texts: How to clean up intersecting faces and edges?

texts:
I'm currently trying to build grid structures by using planes and solidifying them. Problem is, when I use this to create hexagonal grids, the solidifying modifier does this in a way that faces of the same mesh intersect each other:

Above object started out as three planes which were joined to a Y-shape, then solidified.

You can see that in the middle, the upper faces actually cross each other.

Is there an easy way to clean this up in a way that…

a) …where the faces intersect each other, edges and vertices are created
b) …the inner parts of the faces are removed?

To clarify, I am working with planes, because I am warping them, which works far easier than dealing with already solid meshes (hard to explain I guess… My point is that I really don't want to change my underlying workflow, if I can help it). And since I'm working on grids, where this phenomenon occurs often, having a way to automate this would be really helpfuL.

Here is a picture that better illustrates what I want to achieve (right), as well as my current workflow(File is in a comment below):


texts: How to get wind to affect hair particles with group or object render

texts:
I am using a group to get more variation in grass stalks as per this tutorial. Unfortunately that tutorial was for a still image so did not cover wind or other force fields.

From various other tutorials I set up a wind force field. If I set the render of the grass to "Path" as can be seen, the effect is very strong.

However, as soon as I change the render to "Group" the wind effect disappears.

While beginning to write this, I noticed a question Why does not wind force field affect grass field made with hair particles?

In that case the user had used an "Object" render and had the same problem. I checked and sure enough, if I change "Group" to "Object", the wind also has no effect.

So my question is: Is there some way to have a hair particle system affected by wind if using object or group render, or is it limited only to path render?

For reference, here are my particle settings:


texts: Is Blender the only open source Non-destructive editor?

texts:
Blender's "Nodes" function seems to make it a non-destructive editor.

The "Mix" node enables the user to composite using "blend modes".
For me, the "Add" blend mode is the most important of these blend modes but often it the Add blend mode is not included in compositing tools.
This and the fact that Blender is seemingly non-destructive is the reason I'm using Blender.

I am currently using Blender as a 2D compositor only, meaning that my "RenderLayers" nodes provide Blender with an image that mocks a 2D vector (as though I were using Adobe After Effects's "Shapes" tool to composite onto image/video). I have always to ensure the camera is pointing 100% downwards i.e. in-line with the z-axis.

The problem is that Blender takes a long time to composite; The whole process seems extremely inefficient when I compare Blender with Adobe After Effects.

Please could you advise me on whether I should quit using Blender for this application?
Thank you for your time


texts:
thanks for taking the time to read my question.
I'm trying to use an addon in blender called Auto-Rig Pro, which, as the name suggests, automatically rigs your mesh. Everywhere in the model it does a pretty good job, you pinpoint the shoulder, neck, chin, spine root, ankles, and wrists, and it rigs pretty darn well.
Only problem is the hands look a little bit wonky and sense I'm pretty new to rigging entirely I'm not sure if this is right or completely wrong, any help would be greatly appreciated! View the image below to see what I mean:


texts: Lighting parameters to render interior architectural scene?

texts: I'm rendering some indoor architecture, and I'm having trouble with the texture color, because it changes a lot depending on the HDRI I use. I would like to know what the setup of lights is recommended for the so that the textures do not change color as much.


texts: How do I disable the coloured lighting in the viewport in 2.8?

texts: When shaded in Look Dev mode, there's a kind of coloured lighting so the darker faces are yellow and the lighter faces are blue. Is there a way of disabling this so the shading is more greyscale like in 2.79? The faces of this cube should be in black and white only but the colours look very different in the viewport. Thanks.


texts:
I've just ran into something annoying when packing textures. As you can see when texture image is packed it is all over the place. This just started to happen today and I'm completely lost as of what would cause this... I read on another forum that it might have to do with file directory so I tried different locations on my hard drive but no change.

Did anyone encounter this issue before? I would really appreciate any help/pointers as I'm completely stuck and unable to send off things to render farm.

Thanks!!

image unpacked

image packed

nodes


texts: I have Intel i3 processor with Intel hd3000 graphics. Will blender 2.8 work ? Or I need to install opengl 3.3? Will that work on this graphic card?


texts:
I was working on a character legs with symetry enabled, as one leg was getting in the way I decided to hide it. But now that I unhided it, all the details are not in this leg.

My question is how to mirror what I have in one leg to the other one, just as I can do using dyntopo?


texts: Blender 2.9 - script how to add a material shader nodes tree?

texts:
In blender 2.9, I got a selected object and need to add a new material in a new slot with a script addon. I need some examples for doing a material shader nodes tree in 2.9
Ex: How to adding some nodes like diffuse - glossy mix shader, doing the links setting parameters etc.. may there are some web link to help with that  for 2.9?


texts: Dyntopo workflow + Dyntopo vs. Multires?

texts:
I've checked the Dyntopo option on sculpt mode and now my mesh is with triangles. Is there any way to revert a mesh to the way it was before clicking on Dyntopo?

Is it better to sculpt with Dyntopo or with Multires? Which of the two gives better higher quality results?

There's a great tutorial on youtube where the person first demonstrates the dyntopo sculpting, then does the retopology, and then adds an multi-resolution modifier on the retopology in order to give it a more detailed sculpt. Now is it necessary to have this workflow? Or is it more convenient to first have your high detailed sculpt, then retopology and after that, bake normals from high to low poly?

Link to the video
https://www.youtube.com/watch?v=k9NAv_q_wfU


texts:
Today i was trying to make a mouth for my character modeling, when i used subtract with cleansing brush with dyntopo i got this problem.
Im not sure exactly what it is since im still new on Blender.


texts: Blender 2.9 Not Displaying DDS textures in viewport

texts: I've heard something about Blender not rendering DDS textures in the viewport somewhat. It does seem to be true. Is there not a fix to this?


texts: How to do transparent textures on Emission node in Blender Cycles

texts:
I want to apply a transparent texture to an emssion node in a way that the the emission node will emit just from the not transparent parts of the image texture.  How to achieve this effect ?

Here' s a Picture of it


texts:
I'm quite new to Blender so excuse the (perhaps) trivial question.
By repeatedly extruding and rotating I'm able to create a rectangular profile and turn it into an "helix".

How can I do the same for the following "straight" object?

Essentially I would like that the output sections of the three tubes were rotated 90°, just like in the
first picture.
Thank you!


texts: How do I use 'Dynamic mesh preview' in Blender 2.81?

texts:
A new feature called the dynamic mesh preview was added in blender 2.81 for the sculpt mode, but, I can't see a way of using it. I was trying to try it out but I don't know how to toggle this on or off. Any guide would be really helpful.

EDIT: It seems the preview doesn't work with multires and works with subdiv surf modifier instead.


texts: gltf file created in 2.81 does not import correctly into 2.83

texts:
I have a project generated by blender version 2.81 (exported with the glft exporter) which I am trying to import into 2.83.
When importing the exported gltf file, the geometry is in the wrong place and each animation that is assigned to an object runs according to an unknown origin even though the origin is still is in correct place.
Are there any problems loading a project that generated by 2.81 into 2.83?
Below link contain these files:

idle.blend ==> project that are generated in 2.81
idle.glb ==> gltf exported file from above project in 2.83
gltfimported.blend ==> 2.83 project that loaded idle.glb and has wrong animation rotation.

uploaded project file


texts: How do I make a high poly model from a low poly model and a normal map?

texts: Complete noobie to Blender here.  I was wondering if there was a way to add the bumps from a normal map into a model so I can 3D print it with all the indents and such.  I assume it's something to do with the Displacement modifier but I have absolutely no idea how to use it or any nodes or such.  If you need more info on what the normal maps look like and such I'll be happy to send them.


texts: composing green screen video behind objects in 3d scene

texts:
please as you can see from the image, i want to compose myself behind the desk but the nodes available can only move the image in y-axis (vertical) and in x-axis (horizontal). There is no node to push the image backwards.
please if anyone has solution to this, i will very much appreciate to see it.


texts: How do I “average” out the position vectors of each independent ball, so all the balls only have one color when I plug in an image node?

texts: Is there a node combination to get the average of the position vectors of each individual ball so when I plug in an image node the balls act like pixels?


texts:
Intro:

Hello there! I am making an FPS, and I have deleted way too many good projects of mine due to this problem; I am sick of it and I want it solved. My other question about it got closed because it was unclear, so I'll make this as clear as possible.

Scene:

I have a simple scene with a plane. The plane is default, with no edits to it, not even a texture. It has only been scaled, that's all. After that, above the ground a bit, is my character. The collision bounds (rectangle) is basically just a collision bound to a model (character) that is set to "no collision" and is not an actor. The character has nothing to do with this. It does not affect anything. The only important part is the head. The head is part of the character and has Mouse (Movement) > Python. The Python is just the mouselook script. The head is the parent of the camera and just has ml.inherit along with some cap options (in the logic editor). There is also some basic lighting.

Problem:

Every time I look upwards with my mouse (moving my mouse forwards), just 1 degree above where the head normally faces, the whole scene just gets "ruined." However, this does not happen when I look down. What happens when I look up is that it seems that the lighting, first of all, is quickly, every millisecond, "flipped" where the ambient is more brown instead of blueish yellow. At the same time, the head keeps on flashing (going between visible and invisible). I think the head flashes once per second, but I'm not sure. How do I stop the "twitching" from happening? Here is my .blend, thank you!


texts: Blender 2.81 - Copy cursor rotation to an object

texts:
I see in Blender 2.81 that cursor has rotation informations.
I would like to find a way to use cursor's Orientation and apply it to an object.
Is there an easy way to do that ?

Thanks !


texts: So I am trying to make this circle work and make it viewable but like it not showing up right. I mean I can see it but it looks as if it is stuck in wire frame mode. I'm New to blender so I don't really know my way around in it but I would like it if you could help


texts: Rectangular Fragments using Blender VDB Clouds

texts:
I encountered this type of rectangular fragments using VDB Clouds in Blender. Cycles GPU rendering is used and the VDB Clouds are from this pack https://gumroad.com/l/dHbwH  Have you ever encountered such an error? Thanks for any pointers!
Cheers, Martin


texts:
For some reason some objects in my scene have these weird reflections, but others don't. All objects in my scene have the same material, but some behave differently. If i make the specular value 0 the reflection goes away, but then it looks different than the other materials, and I want them to all behave the same.  Please help!
Attached is a link to a video of me showing you the problem. You can see the weird effect on the door, and on the wall.
https://drive.google.com/drive/folders/1inH5VpxNH4FzB5Dj2GUt-8H5olSETlda?usp=sharing
FYI (to the moderators) I tried using blender exchange but the upload never worked.


texts:
I created a plane and started working on it's corner to add some radius.
Now I want to smooth the edges (perimeter) of the plane. I tried to use Bevel but I am unable to do this as soon as I solidify the plane. Any clues why it doesn't work properly or how to do this?


texts: I'm new to blender and i'm having a problem, the bevel tool is not behaving like i want when i press ctrl+b


texts: Making Rounded Tile Corner From Procedural Brick Texture

texts:
i've found an old video tutorial on youtube about creating Procedural Tile Material and been able to followed it.

not satisfied with the node setup without the Principled BSDF shader, i've tried to make another nodes setup. although it still bothers me on the comparison of results, with the glossy shader and roughness node in the Principled BSDF, i like the solid colours randomness in the material.

after that i went towards searching about making rounded corner tiles, procedurally.

and the only one i've found as a really good one was this of cgslav and Rich Sedman: Procedural square shape in Cycles (with similar effect to Gaussian blur)

problems for me, are;
the discussion isn't started with procedural brick texture.
i am not really that good to understand complex maths nodes setup yet.
the setup in the discussion doesn't seem to show how to generate random tones/colours.

thus, i'd like to ask if there's anyway to adapt that method into this node setup with default procedural brick texture and principled bsdf. or, any other way as long as it could:

generate random colours/tones and rounded corner also.
have that nice gradient for bump/displacement as shown in Rich Sedman and cgslav result.
have possibility to have displacement node without inflating the object's mesh.

this is the blend file i've got so far;


texts: Texture painter brush will not paint on partial pixels. Is there a good workaround or fix?

texts: So I am learning how to model with a pixel art texture style and I wanted to use texture paint as shown in this video which you should not need to watch to understand my question. I break the rules of pixels a bit more in my model such that some of the pixels in my texture are partially hidden on the surface of the model. I can somewhat draw on them with a brush that has soft edges by drawing on their fully visible neighbors, but I want a brush with constant strength across its diameter to better facilitate my pixel art style. With this brush I cannot draw on the partially hidden pixels through that cheat anymore. Any idea how to fix this? I could just open the texture in another program but I wanna see if there is a solution in blender first.


texts: Hair doesn't render in viewport with eevee

texts: I added hair particles to an object and set the view to rendered in the viewport. With Cycles the hair is rendered correctly, but with Eevee only black lines are displayed. The rest of the scene is rendered correctly with both engines.


texts: Blender Evee volumentrics aren't working as they are supposed to

texts: why does my cube look so bad while the other one looks so crisp and detailed


texts:
So I used Array + Curve modifier on the silver pole (to a bezier curve)
But as you can see the ones in the corner are distorted badly.
How can I get rid of this deformatiom??


texts: making extrude edges follow face normals

texts: Is it possible to make extrude edges act like when you extrude a face by default in Blender? (following the face normal)


texts: Local anchor for group master (move/translate/offset of group master moves group instances)?

texts:
Let's say I start with the default Blender (2.64) file, except I set the cube to be 1 for all dimensions. At that point, the cube is at xyz location (0,0,0).

Then, let's say I select the cube with right mouse button, and go to Object / Group / Create New Group, and confirm the name "Group" in the "Create New Menu" bar with [Enter]. The selection outline turns green, meaning it's a group "master" (as far as I can see).

Now, let's say I press Shift-A; and choose "Group Instance" > "Group", and set the new instance to Z=2.3; with all selected, the view looks something like this:

Now, let's say I deselect all with A, then select the group master with right-click; and let's say I move it to Y=-2; then the result is:

... that is, it is noticeable that the group instance/clone also moved in respect to its center (note the group instance axes, which remain in the set position)! Which means, I guess, that groups are defined in respect to the global coordinate center (0,0,0) as anchor.

My question is: is it possible to define a group, but in respect to the, say, bounding box center of the group as anchor - such that when I move/translate the group master, the group instances would remain anchored at their set position (basically, at the center of the group instance axes)? Also, is this documented anywhere in Blender documentation (I had problems finding this info)?


texts:
I'm animating a scene in Blender and am experiencing some lag. This makes it hard to preview the animation. I'm in solid mode, I tried enabling frame dropping, I tried turning off visibility for some objects, but still pretty laggy. Using v2.79
Specs:
Windows 10 Home
32GB RAM
Intel core i7 6700HQ @ 2.6 Ghz
NVIDIA GeForce GTX 1070


texts: Make a 3D tube with a Bézier curve, bevel not working

texts:
I'm following the answer of this question: Make a 3D tube with a Bézier curve?

Now i set the bevel of the curve larger and the curve becomes higher. But there is no tube. It's just flat.

The same thing happens when I used this tutorial: http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Curves/Making_A_Tube

Here is an image of the problem i face:

It's not a tube.

Edit:
Blender file: http://www.pasteall.org/blend/40010


texts: How to create a raw white rice material?

texts:
I'm looking for a very realistic material for rice. I've tried just turning up the subsurf, transmission with various IOR settings, messed around with mixing translucent shaders, tried using layer weights, transparent shaders and whatnot but it just looks too rubbery.
Q: How would one create a raw white rice shader for cycles?


texts: How does one create this effect and be able to control the level of dithering?


texts: Vertex slide is creating a new vertex and not deleting the old one. How do I stop this?

texts: In this screen cap you can see what happened. I slid the vertex using the vertex slide tool, but instead of moving the vertex, it just basically created a new one, and left the old one in place. I'm new to Blender, so if someone could tell me how to fix this, I'd be very happy.


texts: Blender 2.8: Where can I find light energy/intensity in Cycles?

texts:
I'm a super blender noob. I'm a grand total of 2 days in, so forgive me if this is a stupid question, but I've looked online, and can't find an answer.

Lamp intensity/energy seems to have been removed from the Cycles renderer in Blender 2.8, and as far as I can tell, nothing replaced it. It still exists in the Eevee render.

Since 2.8 is a beta, I first assumed that maybe it was a bug, but the docs mimik this change by listing "energy" as an attribute of lamps in the Eevee renderer, and not listing it for cycles.

https://docs.blender.org/manual/en/dev/render/eevee/lamps.html
https://docs.blender.org/manual/en/dev/render/cycles/lamps.html

I can't find any reference to "energy", "intensity", or "brightness" on the cycles page at all. BUT in the last section on Sun Lamps, in the last sentence, it does mention:

  Because they are not located inside the scene, their strength uses
  different units, and should typically be set to lower values than
  other lights.

So shouldn't that mean that there is the ability to modify it's strength somewhere?

I can find plenty of articles discussing functionality of 2.7x, but the only other reference I could find about 2.8 was a comment on an unrelated bug, where someone said that they can't find the intensity setting anymore, and that it was probably removed.

https://blenderartists.org/t/2-8-light-bleeding/1130700/4

Was light intensity deliberately removed from Cycles in 2.8? And if so, how do I increase the brightness of a Cycles sun lamp?

Thank you,

-Yurelle

Update:

I do not believe this is a duplicate of this answer. While that post does make a passing reference to the cycles lamp strength, this description is not explicit on where to find this option. Furthermore, it is unclear what version of blender it is referring to. That question was answered in June of 2017, nearly a full year before Blender 2.8's first alpha was released (in June 2018), which makes it unlikely this answer was referring to v2.8. Since the confusing change I am asking about was (as far as I can tell) introduced in v2.8, that makes the old answer insufficient; or at a bare minimum not clear in it's answer applying to the newly overhauled version. As I demonstrated in one of the links in my original question, this change is something which has confused others, not just myself. And, my question serves as an explicit target & solution to that confusion. @Mahmood ul Hassan's answer provides a direct, clear, & explicit answer to the nebulous question, without required other asker's to interpret passing remarks in unrelated questions on ambiguous software versions.


texts: How to get the color of a particle with Python?

texts:
I'm trying, with python, to get the color of a given particle in a simple particle system. So far, when I create a particle system, the particle get the color from where it's emitted, right? I can ask for it's position, orientation, and a lot of cool stuff.  But, do you know any way to get the color information? An average RGB will be great.

I guess one way could be through the UV of the emitter?


texts: I am working with unity and I am constantly exporting fbx files. I wonder if there is a shortcut to repeat the export operation? same filename, same settings, same location.


texts: Searching for 3 posing buttons in Blender 2.8

texts:
i use these little guys a lot in Blender, but i cannot find them in Blender 2.8,where did they go?

Important note,i am not looking for the shorcuts with the keyboard


texts: How to render Lattice all shape keys to images using python?

texts: I have created many shape key in lattice which i pin one shape key at a time and render it and save it as a image. How do i iterate through shape keys of lattice and render them to PNG file.


texts:
In the older versions you used to import the .obj file, select it then File > Import and select the .mdd file.
In the 2.73 version I don't see that option anymore. Does anyone know how to import .mdd files into Blender with the newer version?


texts: nDisplay like funcion/add-on for Blender?

texts:
I've been scouring the internet and haven't found anything yet.

Is there a function/add-on in Blender that can send out a clean picture of the viewport real time using Eevee? I mentioned nDisplay in the title because UE4 can do that and even more (multiple monitors + stitching)

So far, I've been able to open a separate window in Blender, full screen the window, toggle fullscreen area, and hide Gizmos/Overlay. I'm even able to lock the camera to view port via the home key which allows me to add the proper lens distortion + depth of field. However, is this the best route? Is there a better way?


texts: How to bake 2 Simple Deform modifiers in Shape Keys

texts:
I need to transfer this amasing plane-to-sphere effect (from this question How to animate morphing a rectangular plane into a sphere) to Unity.

Therefore I need to bake 2 Simple Deform Modifiers into shapekeys. The problem is that in this case instead of sphere I get some strange distorted shape:

How can I Bake 2 modifiers into shapekeys (or keyframes) while keeping the same effect?


texts:
I'm rendering the exact same file in Blender on two computers.  It's an animation (here's a frame)
I'm using the network rendering placeholder and non overwrite functions to render individual frames from each of the computers.  If you haven't heard what this is or how it works, it's not really too important to my question, but you can find out about it here.

Anyway, the render is being done in Cycles with GPU acceleration enabled.  I am using the experimental set for the GPU renderer as there is sub surface scattering in the skin and cloth which is only available with experimental.  So the exact same file/scene is being rendered frame by frame by my two computers (one does, say frame 275, the other then does 276, so almost the exact same in terms of what's in the frame).

Both computers are Windows 7.  Both running Blender 2.76b.  One is an older i7 @ 2.4 Ghz with 12GB RAM and a GTX670 graphics card.  The other is a brand new i7 @ 4Ghz with 32GB RAM and a GTX970 graphics card.

My older, slower computer with the GTX 670 is rendering frames in 2m40s or so, while my new computer with the GTX970, with more memory and more CUDA cores and a faster GPU clock speed (should be way faster) is rendering them in 6-7m.

I have double checked and both are rendering using the GPU.  I shut off GPU rendering on both just to check, and sure enough, they were both way slower, as expected.  Both have the newest drivers.  Tried restarting, uninstalling and reinstalling driver.

I did get a weird error on my newer computer on one render that said there was a CUDA error, so I'm thinking this may have something to do with it, but I haven't been able to recreate the error.  Since this computer is almost brand new, I don't have a lot of history to go on.

Bottom line, render speed on these should basically come down to the GPU, and with a newer, faster GPU, with more CUDA cores, more memory it should be rendering faster.  Unless somehow the newer GPU is missing something that the older one has.

I know that unfortunately with this information it will be difficult to diagnose the problem, but I really don't know what else to include.  I'm hoping that someone will be able to point me to something to check.


texts: Why can't I add sky nodes to a lamp in Blender Cycles?

texts:
I feel like my interface is missing the ability to add sky.

Although I have easily applied sky in another file before, no matter what I do in this file, the sky is black.

What went wrong?


texts: How to reduce thousand of faces of an already low poly object

texts:
Let me ask you a little question.

I have an object, a 3D already low poly unicorn that has 183,159 faces and I need it to make it on paper (via pepakura) . I usually use MeshLab to reduce any number of faces I need, but in this stl file I can not figure out how to reduce the faces to the right amount of faces that the low poly shape is showing.

Please, please, how can I reduce the thousand of faces in that low poly object in Blender or any other program(s) you know? I´ve been searching in english and spanish, and get nothing referencing a low poly object with thousands of faces.

Thank you for reading and for any info you can provide. Thank you.

Best regards.

Brianna

p.s. Attached you will find 2 pics (one with the unicorn in general view and another showing thousands of faces on the surface of the low poly).


texts: Converting a masked 2d grayscale image to an object

texts:
I want to achieve the following:

At the moment I can do it, by using Shapeway's 2D to 3D image converter, download the result as X3DB, then use NetFabb Basic to convert it to STL, which I can then import to Blender. This process although works, I would like to do the whole process using Blender in order to not rely on web tools and to have more control on the result.

I've been trying to mix landscape topography with extruded curves the following ways:

Option A.

Create an SVG outline of the image
Import the SVG, and convert it to a mesh
Use the displacement modifier to modify the mesh using the original grayscale image

Option B.

Create an SVG outline of the image
Import the SVG, and convert it to a mesh
Create a plane, use subdivide to add more vertices
Do a boolean cut to change the shape of the plane to the outline of the image
Add a displacement modifier to modify the resulting mesh

In neither case did I get anything useful, the usual results are:

A mesh with tons of huge spikes (which of course doesn't resemble what I want)
A mesh with only a few spikes (which still doens't look anything like what I want)
The mesh dissappears completely
Blender crashes

Any ideas?

Edit:

I already have the SVG version of the outline. I can also generate an SVG version of the grayscale image as well, but I don't think that's necessary. I'm using Illustrator btw.
I don't need an automated way (yet, hopefully I can script it once I know how to do it manually), my problem is that I can't even get the mesh created manually in any way.
As this is for 3D printing both the outline and the topology are important (the depths of the ridges are not always equal everywhere. Also a generic solution would help me in generating other types of pendants and would also allow me to add smaller details).

Here is the end result I would like to accomplish from another angle for reference (this is based on the mesh generated by the shapeways' tool, and it also contains a mirroring):


texts:
I am trying to open this STL file https://www.cgtrader.com/free-3d-models/architectural-exterior/street-infrastructure/flag-and-animated#
But when I import it to blender, it just loads an orange dot. What is happening?


texts:
I'm trying to recreate the blinking star effect seen in this video.

I have created a plane, added a particle emitter and added a sphere as the emitter. In the original sphere particle instance I have used the following node setup.

The Value node has a noise modifier on it to simulate the blinking effect (similar to this). When I animate it all of the particles blink simultaneously, rather than each one individually.

How would I make each behave independently?


texts: Help With Adding Bones To An Already Deformed Armature

texts: I need to add another bone to an already deformed armature model, but it won't let me. Is there something I'm missing or is there any way to form back the armature and then deform it again, but this time with the extra bone included? I really don't want to have to rig the entire thing again.


texts: The Collision bounds are messed up on my character and I cant seem to fix it.  It is set to Box.  I tried Triangle Mesh but blender crashes (I looked it up and this is a regular bug) and none of the other Collision Bounds work.  So basically I need it to be Box and I need it to have Physics Character.  I've centered the origin to the middle but it just messes it up and the character goes flying.


texts:
I'm trying to unwrap a cuboid to apply a texture. I defined the seams, unwraped the object. But when I look in the UV editing window, I have edges which are supposed to be the same on the 3D model (and it's the case since when I select one, the other automatically gets selected) but have different sizes. I can't change one without changing the other because they are linked.
My three scales are set to 1, so I'm a bit confused.

How could I fix this issue?

Here are the UV map

and the cuboid

Thank you


texts:
I'm trying to adjust/change the bezier curve and the blue line is not in the f- curve editor window like the instructions say it should be. Is there something I am missing or is there a way to get it back? I copied the instructions below and attached an image of what it looks like from my point of view. Any help would be great!!

In these steps, you'll move the whole Bezier curve to change the door-opening animation.

In the 3D View window, make sure that the house's door is still selected. If not, right-click to select it.
With the mouse pointer located in the F Curve Editor window, rotate the mouse scroll wheel upward to zoom in on the Bezier curve.
TIP: If you can't see it, rotate the scroll wheel downward to zoom out.
Right-click and drag the Bezier curve to unstick it. The Bezier curve will follow the mouse pointer wherever you move it in the F Curve Editor window.
TIP: Right-clicking again will return the curve to its starting point.
When you've moved it to a new spot, left-click to stop moving the curve.
TIP: You can always press CTRL + Z to undo the movement and return the curve to its previous spot. If you want to undo something in the F Curve Editor, make sure the mouse pointer is in that window.
Press ALT + A to see the new door-opening animation.


texts: can any body tell me how to make this complex object?

texts:
This is the model and i made it
https://in.pinterest.com/pin/757730706026954368/

I tried it but not up to the mark


texts: How do I make faces and vertices invisible in viewport?

texts: I started learning Blender recently, however once I got to a point in a tutorial, it showed faces and vertices being invisible (2nd image), my view doesn't show this, despite, as far as I'm aware, having the same settings as in the tutorial, how do I make these become invisible? I'm sure it's a fairly simple fix, but the tutorial I'm using didn't have any information on how to change this


texts: UV-unwrap to same position, scale and rotation as before?

texts:
I have a mesh that had been UV-unwrapped and positioned on an image texture where I want it. I did some adjustments to the shape of the mesh, and that malformed the texture a bit. So I wanted to unwrap it again to get the correct shape, but in doing so the UV map is reset to the standard scale, position and rotation.

How can I UV-unwrap, but keep the scale, position and rotation? The reason I need to do this is that I have several similar images, and the position of the texture needs to be the same, even though the shape of the objects are a bit different.

I am in Blender 2.8 beta.

Thanks!


texts: Move UV island but snap active to pixels?

texts: Is there a simple way (and if not, what is the complex way) to select a whole UV island, and move it around in UV space but always align a chosen vertex (or even better, edge) to pixel grid? If I turn 'snap to pixels' on, my islands get deformed a lot when moving because I'm working on very low-res textures.


texts: Export FBX/OBJ with each Collection as its own object, with the collection name as the object name

texts:
I have a somewhat convoluted issue, but if I can sort it out I can make my Blender > Substance Painter for baking workflow a lot better.

TL;DR My explanation is pretty bad. I basically want the following hierarchy in blender

[Collection] highpoly_Forearm

[Mesh] Circle.001
[Mesh] Circle.002
[Mesh] Circle.003
[Mesh] Cube.001
[Mesh] Cube.002

[Collection] highpoly_LowerArm

[Mesh] Circle.001
[Mesh] Circle.002
[Mesh] Cylinder.001
[Mesh] Cube.001
[Mesh] Cube.002
[Mesh] Cube.003
[Mesh] Cube.004

Exported in an FBX or OBJ with the following mesh hierarchy;

[Mesh] highpoly_Forearm
[Mesh] highpoly_LowerArm

If I have to use materials instead of Collections to define which objects to group together that's alright too, as I will likely want to create a separate textureset for each moving part.

I've finished my high-poly model; for each low-poly mesh, the high poly version is actually made of numerous separate objects that are all part of one Collection, with the Collection corresponding to the low-poly mesh I will bake it to. The only issue is I have a real good non-destructive workflow going, so I don't want to have to apply all modifiers and join all meshes in each Collection before exporting the FBX or OBJ file. I could make a copy of the file and do all those steps each time I change the geometry, then go back to the original file if I want to work on the meshes with modifiers, but that's a ton of extra steps I want to avoid (plus multiple files can get out of hand fairly quickly.)
For example, I have a robot arm. The upper arm and forearm are each different moving parts, so the low-poly mesh will have an upper arm and forearm mesh, however, the high-poly mesh is made up of two Collections, each named the same as the corresponding low-poly meshes but each one is filled with a bunch of objects name things like Plane.053 and Cube.012.
I'm hoping there's an easy way of doing this since I know the OBJ export settings have pretty in-depth settings for OBJ objects and OBJ groups.


texts: Can the color in the scroll bar for where the active selection is be changed? I have changed the default red selection color, but the indicator in the scroll bar is still red. That indicator in the scroll bar is what I want to change. The image below shows my question.


texts: How to bake wireframe to texture? no i'm not referring to export uv

texts:
i'm modeling an hard surface with subdivision, bevels and so on.
I would like to bake the final wireframe to texture, with all the subsurf, bevels, bools etc.
Is it possible?


texts: I tried subsurf then booleans, but they create N gons and shading issues no matter what. Any other solution?


texts:
So I'm modeling a window for a scene and used a half circle and the boolean modifier to create a half circle in a mesh.

On the right side you see the cuts I made using the knive tool to create quats and tri's.

On the left side you see just 1 face that I created by selecting all the verts of creating a face.

Is there any partical reason why I should with left or right? As far I can tell left just add's more verts to my scene.


texts: Is there a way to bake an array animation?

texts:
I have an object with an array modifier. I animate this array, using empty as “object offset” (like in this tutorial - https://www.youtube.com/watch?v=COCFd_BKqLw ).

Is there a way to bake an array animation (in order to export it to another program later)? I need to save this animation, without the array modifer, which is supported only by Blender.

Thank you in advance!


texts: Why does the object move when clearing its parent?

texts: When the parent-child binding is canceled, the geometry of the group of objects is broken. How can this be avoided or if this is not possible, corrected?


texts: Why aren't these sections mirroring properly?

texts:
For whatever reason certain parts of the model won't mirror properly? Like most of the joints and segments mirror fine, and the middle arms mirror fine, but the shields and hands and wrists on the top arms and bottom arms mirror all over the place that don't make sense for x,y or z.

Does someone know why this is happening and how to fix this?


texts: How to align some vertices group by polygon/edge and axis?

texts:
How to align some vertices group by polygon/edge and asix ?

It may solve by boolean operation.
Or using snapping to grid, because snap to grid works such as intersection with align axis. But another snapping tool doesn't work like that.

Simple example:


texts:
Im working on an project in which i modeled a stargate and a jumper (spaceship from stargate). I also have some video footage in which i want to place my models. The tracking and camera resolving is done.

Now i have on the one side the problem, that i want some tears/scratches on the ground where the stargate is grounded in (i tried a uv map on the ground (background layer) and created there one with some scratches but in the result there is nothing rendered) - so i tried it with a plane in the foreground cause i thought if the uv map is transparent except of the scratches.. doesnt worked as well. so how i realise this?

the other problem is, that the spaceship should come out of the stargate - so it is animated but should "appear" (like that https://youtu.be/tNSiS9wN-GI ) the problem is, that i dont know if i can use this that easy cause he uses dynamic paint and a node to check greater or lower 1. may you guys have an other idea.

i use cycles renderer, so a lot of solutions i found doesnt work :/


texts: Blender very slow after upgrading to windows 10

texts:
So I recently did an upgrade on my old laptop. Its a very weak laptop with a ATI Mobility Radeon 3400 but blender always ran pretty well on it. Now after upgrading to windows 10 blender first said that It Can't detect 3d hardware accelerated drivers. So I got OpenGL 64x and put it in my blender direction. Now blender openend. But it is unusable slow. every input takes multiple seconds to react and even a simple thing as a swipe with the mouse is running in like 3fps (without anything in the scene)
Is there any way to fix that? I dont want to go back to windows 7 only because of blender but I also cant miss it.


texts: Apply a Material just to the part of an object that was edited by a boolean modifier

texts:
I am want to apply a material just to the faces of an object that were edited by a boolean modifier set to subtract.

A would be one material and B would be another. I am also doing this in a animation, so the subtraction object is changing on every frame.


texts: Okay so I am making a creature and I made one leg. I duplicated it but they are literally both left feet. How can I flip it so that the duplicate becomes a right foot?


texts:
In my addon panel, how can I have an object selection box?  And what data type would I use to store the the selected object?

It should look like this:


texts: Output from the node editor to the sequence editor

texts: I want to remove a green screen from a video. I know how to do it with the node editor but i can't send the result to the sequence editor. When i try with Add > Scene, it only show me the 3d scene(the default with a cube).


texts: Flat surface not being shaded consistently across quads

texts:
I've been working on a mesh and realised that part of it is not being shaded consistently across the borders of each quad. I've isolated the section into its own blend file and cannot figure out what's causing the issue.

The section in question is a flat plane with some loop cuts. It's set to flat shading and the face normals are all consistent and pointing in the same direction. There is no modifiers applied.

Does anyone know the cause of this and how to correct it?

Blend file can be downloaded here: https://drive.google.com/file/d/1DW8WcC2wAT3FR1h9uUGkHZmDef-mzgR3/view?usp=sharing


texts:
I wonder what's the best workflow for a such basic task:

I want that the plane would have the same two corners. I got stuck at the 7th step.
Two questions:

How can I cut that duplicated edge from a plane?
Is there a faster way to achieve the same result?


texts:
Blender 2.81 - I downloaded a model from Thingiverse, and when I went to edit it, this is shown:

Why is there a "shell" around it all?

I tried:

Clear Seam
Clear Sharp
Clear Freestyle Edge
Flat Faces

I don't know what to do about it.


texts: So I have a texture assigned to the selected object and it is UV mapped to the texture but the mesh doesn't change its appearance. Anyone know what I can do?


texts: Whenever I tried to add a material slot to a tracking scene plane, it shades out black. The File is in **EEVE Mode**

texts:
In blender version 2.82, in EEVE Mode in rendered shader-view when I tried to add a material slot to a plane, which I generated by tracking a scene, the plane shaded out black with no texture.

I tried it several times but I failed to find a solution to it. Without a material slot it was looking fine but adding a material would turn it black again.

I thought It's so because I have not added a texture to it. But when I added, It also didn't solve the issue.

I also even cleared and reassigned UV maps to the plane. It did not help me.
hope who may be reading this would be knowing the solution to this or may be facing the same problem.
I'll be grateful to the persons who'll be able to find a solution to this.
Hope this information is enough to describe my problem.
I'm also giving a link to the file below--

https://drive.google.com/file/d/1bf_9HzR12mw66E9cNw_Tgk2w2oPZX4EM/view?usp=sharing

It will redirect you to my file.

Also I am Giving the link to Image sequence folder below:--

https://drive.google.com/open?id=1aaoDAXLmkwhHGHiGpkHfpaX8LX8LNvY5

Also the FPS Rate is 29.97 .

Thanks for trying to understand my problem.


texts: Keep rig feet flat on the ground (IK Rig)

texts:
So I have an IK rig setup; however, when I move the pelvis down to make the character squat the feet fall through the ground. e.g.

How can I set it up so that when I move the pelvis down the feet stay flat and do not rotate beneath the surface of the ground?


texts: How to copy transform orientation to object's rotation?

texts:
Is there a simple way to copy a custom transform orientation to an object's rotation vector?

There is a command "Object / Transform / Align to transform orientation", but what I need is kind of "inverted" version of it.

I created an animation to make it clear what exactly I mean.

Now I join one object to another in order to inherit its rotation. And doing so I feel stupid. I'm sure there is a simple way, but I just can't find it.

Please help.


texts:
is it possible on Blender to rotate an object with its animations ?

As a proof of concept, i bought an character with animations. Then i tried to rotate the whole object and the result was strange.
I assume that it's just a bug when modeling/skinning/rigging the character but not so sure. What may cause this bug ?


texts: Let's say I have a carpet with a picture of an ornament as a texture. The carpet is black and the  ornament white. I want the carpet to be with hair particles. My question is how can I colour the hair particles that form the ornament.


texts: Why my text extrude borders but not front?

texts: I'm trying to make some 3D text. I'm following a tutorial but the extrution is of the borders of the text not the front or the back. Why?


texts: Bake action with euler rotation instead of quaternion

texts:
there is a problem that baking actions with Euler rotation creates a flickering rotation in the keyframes. The problem can be solved by choosing quaternion as rotation but I need to export the keyframes which require an Euler rotation. How can I fix this flickering issue? Is there a way to bake actions properly with euler rotation? I tried to convert the quaternion rotation to euler rotation but it didn't work, the flickering returned.
Any solutions?


texts:
I use Blender to create my 3D models for my Iphone app that uses OpenGL ES. The default output format MD2 i know it is very old but i need this for a fast processing algorithm!
How do I get Blender to output a MD2 file that has the following elements:

All Verticies and Faces (faces as triangles, not quads)
Texture coordinates (UV Mapped)
Preprocessed Normals


texts: How to bring Grease Pencil drawings to another .blend file? - 2.80

texts:
First off, I understand there's this thread, but it's older than 2 years now.
I tried Appending but only an empty Grease Pencil data arrives.
In the original I have 4 keyframes. Only one keyframe arrives, without the drawings.

I tried today’s release.
Should I try exporting it?
If so, under what format?


texts: My blender textures are only visible when in texture paint, but disappear when in any other mode

texts:
I made a cylinder and UV unwrapped it with with an image in the UV editor. I start painting textures and they show up, only to disappear after I go to a mode other that texture paint :/
Also, I forgot to mention, I'm sort of new to blender and don't know how to use nodes and some other stuff.


texts: I have tried to stencil painted the logo on the base color which is just a 2K color image. Then I stencil painted something on top. But no matter what size the image is, it still looks pixelated. Can someone help?


texts: How to apply driver based on geometry-node-generated coordinates

texts:
I had an idea that I'm attempting to implement with Blender geometry nodes. Basically, a swarm of scarabs, which should open and close their wings when their z-height is close to a certain value.
I've tested it on the original model, and, through the careful usage of a few shape keys, armatures, and drivers, have it set up so that when a varied custom-property z-coordinate is within a certain distance from the scarab's z-coordinate, the wings open up automatically.

So, this part works perfectly. The catch is, I'm using point instancing in geometry nodes to create an entire swarm of them, and I would like that value to vary for each scarab (out of potentially thousands). Imagine a "wave" of them opening their wings and the color gradient change that results from that; there's where I'm trying to go. However, the driver only sees the original location of the scarab; not the geometry node location; which means that all of their wings open and close in synchrony and doesn't have the effect I want.
Here's my current node setup. I'm on 2.93 alpha.

There are a great many different nodes that I'm still coming to understand, but is it possible to have Blender evaluate the driver after-the-fact, instead of beforehand? Like a deferment? If not, is there another way for me to accomplish this by-instance wing opening, without worrying about the entire swarm at once?
The core equation I'm using to adjust the wings, inside the driver, is |z-critical_height/(span/2)|, where span is the range over which the wings should open and close, z is the z-coordinate of the object, and critical_height is the z-coordinate at which I want them to be completely open. I suppose it might also help if I could have my driver reference the z-coordinate of the instance instead of the original, but I'm not sure how to do that.
Thank you for your time, please inform me if I can provide any additional data. I don't have any inputs on geometry nodes other than the geometry itself; and no other modifiers on my framing object (where the geometry nodes are), which for the moment is just a boring UV-sphere until I have the core concept down. In case it's relevant, my driver is on the bone that moves the beetle carapace to expose the wings, and is editable in pose mode.


texts: What does the "normal" socket of displacement node do?

texts:
I tried searching and there is no information about it.
Blender manual says "to do"
I did some experiment but still nothing is clear.
Thank you.


texts: I want to export vertex data of a simple object which include normal and color data as well as vertices coordinates as text file

texts:
I want to export vertex data of a simple objects which include normal and color information as well as vertices coordinates as text file. Similar to following example. Is it possible?

Vertex(
x: -1.0 ,
y: 1.0,
z: 1.0,
r: 1.0,
g: 0.0,
b: 0.0,
a: 1.0,
s: 0.25,
t: 0.25,
nX: 0.0,
nY: 0.0,
nZ: 1.0
)


texts: Input and output sockets do not work the same way. The picture seen sockets input and output node "ObjectProps". The socket input button is drawn, while the output socket - no. Who knows the reason? How to make a button in the output socket?


texts:
Trying to add a half round trim around the front surfaces of a piece of modeled armor. Found videos on using inset and extrusion, but I cant figure out how to profile the extrusion into a half circle:

Alternatively, I've tried shrinkwrapping a half round pipe to the surface, but cant figure out how to make it follow the edge without meticulously rotating curves to follow the edges:

Feel like there has to be a better way to do this. Any feedback would be great!


texts: How can a custom icon be loaded in an add-on?

texts:
I have created an add-on but I can't apply my own icon to the operators in this add-on.

Is there any easy way to implement this?

Or do I need to add the icon to an SVG file?


texts: Keyboard language for Blender is different from the keyboard language in other applications

texts:
I've encountered a very weird 'feature'...

When I type into text boxes in Blender, it has a different keyboard language layout than my usual one in all other applications on my laptop. (I have a full numpad keyboard, so emulate numpad is not turned on.)

To clarify:

When I press 'shift' and the key to the right of my zero key (0) on my keyboard I usually get the underscore (_). In other words, in all other applications:

  shift+- results in _

When I press the same button combination in Blender I get the equals sign (=). So in Blender that's:

  shift+- results in =

I use the Windows 10 'English (India)' layout, and it functions consistently across all other applications, e.g. this website in Chrome, MS Word, Photoshop, Flash, etc. It is only in Blender where the keyboard input doesn't match the output on the screen.

This happens everywhere you can type into the editor as far as I can tell: e.g. the text editor, asset panels, user preferences search box, etc. I first noticed it because it started breaking my naming conventions that use underscores.

Is this is known thing? Is there a way to set Blender to use the same keyboard layout for text input as my other applications?

(Sorry about the vague tags on this question, there didn't seem many appropriate.)


texts: Blender Doesn't Permit Indices in Drivers?

texts:
I have a variable in a driver that I would like to be able to "switch on and off". To do this, I figured I could give this variable a power, another variable that would link to a custom property. I can then make the custom property 1, for enabled, or 0 for disabled - as a number to the power 0 is 1 and 1 multiplied by another number is just that other number.

I.e. x^y*z .

However Blender doesn't seem to support this. Here is the error from the console:
Traceback (most recent call last):
  File "", line 1, in
TypeError: unsupported operand type(s) for ^: 'float' and 'float'

Any ideas as to why this is? It seems like pretty standard math to me. If not, any ideas how to get around it?


texts: Blender problem UV texture after applied subdivision surface

texts: Can someone help me to fix this UV texture please ? Thank you. The texture should be like first image after I applied smooth in Subdivision Surface in Modifier. Thank you for any helps !


texts: White lines problem texture bake; render engine

texts: I have a 3d scan that I'm baking onto a lower poly model inside the blender render engine. The baked image result shows some white lines that correspond with the uv islands of the UV map of the 3d scan. Anyone know how to get rid of these?


texts: Some objects disappeared in the modeling tab after render

texts: After rendering to see how my model looked so far, most of the objects in my scene disappeared from the modeling tab (using 2.8), they aren't hidden, alt H doesn't bring them back and they are set to be visible in the organizer. They are visible in all tabs except for modeling.


texts: transitions between video strips in VSE not working... am I doing something wrong?

texts:
I've only been working with Blender for a few weeks and my focus at this point is on using the video sequence editor... VSE.

I am running Blender 2.77 on PC with 6 gigs of ram.
I add simple movie to VSE but when I try to add a fade-in from black, nothing happens.  I've tried wipe, cross, gamma cross etc and no joy.  I've been careful to select the video clip and color effect strip in correct order... black first... video second... still nothing.

Also tried soft cut and overlapping video strips to wipe from one to another and the preview screen just goes to black after the wipe.  I'm assuming this is operator error... but did see a reference to a Blender bug in regard to the above.  Please advise and many thanks


texts: How can i add specularity, shadows and decals on top of a Blender Cycles bake

texts: I want to improve my Blender cycles baking by adding specularity and shadows to make it "partially real time" and decals while keeping the lighting informations.


texts: Pivoting an object with respect to two objects

texts:
I have created a quick set up to demonstrate my question.

The red cylinder needs to rotate around the small blue box and the bottom of the cylinder must remain in the same x,y,z, location.
The cylinder must also rotate with respect to the small grey box. The top of the cylinder needs to remain attached to the grey box. The grey box rotates around the larger grey box in the center.

If I rotate the cylinder at the blue box with the same rotation (or even a corrected rotation) the cylinder does not remain attached to the grey box.

I set the small grey box to rotate at 1 degree per frame.

How can I keep the cylinder attached to the small grey box and the small blue box and have the cylinder rotate with the same rotational speed as the grey box?


texts: Boolean modifier applied to imported obj

texts:
I've seen that Blender has some difficulties handling boolean operations such as difference, as discussed for example here:

Boolean modifier

However, I noticed a strange behavior of the "boolean difference" operator. In the image below, there are two boxes. The big one is generated as a "cube" inside Blender. The smaller is imported from a .obj file. The two wireframes look similar. Then, I "subtract" a sphere from each of them.

The known artifacts appear only on the imported box, not on the cube generated internally. I already played with the "auto smooth" property and with the "custom split normals" without changing the result. Is it due to a different internal structure of the two boxes or it depends on attributes? How can I make the behavior of the operation on the imported objects equal to the internally generated cube?


texts: How does one set a stretched stencil image back to original scale?

texts: I found out the hotkeys for stretching my stencil on the x axis (shift+rmb+x), now I would like to remove the scaling and put the stencil image back to its original dimensions. Strangely I haven't been able to find the quick key or the button in menu to do this, does such a thing exist?


texts:
I've attached a blend file for anyone who knows about uv unwrapping and baking. I appreciate whoever takes a look and gives me some help.

https://drive.google.com/open?id=14VvXcaYQRoyfXL1y10si2aBirmCIKq1o


texts:
I am using Blender 2.76. When I go to the default scene with
the cube I get what seems to be an error. Up top Blender lists
the cube as having 12 tris. Is this a bug or do I have something
wrong with the Linux Mint 17 version of Blender?


texts:
I am trying to make an extruded version of this image of Gary Smith,

so I used GIMP to cut him out of the picture and exported the path as an SVG file, and imported it to blender and set it as 2D. But when I try to texture it, I get a completely black model.

How do I texture it?

Edit Mode:


texts:
a little question about UI list, i'm trying to make a custom marker panel.
It's aim is to recense all markers on timeline. Then i have a custom operator to jump to these markers.
I managed to call the UIlist, but i want it to be sorted by frame number (the marker at the frame number 1 being automatically above marker at frame number 2) and i have no clue to do that.
For now i just managed to display frames number for more clearity...
Here's my piece of code so far :

import bpy
from bpy.props import IntProperty, CollectionProperty , StringProperty
from bpy.types import Panel, UIList
import os

# custom list
class Markers_items(UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        split = layout.split(0.8)
        layout.prop(item, "name", text="", icon='MARKER',  emboss=False, translate=True)
        split.label("%d" % (bpy.context.scene.timeline_markers[index].frame))

    def invoke(self, context, event):
        pass

# draw the panel
class MarkerListPanel(Panel):
    """Creates a Panel in the Object properties window"""
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOLS'
    bl_category = "Editing Tools"
    bl_label = "Markers List"

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

        rows = 2
        row = layout.row(align=False)
        row.template_list("Markers_items", "", scn, "timeline_markers", scn, "marker_index", rows=rows)

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.marker_index = IntProperty()

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.marker_index

if __name__ == "__main__":
    register()

I don't have a clue about that... Any help ?
Thanks in advance to all ! :D


texts:
I am making a colosseum with a crowd inside. For the crowd I am using an emitter and I have a few very low poly people objects in a collection. The problem I am having, is that they are all facing towards the positive Y axis. But as you can understand, in a round colosseum I want them to be facing the middle of the arena. Any idea on how I can make sure that all the particles (so the people) face towards the middle.

Thanks in advance.


texts: I'm trying to loop cut on both arms symmetrically at the wrists so that they are equidistant from the chest. how can i do that automatically?


texts: Moving full-thickness of a part of the side of the skull

texts:
I imported a skull (skull.obj) into Blender. I want to select the part of the side of the skull and move it, so that now there is a hole in the skull from where I moved the selected part.

To do this I went into 'Edit' and 'face select' and selected a piece of skull. However, when I 'separate' and move only a partial-thickness of the selected skull is moved. How do I move the full thickness of the selected skull?


texts:
I am working on a game and this happened.
I have a Cube with an array modifier.
When i view my level in the viewport it looks ok but when i press "p" it looks like the Normals are inverted(which is not the case).

Does someone know what the problem could be?

Left: Viewport ____  Right: Blender Game Engine Render


texts: Loading / importing UDIM image sequence via script / python

texts: I'm looking for a way to load an external UDIM image sequence, let's say, ['texture_1001.png', 'texture_1002.png'], using python, similar to how you can load single images with bpy.data.images.load().


texts:
I have rigged model and want to add some new bones to it. But when I add them, they do not affect the mesh, unlike the rest of the bones, which they are children of. How do I make the new bones affect the mesh too?

This forum already has similar topics, but there are no answers in them.


texts: I always see these hair glitches whenever I append a Minecraft character rig. This skin has hair in the back also on the sides! But Because of this glitch I can't see the full hair beside it glitches when I play animation! I rendered an image but it renders with the glitch!!!! How do I fix the glitch?


texts: Blender is rendering an older version my project

texts:
Blender is rendering an older version of my project, not the most recent one. I have made it using the Blender Render but it does not want to render in cycles either. A black and grey screen is rendered as if everything is transparent. Checked general camera, lighting and compute devises in case I messed something up but I can't find anything. All my textures and objects look normal, does anybody know what is wrong or what to check?

Ok added link:
http://www.mediafire.com/download/ah0brd38psfyb7i/Bathroom%20test%20upload.blend


texts: How do I modify this script to affect bones instead of shape keys?

texts:
import bpy
import csv
import numpy as np
data_path = 'C:/Users/E/Desktop/example.csv'
ob = bpy.context.object

with open(data_path, 'r') as f:
    reader = csv.reader(f, delimiter=',')
    names = next(reader)
    data = np.array(list(reader))
shapekeys = ob.data.shape_keys.key_blocks
for i in range(data.shape[0]):
    if data[i][1] != '0':

        for shape in shapekeys:
            if shape.name in names:
                index = names.index(shape.name)
                shape.value=float(data[i][index])
                shape.keyframe_insert("value", frame=i)

# The script does all the data mining to get the needed values.
# It allocates 3 values needed to utilize
# shape.name = bone name
# shape.value = location Y
# current frame = i
# I added these lines below but it doesn't work

    pb = ob.pose.bones.get(shape.name)
    if pb:
        pb.location.y = shape.value
        pb.keyframe_insert("location", i ) # y location

This script gives me an error
"armature object has no attribute"
So what is it that is needed to make this script allocate bone values locations Y?


texts: Animating the origin point location. Is it possible?

texts: I want to animate the rotation of a plane (I need to move it from position 1 to position 2, using 2 turns and rotating by Z axis) as in the picture below. However to do so, I need the origin point to move from the left to the right side of a plane. Is it possible to keyfame the origin point location?


texts: In 3D view, click one of the selected objects while holding shift would set it as the active object. My question is how to do this in Outliners instead of 3D View? Because sometimes the object I want to set as active is very small or obstructed by other objects and it's hard to select in 3D View.


texts: How to access hidden value in Uvmap (UVWT)

texts:
I got a really specific question for an expert.
I learned recently there is no such thing as Vector 2 in a graphic shader. Every Vector is in reality a Vector 4. Like vertex colors are not just Vector 3 (RGB) but always are a Vector 4 (RGBA).
By example UV mapping is not just a Vector 2 but is in reality a Vector4 which is technically called UVWT.
I need to hide inside my mesh value for my game developed with Unity to be used by my custom shader. I already use vertex colors RGBA to store information and would like to access this new dimension of data hidden in the UV map more specifically the WT of the UVWT.
Which is accessible with certain programs. Like in Unity amplify shader:

My Question:
How can I access these 2 hidden dimensions (WT) on the UVWT from blender? I know no tool in blender will allow me to edit those hidden values. I plan to build a custom script to edit them but still I can't find any information on the internet on how to access these 2 hidden dimensions from UVWT.
Thanks in advance for your time.


texts: Why do my lights appear like this (opaque) behind the glass shader?

texts: I'm currently working on an animation where the camera starts filming infront of a fireplace and then slowly goes back and then flys through the window. There the problem appears. As soon as I render the scene from behind the glass my lights look like this. I assume this is some basic and easy to solve issue but I couldn't figure out what it is. Can anyone help me out?


texts:
I'm new to sculpting, and i've noticed that the mesh is pushed when sculpting and not compressed.
So for exemple if I have a wall, and if I dig some holes with a brush on one face for exemple, at a certain point I will be able so see all the mesh going outside behind the wall at the opposite face..

So i wanted to know if there is a way to avoid this ?
Thank you !


texts: Limit a mesh so it doesn't collide with or enter another mesh?

texts: I'm wondering if it's possible to limit a mesh so it doesn't collide with another mesh. I'd like to be able to move a mesh around the 3D view and have it stop moving along that axis when it touches another mesh (of my choosing, preferably). Is this possible?


texts: How to achieve this spline and particle effect?

texts:
How to achieve the following effect in Blender?

Source
I tried to apply curves to a deformed surface, but that was a bad idea. the distribution of the curves looks like a magic texture, but working with such didn't work either.
Is this something that can be done with Animation Nodes? Or with a particle system?


texts:
In an exporter script i also want to export "custom properties".
In my script i have the active object:

x = bpy.context.active_object

I can access the custom properties by their keys:

k = x.keys()

Blender / Cycles seems to reserve some own properties in here with the keys:

cycles
_RNA_UI

The values of these seem to be of type IDPropertyGroup, investigation in the python console gives:

>>> type(x['cycles'])
<class 'IDPropertyGroup'>

In my script i want to handle this as a special case and for values of IDPropertyGroup rather use value.to_dict().

So in my script i have:

for k in x.keys():
    val = x[k]
    print("k %s type %s" % (k, type(val)))
    if isinstance(val, bpy.types.IDPropertyGroup):
        val = val.to_dict()

But this gives an error that i don't understand:
    line 194, in execute:
    if isinstance(val, bpy.types.IDPropertyGroup):

AttributeError: 'RNA_Types' object has no attribute 'IDPropertyGroup'

Googling for IDPropertyGroup i get this relationship:
    class bpy.types.IDPropertyGroup(bpy_struct)

I wonder where this error comes from, i would expect this to work.

Thanks for any hints,
Torsten


texts: Using the normal map gives me this seam effect. Idk why this happens. The normal map is on OpenGL.


texts:
I am trying to animate a simple scene to test the shape key I added to the object but I tried to keyframe the shape key but I couldn't.

When I keyframe the object after changing the shape key then I go to the next frame and change the shape key to what I want and play the scene the object doesn't change at all

All the tutorials I found were for blender 2.4 which is i guess outdated

How can I keyframe a shapekey?


texts: How to run a python script at regular intervals?

texts:
Is it possible to run a script every few seconds or so, while letting the interface update in the meantime?

How can I do this?


texts: Will using python for rendering speed up the process?

texts:
I have a very basic setup for blender. I have wrapped a video around a sphere as material, and positioned the camera at its center. I now plan to move the camera around. The camera is set to the equirectangular mode.

When I render using the GUI, it takes about 4 minutes per frame to render. Can this time be reduced if I proceed to do this using a python script? If so, is there a significant difference?


texts:
I was working on a Blender project on objects falling to the ground. I set the ground to "passive" and the objects to "active". After doing the simulation, I noticed how some of the objects just fall through the ground and the rest just land on the ground.

There were other things that I did along the way: baking the simulations and moving the objects a little higher from the ground.

I am not sure what I am doing wrong here, so I hope somebody has that kind of problem and would be able to help me :).


texts: Rigid body objects passing through each other

texts:
I am experimenting with rigid body physics using the game engine for a project.

This is the setup:

I have 2 long rectangular prisms with hole.
The 2 prisms are connected with a cylinder (acting as a dowel).
I locked translation and rotation for one of the prism and everything else is free to move and/or rotate.

And here's the problem:

The dowel and the free prism are going through the locked prism. Can someone please tell me what am I doing wrong? Thanks.

Here is the blend file:
https://www.dropbox.com/s/o2y0pxk7ijk12bc/untitled.blend


texts:
I have multiple grayscale images, and am converting them into 3d-renders using the approach described here: http://johnflower.org/tutorial/make-mountains-blender-height-maps
That approach works fine for one or two images, but now I have 100-1000 images, which all should be processed using this or a similar method. Is there a method to apply the same method to all images and render them, one after another, after setting the initial parameters?


texts:
I was wondering if their is a simple solution to snapping instances of say 4 objects, or mirroring them to the other side.

When I have done this, the snapping of the group of the array of 4, is hard to see how to snap it all, rather than one at a time.

I tried various ways, and got the face snapping to work in singles but not grouped.

How does someone get instances to mirror, at angles of incline.   The object did mirror, but in the same angle, not the opposite?

I have deleted it now, but would still like the answer. I tried to put the instance on parent to snapping object also. With origin changes also.  I must be missing something simple.

I would have used snap to face view, but the numpad options set me to angles not on the correct angle either.

the rotation snapping seems to be sorted, but not mirror?


texts: How to design a part to fit exactly onto an existing 3D model?

texts: I have been trying to fix the front fender part of a vintage pedal car for a friend. It is a piece that is broken, and I would like to design and 3D print a part that fits perfectly to the broken part, kind of like what was done here... The .stl file from a 3D scan of the broken fender is available here and was I hoping to get some advice or help. Please note that the complete part is symmetrical. Thank you


texts: How to avoid desaturation when using glossy material

texts:
Most materials is simulater with a white specular component. Now, if I mix the specular component with the diffuse component, the diffuse component becomes desaturated. How can I avoid this. The problem arises in Cycles, Blender internal, and in other CG lightning models.

For an example, see http://www.chocofur.com/6-shadersamptextures.html, especially "Reflection factor"


texts: Incorrect display of objects in solid view

texts:
My objects located close to each other and when they are displaying partially. They also disappear sometimes then zoom in/zoom out.

There are two plains above another plane on the image.


texts:
I was following the doughnut tutorial made by Blender Guru,and I bumped into some problem:
1.I can't get the purple doughnut in UV editing mode. (So I UV unwrapped,did get a purple doughnut in Texture paint mode(not in UV editing mode),but don't know what would that help or effect anything)

(After UV unwrap)

(Got a purple doughnut in Texture paint mode)
2.And then I pressed the + New on top of the left panel to add a new image(2048*1042),and used Shading node to add the image to the texture of the doughnut,then I started painting,found out that my texture is repeating.

(Add the texture to the doughnut)

(The texture repeating)
Sorry for the bad English.
Have a nice day.


texts:
basically, i love using x axis mirror in pose mode. it is a handy tool. However, whenever i use trackball rotation mode and then add a keyframe to both bones, they wind up with different rotation values, which makes them off sync.

The blend file i attached shows this clearly. It works just fine with quaternions, but i use euler because it lets me make the arms spin around in full rotations. is there any way around this or is it just inherent to euler rotation? This only appears to happen after a bone has rolled. If it hasn't rolled yet, x axis mirror works as intended.
https://gofile.io/d/O6kIjW


texts: I have an xps model in blender with textures and then when I import to mixamo it is grey. I tried to zip the fbx with the textures but that didnt work it either stayed grey or said couldnt map existing skeleton. I tried saving the grey mixamo animation hoping it would add it back in blender but that didnt work. help?


texts:
I have a hair texture , and i took away the white background , but the white hasn't gone away yet!? I want it so all the white is gone and it only shows the colours on the texture .

![Added][3]


texts: How to add imperfection to material without texture

texts:
in cycles-render-engine, in a metal material, what is the best way to add imperfection (connect in roughness node) without add image texture?
Maybe a musgrave texture can help me?
Thanks
C


texts: Is there an equivalent of MODO's "save layered image" in Cycles?

texts:
I'm so new to Blender. I used only Modo before. There is "save layered image" which saves alpha masks per mesh you want if you added alpha output to these meshes before. This psd opens with different layers with alpha masks in photoshop.
Is there an equivalent of this in Cycles?
How can I save render with alpha outputs per each mesh?
Sorry for my bad English(


texts:
I opened my grease pencil animation today to find two black circles on the bottom  right of the drawing area. they remain there in 2d and 3d. its weird because they were not there when i saved and closed the project but they are now. they are not just drawings either as they carry over frame to frame and never move. Assuming and hoping i can just work as though they arent there and remove them later.
Thanks


texts:
Blender 2.8 comes with a set of monochromatic icons which seem to be stored inside datafiles/icons/*.dat.

How can these icon files be edited/replaced with other/custom icons?
Where is documentation about the icon format and how to compile/generate these *.dat files?


texts:
I have a scene where I have a flag blowing, and a box with a collision modifier on it. Everything is working fine, but every time i disable the collision object from the view port, they lose their effect...

How should I be doing this to where I don't lose my objects, but I just don't see them?


texts:
Let's think of this example (among many others).

To simplify my drop sheet and render times I have one simple (A) object for far distances, and one more complex (B) when I dolly in the camera.

Let's say on frame 150 I need to switch from object A to object B.

What could be some methods to appear and disappear objects on an animation?

Some examples I have used:

Keeping object B on a different location out of sight, anchor it at frame 150 and move it into position at frame 151. And vice-versa with object A.

One con is that If I turn on motion blur, those two frames render the motion blur.

Keyframing transparency.

The con is that the material gets more complex, and when overlapping with the other object in has render issues.

Simply rendering Roll A until frame 150, turn on and off objects, and render from frame 151 and compose later.

What other methods can I use?


texts: Why is my sculpting brush texture/alpha being clipped?

texts:
I am working on a set of brushes that use an Anchored stroke, but the texture used for my brush is not completely showing when I use the brush. If I increase the hardness it helps a little bit, but Blender is still clipping the edges.
Here's a quick capture that shows what I'm talking about:

Notice that the edges of the brush stroke are faded out, and you can't completely see the whole texture.
Here's the texture/alpha I'm using:

Here's the brush with different levels of hardness:

As you can see, even with a high hardness value, the alpha is still being clipped.
Is there a setting or toggle that I'm missing here? Can someone possibly tell me how to fix my alpha so it works correctly?
Thanks so much.


texts: How to smooth out different interpolation types

texts:
I am trying to complete a blender animation where a ball rolls down a slope under the influence of gravity.
To simulate gravity I have calculated the time and distance the ball needs to travel to accomplish an acceleration of 10 m/s^2.
However, I want the transition from the flat part of the slope to be seamless, but the ball seems to suddenly slow down, as you can see from the graph editor.
How do I make the ball act the way that I want? I have used the interpolation type quadratic.


texts:
I have created two Cubes and one bone which controls both objects (cubes). First cube is Red, second one is Blue. In first part of animation Red cube is rotating using bone and Blue cube is Hidden from outliner, in second part of animation Red cube is hidden and Blue cube rotates using same bone. Now when I save this as .blend or .fbx and import it to Unity game engine, and start animating both Cubes are Shown full animation and only rotation is animating. Why doesn't animate Hide on/off option from Blender outliner ?

Thx
Ivan


texts: How can I determine the resulting numbers for dice throw on an animation?

texts:
I have two normal game dice with numbers 1 - 6. I want throw them. - It is OK. I know how to do that.
The result (numbers on dice when stop) of the throw is random. But I want exact numbers on the dice as a throw result (for example 1 and 5 on dice when animation ends).
Is there any way how to do that? Or I have to try randomly change high of the fall or rotation of the dice on start of the animation and hope it will help?
Thank you.


texts: initial velocity for simulating planetary motion

texts:
I was going to simulate planetary motion in blender and i have simulated the gravitational attraction between two planets with rigid body and force field.
but i don't have any idea about how to give one of them initial velocity with physical accuracy
If there is a way to do this with python that would be awesome!!
Here is my blender file :
https://gofile.io/d/XnTyAw

There is a problem with the common trick of giving objects initial velocity because it suddenly disappears :


texts: When exporting and reimporting my fbx file, Rigs won't connect anymore (Blender 2.79b)

texts:
How I Got Here
I made a model and exported it to sketchfab. I wanted to make sure the upload worked so, I downloaded the file and imported it into Blender (2.79b). But when I imported it I saw some problems:

I could not see the bones right away, but I went inside the mesh, I would see them.

When I moved a bone, the connected parts would not move.

I tried to import the original FBX but, the same problems happened.
Questions

How do you fix FBX skeletons not attaching?
Why can't I see the bone as easily anymore?
Is this a problem with Blender 2.79b or is it something else?

Extra Info
Files
Original Blender File: .blend
Exported FBX (From Blender): N/A
Downloaded FBX (From Sketchfab): Download from Site or Google Drive
After Import, Blender File: .blend, .blend1
System info
Blender Version: 2.79b


texts: How to change a specific colour in an image

texts:
I have an image with 3 colours I wan to take them out and change lets say blue to a different color

I have image 3 colours Red, Green, and Blue.

I want to turn Blue into a different colour.

Current setup.


texts:
I was trying to texture a car, but then I realized that some faces dont have their UV map applied.
I cant really explain what's happening. It looks like that there are two kinds of groups; when I select the entire model and apply a UV Map to it only one of the groups of faces actually uses it. The other stays with their current UV Map.

The car model: https://docs.google.com/file/d/0Bz5XxZPILhgEc3h2NVk4QnZPalU/edit


texts: Why the inner edge line segments are drawn in freestyle render output

texts:
I try to draw a robot arm for teaching, when I rendered the scene with freestyle enabled, I see that some inner line segments are drawn unexpected.
See the image shot below:

I have only two objects which is a box and a cylinder intersected each other.
Any one know there is a method to hide the inner line segments? Thanks.

EDIT: what I would like to see is the similar feature from Sketchup. You can see the screen shot below, it can show both the edge and the back edge lines, in different styles.

Although the lines from my view are all one or several pixels lines in the 2D plane(no 3D projection feature is enabled of the lines), but they can show the structure beautifully, I would like to see similar feature in Blender, so that I can draw some mechanical design, like robot arm for teaching. I think you mentioned wireframe modifier is too complex for this kind of feature. Thanks.


texts: Materials intersection problem (Archimesh addon)

texts:
I'm trying to make an interior, and I've got a problem. I use the Archimesh addon. I've created a room with four walls that already have a Wall_material attached to them. I want to change the material of parts of walls next to the shower. I add a loop cut, then add new material to these parts, but the old material does not go anywhere. The result is the intersection of materials. How to solve this problem? Here are the screenshots.

Пытаюсь сделать интерьер, и у меня возникла проблема. Пользуюсь аддоном Archimesh. Создаю комнату с четырьмя стенами, которые уже имеют прикрученный материал Wall_material. Я хочу у двух стен рядом с душевой кабиной, добавив loop cut, поменять материал. Собственно материал я новый добавляю, однако старый никуда не девается. В итоге получается пересечение материалов. Как решить данную проблему? Вот скриншоты.


texts:
I am a very beginner with blender and I had always the opportunity to zoom inside of my models when im in the edit mode. Now I can zoom as much as I want but never get inside of the model. Can someone maybe help me? this would be really great!
Thank you!
-Chapi


texts: EEVEE Volumetrics disappears when I plug in a noise texture to density node

texts:
Been trying to get this to work. Am I doing something wrong or is this a bug? The volumetrics disappears when I plug in any noise to the volume scatter node. I've also tried other textures.

Thanks in advance :)


texts: Can I change the jump force of my character's physics in BGE while in runtime mode?

texts: I want to be able to change the jump force for my character while the game is running. Is this possible using python and without using the "bpy" namepsace? yes I have my character set to "Character" in the "Physics" tab and it is also in "Blender Game" mode.


texts: How to export and import a 3d model into Babylon

texts: I am using 2.8 blender to export a model to Babylon and i was wondering how to export cycles materials? this is my first question


texts:
As like title, I would like to have same offset at Extrude Faces Along Normals..
I had searched that I can make similar deformation by make a simple E, then S + shiftZ to scale on X and Y axis,, But in this case, I can not control the offset by dimension(only by scale).
I believe I can do this because youtuber did same thing as I thought.
And reference pictures as below.
Hope you please give me a help.
(( picture#1&#2 is mine, and Picture#3 is from youtuber(using 2.9 version) ))
[
[
[


texts: Intersecting shapes in edit mode to create single shape

texts:
For example use the olympics circles logo. Add 7 circles like in that logo. Now how do I make it into a one object like this:

This is an ugly manual example tho. How do I get intersections with vertices that follows the shape 100%.


texts: How do I make the two strange faces normal? I have tried several things with the normals, as shown in the gif, but nothing helps.


texts:
After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet.

I am rendering cars in blender and I do most of my post work in Photoshop. To do this I need a "correct" render of the normals and I just can't achieve this in Blender.

This is a ref image of what I am looking for and this Normal render is from 3Ds or Cinema 4D (I think).

I use this Normal to color range select parts of the car facing a certain way.


texts: Blender 2.8 Eevee. Can't find Material Blend mode option

texts:
I am trying to get alpha leaves in a tree from an older file to work.

All the tutorials say got to Material > Otions > Blend mode. And switch the Material's Blend mode to something other than Opaque.

My problem is that my material options look nothing like any of the tutorials suggest, and I get no Blend option to get my alphas working.

Below is a picture of my shader nodes and what my options look like.

NOTE: when I create the material in a fresh scene I do get the Blend option.
But any material I create in my current scene just looks like the screen shot below.
Is there something I can do to fix my scene ? I'd hate to have to recreate this scene from scratch just to get this working.


texts:
I have a terrain model in the form of a GEOTIFF raster which is from the SRTM (Shuttle Radar Technology Mission) data.

Can this raster data be converted / imported into blender into a triangular mesh?

Can 3D city modelling be done, over this mesh?


texts: Copy location keyframe of an object to a specific bone

texts: Basically the title, I have a cube that has several location key frames, and I need it on an unconnected bone that is part of a bigger armature. I tried using the action editor to do this by applying the cube animation onto the armature, but that just applies the animation to the entire armature, I don't know how I can specify a specific bone.


texts: How to copy weight paint to another object

texts: I have a t-shirt model that was attached to one skeleton. I removed the weights and bones of one skeleton, transferred the t-shirt to the second skeleton and transferred the weights from the second skeleton onto it. But a few bones bend the shirt wrong. Is there a way to transfer and replace several "weight paints" from the old skeleton, while maintaining the new skeleton?


texts: Help please. ERROR Traceback (most recent call last) when active a addons

texts:
When I try to activate the following addons I get this error.
Try to uninstall and reinstall the program. Also delete the blender foundation folder in appdata. None of that worked. My operating system is windows 10 64-bit


texts: UV maping and textures for low poly mesh

texts: I have question about blender UVs. I making a character for game and noticed that my polycount are very high and I will need to retopologize a mesh manually or with addon program. In one video the guy remove the texture and and make his high mesh poly in UV map and add it in low poly and work find. It's posible to UV map the high mesh poly with texture, as a single texture and add it to my low poly mesh or i need remove the texture to bake the effect of high mesh to low? For the moment its easier for me to go with high poly mesh and add textures in difference small part for efect that go with low poly and draw the texture in Mudbox or phototoshop.


texts: Converting a vertex group into a sculpt mask

texts:
Is there an easy way to use a vertex group and convert it into a sculpting mask. I realize this question has been asked before and someone had created an add-on, which is outdated.
here is the link... How to convert vertex group to sculpting mask?
Perhaps a python script to do this?
This could be very useful in blender.


texts: I have an object that emits light and I would like to apply the in-build modifier for a sine curve to create blinking lights in my object. However I can't figure out a way to not just work with the primary 3 colours (RBG) but a mix of those to create a unique shade. (I worked based on this tutorial: https://www.youtube.com/watch?v=FXaoXcJJquo) When I replace the keyframe with my chosen colourshade and then apply the modifier it does it automatically on red (first in list). Since the other 2 colours have their values but not the sine curve, my object blinks in different shades. If I then apply the same modifier settings to the other 2 colours, it goes through the blinking but only in grey/white and black. is there a way to join the colours or fix them somehow to then apply the sine curve modifier? or any other suggestions how I can let the object emit light once and then stay on (blink once)? but I'd like it to emit slowly and not like an on-switch. Thank you for any help!


texts: Why is png image in video fade out pixelated?

texts:
I have used a png image in a video and added a fade out in VSE using the Gamma Cross. I just have another audio layer in the video. See attached images. I am using Blender-Render engine.

I am attaching three images sequentially fading out. You will notice that towards the fade out end the image starts to pixelate. Why does that happen?

See image state while fading out:

The image has been created in Gimp with following

Even on a 200% zoom it does not pixelate.

What should I be doing to avoid the same?

Blend File as requested:

I can seem to download the blend file. see


texts: How to apply soft-body curves (noodle simulation) as solid object?

texts:
I created some noodles in blender to satisfy my 3d appetite, but I don't know how to convert them into a solid object.

Softbody and collisions are just right, and I've found the right part of the animation where it looks just right, so how to I 'apply it' as a modified object?


texts: Extrude a cylinder from the side of another cylinder

texts:
I'm trying to extrude a cylinder from the side of another cylinder. Imagine a 3D stick figure. I want to extrude the "arms" of the stick figure, but they need to also be cylinders. When I extrude, the sides of the extrusion are flat, like this:

I'm new to Blender, so there may be a simple solution... I just haven't been able to figure it out. Thanks for any help!


texts:
I create a particle simulation and i want to have different setting for lot of parameter including the forces (turbulance,wind etc) so i can compare them. The only thing i know if i'm using keyframe (animation), i can easily use action editor to have different animation set. But action editor won't work without keyframes/animation. How to solve this ? i can actually copy the whole objects into another layer so i can have different setting, but is there any other simple method ? i like the idea using action editor, so like to have set of different parameters value for the same object.

Anyone know ?


texts: Trying to make it rain donuts using particles

texts:
Im new to blender.
have created a low poly version of the blender guru's donut. I linked it to a particle system that drops down on a collision plane in an attempt to make it rain donuts on my kids.
problem is: the particles end up embedded halfway in the plane.
I tried to use size deflect but they stop midway in the air.
also, they don't behave as rigid bodies. they don't topple over and most cases just stick up sideways un-naturally.
is it even possible to make particles behave as rigid bodies?
I saw this older blender version tutorial
https://www.youtube.com/watch?v=G1ysjPeLKSQ&t=148s
which appears to do just that.
here's the blend file:
https://www.dropbox.com/sh/qofhga0gz0z2nq0/AAAno6xMNvYhfwMcKxPqWkZQa?dl=0
help would be most appreciated.

thnx


texts: How to best experience your finished architectural model w/o diving into a game-engine

texts:
(Bear with me please, I am re-entering the world of CGI after many years, and I never made it past the "hobbyist" level anyways.)
I love I can Navigation->Walk in Blender, but it has two obvious limitations: no collisions, and it looks meh.

Is there an easy way of curing those without transforming your model into a game level, i.e. creating a game? It sounds like something that would have a one-click solution.

Also I wonder if one could pre-render the textures somehow so the result looks better than an AAA-game? Not sure this is what texture-baking means, but the idea is that if the textures got lit and cast shadows on by a dedicated non-real-time render engine (e.g. Cycles), so one would not have to leave them for the real-time game engine to ruin... And maybe it could look better?
Obviously the real-time engine would need to NOT apply lighting on these textures, as they would be already lit from the dedicated renderer. Such engine would also need to deal with some kind of simplified refraction. (Not sure any useful data can be pre-calculated for that.)

You would make several renders of your scene, so Cycles can take a look all the faces you care for, then all the rendered faces would get exported with their pixel data, and the result would get loaded into some sort of viewer...? I presume even a crappy GPU could handle that, as long as it could fit the textures into memory.
I found one question on that topic, but the answers point either to a DIY solution involving a game engine, or recommend to use Evee which is nowhere near what I think should be possible. (Seems like that's what Material Preview mode does.)
Also I tried to google "real-time v-ray" for example, but found nothing even remotely promising.
Possibly viz4d.com might be aiming at doing that, but that's a Max-specific solution.
P.S.: I would have added a "real-time" tag but I don't have the rep needed.


texts: When modeling, is there a way to have light shine from behind viewport camera?

texts:
I'm modeling a simple environment and trying to get some sense of what it looks like with textures early on.  Whenever I switch the viewport to either texture or material mode, though, only the meshes that are lit by lights are visible.  This is slowing down my workflow because I have to keep stopping to add more lights to the scene to see what's happening.  All the lights are also cluttering things up and have to be repositioned every time I move meshes around.

(I've also found the Multitexture/Shadless option in the 'n' menu, but that turns off all lighting information.)

Maya has a nice feature where you can switch from viewing the scene with the placed lights to having the scene lit from a single point light positioned behind the viewport camera.  This lets you get a good sense of what things look like with textures and shading without having to place lights through your entire scene.  Does Blender have a similar feature?


texts:
I'm trying to render a scene on a remote server with GPU cluster, this is the used setup:

Centos 7
Blender 2.8
4 Nvidia 1080 ti

while rendering I can see that all the GPUs take part in rendering but the utilization is around 33% at peak and the memory usage is low as well around 15% at peak. Rendering one scene takes ~5 minutes while on my laptop computer with single GTX 1060 it takes ~2 minutes to render a single scene.
What can be the reason for that? How can I make more efficient usage of my GPU power?

This is the code block used to assign the GPUs:

        preferences = bpy.context.preferences
        cycles_preferences = preferences.addons['cycles'].preferences
        cuda_devices, opencl_devices = cycles_preferences.get_devices()

        cycles_preferences.compute_device_type = 'CUDA'

        for device in cuda_devices:
            if device.type != 'CPU':
                print(f'Activating {device.name}')
                device.use = True
        bpy.data.scenes[0].cycles.device = 'GPU'

The resolution of the scene is really low (300X200) hence expect the rendering to by much quicker than 5 minutes.