve found several online posts discussing the 8-core i9 processor but I’ve yet to find a discussion about the 6-core i7 processor.
I prefer to err on the side of caution, as you might imagine, I don't want my notoriously expensive shiny new Apple to burst into flames when I hit render.
Thanks, I look forward to your responses.
[PC vs MAC debate free zone ;-)]


texts: Is it possible to calculate the volume of a object as its collision bounds?

texts:
Is it possible to calculate the volume of a object as its collision bounds
rather then the physical mesh? In the following scene, I have a stick of dynamite falling onto a field of cubes. It should destroy all cubes within the blast, but it is only destroying the ones touching the physical mesh.

Can this be done without changing the collision bound type from
Triangle Mesh to Convex hull or one of the other ones?

(Question stated again in blend file)


texts:
So first I'd like to say I'm still a complete wreck at Blender, I'm self taught, which a lot of people are; but I might be making a stupid mistake, though for the life of me I can't figure out what it is.

For whatever reason, I cannot get my texture to bake properly, it's black after every baking attempt. It is rendering correctly, the nodes are set up right in that regard I'm assuming. I'm not sure if I have something checked that I'm over looking, though I went through my settings multiple times. I have a light source.

If anyone could maybe take a look at what I have going on and tell me what's wrong, I'd much appreciate it.


texts:
Does anybody know of a way to make hair/fur grow or shed during an animation.
For example, if I wanted to do a transformation from a werewolf/animal/furry to a human/reptile or vice versa, is there currently any way to cause the hair system to grow or shed in patches to achieve that kind of effect, or is it currently out of Blender's reach?
Note: I am a "noob".


texts: Whenever I render a video using the blender video editor only one core is ever used at any time. I have an 8 core CPU(FX-9590) yet regardless of whether blender is set to auto detect or a fixed 8 threads only one core ever sits at 100% at any given time. The rest of the cores sit and really low usage as if blender is completely ignoring them. I'm running blender 2.77a on Linux. I'm using Theora as the codec with an ogg container and Vorbis audio. How do I get blender to use all my cores?


texts: Is there a render engine with complete GPU support and Blender integration

texts:
Is there any rendering engine for Blender that only uses the GPU?

I know that Cycles and Luxrender can do this but not all materials work
In gpu mode. So what I am asking is are there any rendering engines which are able to render exclusively on the gpu.


texts: Modelling best practice - can I build a library of meshes?

texts: I'm new to blender and I've been trying to model a fairly simple house as a starting project. I'm thinking of building the various parts of the house as separate models, e.g. creating a model of a four pane window and then saving that as a reusable window (for any future projects), so if I want to create a house in the future, I can just load up the window and add it the model of the house. After some time I could have a large library of reusable objects. Is this considered good/bad modeling practice? should I be extruding/loop cutting a single mesh instead?


texts:
I have problems with texturing the grey part of the calculator I have been working on recently. If I try to texture the same part of the model with an other picture it works perfectly well.

blender file:


texts: Buffer property changes / shadow properties / restore properties

texts:
I'm writing an Add-on which imports high resolution parameterized plant models. I create Panel which presents the configurable parameters.

Because changing the plant model is expensive, I want to buffer or shadow changes to the property and have the user press an "Update" button/operator (not shown). If they don't press the button, I need to revert the changes to the properties. so they are correct the next time the plant is selected.

I've tried creating a temporary set of the same properties, but I keep running into the limitation of the draw() (and poll()) context being prevented from modifying ID properties - so I can't create the copy.

I suspect I'm missing something obvious as this can't be all that uncommon. How can I save off the state of active object property group prior to draw() and restore when no longer active if the user doesn't commit the changes via an update operator?

For example, in the screenshot above, the user might change the Season from Summer to Fall, and then change their mind, deselect the plant, the panel disappears. When they select the plant again, the Season should display Summer, not Fall.


texts: How to manipulate the value of y in the actuator motion via python?

texts:
I am trying to manipulate the y value of the "Motion" actuator using python.

Example

from bge import logic

walk = cont.actuators['Motion']
walk.y = some_value

Of course this does not work and was just an example I would like to know of a way to make it work.


texts: Why do still renders look sharper than animations?

texts:
I'm doing an scene based on the Solar System (in Cycles), with the inconvenient that when i press 'Render' and then i press 'Save the Image As' it looks better, brighter and more defined than when i press Animation.
I saved the two images as PNG (Because i needed as Alpha images for later)but when i imported them to an editing software (on this case, Adobe After Effects) I can clearly see the difference...starting from the definition of the Orbit/Line.
I hope someone can lend me a hand about this one, i'm getting troubled.


texts: How to see if particle system is a hair system, with Python

texts:
Currently,I have this code that checks to see if the active object has a particle system.

import bpy
if bpy.context.object.particle_systems:
    print("There is a psystem!")
else:
    print("No psystem!")

This works. How can I make it print true only if there is a particle system AND that particle system is a hair system?


texts: I have a selection of vertices that I want to bridge. I would like to use the grid fill tool because there are vertices in between. I am however getting an error Edge Loop Vertex mismatch


texts:
This is close to the common ocean + dyn. paint problem but i wanted to take it a step further unfortunately.
So i want to create an animation with several floating ships that travel along their paths.
The first problem i ran into was that the shrinkwrap modifier on the shippath also replicated the movement on the waves of the dynamic paint which ended in a total mess.
My attempt right now is to have a tracking ocean which is invisible and provides the ocean-wave movement. Then have a simple plane (subdivided) on top which acts as the display-ocean with material and the dynamic paint modifier. To replicate the waves from the tracking-ocean i am using a shrinkwrap modifier on the display-ocean. binding the shippaths to the tracking-ocean gets rid of the dynamic paint interaction. but the shrinkwrap on the display ocean has the unfortunate effect that also the waves created by the dynamic paint get wrapped to the tracking ocean which doesn't work at all.
how do i solve this?
i want to have my ships driving, while tracking the movement of the ocean while they also can create waves. i would either need a solution in that the dynamic paint can't affect the shippath-alignment on the ocean (like 2 identical oceans without any dependencies in between them) or a solution to just display or project the waves onto the tracking-ocean.
thanks in advance!


texts:
With the Ant Landscape addon created the mountain and added a default plane and applied blenderkit addon water mater. How can i merge or make natural look to the mountain and water. Any suggestion or help. Thanks

Blender file


texts: How many reference images are needed for head modeling?

texts:
I'm a newbie, I noticed when you do head modeling, you need two picture, one for the face, and another for the side of the face.

What if I want to create a 3d model of someone and I don't have a picture of the side of his face, or maybe not a symmetrical picture, I mean what if he's smiling but the side picture he's not smiling.

Can you create a head model of someone using only one picture? How?

For instance, this tutorial and many other, use two images.

And finally, say you want to practice by modeling the faces of celebrities or whatever, is there a website that would provide you with two pictures, one for the face and another for the side of the face?


texts: Is there a Way to Set Up the Transform Minimums/Maximums of Constraints by Merely Moving the Owner and then Pressing Some Button?

texts: I find it counterintuitive to try to set the minimum/maximum transform limits of constraints by directly entering minimum/maximum values into the text fields for the owner of those constraints. It's as if Blender expects us to always know what the hard numbers are with regard to our object positions, whether in global space, local space or what have you. But it would be much less of a headache if I could merely move the owner of the constraint in the 3D Viewport, and then tag the new position as a minimum or maximum transformation value during constraint setup, without even necessarily knowing WHAT coordinate value that owner's visual position in space corresponds to. When setting up constraints, all I care about is the apparent range of motion for any owner. I don't care about the actual coordinates. Constraint setup always requires me to be directly conscious of the hard numbers of those coordinates. Now, maybe it's a good practice to be aware of them. But it would still be nice, for convenience's sake, if the UI allowed me to set the minimum/maximum transform values for a constraint instantly upon moving the owner in space. Is there an addon that provides this functionality?


texts: Using Blender with wider gamut than 709 primaries (like ACES)

texts:
There is a similar old unanswered question on this site with some vague comments (ACES workflow in Blender), so I'll ask it differently:

Is it possible to work in blender 2.8 with color spaces that use a wider gamut than Rec709?

Is blender's cycles still limited to Rec709 primaries only, or can it render images with wider gamuts?

Is the information on this link: Blender & ACES 1.2 accurate?, meaning that all it takes is to have a different config.ocio and the corresponding LUTS and set a system variable for OCIO, as stated also in ACES setup for blender using OCIO?

Additionally, I've found this article on how to work with Alexa Wide Gamut color space.
Is that the only color wide gamut space that is usable today?

I hope someone (like @troy_s) can shed some light on this. Thanks.


texts:
I tried several versions of this addon none of them worked. I even switched (not because of that) from windows 7 to windows 10. I`m using blender 2.92.0. Mamma Mia pizza macaroni
Report: Error
Python: Traceback (most recent call last):
File "C:\Users
AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\BoxCutter\addon\operator'shape\draw.py", line 494, in invoke
hit, self. ray['location'], self. ray['normal'], *_ = ray. cast. objects(*self.mouse['location'')
File "C:\Users\ AppData\Roaming\Blender Foundation\Blender'2.92\scriptscrddons\BoxCutter\addon\utility/ray.py", line 57, in objects
hit, location, normal, index, object, matrix = bpy. context. scene. ray_cast(bpy. context. view layer, origin, direction)
TypeError: Scene. ray_cast(): error with argument 1, "depsgraph" - Function. depsgraph expected a Depsgraph type, not ViewLayer
location: <unknown location>:-1


texts: I'm having this problem when switching from any orthographic view to perspective view. If I'm into one of the orthographic views and zoom in to see the object a little better if I'm switching right away to perspective mode the screen goes in another completely different direction. I have to zoom out in order to bring my object back. How do I get a seamless transition from one mode to another? Trying to have the camera focused and not moving. Thank you.


texts: Some Materials Not Rendering, But They Are Applied

texts:
For some reason some of my materials and textures aren't rendering when I do a full render (or even in the render viewport). I've attached an image below to demonstrate. Notice the front window frame and shutters are not rendering much texture at all. When I select the object in the viewport, all of a sudden the material renders. If I deselect, it goes back to the default gray.

Thanks for your help!

EDIT
I'm thinking it has something to do with these objects being "alt-D" duplicated instead of "shift-D". Could this be?


texts: Animation: light is shining through plane: how to stop that

texts:
Using Blender 2.77a. I've made a lighthouse scene with a rotating spot lamp. When the lamp moves by the hill in the background, the lamp shines through the hill. The hill is a plane.
How can I stop the light from shining through the hill?
Thanks in advance.


texts: I have a render setup that works great in Eevee but for various reasons I am going to need to get it to look good in Cycles. In areas where there are many triangles it looks grainy in Cycles. In other areas like the one pictured I can see geometric shapes in Cycles' render. See picture. Any ideas on how I can fix this? Also the Cycles rendering seems to take a lot longer (with worse results).


texts:
Hi read about the hotkeys for changing pivot center, but is there another hotkey to toggle between those modes ?
Thanks


texts: Is there a way to use a WORLD MATERIAL for lighting, and have another WORLD MATERIAL for visuals?

texts:
I just can't get the scene to work properly with a single HDR texture.
Spent 3 days on this, playing with the material, curves, input, photshop, etc.
No way to obtain what I want from a single material.
The background is always off in respect to the illumination.
In example, if the sky is correctly rendered, like this:

Then the lighting in the scene is far too low.
If the sky is wrongfully rendered, like this:

Then the scene is lighted correctly, but the sky looks like s**t.
I tried to multiply using FACTOR, the curves, etc. No way. The power coming from the sun (if it's "small" in the sky) is always far less than what I want, and linking the image to FACTOR also changes its visual appearance.
My solution
Use one material to show the surroundings EXACTLY as one wants, and another material to light the scene so to match the visuals.
I am too much noob to get how to do this without spending another week on it, so I'm asking here.
My fastest, dirty solution would be:

Make the WORLD MATERIAL with the LIGHTING texture to light the scene the correct way.
Cover the world texture by adding a 1 km sphere with the VISUAL texture mapped on it, making it unshaded (i.e.: just render the exact texture color without any other interaction with the ligthing, exactly like the WORLD MATERIAL does), and disabling casting shadows and any other interaction with the scene.

But I am sure there's some cleaner method to do it, probably all inside the SHADER EDITOR.
Edit
For anyone interested, the additional sphere solution works perfectly.
Here below you can see an image from inside the room, and you can see the outside green textured plane blends quite well with the world sphere:

And I have some decent shadows coming in from the windows, as expected. Not perfect, but I still need to work a bit on the lighting texture, that has a too widespread emissive area.
Here you can see that the sky looks quite well, almost exactly as I want it:

And this below is the actual WORLD MATERIAL, that gives the lighting to the scene (I just disabled the sphere visibility for this):

And here below is the material used for the sphere:

Don't forget to align the sphere with the world material, and you will probably also need to scale it to -1 on the Y axis, if you keep the default UV.
You also need to set the object render options like this:


texts: How to convert object space normals to tangent space?

texts:
I'm trying to experiment a workflow where I can manually paint normals to create stylized shading for a model.
Painting on the model, I want to use object-space normal, as it's easier to work with, but it's a problem that I end up with tangent space normals. Ideally I would want to just convert it back to tangent space in the shader.
At the very least I have to know whether or not it's possible to do what I'm trying to do?


texts: Material Reflection: Creating an Optical Filter in Cycles

texts:
I am very new to Blender and am using it to create images for a new kind of solar energy device.  However, one of the pieces of this device is an optical filter: i.e. it is a square plane that reflects ONLY the red light.  Thus, blue light can pass through.

My question to the wonderful people on Blender Stack Exchange: is there any way of creating a material that reflects only a small portion of the visible light?  I realize that this is a very niche topic, but any ideas or advice you may have will be much appreciated!

Thanks so much in advance.


texts: I have a seam in 'Shade Smooth' mode that I can't fix

texts:
I am a bit of a novice when it comes to Blender and I'm having trouble fixing a very noticeable seam on a mirrored object (a head).
I've checked to see if there's vertices that haven't been merged near the seam to no such luck. I've changed the order of the modifiers (mirror and subdivision surface). "Clipping" and "Merge" are both enabled within the mirror modifier too. I've even copied and pasted one side of the head, flipped it and then tried to merge the vertices but that won't work either.

I hope this isn't a silly question, but I'm only a university student and would really appreciate the help!
Thank you! :)


texts: How to exclude sky reflections from material?

texts: I need to make two objects on the same scene. The first object should have a sky reflections but the second should not. Is there a simple way to exclude sky reflections from one material but keep it for another? I use Cycles.


texts: My blender animation is blury when I try to splice frames into an animation

texts:
I am new to blender so please try to give me any answer with this in mind.

Ok, I made animation with daz 3d. I rendered all the individual frames in daz 3d. I am using blender to "splice" the individual scenes together to turn it into an actual animation.

I made a "test animation" with an older version of blender. The test version came out fine and looked great.

I'm now using a newer version of Blender and made a new "test" scene. Everything looks fine before I hit the render button. I open the new rendered animation and see one of the characters is blurred and I guess pixelated when she moves. Not the entire character. Just the body parts that are moving the most. Interestingly enough they were NOT blurred in the blender window when I previewed the render.

I am guessing that the earlier version that came out fine differed in one of two ways. Either, the default settings are set up completely different from the earlier version of blender. Or the earlier test version differed in some way than this test version. The ways I see it differs is it is a completely different scene and animation and that the camera in daz was zoomed in a lot more in the new version of the test on blender than the older version test. The characters in the new test were moving quicker than the old test. And I rendered it in blender at a faster frame rate in the new version than the old.  But I am suspecting that with the new test, the body parts that are blurred are moving "quicker", I.E. move the furthest distance in the least amount of frames in the animation than in the old test. I say that because only the body parts that are moving the quickest are blurred. If that is the case, short of redoing the entire scene and re-rendering it, is there a way to fix this?


texts: Two opposing faces on the x axis turn out dark, almost black in my material

texts:
I'm trying to create a turtoise shell material for some glasses but the two opposing faces on the x axis turn out dark, almost black.
The material is a variation of one I found in the forums.
The dark face and the material

The image shows the dark face and the nodes used to obtain the material


texts:
I Am looking for where to edit my material nodes but I can only find the render nodes. I have been looking for quite some time now. I cant find the material node editor.
This is 2.8
Help?


texts: Armature not working when trying to rotate using the mouse?

texts:
When I am trying to rotate the bone on the armature, I am getting the arrows to rotate the bone but the bone is not actually rotating.

I have tried parenting the armature to a character and it is still doing the same thing, the bone will not rotate with the mouse but it will rotate when using the XYZ rotation values.

Blendfile


texts: Cannot add material to Material Library VX'

texts:
I have some trouble with adding material to the add-on 'Material Library VX'. When I click on the
'Add to Library' button, blender shows that I've successfully added this material to the selected library, however when I switch to another library and then switch back, or press 'Reload Material' button or I just turn off blender after saving my project and then reopen it, the material I've added just now will disappear.
I've tried the way 1)running blender as the administrator 2)set a category for the material as Adding Material to Cycles Material library in Material Library VX addon says here, the material still cannot be added to the library.
The blender I'm using now is version 2.92 from steam, I'm not sure which step is wrong, could you help me with that? Thanks for your time.


texts: Is it possible to get total render time via Python code?

texts: Is it possible to get total render time via Python code when render’s done?


texts: I installed a jiggle bone for blender 2.79. However when I added it on it says that it is disabled for this scene. How do I fix that?


texts: Access to filter_name property with python

texts: Is it possible to set UI list filter with python?


texts: How Should I refocus camera on an object while editing?

texts: I am just a beginner in Blender, When I am editing an object on the plane, the 3D Viewport is not showing the accurate direction and path, due to which I am unable to do editing easily on that object. I tried to focus the camera on the viewport, but it wasn't helpful.How should I correct the angle of the camera?


texts: Dashed lines (made with Freestyle) are rendering inconsistently

texts:
I have a mesh that I've warped into a landscape (using a Displace modifier and a depth-map image). I've then gone into edit mode for that mesh, selected the edges running in one direction, and selected "Mark Freestyle Edge".

In this way I'm able to render those edges as solid lines using the Freestyle feature. I'm also able to render them as dashed lines.

However, some dash values result in inconsistently sized and spaced dashes, and I'm unable to find a behavior pattern that would explain it, nor or a fix to correct it. Can anyone help?

Edit: To knock things back to a more basic level, here's a simple mesh with 300x300 divisions and 10:20 (dash:space) lines applied to the edges running left-to-right. You can see that even that has problems, though in this case the dashes remain the same size but the spacing gradually seems to get out of whack.

And here's the same mesh (zoomed in) with 2:4 lines applied. In this case the dashes seem to be different weights.

So here's a test file for you (note that all this is happening inside Cycles):

And here's the result of that test file when I render it using the default render settings:

As you can see, the line spacing is inconsistent:

Update May 5th, 2017: As per TK's suggestion I changed line 1009 of 2.78/scripts/freestyle/modules/parameter_editor.py so that sampling = 0.1 and this was the result:

Still some oddness in there, but much much better. Perhaps his permanent fix in the next official release will resolve that. Thanks TK!

Thank you.

Dunstan


texts: How to achieve an evenly distributed 90° turn?

texts:
I'm trying to bend "#Object 1" to something like "#Object 2" but with less triangle clutter and an equally distributed inner turn.

I tried the "Spin" tool on "#Object2" and a "Bevel" at the inner edge but that's not working very well as one can see in the image.

Any hint how I could achieve an evenly distributed 90° turn?


texts:
I have this slider-crank rig working but the circled joint between the "ROD" bone and the "PISTON" bone pulls apart a little bit as I rotate the "CRANK" bone away from PISTON.  And the ROD bone pushes into the PISTON joint when CRANK is rotated towards PISTON.
ROD is parented to CRANK, and has "Track To" targeted to PISTON.
PISTON is unparented, and has "Copy Location" targeted to ROD tail.   And "Limit Location" on all axes except local Y.
Is there a way to make this joint behave more like a "connected" joint --- stable, with no movement?
Thank you very much for any assistance, Rob Blender 2.91.0
.blend
slider-crank.blend


texts: Blender always crashing when applying hair particle system with a cylinder as the object

texts: Blender crashes whenever i try to apply a cylinder to a hair system particle, i don't know what is going wrong but if i change the object to a lamp it works well. I've tried reducing the number of particles as low as possible but the problem still persists, even when i reduced it to 2.


texts: How to apply a force via python to a rigid body wheel

texts:
I have set up a simple car like model in blender 2.8

I have now set up a rigid body so I can simulate simple physics

Main Block - Active Rigid Body
Wheel - Active Rigid Body
Empty - Rigid Body Constrained

This exactly works as expected. When I set the constraint to Hinge, also the wheels are turning when the vehicle rolls down a test plane)

But I need to control the vehicle via a python script (Apply a rotation/force to the 4 wheels)

Therefore I've set up the following script

import bpy, time

# get the 4 wheels
wheels = [bpy.data.objects['WheelFrontLeft'],
    bpy.data.objects['WheelBackLeft'],
    bpy.data.objects['WheelBackRight'],
    bpy.data.objects['WheelFrontRight']]

for wheel in wheels:
    wheel.animation_data_clear() # clear keyframes
    wheel.rotation_euler[1] = 0 # reset rotation

for i in range(1,50): # step through 50 frames
    bpy.context.scene.frame_set(i)
    for wheel in wheels: # iterate wheels
        wheel.rotation_euler[1] += 15 # rotate +15
        wheel.keyframe_insert(data_path="rotation_euler", frame=i) # insert keyframe

Unfortunately this does not change anything...

After running the script I got a totally messed up scene (everything is wrong positioned/rotated) and if I restart the animation, the vehicle just keeps falling (Only the Rigid body simulation applies without the rotation)

So I don't see any rotation at all. Only when I'm checking the animation checkbox (for the active rigid body wheels), the wheels are moving. In that case the car is not falling anymore (physics won't be applied).
Obviously that is an either or switch for physics/animation

I also tried setting the empty constraint type to Motor instead of Fixed but then it just falls apart....

Also rotating the constraints does not help at all....

What am I doing wrong? How can I fix this?


texts:
I'm creating automatic UV unwrapper. Most of the algorithms for decomposition use distance matrix, let us call it D, witch means that we construct a matrxi NxN (N - number of faces), where D[i, j] = distance from face i to face j, I've found that normally this is done, by finding distance to all adjecent faces, then using Floyd-Warshal algorithm to find all the others distances. This approach is correct, but it is quite slow (for 70 000 facets, wich are not too much for a model we got 4 900 000 000 records in matrix, ok its symetric so we got half of the records, but still for python it's way too much and I need my algorithm to work with models around 100k facets).
Do you have any ideas how to speed up the process? Do you have any tips on working with huge matricies? Or maybe do you know some decomposition algorithms that are much faster and gives simillar results in terms of decomposition quality?
Thanks in an advance!


texts:
I have all my action files in .fbx format. Usually i import to Powerpoint and Export as Video with Green background so that i can remove the ChromaKey in my video editor to have the animation.

Please let me know if there is a way to import the FBX file and then take an output video or any workflow in BLENDER that will let me take my character do animation in my videos.


texts:
I am getting strange hard shading on a part of my model with point light on current specific position in material mode (Blender internal). I've tried recalculating normals, also they are all pointing in right direction. Can anyone notice a problem in my topology which could cause such harsh shading from one point forward? I would be really grateful for any clues.

Model file


texts: Mirror viewmodel for Source engine, ends up horribly deformed?

texts:
I don't know if it's a problem with Blender or Source, but I need to flip a viewmodel in Counter-Strike (it's lefthanded in game, I want it to be right handed), but when I flip the model (by scaling by -1) and export the reference and animation files, it ends up horribly deformed in CS, but it looks fine in Blender. Also, when I export in Blender I get the error "Warning: Armature has non-uniform scale. Mesh deformation in Source will differ from blender" Is there another way to mirror a viewmodel, am I doing something wrong, or is this a source problem?

Blender:

Ingame:


texts: How can I combine 3 actions with the NLA Editor?

texts: Please help me out, I use blender 2.76b, I tried to combine three actions in NLA editor but only the selected track is functioned while the others are muted. Please help me.


texts: I'm completely at a loss as to what the point of the Viewer Node is. To me, it doesn't appear to do anything. I've read that it allows you to see the results of each node in the tree, but whenever I've attached it to another node, it doesn't change. I don't see any difference anywhere. Some screenshots show it with an image, though I've never had an image box appear on it. What am I missing here?


texts: How to stop vertices behind other vertices from displaying

texts: There is a control at the bottom of the 3d viewer that hides vertices, edges, and faces that aren't visible. But only if the view is close in, and that often isn't what I need, I need to be able to see the context while I'm working on something large that needs something small within it adjusted. It helps to turn off all Mesh Display Overlays, but only up to a point. I also hide what I can or move objects temporarily to another layer. Things still get in the way when the object is large enough, which often happens. I find myself hiding and unhiding sections of meshes, which  takes time that seems a waste. So I wonder if there is a control somewhere that just flat hides vertices and all when they are behind other faces, no matter the viewing distance. Is there?


texts: I just upgraded blender from 2.8 to 2.9 and all nodetrees in my previous saved project became red with the name "Undefined" and inside there is writen "Undefined Socket type" and all not work.


texts: EEVEE _ deactivate lamp on rendering with volumetric fog, and keep only the illumination

texts:
I m working a scene on EEVEE, and I had placed some extra spot lights to illuminate my focus object. Also I have used volumetric fog. I need to keep the illumination of those spot lights but not the source of the lights. cause combined with volumes it creates a tiny lighting center. I need to remove those from the rendering. there is a way to do it? I can do something similar by the settings of volume,    that volume start at a fixed distance from the camera. but at this scene it doesn't fit cause the volume needs to be close to the camera. Do you have any idea?
Thank you very much!
I m looking forward for an answer!
Best Regards
Ilias


texts: Object deforming when I try to transform it

texts:
I'm new to Blender and I was making a helmet piece. I wanted to scale it down, but it gets deformed when I try to scale it. I found if I try to rotate, or transform the object in any way it gets deformed.
Does anyone know how to fix this?
I tried setting origin to the center of mass, doesn't work. Even odder, it behaves like a piece of putty in a box, it only deforms to the outer edges of itself. Here's half the helmet:

What happens when I move it:

If I try to move it far enough, it just squishes to one side:

Edit here's the file: https://drive.google.com/file/d/1ECEj_1Yb9A0vfmynuykhGMt-DrFTmxRU/view?usp=sharing
Edit 2: Got it!! Thanks to Nascent Space! I forgot to apply the modifiers


texts: Blender 2.8 eevee render light too bright than cycle

texts:
I use simple plane object with black material and put a point light above the plane. THe result is when using eevee , the light reflection is way to bright. (see the attachment : top image is cycle, bottom image is eevee). Is this my graphic card or any setting that i need to change ?

Thanks


texts: Constructing a Flower from Multiple Parts Texture Map

texts: Anybody know the best way to make a flower out of this texture?  The texture has everything I need in terms of an alpha mask, glossiness, normal etc.  How would I construct the mesh from this?  Could I use one subdivided plane (to put all of the textures onto) and then cut out separate parts of the plane and retopolize the parts?  Or would I make multiple planes and then have their UV map align to a part of the image?  What're your guys' thoughts?


texts: What is the difference between positive and negative rotation?

texts: Say I have a wall piece, one is rotated 180° the other is rotated -180°. Another example is -90° and 270° and 630°. The two respective examples look the same in my scene, is there any difference? Should I go and make all of the rotation values positive? What is the purpose for rotation values above 360°?


texts: Hear timing reference audio from VSE while editing other scenes? (2.8 beta)

texts:
I'm making an animation using grease pencil, based on a narration track. What I'd like to do:

Import and place the master audio file (narration) as a single sound
strip in the VSE, in Scene0
Create visuals as grease pencil scenes sequenced in the VSE too, from which a final export can be made. Scene1 - Scene50.
I want to use the narration track in the VSE in Scene0 as a timing reference for all visuals in all scenes of the project. e.g. in Scene3 I want a specific action to coincide with a particular word in the narration. In general while working on the action in Scene N I want to hear the relevant part of the narration audio which has been placed in the VSE in Scene0, a different scene.

I have a good handle on 1 and 2, but I'm not sure how to realise 3. Is it possible?

Suggestions for workarounds or alternative approaches are welcome too. Though I'd like to avoid any workaround that involves having to re-render audio files if the duration of any of the grease pencil scenes has to change.

EDIT

In After effects there's a plugin called 'universal audio' that achieves something similar to what I'm looking for in Blender: It provides some buttons that allow you to designate a 'master audio' track, and then from child comps automatically copy in the appropriate section of audio from the master audio track, with in point correctly reflecting its position with regard to how the two comps are related. https://aescripts.com/universal-audio/

EDIT 2

I think that if I make sure I use the Scene name 'Master' for the one containing the VSE and name the narration sound clip 'Narration', then I'd need something like the following script (i'd run this somehow each time I opened one of the scenes to work on). But I'm not clear yet on how to have this accessible via a button or something convenient.

# Run this from a 'child' scene to add narration track with correct timing offset.
# TODO add routine for removing narration track from child scene if it already exists, before re-adding it.

    import bpy

    current_scene = bpy.context.scene
    current_se = current_scene.sequence_editor_create()

    master_se = bpy.data.scenes['Master'].sequence_editor
    narration_sequence = master_se.sequences['Narration']

    timing_ref_sequence = master_se.sequences[current_scene.name]

    if timing_ref_sequence:
      offset = timing_ref_sequence.frame_final_start * -1
      path = narration_sequence.sound.filepath
      current_se.sequences.new_sound('new',path,0,offset)


texts: I have imported a PLY file sent to me into a new Blender file. There is a Vert count and all the rest displayed at the top of the window, but I don't see anything. Do I need to adjust display options or something?


texts: Weird artifacts when rendering on Nvidia GPU

texts:
For some reason, when rendering on my RTX 2060 in Blender, I'm getting these weird flickering artifacts.

As can be seen from the above screenshot, my node setup is a cube compressed into a plane by some simply vector maths with a musgrave texture applied to it. These artifacts are only appearing when rendering with the GPU (this includes the final render), and on CPU the scene renders just fine.
How can I fix this? Is something from with my card, or is this some Blender bug?


texts: Create Giant Cloud forms in EVEE (Hurricane from space)

texts:
I would like to create giant clouds, like a Hurican on Jupiter in EVEE (don't have the computer for cycle, it's a 560 frames animation !)
I  approach this with a displace modifier but I can't get this look (deformation follow lines like the wind).
I created the scene so I have the geometry I want but not material and displace. I don't think I should create a volume material, or use the clouds modifier from 2.9. Below pics of the scene and the render i would like to achieve :


texts: How to transfer rigged model from Blender to Maya?

texts:
What is the best way to export a rigged model from Blender to Maya?

Which format is preferable, should some settings be tweaked? Or is the whole idea wrong and the rig won't work properly after importing to Maya?


texts:
So I have a long loop of vertices. And I want to make each 2 vertices to blend into 1 like shown in image.

Currently I have a situation like on left(but much longer). However, I need to get situation as visile on right. Selecting every 2 vertices and merging them is long and exhausting process. I was wondering if there is a way to do it faster, in loop.


texts:
Recently I got access to my college server and I want to set up headless rendering for my blender projects in  the server.

The issue is, they have given me a docker image with Ubuntu 19.10.
I tried rendering in it, but I faced a lot of issues:

rendering with "-b" flag didn't help. It threw "unable to open a display error".
I tried setting up x11 forwarding with ssh but there are some problems because of it being a docker image.
Compiling from the source code is not possible because the server has a PowerPC 64-bit little endian architecture and there are lots of problem in building the dependencies for compiling the code. I already tried it and failed miserably :(

So, what would be the best method to set up the headless renderer?


texts:
I'm having the exact same problem in this thread:

Textures appearing different in Edit and Object mode

But my mesh does not have any modifiers at all. Anyone has any idea of what else could be doing this issue?


texts: Why does the shape of my explosion keep changing?

texts:
I've been working on a simulating a Hollywood-style fireball. After playing around with Force Fields and whatnot, I've come across with a shape I'm generally happy with. Blender, however, seems hell bent on undoing my work. Everything I do seems to change the simulation.

Scrub through the timeline? Simulation changes. Save the file with a new name? Simulation changes. Pet my cat? Simulation changes. None of these should affect the sim, and yet, they do. This has made further tweaking nigh impossible. What's going on?


texts: physics type to No collision using python

texts:
How to set the physics type to No collision in bge using python?

I need a script to change the physics type to No_collision in game, please help me


texts: Can I bake normals and diffuse to combine in a single image

texts:
My target output is low poly md2 and low poly dae files.
I'm using the high-poly normal map to low-poly object trick.
Looking for a way to bake a final texture that combines the look of the normal map and the color texture into a single image.
Been trying many things. Been having many failure.
Any clues on if this is even possible? I know md2 are ancient. But that is my target.


texts: Apply Image as Texture / Material and cut to fit shape

texts:
Im a Fusion 360 user, and am learning blender as a program to be able to export finalized models in a format accepted by AR programs (one of Fusions big shortcomings). Im currently modelling snowboards for AR storefronts.
The board is a finalized state in Fusion but the decals (topsheet graphic and base graphic) are lost on export to fbx.  As below

Ive tried in blender to add the image as a texture with an image shader, and the image just trys to wrap itself around the sides of the board and doesn't behave like I want. Not very experienced at all at blender so I am more than likely doing something wrong.
Closest Ive got is to apply the image as a plane and add a shrinkwrap modifier which gets the result below. The problem I think is the image I am trying to apply as the top sheet graphic is a rectangular jpeg which in Fusion and photoshop you can just place over the board shape and trim it to shape. Is there a way to do this in blender or should I be trying a different software?
The topsheet graphic really needs to be exact in its placement and reflection of what the physical snowboards look like


texts: How to create physically accurate boat moving through water

texts:
I am am making a short realistic animation of a sailboat going through the ocean.  I have an ocean modifier with the time animated. I have a plane shrink wrapped to the ocean and the sailboat model has a copy location and rotation to the plane to simulate the “floating” on the ocean.  The issue I am having is making realistic waves trail the boat and the water splashing and pushing on the front of the boat.  I tried the ubiquitous dynamic paint, but for some reason no matter what I do with that it work work.  I want to make it similar to this Houdini made video.  https://vimeo.com/72879742. I know blender just added FLIP fluid sim.  If possible, it there any way with the answer you may provide to make it seamless loop?  Such as to make the sailboat look likes it keeps sailing for ever with no visibility video seams.  If not, it is not a big deal.
Sorry I cant upload the blend file because it is too big.
Thanks for the help!


texts: I have made a road with the addon. When i go in edit mode all the faces overlapping each other. Is there any way to merge or combine or boolean tool that can merge or combine all the face and make a single face which look clean in object mode.


texts: Transform a Strip without crop and distortion

texts:
The problem is the ImageStrip has no scale parameter. That means it is so complicated to place an image within the output format. Let's say the output format is 1920*1080 and I have a photo which is 3000*2000. I would like to have something like this:

Since there is no scale parameters built in the ImageStrip I would have a very hard time to do the math and place the picture using adjustment/transform/crop parameters.
To use a transform strip also problematic because the original picture would be cropped. So I have to have the distorted image (without crop) as a starting point and do the math to get the correct non-uniform scale values to get the correct/original image aspect.
Both solutions are definitely not interactive. If I willing to change the scale I have to recalculate the correct crop or non-uniform scale values (back to the 90s :) )
So any ideas about that?


texts: Creating a sphere from a rounded cube is causing ridges

texts:
I'm hoping you can help me with a basic issue that seems to have me stumped!
I've been trying to create a sphere from a rounded cube but I've had a problem with it not joining correctly and I'm having issues with it creating a harsh ridge around the x and y-axis. (Second picture should show this)
I'm following a tutorial where you place a rounded cube, pop the radius at 1, pop the object in edit mode and delete half of the verticies (pictured below)

I'm then adding a mirror modifier, and ticking the "Clipping" box, and then adding another subdivison surface modifier of 2. The tutorial I'm following has a perfectly spherical appearance but mine has these harsh ridges.

I thought adding "Shade smooth" on object mode might help but it has worsened my problem.

Any insight would be greatly appreciated :) Here is the tutorial I am following if it helps explain my problem at all. https://youtu.be/rEBwBrRzyhw?t=180
Many thanks,
Ali


texts:
I was practicing with modeling and I created a bunch of light bulbs but they all have these really ugly bumps on the top of them.

If anyone has a solution to fix this, It would be very much appreciated if you could help.


texts:
This issues already has an answer that I wanted to better promote (better title) for finding which bones influence a single vertex, and to ask if there are ways to list bone influences over a group of vertices, similar to that offered in 3ds-Max (I'm currently migrating from).
One can find a list of bones that affect a given vertex by selecting the character mesh with Armature deform, Edit-mode, select a vertex and look at Item properties:

In 3ds Max I can do similar, but can also select several vertices and get a table (or an average of what is affecting these vertices) that I find quite useful, here with Weight Tool dialog and with Weight Table showing selected vertices and bones:
 --
Is there something that can allow me to investigate and edit more than one vertex at a time (not the weight painting tool)?


texts: Changing camera background image proxy for easier viewing

texts: In the camera settings under background images, there is a setting to change the video proxy to a smaller size to make it run faster. I'm using 4K footage and it's too slow to be useful. I tried changing it from full render to 25% but it makes the camera background image pink instead of just changing the resolution. Should I just create a low resolution image or is there something I'm forgetting to change?


texts: For some reason on the current computer/blender setup that I am using the HDRI texutres from HDRheaven isn't working. I've downloaded couple of them but can't make them work. Is some checkmark missing that I'm not aware of?


texts:
I'm using version 2.9. I'm having trouble figuring out how to scale down an object in only one direction, so as to flatten it out. When I do this, however, it also shears the object, which is not desired.
I hit s for scale, then z for constraining to the z axis. It will highlight the global z axis (which is what I want), but when I drag the mouse to scale, it is clearly scaling to another axis, which is a few degrees off and results in the undesirable skew.
If I hit z again, it switches the highlighted axis to what I assume is somehow the local axis of the object, which is a few degrees different than the global z axis. When I now drag the mouse, it scales in what visually appears to be exactly the same way as previously, but which does at least appear to be consistent with the new local z axis that is being demonstrated. I actually get the same skew when I scale to the view or cursor as well.
I've tried using Object > Apply > Rotation with the thought maybe that would clear out whatever angle the object thinks it's at, but that doesn't enable me to apply the desired scale without the shearing effect. If I do Object > Transform > Apply to transform orientation, it will rotate the object a little bit to about the same orientation that my skew problem is. So it makes it seem like there's a transform orientation that I need to somehow reset or zero out.


texts: Is there a simpler way to get the Vectors of a local axis?

texts:
One of things I need quite a bit is the vector of a local axis in the Y direction. Currently I'm doing this by calculating the vector using two known points along that axis:

    # Vector1 is along the wall edge from origin to vertex 3
    loc1 = wall.matrix_world @ wall.data.vertices[3].co
    loc2 = wall.location
    v1 = Vector((loc1.x - loc2.x, loc1.y - loc2.y, 0))
    v1.normalize()

This works as long as I know which vertex to use since I created those as a mesh. With that vector I can move anything up and down that axis in the desired direction (in this example a wall), which of course is super handy. All of the walls are aligned this way so that I will always know the relative direction they are pointing.

However later I will be using objects without known vertices. Everything I've seen on how to calculate in those situations are by calculating angle differences from a known direction (such as up or forward, etc). This adds some unknowns and a bit of complexity.

The vectors along a local axis seems like something Blender would already know. Does such a thing exist so that it can be retrieved without calculating?


texts: Particle effect showing only on one side of mirrored object

texts:
I'm trying to create a fur particle effect on sonic the hedgehog, and I'm using weight paints to keep it in the areas I want.

Problem: I can only get the hair effect to show up on certain random areas on model, and only on one side.

I'm using a mirror effect to keep model symmetrical, but hair only shows on one side of the mirror.

I'm new used Blender, so I don't know what all the settings for the particle effects do.

Whats going on and how do I fix it?

https://drive.google.com/file/d/0B3nnI6YdPSHcN19NZTdzRlk2b3c/view?usp=sharing


texts:
So I want to use in my addon enum for dropdown menu and two buttons to add/remove items from it.

Now hard (foe me) part. How the hell add or remove anything to those "items" inside EnumProperty?????
Yes I already saw this API page. Yes I already watch N videos about getter/setter and I even think I understand now what it is.
But those videos about pure python, not something "items" inside something other "EnumProperty" inside some Blender API.
Example on API page looks like some bullshit joke and give "0" clues what to do to access this items somehow....

Like get_enum and then import random and then return random WHAT??? ?
set_enum and then print some value WHAAAATTTT??? ?
Why not just show how the hell call to not just read but edit those damn "items" from some operator?
I tried to google almost everything can come in to mind, none of google search give any clues how to work with this thing. My last hope - someone here just show some example of how it work/look.


texts: Is it possible to render a file with combined CPUs of 4 systems?

texts: I have four servers, each having 16 threads. Is it possible to render a single file using the combined power of 4*16 threads? Basically, I want to know whether different CPUs can render a single file simultaneously.


texts: How can I make grooves deeper on a scanned 3d model?

texts:
I have an 3d Scanned Object and I want to print it out but the grooves are too small for the 3d printer how can I make them deeper without having to sculpt every groove by myself?
The mesh is a chaos i just important the file directly from the photoscan software and that's about it. Please help me...


texts: How can I find animation nodes in node editor?

texts: I cant find Animation Node in Node Editor in Blender 2.79. I cant reach step which is in the image below. Can you help me?


texts: Two stage collapse using rigid body physics?

texts:
I have long wanted to make a two-part destruction using RBP, namely, an object is struck and breaks into two pieces which fall, hit the ground, and then each break into multiple smaller objects.

My solution works rather well, though it can be tedious.  There may be a better way which may well be the Bullet Constraints Tools but I have had little success in managing the details.  A short test movie can be found here. Does anyone know a better way?


texts: Mesh symmetry - help me get this part right please

texts:
I'm new at this 3D modeling and I stumbled on a problem:

I added a cylinder to make a glass bowl and I lost the symmetry somehow. I want them at the same heights.

Can someone guide me on how to get it right?


texts: How can I fix this distortion on this HDRi background?

texts:
I'm trying to learn how to implement HDRi images into my background to improve render quality, and such. Here is the issue I'm having.

I was wondering if anyone knew whether the black hole in the image was the result of poor image quality or if I am doing something wrong in the settings. Here's how I have it set right now. Am I doing it right?

Obviously I could just change the camera angle and hide that ugly thing, but if it's something I can fix, I'd like to learn how. Thanks in advance for any help you provide!

P.S. is there a way to get nice shadows with HDRi images, or do I have to set up lights to do something like that?

Edit:
Changing the Mode from Mirror Ball to Equirectangular gives me this:


texts: Rendering a Transparent Object (with Outline added by Nodes) on a Transparent Background

texts:
Hey there Blender Community,

I am attempting to render just the outline of a fully transparent object on a transparent background (in Cycles). Using a material index pass and an inverse Sobel filter, I am able to produce the outline effect successfully on a white background. See below:

However, when I make the film (the background) transparent, the outline disappears. Is there a way to keep the black outline of the fully transparent object on an a transparent background?

The same node setup, but with film set to transparent:

My thanks in advance for any assistance or pointers in the right direction.


texts:
I would like to define a shortcut that allows to call a custom translate function while translating. Like G for Vertex move and GG for vertex slide, my shortcut should allow G for Blender's translate and GG would call my custom translate function.

I tried with a modal operator calling blender's translate function and an elif event in ('G'): my_translate but it hitting G while translating just doesn't do anything (no error in console output).


texts: Possible to add a plane using vertices via Python?

texts:
I've successfully created a plane mesh in Blender by first specifying the coordinates of the four vertices in a .obj file and then importing this file into Blender.

Is directly adding a plane using vertex coordinates via Python possible?

Python function bpy.ops.mesh.primitive_plane_add allows users to add a plane, but it takes in radius, location, rotation, etc. instead. I don't see a quick and easy way of converting four vertex coordinates into these parameters.


texts: 3D Connexion Space Mouse stops responding during Blender operations

texts:
As the question title suggests, I have a minor problem with Blender's implementation of Space mouse/3D mouse control.  I finally got the actual operation of the 3D mouse to be like I want.  Except this point.  Anytime that I do an operation in Blender, like say scaling or rotating part of a mesh, while that operation is being performed the space mouse refuses to function.  While this does not initially seem to be a big deal, it can cause some serious frustrations!

Take for example doing a knife cut.  If the object isn't fit entirely on the screen, or simply is unable to be, and you need to start a knife cut that goes up an object far enough to go off the screen, your space mouse is useless at that time!  Because, the actual knife operation freezes space mouse input, thus when you try to pull up on the space mouse to move the view up the model to continue the knife cut, nothing happens.  Forcing you to go back to regular keyboard/mouse based camera movement to slide up to continue the cut!

This is exactly the sort of thing you get a space mouse for, to be able to do operations with the regular mouse while also operating the camera with the space mouse!  Am I just stupid and I've missed a setting that changes this, or is this 'built in' behavior to Blender and thus, without tweaks from the software developers, I'll never see relief?


texts: Hey can anyone tell me whats going on with my mesh? I added a subsurface mod and the entire thing became pinched in weird places and not at all like the what i intended.  Im trying to model the top part of this image but when I add the subsurf mod it becomes too smooth and weird when it needs to be hard surface.  Any idea? Ive attached the blend file also


texts: Functionality like Photoshop's Smart Objects

texts:
In modern versions of photoshop, there's a feature called smart objects. The simplest way to describe it is a 'file within a file'. A smart object layer is effectively the final canvas state of this internal file, and you can 'open' it at anytime to modify it, then save it to update its final appearance. It's a very effective non-destructive feature.

I'm looking for something similar for blender, mainly to make working with complex objects easier.

For example, say I have a mesh that has booleans, shrinkwrap, and simple deform. All of these are position sensitive, so I can't just move the final object. I know I can parent everything to go with it, but that can cause issues with space evaluation in some cases, and the performance isn't great.

Is there a way I can non-destructively 'finalize' a mesh?


texts: Use only audio when mixing compositing and sequencer in post processing

texts:
I created a nice movie layout using only the Node editor. I added an mp3 audio file via the video sequence editor. Selected Both compositing and sequence in post processing under render properties and clicked the animation button and got a nice mp4 movie.

When I replace my mp3 file with a movie clip (containing both audio and video) in the video sequence editor and hide the movie by clicking the eye and set opacity to zero + moving the clip outside the start and end frame interval, I get an undesired result. The generated output movie does not contain any video, only audio.


texts: How to get smoke to pour out object holes?

texts:
I created an animation for Halloween and I want to add a wispy smoke effect to the eyes and mouth but the smoke stays inside the object.

Jack-o-lantern Animation

I am using a boolean modifier with an animated object to create the eyes & mouth, I first thought perhaps the smoke can't see the holes as the modifier wasn't applied but that didn't help. I have also watched numerous smoke tutorials but none address the issue I have.

Could you look at my blend file and let me know what I'm missing?


texts: I have problem with texturing cone. I tried to do UV with Mark Seam the texture imposed vad. I tried Cylinder and Sphere projection, bad too. I need to improse tile to cone. How I can recive this problem? Thanks!


texts: Help creating anime style aura using blender Internal (2.79)

texts:
This is about to be a long shot. But is anyone able to translate this effect from blender Cycles (2.8+) to blender internal render engine (2.79)? The place i get lost the most is figuring out the nodes for blender internal.

enter image description here


texts: Simple question: I need a line between two previously made objects 'empty' so that it remains attached to these vertices: the line itself can't be moved, but moving the vertices modifies the line. Thanks!!


texts: Child bones creating at 3d cursor instead of at parent

texts: I'm an experienced 3DSMax user learning Blender. So, for rigging, I create a bone, and then Shift+A to extrude a child from that bone and pull it to where I want the next joint. Up until now that's been working fine, but suddenly it's behaving differently- now when I Shift+A it places a bone at the 3D cursor, instead of at the tail of the parent bone. I'm sure I must've toggled something on or off accidentally for this to have happened, does anyone know what it might be...?


texts: Can threading.event be used as an event in an modal operator?

texts:
I am trying to use the event from a thread as an event in a modal operator, is this possible using the bpy.types.Event somehow?

Or do I have to set a timer and check if the event is true?


texts:
I'd like to know how to make those high velocity flames that can be visible in this vdeo https://www.youtube.com/watch?v=NjZ9ly7c08s.

I've made flames myself but they dont look very realistic https://www.youtube.com/watch?v=PhE9cAXLcVc

Should i use particle systems, planes with images on them, advanced shaders or maybe smoke simulation?


texts:
I have a game which is a car moving forward on pressing the up arrow and stops on pressing the down arrow. I need to change the game control. I want to use a matlab file as input.
This file contains a function, when the function = 1 car moves when it's 0 the car stops.

import bge
cont = bge.logic.getCurrentController()
own = cont.owner
move = cont.actuators["move"]
pressup = cont.sensors["up"]
pressdown = cont.sensors["down"]
speed = move.dLoc[1]

if pressup.positive:
  speed = speed + 0.05
  move.dLoc = [0.0, speed, 0.0]
  cont.activate(move)

elif pressdown.positive:
  speed = 0
  cont.deactivate(move)
  move.dLoc = [0.0, 0.0, 0.0]


texts: How to find evenly spaced coordinates/point cloud of an object?

texts:
I'd like to convert a mesh object into a point cloud. I started using the vertices:

coordinates = []
for x in range(len(obj.data.vertices)):
    v = obj.matrix_world * obj.data.vertices[x].co
    coordinates.append(v)

Plotting the coordinates I get a point cloud as expected:

However, depending on the mesh, there are huge irregular gaps between the points. Is there a way to "interpolate" between the coordinates to get a regular pointcloud?

I found this proposal but couldn't make use of it.


texts: Different materials on different sides of a mesh

texts:
In Blender 2.80 I modeled a bottle cap and want a different material on each side - metallic with logo on the top, metallic silver inside. I set up a node tree that worked and then hit a snag: both materials appear in edit mode and rendered edit but only the top materials show in object mode and object render. What is causing this?

Below are screen shots:

Thanks for your thoughts.


texts: How best to triangulate these quadded joint patches (e.g. for export to animation program)?

texts: I followed this joint patches video to triangulate a model which is to be exported to a program that only supports triangulated meshes. It's not a horribly long video, but to save you that time, the demonstrated patches are shown below. You'll notice that they're all quads of some sort, but the program I export these models to only takes triangulated meshes (it will triangulate any quad mesh automatically if given that instead). Is there a similar "best" patch technique that uses only triangles; or what is the best way to triangulate these patches here to simulate real elbow movement?


texts:
I have a statue (really cool statue, I know)

This statue is not relly stable, if you apply a force to it in the wrong place, it falls.

My mission is to with python see where (on the "plane") you need to apply forces in order for the statue to fall. The "plane" of the statue is divided into smaller faces so the thing I need to do is to apply a force to each face?
How do I do that with python?

Sorry for any bad english


texts:
thanks for click my question.

In the past, when the oops Schematic function is present in the blender,
we can found users of datablock very easily. (oops schematic was remove since 2.49b.)

But now, how can I do taht in outliner??

below is a picture of 31 unidentified users.

This image doesn't affect the project.

so i can press Shift + X or delete it from the Blend File view in the outliner.

but I'm curious what 31 users are using this image!!!

Thank you for reading.


texts: Cycles Material: How to make a UV image not tile?

texts:
I am trying to figure out how if there is an easy way in Blender Cycles to UV Project an image and nave it so it only appears once across the mesh.

I have attached a screen shot of the bottom corner of a rectangular plane where I want to project the image, but only have it appear on the front face.

As you can see the image is currently repeating and tiling onto the sides and back of the mesh. I want to eventually have the material appear as glass and be semi transparent. having the image tile across the back will become problematic.

Any suggestions would be greatly appreciated!


texts: Objects created by Blender see through on Unity

texts:
I created simple rooms with planes and cubes by Blender 2.83 and exported it as fbx file.

Then I imported it into Unity, and its inner walls are transparent.

Why? Will anybody help me resolve this? Thanks.


texts: I'm trying to model an infinity mirror but can't seem to get the reflections working correctly. I have a simple node setup of a glossy and transparent into a mixed node and the geometry node connected using the backfacing node to the FAC of the mix shader. I only have one "layer" of reflection ... how can I get the mirroring effect of infinity.


texts: Hair particles keeps rotating to global axis, instead of surface normals

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I´m making a character´s eyelashes and I want all the hairs to follow the surface normals. Even if I tweak all the rotation settings they keep following global coordinates when I rotate the character´s head for example. What could it be??

It has 3 particle systems and all of them have the same orientation problem when I move the rig. Th particle mods are after the armature modifier.


texts: Radeon RX 570 not rendering correctly using Eevee [Linux (Ubuntu), AMD]

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Recently got my GPU setup, and after a bit of trial and error, I was able to get it to work with everything, until I decided just a bit ago to use EEVEE in blender instead of cycles; I was presented with some serious issues doing it:

I'm running Kubuntu 20.04, OpenGL v:4.5.14756 Core Profile Context 20.40, OpenCL 1.2(2.1?) AMD-APP (3180.7), on a Radeon RX 570 GPU. Drivers are Pro 20.40.
My command when installing the drivers was ./amdgpu-pro-install --pro --opencl=pal,legacy,rocm
I'm not sure how to fix this nor what is even causing it and I'd like to find out how to fix it.


texts: Does anyone know how to get back 'Last Render' in the compositor?

texts: I clicked the wrong thing and now I can't get back the last render in the compositor. I need to use know how to get it back so that I can use Intel's 'Denoiser'. Please, any help will be greatly appreciated!


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Cycles render (animation) stopped without finishing. What could be the reason ? I didn't turn off the computer while its animating.
I'm a real beginner for blender, please be kind enough to guide me]1


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I created my holes using the subdivision tool, then I added the Archimesh window and fit it into the hole.

How can I join the window to my wall? I want the windows to move with the whole building when I am moving it around the screen. I have already fitted the windows neatly in the holes I created using Subdivision.


texts: How to keep clean geometry, when beveling boolean cutouts

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I want to model this gun:

So I started to cut out the rough shapes from a cube (using the boolean modifier)
Then I tried to clean up the geometry to be able to round the edges of the handguard.

But it does not work. When I try to bevel it like in the last pic top right it just gets really messy.

I think I took the wrong approach. How would you go about adding clean and workable geometry to such a piece and would you use the Bevel tool to create the round shapes?


texts: Why can't I edit image for UV Map after joining Objects?

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I have 2 problems:

How do you use the same UV image for multiple objects? It looks like each of my objects have different UV Images.
Why can't I edit UV Images when I joined all my objects? I can't edit all UV Images via Texture Paint mode and only 1 UV image is showing for 1 object.


texts: How to make armature edit mode match object mode?

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I've been trying to make Source model in blender completely animatable by using and modifying Source armature. I've Successfully imported it into Blender.

Right from the beginning I noticed that armature positions in edit mode and object modes are different. I thought that this wouldn't be a big problem since I wouldn't be using edit mode much.

When Trying to add additional bones as controlling bones for IKs and Pole targets, added bones would have correct position in the edit mode (in which I added the bones in) but wrong in object and pose mode.

I started trying various techniques to get armatures edit and object mode to match: I removed the armature modifier from the character model, applied physical geometry to mesh. Then in armature pose mode I applied pose as rest pose. Then I added back the armature modifier to the model object.

This seemingly worked fine as the bones and the mesh in the edit mode and object mode were having the same visible location. But when rendering, the final picture in the render was wrong. Even the rendered view in viewport was showing the correct position for everything, but in render, it appeared like I did nothing to fix the problem.

I discovered that it goes to wrong poses after render (or cancelling the render) and after opening saved file. I don't know what causes this.

By that time I had looked into numerous forums and everybody having the same problem had it because a modifier was turned off for render, but in my case the modifier was turned on.

Here is my .blend file for everyone to see. Since the problem comes back after opening the saved file, you won't be able to see what I did to fix it, but you can repeat my steps. Hope you get my point. Thank you in advance!

This is a file showcasing that the object mode and edit mode for mesh and armature aren't matching.

Here is total default file imported straight from CSGO, in case if you want to try something new.


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I was working with this wonderful tutorial, making a donut.
Render-mode and rendering was working fine until my objects suddenly turned invisible in Rendere-mode.
And when I render the image now, I get something that looks like an explosion of dough.
I don't want to start all over because what ever that was could happen again.
Please help :(