texts: How can I make a silky, wispy smoke effect?

texts:
A while back, I asked a question about how to make an effect of blood in the water. No one answered, so I assume that the question was too specific. I've elected to delete that post in favour of a more general question concerning this effect.

Blender's smoke simulation seems to only give cloudy results--while I'm looking for a way to create an effect similar to these images I've found across the web:

What kind of settings would a smoke simulation require to have this?

And if it turns out that I can't make this silky, wispy, ghostly-strand effect because of limitations of the smoke simulator, is there a way I cheat and do this effect with particles and render them in a way that they appear like smoke?


texts:
I have the following:

I'm trying to dissolve all of those edges so that face is unbroken, but when I select all of them and use Delete > Dissolve Edges, I get the 'Invalid boundary region to join faces' error.

If I dissolve them one at a time, it works, and I can get it down to two edges, like here:

But then those two get that error when I try to dissolve them both individually and at the same time.

How can I get rid of these edges and make this face smooth? This model is intended to be 3d printed eventually.


texts: Particle emission from a verts fixed locations over time

texts:
I have created a particle system that spawns from an object over time.

Here is the .blend file http://blenderartists.org/forum/showthread.php?352210-3Pointedit-Sketchbook&p=2827061&viewfull=1#post2827061

But to spawn cubes from vertices over time I have to use a gradient texture on an object that is UV unwrapped. Which means that i have to use a plane as the particle emitter. This creates problems when I emit from another particle system to create the red balls. I end up emitting from both of the vertices at that location, creating 2 red balls in one spot (to fix this I reduce the balls but there aren't enough to fill the emitter length).

Can I apply a texture to a mesh that has no faces (thus eliminating extra verts I don't want)?
Are there any other ways to emit a particle system over time?

I want to keep the system simple and attached to one emitter object, so that it can scale easily.


texts: im having an issue when texture painting my mesh, as you can see that areas have a diferent tone and shape, whenever i try to paint something, even a little thing fills all that area. Before texture painting i joined different meshes to create that "head" like ears and neck, i don't know if thats what caused that


texts: Is it possible to animate textures scale?

texts:
Is it possible to animate texture scale on an object?
I have created a node to scale my texture for my object.
I stretched the object, and to avoid stretching of the texture, I created a node. Now I try to keyframe the Y scale of the texture, without success.
I clicked i and choose locrotscale, and that didn't do the job.
What am i missing here? If I can animate the scale of a texture on an object, how do I do so?


texts: Alpha transparency making wall transparent

texts:
I have a simple textured wall, and it looked really clean so I downloaded a grungy texture from CG. Unfortunately, when I tried making the alpha channel invisible, I couldn't figure it out, so I just turned the alpha under the textures panel to 0 and enabled mask transparency which I turned down to 3.14 (cause pi is cool). Its not exactly the effect I want, because some of the white from the mask still discolors the wall, but the biggest problem is once I deselect it, it turns the entire wall transparent.

Here is what it looks like while selected: almost right

but once I deselect.

What is the proper way to make the alpha channel disappear, while leaving the moldy-grunge intact and not making a gaping hole in my wall. This is a game prop.


texts: Importing particle simulation from Houdini to Blender

texts:
I have a particle simulation in Houdini that I'd like to import into blender. The particle simulation has instanced objects on every particle in Houdini, so I've tried just exporting it from there as an alembic, but when importing, Blender treats every particle as a separate object (which is in no way ideal for what I'm doing). Ideally I'd like to just have all the geometry from the alembic imported as a single object in Blender. Can it be done this way in blender?
William


texts:
Hello!

I have problem to connect this column to the base like in the photo.
I would like to connect that parts as one connected edges.
Please help :(


texts: Composite interior and exterior separately

texts:
I'm trying to make an interior scene where I want to composite the exterior separetely form the interior. So, before I go any further I want to set up the layers to accomplish this.

In Layer 1 I've got just the interior:

Layer 2, the Sun and the Earth without the atmosphere:

Layer 3, just the Atmosphere, which I need to blur.

How can I composite the interior and the exterior separately and the join them?
 I'm fairly new to compositing so I don't have a clear idea to do this, specially with the window in the way.

EDIT:

This is how I've set up the three different render layers:

Layer 1:

Layer 2:

Layer 3:

And this is the result using the Alpha Overlay in the Compositer:

Thanks,


texts: How do I model a scene by using objects from other blend files?

texts: So I am trying to get how to use Blender. But I don't get its 'file system'. For example, My approach used to be if I was modeling a bedroom, I would create the walls and I would place boxes instead of furniture. I would save those files. As I modeled each piece of furniture I would overwrite each box file and it would start populating the room. Blender seems to save everything inside a single file, or am I doing it wrong? How do you guys do your library of models? Are they all 'scenes' just with the model/object? is there a preferred way of doing it? I could not find information about this... help...


texts: Can I set the default number of vertices for a cylinder?

texts:
Is there any way to set the default number of vertices for a cylinder?
Every time I create one I get 32 as default but I usualy work with low poly models so I want it to be something like 8.
How to do that ?


texts: How to properly manage the center of rotation of the view when painting in 3D editor?

texts:
When in Texture Paint mode, and painting in the 3D editor, the center of rotation of the view is not anymore a fixed point (viewport center, selection center, 3D cursor) like it is in Object and Edit modes.

My understanding from experimentation is the CoR is close to the current cursor location.

For simple cases, like say... painting a donut :-) in the 3D view, it is useful to have a fixed CoR at the center of the object. But this seems not possible.

After rotation, the new faces to be painted are now located closer to the point of view, so a zoom-out and a translation are necessary to relocate the object at a better position.

This will repeat until done, or the death of the artist, whatever comes first ;-)

A workaround seems to relocate the CoR using Ctrl-LMB.

Is that right? What else needs to be known on this topic? What is the usual practice? (though the latter question may be a bit subjective.)


texts: Blender Fracture Build Bake to Animation for Alembic export

texts:
I am using the custom Fracture Blender build for a tree shatter simulation: https://wiki.blender.org/index.php/User:Scorpion81/Fracture_Documentation

Haven't used the physics system in Blender at all, but wanted to see if it was possible to have a physics simulation of a tree shattering and export that as an .abc for import into Unreal Engine.  I can run the simulation just fine, but can't figure out how to correctly bake it so that the results are preserved and can be edited in animation/or exported to Alembic.

Does anyone know of a tutorial on how to do this?

Check out the blend file here:


texts:
so i recently had a virus that deleted the files for my computer to start up and i reinstalled windows 10 on my computer and when i reinstalled blender it failed to start quoting this message.
so i deleted it and got the 32bit version and same error, deleted and installed 64bit, same error.


texts: Multiresolution modifier not working for bake

texts:
I'm trying to bake some normal map details onto a low poly model using a multires modifier. I set up the image texture, made sure both the object and image textures are selected in the viewport and shader editor, and I'm using CPU to bake. However, when I actually click 'Bake', I get an error saying "Multires data baking requires multi-resolution object".

I don't know what to do. The object has a multires modifier, but I'm still getting an error saying the object needs a multires modifier.

Additionally, and I don't know if this has something to do with 2.8, I can no longer change subdivisions for sculpt mode and preview independently. The option is just not even listed in my multires modifier.


texts:
This is my low poly

and this is the high poly

when i try to bake the high poly onto the low poly with UV smart project
the results is this

Why my mesh has these lines? I can't understan why . . .


texts:
Recently, and in the middle of a project blender just quit saving .tga UV maps correctly. I did not close blender between the last .tga file that worked and the one that did not work.

When I save the UV layout as tga file I get a file that has NO extention at all (not .tga or anything) so obviously, the computer does not know how to open it or what to do with it. It also has a file size of 0kb instead of the usual 1.83MB.

I am creating skyrim armors, using blender 2.49, python 2.6.2 and can't remember the nifscripts version, but it's the version that goes with 2.49 (and shouldn't affect saving the UV layouts anyway).

As I am unable to save UV layouts, I am unable to create textures for my armors and need to fix this ASAP.

EDIT: The Blender Console reads as follows:

 Imagesize: 800px wiresize: 1px wrap: yes allfaces: yes formage: *.tga
 target: (folder I've got it set to save to TGA export is running...
 memory : 625kb 100 of 760 faces completed (repeats until 700 of 760 faces completed)
 ...writing tga...


texts: How to make a Cube that cannot be 3d printed

texts: so recently i started using blender, i watched a tutorial on how to start with blender and the first thing the man did was make a base for his 3d prints in the software, so he just made a cube set the z to -1, and then went about so i did the same, but when i export my project, there is now a large cube that goes under it, i really like modeling on the cube, so my question is how do i make an object in blender, then make it so that model does not come out when it is exported


texts: How to control reflection of environment color on materials

texts:
In a scene I have an asphalt material made using a Principled BSDF node whose color, roughness and normal values are generated using noise and voronoi textures. World uses an environment texture with a HDR photo of an exterior scene. The problem is that the asphalt material reflects the color of the HDR image, making it blue. Is it possible to make the material reflect only illumination values of the world, without the color values, so there would be no coloring of the asphalt?

The problem could be dealt with by assigning a material or object index to the object causing problems and adjusting colors in compositing, but I'm making quick renderings without compositing.


texts: Can't select all / deselect all in Object mode

texts:
I have a problem only in a certain project in blender, one that is very important to me so if anyone could help I would appreciate it a lot!

So here's the problem:

Basically, I can't select all / deselect all objects in object mode. (Shortcut A but even with the select menu > deselect all / select all nothing works).

The objects ARE selectable in the object layer (Viewport selection disable thing).

I am in object mode so it's not that.

Manipulate Center points is unchecked.

As I said earlier, this is only an issue with a certain Blender Project and it works fine on the rest so maybe I missed something?
There wasn't an issue when I closed my project but a day later this issue suddenly out of nowhere happened.

Any help is appreciated, thanks!


texts:
What I want to do while modeling is start at the Top Ortho view (NumPad 7) with green Y-axis pointed up and down on the screen. I then want to rotate the view left or right around my model, moving only the X & Z axis' while keeping the Y-axis vertical.

Ctrl Shift MMB  zooms the view in and out if the wheel is held down and the mouse moved. If the wheel is scrolled the view rotates around the Z-axis.
Going to view 3 and Alt Shift MMB  allows rotating around a Horizontal Y-axis.

Is there a way to rotate around a vertical Y-axis?


texts:
i am trying to use the script from another post. It works as it says, The problem is when i try to render the blender crashes. The frames are about 100. I have about 1200 frames of soft body simulation and i want in the last 100 frames to control better the animation.I think the script is perfect.But i do not know if there are to many frames to convert in shape keys or maybe the shaders.

I have a scene with some thing like an inflate mass that transforms after 1200 frames. I have made a falling and rolling simulation, but I want this inflate mass to be in complete rest position.But because of the movement momentum, this isn't happened inside the simulation, it's keeps somehow moving,and I cannot animate the mesh like the simulation, to make it look like resting.So I was thinking to keyframe the last 100 frames, scale them, so it is like it stopped


texts: Baking texture atlas from objects that have UVs unwrapped using a different method

texts:
I have 3 objects with different materials, texture, and UVs. I want to bake color data to one single texture to bring in a Game engine.

I've tried unwrapping all objects on a separate UV map and baking them in a texture (thas was a selected node in every object's material). The problem is I've used smart UV unwrap for all selected objects, in order to get all in the same map, while some on initial UVs were created by unwrapping from view.
Textures are in such format that I cant easily do a proper unwrap with seams.


texts:
I would like to know if its possible to get particle location, scale, rotation of particles used in keyed physics settings.

I've tried using location, but I believe this is only the location of the keys used.

name = psys.settings.dupli_object.name
package = Package()
package.name = name
package.alias = name
i = 0
for p in psys.particles:
    if (psys.settings.type == 'EMITTER' and p.alive_state == "ALIVE"):
        pm = p.rotation.to_matrix() * p.size
        frame = [pm[0][0], pm[0][1], pm[0][2], p.location[0],
                 pm[1][0], pm[1][1], pm[1][2], p.location[1],
                 pm[2][0], pm[2][1], pm[2][2], p.location[2]
                 ]
        package.addFrame(frame)
exporter.addPackage(package)

Do I need to make a calculation according to the key location? I'm not sure how I can reach the data of the particles in the keys


texts: Can't fit plane to nurbs path to create a race track

texts:
I'm new here and I'm making a racing track for Assetto Corsa.
I don't know what's exactly happening, but something doesn't let me to apply a Curve modifier to a plane.
I'll explain myself: to make the track, first I added a Nurbs Path (Add > Curve > Path) and closed it by pressing Ctrl + F.
Here's the problem: I add a plane (to make the road), then I add a modifier of array to it to make it long as the path is, this modifier works ok, but when I add the next modifier (curve) and select the nurbs path on the object selector the plane disappears and I don't know why. Please someone help me, it's very important for me.
I leave a screenshot as well as the .blend file. If you need something else just comment; I'll be watching this question and replying very fast.

Thanks in advance! Hope someone can help me.

.blend file:


texts: Can debug ticks be read and used in logic bricks?

texts:
When limits are set for a moving part, and debug is enabled, movement is counted by ticks.
Can those ticks from debug be read and used in the logic bricks (probably as a property)?
I want to use an expression in the controller to multiply ticks to get an angle measurement to be used onscreen in my game.
This pertains to my unanswered question: How can an angle be put into a window on-screen on BGE?


texts:
Learning the blender ropes. I wanted to uv unwrap this (attached) high poly mesh to uv paint, but I can't as it's too dense.  The object mainly has texture and creases done with the sculpt tool.

I've been looking up ways to retopologise the mesh but wanted any suggestions of which method is best? Grease paint etc

Also for something like this how 'dense' does the retopo need to be in order to get the texture if that makes sense... and once I've retopoed it do I have to 'bake the normals'?

Many thanks!!


texts: How to compose a rotation matrix with Euler Data?

texts: The picture is my current set up. From the data set of Euler angles in the text editor, I would expect the object to rotate ~10, 20, 30,... degrees around the X axis, but it rotates noticeably larger than the input angles. Does anyone have any ideas as to what I am doing wrong? I am currently using AnimationNodes.


texts: Cycles- eyes are rendered multicolored, bright pink and blue

texts:
*Note- I'm a noob at Blender.  I apologize in advance for my noobishness, and please explain things thoroughly for me.

This is a model I have imported from MakeHuman (the official release, not nightly), and rendered in Cycles.  I have followed a tutorial online to procure a solution to the "all-black-eye" problem, and this is my result. I haven't created anything else for the eyes to reflect.

Below are my nodes.  The image texture window on the top is my Alpha, the middle is the image texture, and the bottom is my texture_ref.  The texture_ref file I made on my own (and probably incorrectly) by copying the original image, using Gimp to change it to grayscale, and then exporting it as a jpg. This doesn't seem to be the problem, as I've disconnected it entirely and the eyes were still all rainbow, but I thought I should include that anyway.

I have no idea what is going on.

Edit- Below I've uploaded my textures.  The first is my texture.ref, the second my Alpha, and the third is my texture.


texts:
I'm Currently working on a chacaracter. I want Eyes to fit into its head but I'm finding this task difficult.

I have found a another question on blender.stackexchange.com but it is not answered correctly.

(Only a simple tip will be helpful)


texts: The rendered image is different than what I see in the viewport

texts: My render for this project continues to appear extremely zoomed in to the camera view. The first image is what the camera was supposed to capture and the second image is what was actually rendered. What settings should I change to prevent this?


texts: How do I control type of audio from Render Audio?

texts: With my audio render tests, I found that using the default settings, Blender renders at least Stereo sound. I don't have a way to test if Blender rendered 5.1 or 7.1 surround sound. How do I confirm that 5.1 or 7.1 surround sound is rendered?


texts: Making a hole in a Dynatopo sculpt without Boolean

texts:
I was just wondering if there are other ways of creating holes in meshes that aren't 100% symmetrical (thanks dyntopo) or too intricate using something other then the Boolean modifier.

I'm currently working on a skull for starters but I need a hole in the cheeks and it got me wondering about whether there are possibilities beyond the obvious.

Thanks in advance!


texts: How can I translate parts of mesh without affecting the hidden part?

texts: When I have a large mesh and I want to work on only part of it, I hide the unwanted part and work on the rest. After finishing my editing on it (including translation), I reveal the hidden part, and the mesh becomes distorted as the two parts are no longer in the same position. Is there any solution for that?


texts: Must I add a license block to all files in a multi file addon?

texts: When an addon grows it becomes convenient to break it out into modules, do those other modules (.py files) also need a license block or is it sufficient to only put it in the __init__.py.


texts: How to get the upper X% of an object and remove the rest

texts:
I have been messing around with my 3D printer quite a bit and nowadays my prints usually work out well. I sometimes still have failed prints though, and in this case a 5 hour print failed just a bit over half of a print. I wish to simply reuse the bottom part which was printed (so my time wasn't a complete waste), and just print the upper part.

That's why my question is how I can remove a certain known percentage of the full 3D object, so I can export the remaining part with the same scale as the original and simply glue them together after. In this example, I estimate a good 200/375 layers (of 0.3mm, first one 0.35mm) were finished, so 53.333..%


texts:
I'm using Blender 2.79 on Linux with Animation Nodes (Python 3.6).

I'd like to add a stopwatch directly as a node within Animation Nodes, without the Invoke Subprogram. Currently my stopwatch works correctly as a script subprogram, but I can't use it as easily as I'd like and I'm also trying to learn how different add-ons can work together (imagine an add-on extending an add-on instead of directly extending Blender...one add-on importing classes from another add-on).

Seeing how an independent script works is easy, I'm having trouble getting my stopwatch script to directly import AnimationNode in my stopwatch, and I'm not sure, but I suspect I need to do this to make my stopwatch part of Animation Nodes. Can my add-on somehow import AnimationNode? My import statements have all failed even when the path is added to where AnimationNode is, e.g., this fails:

from animation_nodes import AnimationNode

ImportError: cannot import name 'AnimationNode'

Would I have to modify Animation Nodes directly without the possibility of extending it via a separate add-on? I really hate the idea of directly modifying someone else's add-on.


texts: How do I simply close a few widget windows?

texts:
I am losing my mind trying to figure out how simply close widget that was so easy to open to begin with.

[x] close button doesn’t seem to exist in this program so what’s a guy gotta do to close a window in blender 2.8? I also can’t close the widget with “transform | View | 3d cursor | annotations” window either.  I’m extremely frustrated and I’d really appreciate the help


texts: White Lines on baked textures in Blender

texts: I unwrapped models using Blender Smart UV project (Island Margin : 0.06). After baking texture in blender render, when I zoom in and the model is big in the Blender viewport, everything is fine but when I zoom out, WHITE LINES appear on the model. I face the same issue when I export models in Unity. I also notice that these lines disappear when I uncheck Mipmap in Blender User preferences and "Generate Mip Map" in Unity. How can I fix it in Blender or Unity? Thanks


texts: How to fix Beveled intersections/corners/inner edges?

texts:
I'm pretty new to Blender and am trying to create a 3D type logo. It's almost done, but I can't figure out how to fix these inner corners circled in red (see images below).

To create the rounded edges I am using the Bevel Modifier that references the model's edge data (I gave all the sharp edges a Bevel Weight of 1). It's then followed up by a Subdivision Surface modifier to smooth things out.

Any help would be much appreciated (I'm not even sure if I modeled this thing correctly so I attached the Blend file). Thanks!

JT Logo White.blend


texts: Blender 2.8 How to make Object single user?

texts: I go into objects and next to the object name it shows how many duplicate they are and it says "click here to make single user object" (for example I have 2 duplicates) when I click on the button it changes from 2 to 3 and doesn't make it single user???


texts: I've made an animation when an object falls onto a ground really hard. It is now missing a smoke effect, how can I do it, so when the object touches the ground, the smoke particles (or dust) appear in the collision?


texts:
I have something like this in the my add-on __init__ file:

class MyPreferences(AddonPreferences):

    bl_idname = __name__

    num = IntProperty(name="Number", default=888)

    def draw(self, context):
        layout = self.layout
        layout.prop(self, "num")

I need to get this number from another file, and "MyPreferences.num" doesn't work. It returns a tuple, where the first value is "<built-in function IntProperty>" and the second value is a dictionary.

I can access the dictionary values, but the only ones available are "name", "attr", and "default", so if the user changes the property, I can't access the new value.

What should I do?


texts:
I am trying to write some text on a panel that I created, like this:

box.label("Some long text that is out of borders")

but because the text is too long, the panel only shows the text in one line and does not make the text stop at the edge of the panel and start a new line.

So it appears like this:

  Some long text...ers

How can I make it contained within the panel's width?


texts: How to set origin to selected vertex for 2D shapes (fast) ? (blender 2.8 +)

texts:
is there a way to set the origin to selected vertex faster? (for both shapes and objects)
there are a lot of steps to do it right now and it's frustrating.
I found a similar topic but it's old and not working with blender 2.8 2.9 and ... .
an addon similar to this topic would be great.
Shortcut for setting origin to vertex
thanks for your time.


texts: Black streaky artifacts in cycles renders

texts: I'm making some models for a model pack I'm working on, and there are black "streaks" all over my models. There are no overlapping faces, no hidden objects, or any duplicate vertices. The material is a simple diffuse and glossy shader, no texture. I have been stuck for a while, and I have no idea what to do. My mesh is pretty basic and subdivided, with quads only.


texts: Is it possible to assign a bevel curve to an armature like an object?

texts:
I couldn't find an answer for this, so I'm asking here:

I have some bevel curves on my player model and I've used automatic weights to rig the character except the bevel curves that I've used for the hair aren't following. Is there a setting or trick to make the bevel curves follow the armature?

Also due to this model being used for an upcoming game, I cannot upload or share it sorry :(


texts: Why are some material nodes connected to themselves?

texts:
Here's a small thing I've been wondering about for a while: Occasionally, when I import models from other sources (e.g. 3ds Max -> FBX -> Blender), I see in the Node Editor some nodes which are apparently connected to themselves. Like so:

Can somebody explain what's up with that? How is this self-connection useful? How can I do it in Blender?


texts:
Why aren't the normals for the two inner rectangles located at the rectangle centroids as are the normals for the two outer rectangles? The four rectangles are supposed to be identical.

I'm running v2.80.44.

Thanks.


texts: Controling the speed of the tube animated with curve

texts:
I'm trying to make a tube extending with help of curves. I created a NurbsPath and BezierCircle, then put the circle into the bevel object of the path and animated its start bevel factor. Everything like any tutorial says, but I've got a problem. For my specific project I need straight 90 degrees corners, but curves tends to smooth them. So, to overcome this I extruded my curve 4 times in each corner. Just like you do when working with catmull-clark subdivision surfaces and need a straight corner.
  Now the problem is that the speed of extending somehow depends on the sectors. It is slow at the start of the sector, speeds up to the middle of it and slows again in the end. So after all it is too slow on the corners and too quick on the long sectors. I tried to control it manually by adding additional key frames for corners so they could take only 1 or 2 frames instead of 8 but with blenders own speeding and slowing it all got messed up. I can still play with manual key framing to make it acceptable, but I wonder if there any smart way to control the speed.


texts:
Is there a way of merging together two flat meshes A & B so that all vertices/edges/faces of B become part of A. Mesh B is a simple overlay (road) on top of mesh A (terrain). For performance reasons, this needs to end up as a single low poly mesh with a single material texture. Therefore road polygons and other parts of terrain need to have clear boundaries within the mesh to correctly unwrap.

Now I have the terrain and roads as two separate meshes. Merging these as two objects (Ctrl+J) will glue the two together but leave multiple overlapping faces fighting with each over at z. I believe I can also use Shrinkwrap to put one on top another with some offset but this is not what I'm looking for. Is there a way to simply weld one mesh with the other so that the whole structure becomes a single mesh with no duplicates or overlaying/double faces? Without manually tracing the pretty large roads mesh?

Thanks for any hints


texts: How to fix bright pixels around light sources?

texts: I'm working on a scene in blender and i have applied emission to a plane as main light source(which is located on the right hand side) and also emission coming from the tip of the candle light object. However when i render it i get these orange dots around the candle emission as you can see in the image. I have tried to up the sampling but they are always there. Any ways to fix this?


texts: Cycles material What is the syntax to access texture mapping location?

texts:
I have scripted texture offset through script for blender internal material

loc = bpy.data.objects["RigName"].pose.bones["BoneName"].location.x
bpy.data.materials["MaterialName"].texture_slots[7].offset[0] = loc

What is the syntax to access texture mapping location in Cycles Material
I have the idea of setting up drivers but as i have already scripted it like above showed example for many of the characters so it will help to know the syntax in speeding change to cycles


texts: I've got this logo as svg vector file, extruded it to make it 3d and assigned a simple material. Now the edges should get beveled, but it doesn't work. Any tips?


texts: Which 3 points are best to get a good floor? (Motion tracking)

texts:
When I set the floor of my tracking scene,  I have to select 3 points to use. However, I noticed that the orientation changes depending on which 3 points I pick. I always thought it didn't matter. But that begs the question, which 3 points work best? Here are some pictures showing the situations.
As shown in the pictures, different points give different results, of which some work better than others. How should I know which 3 points to use in a scene not as controlled as this? This is not a subjective question directly relating to this scene, it is so that I know which points are supposed to be used, as there is a right and wrong answer.

The 3 selected trackers are the ones used to set the floor, and you can see using the y axis that the position and orientation changes.


texts: Redshift not showing up as a Blender Renderer

texts:
I have installed Redshift, C4D and Blender, and would like to use Redshift as a Blender render engine.
Redshift's installer shows a greyed out but selected checkbox to install the plugin for Blender 2.90. I was using 2.92 before, but downgrading to 2.90.0 has not helped me.
Basically, I would like to be able to select Redshift Renderer as an option in Blender, however the option does not appear, as seen below. Redshift works fine when access through C4D, and is licensed.

I am using the standalone Redshift installer found here, as I have a combo license:
https://www.redshift3d.com/c4dbundle


texts: Subdivision modifier working on part of mesh in Cycles, but not the rest

texts:
In this Blend file of a fire extinguisher I am making, the subdivision modifier is working like expected on the tank, and the top of the tank, but when I tried to add the handle, in Cycles it seems like the handle is not being rendered correctly and looks blocky, not sure whats going on. Any help greatly appreciated.

Strange thing is, if I go into wire-frame mode, in the viewport it is showing all of the added geometry and in solid mode it looks how it should, but when rendered it is blocky.


texts:
After animating a specific scene and rending all 100 frames in Cycles via the "Render animation" feature I can play back my animation with the "play rendered animation" button but the file I chose it to be named after can't play. The file exists just the way (I think) it is supposed to exist, with the name showing up and then blender adding the amount of frames the animation ranges from at the end of the file name. When I try to open that .mp4 file I get this message ("Windows Media Player cannot play the file. The Player might not support the file type or might not support the codec that was used to compress the file.").

I really don't want to render that animation again which is why I am asking this: Can I fix the file in some way or access the individually rendered images so that I can manually piece them together?


texts: I can't go into pose mode or object mode at all

texts: I'm pretty new to blender and I just started getting into animation. I downloaded the fully rigged character "Hugo" from BlenderKit but I can't seem to be able to go into pose mode or object mode at all and it doesn't even show up in the dropdown menu. Just Object Mode. Any help would be great!


texts:
First: Please don't flag this as a duplicate, because all the questions in the Stack Exchange don't even near answer my question.

So, I have a bunch of movie strips I want to combine in the VSE, as well as some audio, but when I render, the audio and visual are about a couple seconds out of sync. I have tried everything. Each video strip's sibling audio strip is the exact same length and the exact same frame rate, but it just won't work. I tried many different things, but it just won't work. It's important to note, that the individual source .avi clips appear to have this problem too. As well, all the different clips have the same audio and visual codecs etc. as each other. Here's a screenshot of the Video Sequence Editor:

http://www.pasteall.org/pic/show.php?id=86933

Please note it still plays correctly within the preview. How weird.

One thing I have tried is to delete all the clips and re-import them, and that appeared to work until I figured out that they were all out of order. Re-arranging them sent me back to the drawing board. This sort of hints that they're interacting with each other, which really doesn't make sense if each individual video file has this problem itself.

I am using Blender v2.73.
The video codec for all clips and final output is H.264 and the audio codec for them is MP3. Boy, this is confusing.

Let me know if there's any crucial information I had forgot to add, let me know. Thanks to anyone who can help me with this ridiculous problem!


texts: object visible in viewport but not when rendered

texts:
As the title says. The object you see selected in the picture is clearly visible in the viewport but vanishes once in the rendered viewport.

I've tried a few common solutions I found online such as checking for rendered visibility in the outliner, checked that it is in the correct layer, set the duplication under objects tab to "none" and even tried re-applying new materials. Nothing has worked so far unless I've done them wrong

Hopefully the screenshot I provided shows that I tried most of the solutions I mentioned above.

Any help much appreciated, thanks.


texts: Can't use Knife Tool to cut across specific loop side

texts:
Trying to use the Knife tool to cut a box out of these 2 edge loops. Problem being, the knife doesn't add a single cut when LMB on top of them. It does, however, work when i do the same thing on the loops that pass through all the other faces.
The face on the image is the top one. I can properly cut on the 2 side faces and the bottom face, but not on the top one.
What is happening here?


texts:
I didn't use cycles render a long time and got a problem. If I use dark environment lighting, blender doesn't render it smooth. Maybe it happens because I'm using denoising, I don't really know.
So here is how it looks:

And the whole render look like this:

Gray spots mess up all render. I tried to search how to remove them, but still didn't find anything.


texts: How do you make clothes move along with model

texts: how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.


texts: How to reset a Grease Pencil object's vertex colors

texts:
This is my blend file. It has 2 GP objects. In object mode everything is colored correctly. If I switch from solid mode to Material preview or display render preview mode The GP Objects turn greenscreen green.
I've tried each of the 3 render engines. I've tried three versions on blender. I created a new file with a new GP object, which worked, then copied the green GP object into it... still green. What am I missing?


texts: Normal baking issue, some parts are low res

texts:
I keep running into an issue where I'll have portions of my normals look fine, but tiny bits will screw up. Despite making a hi res model and cage baking, I still end up with super low res objects on the normal map.

This is a halberd, and as you can see in the blue circles, I end up with these very defined edges on objects which are supposed to be smoothed out cylinders, and yet other parts of the model look fine such as the axe head. But then that has issues of it's own, where there's randomly a very deep/protruding portion of it right at the top.

I really don't know what is causing this. I'm making a low res model, then copying that and making a hi res model, making a cage and displacing it, then exporting all of those to xNormal and baking. My only guess is that some of the low res models' parts are larger since they're not super smoothed out, so I tried smoothing their faces, but once I combine all the pieces of the halberd together, the smooth faces get reset and won't smooth again.

Help is appreciated, I'm not absolutely brand new at this, I've made several models, but I'm still in the learning stages for sure.


texts: Why does baking the armature (as an object) stop the bones from moving?

texts:
I want to get rid of the Follow Path Constraint without while keeping the animation of the armature as a whole or as an object. In Object Mode, I baked it by going to Object menu > Animation > Bake Action

It works and now I can delete the Bezier Curve without loosing the animation of the armature. BUT the animation of each individual bone stops! How can I solve this?

Example: Try to bake the armature in the attached file.
Download Blend File


texts: Restore mesh data layers (specifically UV) after non-destructive Remesh modifier?

texts:
The output of the Remesh modifier seems to lack all mesh data layers, including UV layers.
The Data Transfer modifier requires mesh data layers to already exist in order to work. It thus does not have any effect when placed after a Remesh in the modifier stack.
The "Generate Data Layers" button in the Data Transfer modifier does not solve this, as it operates on the base mesh, and not on the output of the Remesh modifier.
Is there any way to non-destructively re-create a UV layer after a Remesh modifier in the modifier stack? The created UV layer does not have to preserve any coordinates, mappings, or actual data, as that is the function of the Data Transfer modifier. It only needs to exist, even if empty, so that the Data Transfer modifier has somewhere to put its output.


texts: Wireframe modifier with intersection "nodes"

texts:
I want to learn how to add objects (in this case spheres) automatically at all the intersections of a wireframe modifier on an object.

I'm pretty new to Blender and wanting to use it to create some cool wireframes I can import into Illustrator and turn into line-art. I've had some success. But I'm trying to figure out how to add spherical nodes at the intersections of pipes when using the wireframe modifier. Like in this example. Is there another kind of modifier I should look at or try to understand? So far the model I'm working with is a banana. (see second attached image)


texts:
I've been looking for some HDRs to use in an animation, and I realize that they're going to be exceptionally expensive.

This is why I'm wondering if I can change the exposure of an HDR from within Blender to get everything I can out of one HDR. The purpose of an HDR is to have a High Dynamic Range. This means I should be able to scale the exposure of the HDR and still have varying depths of light.

Here's a comparison between a jpeg(left) and an HDR(right) as an example of how HDRs have broader depths of light when the exposure is changed:

(Source: How to make your own HDRI)

Of course, this should already make sense if you're familiar with HDRs.

So I want to be able to use an HDR at multiple exposures. Is there any way I can change the exposure in Blender? I know there are some other programs that do that, but Blender should be able to do it.

Right now, I use the background node's "Strength" parameter to change the brightness, but that doesn't make the lighting of the objects in the scene darker or lighter respectively.


texts: Why is my object in blender bigger by approximately a factor 10 than in my CAD program?

texts:
I export my CAD models, which I create on Creo 2.0 (originally called Wildfire 5.0) as STL files, and import them into blender.

But when I compare their sizes, the objects shown in blender are usually bigger than the objects shown on my CAD program by approximately a factor 10.

Did blender confuses the unit? Because when I exported the object as an STL file, it didn't give me an option to set the unit. Is there a default unit for STL files?

The units I usually work with on Creo 2.0 are mm.


texts: I'm finding that the more I use Blender the harder it is. I'd just like to know how to apply a texture or surface to an object. I can't find that anywhere.


texts: Black Rings Around Non-Emission Materials

texts:
I was experimenting with Freestyle, and at some point afterwards I noticed this weird reflection thing going on with anything that didn't have a material or had a BSDF shader.

The rings appear to be forming over a light source as well as some other light source (the background, maybe?)

Using the emission shader solves this problem, but using emission from the BSDF shader does not unless I turn its strength up very high (around 200). I can change the color of the material around things that aren't the black rings.

I was rendering this in Eevee. When trying things out in Cycles I got an error with the description "Failed to create CUDA context (Unknown error)" when I tried to render it with my graphics card but with just the CPU it works fine and does not appear to have this problem.
I used a plane for these images, but the problem applies to other objects as well.


texts: Mirror modifier causing strange artifacts

texts:
When I bring the edges together on a mirror modifier (clipping on) it does this weird thing when rendered as seen in the picture. I am not entirely sure how to describe it but it has happened before because I am bad at 3D modeling weapons. Anyways if you know how to fix please tell me sorry for the lack of information.

-Zek


texts:
I started working on a body today and made a body and a hand. I did them both separately. The problem comes when I try to connect them. There's a really weird, sharp shadow coming when I make a face between them. It's not a flipped normal. I already tried flipping it but it's still the same deal. If you'd look closely the two vertices connecting are really sharp.

Any help would be really appriciated!


texts: How to share my 3d model made using blender?

texts: I have made a 3d model in blender and want to share it with my friend. My friend does not have blender and wants to see the model on his mobile. Is there any function in blender that helps me to make a shareable 3d model with a transparent background?


texts: Export fbx with parents has incorrect child transforms for thrid party packages (To Unity for example)

texts:
Ok so this can raise someones the blood pressure a little. I have a tank model in Blender. It has a Turret, a barrel, a chassis and a few other things. I have parented the Barrel to the turret and the wheels to the chassis. Looks like this.

when I export it, it applies the correct transform to the parent file, but not to the sub parts. I have tried exporting with "Apply Transforms" in the FBX export on and off both times it is incorrect. I have rest the transforms using Ctrl-A, I have reparented with and without keep transforms. It's just a royal pain in the backside.
Here is an example of how it is imported into 3rd party software. Main file -> Imports correctly.

Chassis in the Main file -> Imports incorrectly, along with everything other components imported incorrectly.

Here you can see the z-direction is the wrong around.. which causes havoc with quaternions.
Here is the model structure:

Is this a known bug? Bonus points if you know of a workaround?


texts: How to add thickness to transparent material from image?

texts:
I have this object with a material I created with an image, how can I manage to add thickness to it ? I already tried adding the solidify modifier but could not get any result...

Here is a screenshot from Blender, as you can see the object is totally flat. How can I give it some thickness ?

Thanks,

Edit: Here are screenshots with "Only Rim" checked and not checked to give a better idea of what I get but is not good


texts: In my default startup .blend file, whenever I rotate the view, the cube flickers and duplicates like there are two of them. Watch this video to see what I'm talking about.


texts: threading.Timer gets cancelled but doesn't stop firing. Why?

texts:
I have an operator that starts a threading.Timer which moves the current frame forward by 3 every 5 seconds. If I call the same operator with the stop property set to True it must cancel the Timer.

I can see that the timer is now NoneType in the blender console

>>> type(C.scene.animall_timer.timer)
<class 'NoneType'>

but the Timer is still firing. Why is that?

Here is the relevant code:

def execute(op, context):
    print(op.stop)
    if context.scene.animall_timer.timer is not None: context.scene.animall_timer.timer.cancel()
    if not op.stop:
        context.scene.animall_timer.timer = threading.Timer(op.time, op.execute, [context]).start()
        context.scene.frame_set(context.scene.frame_current + op.frames)
        bpy.ops.anim.insert_keyframe_animall()
    return {'FINISHED'}


texts: My scene file is a group of buildings, all linked in from separate files, no problem. but on the new building I am working on, I have selected all objects and grouped them,as before, but when I go to link the group into the main scene, I have no group option. (In the building file the group is shown in outliner). Can anybody help please?


texts: Action Constraint is being animated for some reason

texts:
Something strange is happening to my rig. I'm using Blender 2.8 and I began rigging with an Action Constraint and for some reason it's playing the Action that I made and stored. I've double checked and there are no keyframes in the timeline and yet it's still playing the Action.

Thinking it as a bug, I tried reproducing it from scratch from a new file but I can't and things seem to work perfectly fine(?). I'm even starting to think that this bug is specific to the file I'm working on and I don't want to start over again...

Here's the file focusing on a sample problem:
what.blend


texts: How to simulate behaviour of the spring?

texts: I have modeled a spring with SCREW modifier, placed it in a cylinder which is attached to the ground and I would like to run a simulation where the spring should compress when a cube fall on the spring. I would also like to know the behavior of the spring when a smaller cube fall on the spring.


texts: Isnt any solution to move the 3d cursor and origin to pivot?

texts: I want to place the 3d cursor at the particular place but i just able to place the pivot at that point, i have no idea how to move the 3d cursor and origin to the point. Seek for help


texts: applying solidifying modifier distorts object

texts:
I am using the solifying modifier for the first time and following a tutorial but not sure why my object got distorted.
I tried many things including removing doubles, applying the scale (forgot to include this in the gif animation below).  Could you please have a look?


texts:
I’m trying to create a door & key system in the BGE, but I’m struggling with the game logic.

I followed a video tutorial to understand the basics, but I found that method doesn’t scale very well since it doesn’t take into account (1)different keys being required for different doors, (2)some doors not requiring keys, or (3)the ability of non-player characters to open doors (planning to add this later).

The approach I’ve come up with is as follows.

Each door sensor listens for 3 conditions:

a player collision
an attempt by the player to open (interact) with the door.
a specific key (if required).

The door sensor is basically working. If its conditions are met it will cause the door to open.
The key is able to be picked up, and send some message (“got_key_a”).

What isn’t working is that the door sensor collision can’t seem to be set to evaluate whether property “has_key_a” is True. Instead it simply sees that the property exists on the colliding object (Player), and lets them open the door regardless of whether they’ve acquired Key A.

Another approach I tried was sending a Message rather than using a property. The problem there seemed to be the timing of when the message was sent. I guess that the message being sent once doesn’t satisfy the condition… rather the message must be sent at the same time the other conditions are checked for. Since it is never the case that a a key is acquired at the same moment the corresponding door is tried, this approach does not work.

Screenshot just in case it helps:

I am open to Python-based solutions too, as long as the code is thoroughly commented so that it can be easily understood.

Any help appreciated.

Update

I think my problem lies here. Instead of sending a signal only when has_key_a is True, it sends a signal if the property has_key_a exists.

I want has_key_a to be evaluated, but inserting expressions in the Collision Sensor is not allowed. What can I do instead?

If I use an Expression here I am unable to get it into the And controller. I must choose one or the other, but what I need is to combine them.

The door must be able to detect a collision with player who has_key_a==True and tries to interact at the same time.


texts: Bake animation along a curve to keyframes

texts:
is it possible to bake an animation along a curve to keyframes??

I've been trying to create a snake  like movement of an object that curves on a the bazier but the result is that the object only follow the path and not curving with it. Pls help!

basically bake this animation with the curving to keyframes


texts: How do I click to select more than one face a a time?

texts: I went into face select mode and it will not let me keep the faces as I select more and more. In other words, it only lets me select one face at a time. How can I make it so I can select multiple faces at a time and make the edit I need?


texts:
"In compositing and texture context each node supports the Alpha channel. In the texture context only RGB color space is available. In the shading context of the Blender internal adds HSV and the Cycles shading context offers an additional pair of nodes to combine/separate a vector (XYZ)"

trying to figure out what separate xyz node does but I don't get the meaning of 'context' in modeling


texts: How to save as an OBJ and import to Element 3D

texts: I am trying to create a Ka-Bar knife in Blender. Problem is I cannot figure out how to save the finished product as an .obj file, then import it into Element 3D to use as a 3D object.  I don't even know if I am doing it all correctly in Blender.


texts: Connect sculpted sub-terrain to create tunnels?

texts: I wish to create sculpted tunnels, more specifically connecting two or more adjacent inward faces with a tunnel.  I am open to other solutions as long as it accomplishes the goal of creating a tunnel.


texts:
I'm using cycles render. The problem is the emission plate (no matter what size) won't hit some areas.

I'm a beginner in Blender, I started a week ago.

Picture:

My scene looks like this:

Can anyone help be diagnose this problem? Thanks!


texts: How do I unwrap without stretching the texture?

texts:
I had this UV unwrapping problem several times already whenever I tried to make things. I think as a beginner I did not really understand how to unwrap properly yet. This time I made a chesterfield sofa.

But many folds and volumes of the sofa made me feel very difficult to unwrap, which may end up with marking hundreds seams manually.

So I used Smart UV project to see how it goes. But as always I could see stretched texture at every corner of the object.

How am I supposed to properly unwrap these kind of objects?


texts:
I will keep this as simple as possible, I have a cylinder, and i checker select the faces. I extrude, But i want to extrude each face outwards in the direction they are facing, The only way i can extrude all of them at the same time is by scaling upwards and scaling the x-axis.

Is there someway to extrude each face in the same way if i had only selected one face?


texts: How can I make a set of vertices part of an existing plane with an imported image?

texts:
I imported an image as a plane in order to place vertices marking all the key contours on it. After a while I realized I didn't know how to make those vertices part of the plane they were on.

If I can't move the vertices on the z axis, and have the image move with them, I can't use the image as a reference the way I'd planned and the whole thing becomes much more difficult.

Is there a way to embed those vertices in the plane that has the image? They are already sitting on it. Or maybe a way to import the image again and integrate the vertices with it then?


texts: I am trying to texture paint this pawn but for some reason it is not working correctly. Here i am trying to paint this orange but blender is painting it green. when i try to paint it blue blender paints in low intensity red.  I try changing materials, light, objects, normal no change.


texts: Fluid not following "Follow Path" object constraint

texts: I have a sphere following a circle around by simply making the circle curve it's "Follow Path" parent. This makes the sphere go around the circle in 100 frames. But when I apply a simple fluid inflow effect to the sphere, the fluid is just being emitted from it's starting position and not following the sphere in a circle. Why is this happening?


texts: Is there anyway to make blender print errors in the UI?

texts:
For some reason, sometimes error messages encountered while scripting are not printed in the info panel, only the message Python script fail, look in the console for now....

One question I have is:
Why is this?

I like working with blender full screen, but it gets annoying having to switch back and forth between the terminal and blender while scripting.

Is there anyway to print stdout and stderr (I assume that is where blender is printing these messages) in the UI? (thus also solving the occasional necessity to restart blender because of not starting it from the terminal)

So my other question is: How can I do this?

I realize that this is technically two questions, but they seemed too related to separate.. I'll separate them if it's better that way.


texts: What does this icon mean - circle next to a child in blender

texts: I would like to know what the circle icon next to Body_M_Georndr.005 means and why it is not next to part_Kidney_Right since they are both children of the same parent


texts: So, I've noticed when you render something in version 2.8, it automatically opens a new window, and renders it on that.  What I want to know is this:  Is there anything special about this window, and is there a way to set it so that it renders it in the original window, like it did in version 2.79?


texts:
This is a picture in edit mode

and this is the crease plus the bevel settings


texts: How do I show a rendered image in a new viewport without the verticies being highlighted?

texts:
Sorry it's a confusing question. Here's an image of what I'm talking about.

I would really like to see my model rendered without all the black outlining everything as I work on it.. I never had this issue before back in March when I last worked with blender.

Edit: The material is shadeless and the rendered mode is selected for the view. I realize you can't see that in the screenshot.


texts: Packing multiple objects for 3D Printing

texts:
I am looking for an addon/script that packs multiple objects together to take as little scene space as possible, this is for 3D Printing services that charge per bounding box of all objects in a file (objects arranged as neatly as possible without too much empty space in between).

The feature is present in an expensive 3D Printing software called Magics.


texts: Simple code to modify material of an object

texts:
I got a simple piece of code here which I want to change the current material of an object to a pre-made material I have named "Light"

"
ob1 = bpy.data.objects.get("curtains12")

mat = bpy.data.materials.get("Light")

ob1.data.materials.append(mat)
"

The code doesn't work /: For now I simply want to change the material of the object 'curtains12' (A plane with its own material already) to the material I have named "Light". Can anyone help me?
Note: I intend on this happening with the click of a button, which I will implement later

Thanks for anything!


texts: Constraint camera movement inside an object

texts:
I have shaped an object to try to define the "allowed" space for my camera. Now I'm trying to constraint the camera to its inside, but I can't make it work in spite of all the browsing I've done. I've tried the following constraints:

limit distance: seems to constraint the camera in a sphere centered on the origin object,
Limit Location: seems to only allow for explicit coordinate boundaries,
Floor: unsure of what it does, but I think it only limits in one direction (as does an irl floor... :]), relatively to the origin of the object.

I would simply like the faces of my (closed) object to behave like walls to the camera.
Thanks for your help!


texts: How To Create New Vertex or Segment When Extrude Passing or Intersection Other Object or Shape

texts:
I am creating a computer table , To make the partition board (where the keyboard is kept). I added in two loop cuts on either leg and extruded the face formed by the loop cut as shown:

It is known that it can't make new vertex, edges, and faces when the extruded face passing through it. In short it can't merge with the middle leg.

In the left leg it has 3 face for each direction,  but the middle leg (since it don't have any loop cuts) still have only 1 face for each direction.(See the image)

Of course, the face or vertices count doesn't matter for the viewers of the final render...But for basic concept or fundamental, I think it's wrong??
So I hope you can help me to doing it right and clean.
Can you please point out what should I do. (if direct extrude is not recommended)
Any help is appreciated.
Thank you in advance.


texts: Shapekeys before or after normal mapping?

texts:
Does anyone know of a good resource to learn how to create a low poly version of my character, create normal maps, and apply them to the low poly mesh?

I'm specifically confused about whether I should be making shapekeys for the high-poly mesh for facial expressions before creating a normal map. Would I just need to make one normal map and that would cover all the shapekeys? Or would I need to create a normal map for each face shape?

I also have yet to successfully transfer a normal map despite following some YouTube tutorials, so I want to make sure I get this right.

Thanks.


texts: Blender 2.8 Eevee Transparent Background Output

texts:
Using Eevee on 2.8 to create some VFX, however, all the video renders I output still have a black background and not transparent. I have selected Alpha channel to be "transparent" to no avail!

Can someone please help!

Many thanks,

Andrew


texts: is there a way to relocate a linked collection that has its name changed?

texts:
I know there is a way to relocate a broken file in the outliner,
But is there a simple way to relocate a collection when it has its name changed ? (file is the same but the collection has a different name)

Thanks


texts:
So I'm working on a simple game and I want to control an object to go upwards with a certain amount of force. I then want to be able to press shift and set the standard value used for the amount of force to a different number.

import bge

def main():
cont = bge.logic.getCurrentController()
obj = cont.owner
speed = 8.3

#Input
keyboard = bge.logic.keyboard

shift = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.LEFTSHIFTKEY]
up = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.UPARROWKEY)

if up:
    obj.applyForce((0, 0, speed), True)
if shift:
    #set the 'speed' value to 12.0

What do I need to write doown here!?
So the speed was 8.3. After pressing the shift key it should change to 12, but how?

can someone help me with this?
thanks!


texts: How do I get hair particles to show up when exported?

texts: I made some hair particles, but when I export it to .dae only the object under it shows up. Did I skip something? How do I get it to show?


texts: Spine003 keeps stretching book in undesirable way

texts:
I'm trying to fix this rig so that it all bends together, but for some reason the vertices selected below keep stretching in undesirable ways. I've tried a couple different things to no avail. Can anyone help?

If you grab the spine.003 and rotate it in any direction, you will see what I mean.
https://drive.google.com/file/d/1neePPk9PlKjhpp8AIbUOF94m1KHws7hX/view?usp=sharing


texts: noise.random always outputs the same value (Blender 2.80, Python, Compositor nodes)

texts:
I have code that procedurally generates images with a lot of random values for models, lighting, textures, etc.. Part of this process is randomly shifting hue/saturation/value in the compositor to get a wide range of rendered images. A problem I am having with Blender 2.80 is that the random values in the compositor are always the same each time I run the script.

In order to test things I wrote a simple script that imports a scene with the compositor setup and prints the hue value. The hue node uses the #noise.random() expression (which does work in the editor in all versions of Blender). Here is the code:

import bpy
path = "D:\\virtual_imagery\\render_data\\plot_row\\procedural-scene.blend"
with bpy.data.libraries.load(path) as (data_from, data_to):
    setattr(data_to, "scenes", ["procedural"])
bpy.data.scenes.remove(bpy.data.scenes["Scene"], do_unlink=True)
print(bpy.context.scene.node_tree.nodes["Hue Saturation Value"].inputs["Hue"].default_value)

Each time I run the script with blender 2.79 I get a different value. Each time I run the script with blender 2.80 I get the same value.

Am I missing something? Is it possible I discovered a bug?


texts:
i'm almost through a tutorial by " Andrew Price " and after i finished the modeling and texturing

But when i rendered the Design i found out that the third small rail got duplicated i don't know why !


texts: View Port Guide/Grid Broke? Front, Back and Side Cameras

texts:
A weird bug has appeared when I view through the default Front Back and Side camera views in Blender.  The square grid has an odd triangular effect (see image below).  This happened a couple of days ago and seems to have happened over night.  It doesn't effect modelling or renders (as far as I've noticed) but it's quite annoying to see - especially when I don't what's caused it.
This only seems to happen when viewing through cameras on the axis (numpad 1,3 and 7) and occasionally in the orthographic view (numpad 5). Normal perspective cameras don't have this issue.
I've looked around and can't find an answer to the issue though, if I'm honest, I don't know what to be searching for. I've also uninstalled the software, re-installed, reset preferences to factory setting etc. but still get the same result.
Has anyone had this issue before and resolved it?  I have accidentally changed a setting and not realised?
Thanks in advance


texts: By using proportional editing, vertices are moved in the wrong axis

texts:
So I am following Andrew Price's 2.8 Donut tutorial but sometimes (not always) when I move vertices with Proportional editing, it moves the vertices around it really unpredictably (see screenshots below).

I don't know how to make it all move adjacent to the camera rather than bits shooting off that I didn't even grab directly in the first place.

Is there any way I can do this?

---Screenshots---

Before:

Grabbing with PE (looks fine):

After:


texts:
I've been workin on a mesh addon, where I want to set custom normals. I do it now with the mesh.normals_split_custom_set() function, which generally works, but I'm not sure what is actually written.
After calling also mesh.calc_normals_split() I can access the normals in bpy via mesh.lopps[idx].normal, where the result appear rounded to 16-bit float.
As far as I see, the CD_NORMALS layer (where normals are later pulled from in the render engine) is a 32-bit float array. I've been digging through the code, but in this function here I lose teh overview of what variable ends up where:
https://github.com/blender/blender/blob/32d4a67017ecf4af75a9bfde885526550a6534ba/source/blender/blenkernel/intern/mesh_evaluate.c#L1754
So my question, can anyone tell me what accuracy custom normals are actually stored with?


texts: Blender render compositional framing different from viewport camera view

texts:
Hi There, I'm trying to render out from a scene which has only one camera (the default one).  The render output is giving me an entirely different viewing angle from the camera view in viewport. This isn't a clipping issue - if you move the camera (locked to view) you can see the rooftop geo of the buildings to show it's in the correct place.
The viewport is showing camera view (button zero on numpad), with the passepartout - I've edited this to show a direct comparison below.
There is only one camera in the scene, and this is highlighted in the outliner and zero (Ctrl + Zero too) in the viewport.
Really, quite confused on this - so any help would be much appreciated!


texts:
I am using a Macbook and am learning from this tutorial at 6:50 Here

However, I cannot see the jpeg image that I set as the background. I tried switching perspectives using the [NUMBERPAD5] shortcut but it still does not work.


texts:
What do you believe is the best way to make a procedural texture like the one on the photo? I mean the top part. I tried to combine noise and voronoi/musgrave, but it didn`t give the desired amount of tiny bumps and air pockets.

Thanks.


texts:
Background
Almost all stars are so distant that they cannot be optically resolved, and instead appear as point sources. (Here's the short list of exceptions.)
This means that if you look up at a spot in the night sky with your naked eyes, and then look at the same spot with binoculars or a telescope, most stars will not appear larger, only more discrete (because the apparent distances between them will be magnified) and brighter.
Problem
I would like to create a space scene (in Cycles) where the same object is shown zoomed in and zoomed out (i.e. with different focal lengths) against a background of stars.
How can I create a star field where each star will appear as a point source, and not change in apparent size when zooming?
For examples of the approximate effect I'm looking for, see this Expanse S5E7 clip, particularly the zoom shots at 0:42 and 0:57.
Environment textures wouldn't work because they're just pixels, and when the camera zooms in, the pixels would be magnified. I think that generated particles would have the same problem, though perhaps I could animate the particle sizes to shrink them down as the camera zooms in.


texts: Blender 2.79 does not detect GPU AMD RX580

texts:
I've bought AMD RX580 recently and it seems Blender can't detect it, it has "none" in cycles compute device in system settings. I have ubuntu 18.04 installed, and already installed latest AMD linux driver from their site. Also installed ocl-icd-opencl-dev, but still blender does not detect my GPU.
Here is the output of clinfo:

Number of platforms   0

:~$ dpkg --get-selections |grep opencl

libopencl1-amdgpu-pro:amd64     install

ocl-icd-libopencl1:amd64        install

ocl-icd-opencl-dev:amd64        install

opencl-amdgpu-pro-icd           install

opencl-c-headers                install

What can I do to make blender detect my videocard?

UPD

Managed to get it working. What I did:
-Removed ocl-icd drivers
-Removed all amd drivers
-Rebooted and installed amd drivers with command line:
"./amdgpu-pro-install -y --opencl=legacy,pal" than rebooted again and now blender detects my videocard


texts: How to find and delete extra UV layers on many objects?

texts: I have a scene with a few thousands objects and part of them, randomly, have 2 or 3 UV sets. I need to keep just the active UV because when exported in fbx they get mixed. Thanks!


texts: Normal map issue with subdivision surface

texts:
My mesh uses a subsurf modifier, but when I apply a material with a normal map to the mesh, Cycles seems to be using the low-poly version's normals, rather than the smooth, subdivided version's normals.

Hopefully this illustrates my issue:


texts: Large blender 2.8 Project file won't open!

texts: As my title implies, my blender project won't open. I've been working with it for a while now, and now I can't open it. It's in blender 2.8 and I've tried 2.9, and my theory is that it has such a shit load of faces that my ram just curls up and dies. What happens is that my ram (16 gigs) gets fully hogged up, and blender tries to open it for a good 15 minutes, then just crashes to the desktop. I've tried to open it in every way possible, but no dice. If anyone can confirm my suspicions, or just help me in any way I would be WAAAAY grateful. It's a huge project and would hate to see it down the drain.


texts: How to set Z transparency in Blender nodes using the Blender's Render?

texts: The context is like this: If you are using the Blender internal (Blender Render Machine) and you are also using nodes, and want to fine tune the transparency by using the Z Transparency value how should you proceed to achieve such setup?


texts: Logic Editor - only selected objects of Layer 1 are showing

texts:
I am using 2.79a RC. (unfortunately also true as far back 2.78a)

Unless all my objects are on Layer 1, there is no way for me to select and view multiple objects in the logic panel.

Is anyone else able to confirm if this is bug or desired behavior?
And possibly provide a workaround?

This image is all objects in the scene selected. Several of them have logic bricks attached.

This image is the same file, I just moved everything to Layer 1 with M


texts: Principled Volume outside containing Object

texts:
I am using the 2.8 RC2

I want to create a Material that is seethrough and colored as there will be an object inside that must be visible. It will be a red Light Emitting Diode with innards.

Therefore Under "Material" > "Blend Mode" I chose Additive.

Just having a red "Principled BSDF" go into the Material Output's Surface is not enough as it is way too light on its own.
Therefore i took a Principled Volume and put it into the Output's Volume slot. The color is about the same now as it would be with just an opaque surface.

But there is a problem:

The volume is also outside the containing object in what looks like a cubid around my object.
I created a MRE with just a sphere with a nontransparent red surface and added volume the same way but in green for contrast.

I tried switching from EVEE to Cycles and even disabled GPU acceleration to exclude error sources.

I tried the same with Blender 2.79b (Cycles) and it works. No Volume outside of the object.

Is this a bug or did I forget something?


texts: Blender Python Custom Outliner tableview

texts:
Blender standard Outliner is not showing to much properties (left tree table).

The option to view the Datafile is not optimize for quick view of the basic information.

Question:

Its possible to show the Location, Dimensions, Scale, Rotation and Custom properties of objects in table-view (right tree table made in Photoshop)?

If its possible, can you tell me witch Blender Outliner system file I have to rewrite (I am a Noobie at Python).

Thanks a lot.


texts: How to determine forward vector in the blender? I mean similar to transform.forward in Unity game engine. Could anyone provide guidance? Thank you in advance.


texts: How can I export the motion tracking markers to csv?

texts:
The blender motion tracking markers are very convenient to use but it seems there is no direct way to export the path of the markers themselves.

Is there a way to export the paths of multiple motion tracking markers to a csv or other text file?

(I found this script but it seems to only work if the marker is set at frame 0, my markers are added at various frames)

Thanks


texts: Export rendered image corners coordinates

texts:
I'd like to know if there's a simple way to get the 3D coordinates of the 4 corners of the active camera: the goal is to export a text file with the rendered image with these coordinates in order to be able to insert the image in a CAD software like autoCAD with the correct orientation and scale, as with a Geotiff image for example.
This should be possible with a python script but the most difficult for me is to get the 3D coordinates of the corners of the image...
Thanks a lot !


texts: Different mirrored position when i need to join them

texts: when I create head and body with different position, i want to join both of the head and the body. how to fix that?


texts: How to convert sapling leaves to linked duplicates?

texts:
Is there some way to convert many separate pieces of geometry inside one object to many linked duplicate objects?

For instance, sapling results in leaves that are all inside one object.
I want to somehow use the normal and position of each leaf/face to define the rotation and location of new linked objects.

Is this possible?


texts:
I am new to blender. I stumbled upon this on instagram.  I want to know if anyone can explain how he did this?

I also want to bend and warp letters ( or shapes for that matter) but when I deform my meshes they just seem to break. I have been looking around a few modifiers (screw or deform)
but I'm not sure what to use.


texts: How do I keep animation speed over multiple keyframes?

texts:
So, let's say we have a "speed" of 6.918m per 20 frames.

6.918 is the movement distance in the top left of the GIF below - the movement occurs over 20 frames - hence, 6.918 metres per 20 frames.

Next, I would like to keyframe the object to continue moving 3 frames later, at the same speed.

For simplicity, let's presume I am using linear interpolation. To keep movement speed consistent, I would need to move the object by ((6.918 ÷ 20) × 3) =1.077 metres.

However:

I would like to be able to do this without using a calculator every time.
I would like to be able to make the object travel in a circle, figure of eight, or any hand-keyframed  movement I would like on any axis, at the same speed.
I would like to also be able to do this with rotations.

Therefore, my question is: How can I set a 'speed' for my object so that I am able to move and rotate it at a consistent rate across multiple keyframes?

For extra clarification, I would like to achieve this:

But without using a calculator, and moving the box on all 3 axis at once (notice in the gif I can only move the box on one axis at a time) by setting keyframes. Also to do something similar but with rotations.


texts:
hi so i'm creating a high gloss golden earring with a pearl detail, but both textures are coming out black in baking (the object is merged because the programme i plan on uploading to can only have file sizes of a certain size). i'm using some random hdri i got for free online, so you can play around with that when you experiment, i won't be too butthurt. I honestly don't kniow what i'm doing wrong. I've tried baking the following combinations of nodes for each texture (seeing as they both have similar levels of glossiness, i just did the same for both and changed the colours/roughness):

combination 1:
fresnel node,
diffuse bsdf,
glossy bsdf,
plugged into a mix shader
(i also tried this without the fresnel, no change)

combination 2:
principled bsdf,
glossy bsdf,
plugged into a mix shader
(also came out black)

here's my blend file: https://www.dropbox.com/s/nldwlauxfutffx4/vintage%20gold%20earrings.blend?dl=0

go crazy if you want, i'd just really like to know wtf i'm doing wrong because i'm creating quite a few shiny objects for various projects at the moment and i'm (somewhat) consistently getting this issue, and sometimes i fix it but idk how, sometimes i don't. so yeah, any help would be GREATLY appreciated.


texts:
I'm currently messing around with camera tracking and I've noticed a strange issue. Whenever I prefetch the footage, it works, but from frame 129-160, the blue line isn't there. On playback, once the footage reaches frame 129, it pauses briefly, prefetches those frames as it plays, and from frame 0-47, the blue line disappears instead. And then everything resets and repeats when it reloops the footage.

I'm not sure what's happened, but is there any way to fix this? I've attached my save.


texts: How do I make my reference image transparent?

texts: Looking to 3D model this Mega Man helmet and trying to find a way to make my refrence image transparent. Specifically looking to use OR add the "Object Data" tool but is nowhere to be found. Any ideas would be much appreciated!


texts: Blender Cycles - Smoke not rendering with AMD GPU (2.78)

texts:
So, I wanted to create a scene with smoke, but this time to render with my AMD GPU. As I saw in the "feature comparison" chart, it SHOULD be supported for AMD by now (2.78).
What is happenning to me, the smoke is not rendered AT ALL. Not a single bit of it. With CPU, it would take about 6 minutes/frame for a 30 frames/second, 11 minutes long movie. It would take for ages to render it all in CPU, so that's why I want it so badly with GPU rendering. I could spare 60-70% of time with GPU, according to simple image renderings, with no smoke, so it should be the same case with smoke too.
So to be clear: CPU render works 100%, so material setup must be good. In the same time, GPU render simply hides the smoke completely, which is quite annoying. I am using Cycles.

If it is a problem with my composition, could you tell me what I did wrong?


texts: Selection Problems with Converting Quads to Tris in Game Engine?

texts:
I'm trying to make it so that when the user clicks while the game is playing, it converts the quads of the "Gem" object into tris.

I have the camera with a sensor for the Left Mouse Button connected to a python controller.

The python script is as follows:

import bge,bpy

cont = bge.logic.getCurrentController()
lclick = cont.sensors["lclick"]

if lclick.positive:
    print(len(bpy.data.objects["Gem"].data.vertices))
    cam = cont.owner
    origMode = bpy.context.object.mode
    bpy.ops.object.mode_set(mode = 'OBJECT')
    bpy.ops.object.select_all(action="DESELECT")
    bpy.data.objects["Gem"].select = True
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.quads_convert_to_tris()
    bpy.ops.object.mode_set(mode = origMode)
    print(len(bpy.data.objects["Gem"].data.polygons))

This seems to fail sometimes depending on what was selected before starting. When it doesn't work, it gives me the following error:

TypeError: Converting py args to operator properties: enum "EDIT" not found in ('OBJECT')

Furthermore, when I exit the game engine, it does indeed show that "Object mode" is the only available mode for the selection, despite the fact that it shows the "Gem" object as the only thing selected (though, it is outlined in a darker orange than usual).

Can this not be done this way in the game engine? Is there a better way to do it?


texts: Rigging Mesh With Separate Parts Deforms Incorrectly

texts:
I am trying to rig a vroid asset I exported from vroid studio:

So far so good. Now, this issue is that the exported vroid mesh object is actually comprised of separate sets of connected vertices. That is, the arm portion of the mesh has vertices that are all locally connected to themselves, but not to any vertices on, say, the torso. There are basically seams of overlapping or near overlapping vertices where the shoulder, leg/hip region, neck/skull area, et al.
This causes problems with deforming the mesh:

I think the problem is that the vertices on both sides of the mesh where the seams are at need to have exactly the same weight painting. And as you can see by the next photo, they currently do not:

My first instinct was to go into weight paint mode and just go over the area of the seam and set to 100% weight with a 50px brush. Unfortunately, this still produced smaller breaks in the mesh that didn't look good, and also ruined the deformation of mesh overall. I then tried to figure out a way to explicitly set the vertexes along the seams to have the same weight... but doing this using a painting brush seems... much harder than I feel like it should be.
For reasons that I won't go into right now, I don't want to merge the separate meshes into one mesh. I feel like this is also probably a coommon situation, but for the life of me I can't figure out the specific terminology to describe this situation well enough for duckduckgo to be of much use. (I have also searched on the other leading engines.)
Could somebody explain the proper way to handle this situation? Thanks in advance for your time.


texts:
I have a research project for which I have to model a cave. I've done that, but I have a problem with the texture: As you can see in the images below, in the beginning the texture is quite random and looks like sandstone. In the end, however, it stretches into lines, which doesn't look that real. How do you fix this?

Thank you for your help.


texts: Assign keys (keymap) to Transformation Orientation?

texts:
I could not find anyone asking this question, which means there are probably already quick keyboard commands to do this.

What I want to do is assign keyboard shortcuts to transformation orientations. Especially Local, Global, and View. But preferably others as well. For example, I may set up something such as Shift + 1 for local, Shift + 2 for view, and Shift + 3 for global. However, when I try to assign shortcuts to these using the right click context menu, the commands just show up as "Context Enum Menu", with a command of wm.context_menu_enum and context attribute of scene.type. I'm pretty sure this is not correct (it throws an error when the command is pressed).

Does anyone know how to pull this off? All I can find is the pie menu shortcut (,). That's better than nothing, but I would like to have direct commands.

Thanks for any help!


texts: AttributeError: ,_io.TextIOWrapper' object has no attribute 'next'

texts:
This code works perfectly fine outside of Blender, but the next() function does not appear to exist in Blender..

while line:
    if(line == "POSITION:\n"):
        POS1 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'
        POS2 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'
        POS3 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'
        POS4 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'

    try:
        line = file.next()
    except StopIteration:
        break
file.close()
return

(Not all of my code, just the part that reads my file)


texts: How to get transparent shadows using a spot with irregular/deep buffer?

texts:
I'm using Blender's internal renderer, trying to get some transparent shadow using a spot light with deep or irregular buffer switched on. Contrarily to this answer, the manual for  2.77 states this about the Irregular Buffer:

  This method supports transparent shadows. To do so, you will first
  need to setup the shadow setting for the object which will receive the
  transparent shadow.

and this about the Deep Shadow Buffer:

  Deep Shadow buffer supports transparency and better filtering, at the
  cost of more memory usage and processing time

(That last bit is even in the button's tooltip.)

Yet, when I map this png image onto a plane:

then switch my light to spot and the shadows to deep/irregular buffer, making sure that the plane underneath is set to receive transparent shadows, I do not get transparent shadows, but this:

So my question is, is there any extra step needed to get it to work, or is the feature broken, or am I missing something or what?


texts: Multiple action for different parts on same armature

texts:
I want to create multiples action for different parts of my model (ex: action only for hand,foot,rest of the body), so I can use different action at same time.
How can I do that in blender?


texts:
Is there a way for an external process (e.g. shell command) to cause Blender to execute a fragment of Python code (on Linux)?
Essentially I would like to make my own version of the "Python Console" that runs separately and sends commands to Blender (which is already running and continues to run as normal with commands being received in the background.)


texts: Set 3D cursor to stay at center at all times?

texts: I don't use the 3D cursor much and it usually causes more problems then it's useful to me. I know ShiftS moves it to center, but is there a way I can keep it there (even if I accidentally press LMB?)


texts: I made the alveols of the lung with the property "Hair Particle" and it is visible in all of the view ports (including in cycles rendering, , ) but it disapears when I render the final image (last picture). Does anyone know how can it be fixed?


texts: Rotate an SVG file with a correct front view around it's own top axis, so it becomes a cylinder

texts:
I can imagine this would be one of the simplest techniques there is in Blender, but I am a complete beginner to modeling.
What I am trying to do is as follows: I made a shape in Adobe Illustrator, saved this as an SVG. Now the image is a front view of the model I am trying to create. All I want blender to do, is make a cylinder of the top (flat) view (for reference, the model I am trying to create is a dart barrel - which is always a cylinder with some cut-outs).
So image 1 is the front view. Image 2 is the current top view. Image 3 is what I want image 2 to look like. Simple enough I guess, but as said: complete beginner :)


texts: Camera "Jitter" When circling around object

texts:
So I made a simple camera rig (camera clamped to nurbus circle and parented to an empty, dead center in middle) but I get this unwanted jitter, not sure what causes it, if someone knows solution, I would be grateful, thanks!

Problem shown in a Youtube video attached

Youtube Link


texts: Smoke Simulation - Not visualized all over the wanted area

texts:
I am at my first experimenting with smoke simulations.  I managed to get the effect I wanted but when I start rendering smoke does not seem to be rendering all over the area I want.   Under all the arches of the building, you see below.  What is more strange is that if I zoom in at the angle you see in the screenshot the visualized area increases the more I zoom in.

I am suspecting that I have unwantedly clicked a world setting or something similar since I noticed the same problem with the plain I have as the ground of this scene I am trying to create.

Thanks in advance for any help given.


texts:
what would the best and easiest way be to shatter three bottles. I tried cell fracture but the vertices just mix and create this weird vertices blob.

I am trying to shatter it with a bullet but if I can't create the shatter portion I am not sure how I will complete this model. Any links would be much appreciated.


texts: So just rigging a model and after parenting my arms and legs the spine will move the mesh but the limbs wont!

texts: So I have made a basic model with more detailed hands for the sake of a game. Now I followed a tutorial and made a basic rig and parented them properly. When i selected the mesh then the skeleton and used automatic weights the spine is able to twist and move the mesh but my arms and legs cannot. The arms were made seperately but the legs were made using symetrize. As the hands were a bit more detailed i made them seperately and parented them to the wrist bone so what have i done wrong here??!?!


texts:
I’m fairly new to blender.Thanks in advance for any help.

Using blender 2.82

1.import Svg and convert all of its curves into meshes then join all meshes.

2.Scale and rotate object. Edit mode and select all of object and creat face. Extrude Object.

3.in Edit mode with face select; select a few connected faces with shift held And press “F” key to create face out of selected faces.

This is the problem I’m getting.

I’m trying to make a few faces one solid face without it distorting and what it seems to be doing here is breaking at a part in inverting out on the next side.


texts: How to fit "n" identical objects in a circle?

texts: I have to fit some n identical cylinders in a circular cross-section of diameter D. I was trying to use the array modifier but that seems to work for duplicating on the curve and not inside the curve. Is there any way to achieve it from the GUI or any other alternative way using python?


texts: When joining parts together, the skin modifier disappears. How is this resolved?

texts:
A student of mine is having an issue with the baby dragon he is sculpting. When he attempts to join the body parts together, the skin modifier disappears. I have included an after shot as well as the blend file. Any help will be greatly appreciated. Thank you.
Here is the link to the file:


texts:
I bumped into strange problem:
I have prepared some animation with cubes and text, at some point my text is fading in, but in the early phase it is totally transparent. The shader used for material is mix shader with transparent and diffuse.

In evee render engine I'm getting proper result in preview, however, when trying to render in Blender 2.8 using Evee the program crashes.
Now I changed to Cycles render, the rendering starts properly, but unfortunately there is the issue with transparency - the fully transparent text makes some kind of cutout which should not happen - it is behind the boxes and it should be invisible.

Is there any setting that I should try? I found somewhere in the net information about mask and Z transparency but couldn't find it in 2.8 version.

Thanks in advance for any help

This is the result I'm getting in cycles render:

This is material setting for my text:

And here settings for my planes:


texts:
I made a water simulation.
I also use an HDRI to light the scene because it is easy to use and looks great.
Unfortunately the water "mirrors" the HDRI background which isn't blue which looks kind of "bad". I want to have blueish color.
So i thought, i could add a blue plane around/under the water so it reflects the blue from there.
Unfortunately it does not (in Eevee).
Anybody an idea how to get what i want?
@Moonboots: Thank you very much for your answer. At least now i can change the color. ;) But... now my "water" looks like this (see image)
I hoped the water would somehow reflect that color that it still looks like water...

UPDATE2: @moonboots: i am sorry, but the file is too big because of HDRI i think, so blender stackexchange didn't work, your proposal does just accecpt until 24MB ...it is 105 MB ...so to be quick i used dropbox, hope you don't beat me
https://www.dropbox.com/s/03591rpn34wwgth/blue_water_test.blend?dl=0


texts: Python: remove driver for deleted shapekey

texts:
I'm trying to delete shape key drivers using Python, to clean up scenes. However, I cannot delete some drivers for previously deleted shapekeys:

driver_data_path = bpy.context.object.data.shape_keys.animation_data.drivers[0].data_path
bpy.context.object.data.shape_keys.animation_data.driver_remove(driver_data_path)

brings up this error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.driver_remove(): property "key_blocks["Key 1"].value" not found

What I understand is that the data_path is an rna path, which is changed to key_blocks["..."].value when the shapekey is deleted. But then it cannot be found by driver_remove()...

Is this a bug, or is there another way to delete drivers?


texts: Maybe you guys can point me in the right direction. I want to create glass vase and have on it something like on the picture below (random pushed dots?) but I cant do this in Solidworks. So I was thinking to export stl file to Blender and do this in it. What is the best way to do it? Will appreciate any help. Thanks


texts: After exiting blender, texture I was painting shows up black

texts: So I didn't save it, as I didn't know you had to but in this screenshot is what I have. You can see in the UV selector menu thing it shows my texture, highlighted in red.  Now how do I restore it?


texts: Using overlap() to check if two meshes are intersecting?

texts:
This is a follow up to How to check if two meshes intersect in python with BVH Tree?

It appears that just calling overlap() on the BVH tree of two objects is not enough. Some sort of bmesh transform is required (this part confuses the hell out of me). I tried this in the code below, however I am still getting intersection on every object even if they are all not touching..

#delete objects that are intersecting
def delInter():
    #check every object for intersection with every other object
    for obj_now in obj_list:
        for obj_next in obj_list:
            print()
            if obj_now == obj_next:
                continue

            #create bmesh objects
            bm1 = bmesh.new()
            bm2 = bmesh.new()

            #fill bmesh data from objects
            bm1.from_mesh(scene.objects[obj_now].data)
            bm2.from_mesh(scene.objects[obj_next].data)

            #fixed it here:
            bm1.transform(scene.objects[obj_now].matrix_world)
            bm2.transform(scene.objects[obj_next].matrix_world)

            #make BVH tree from BMesh of objects
            obj_now_BVHtree = BVHTree.FromBMesh(bm1)
            obj_next_BVHtree = BVHTree.FromBMesh(bm2)

            #get intersecting pairs
            inter = obj_now_BVHtree.overlap(obj_next_BVHtree)

            #if list is empty, no objects are touching
            if inter != []:
                print(obj_now + " and " + obj_next + " are touching!")
            else:
                print(obj_now + " and " + obj_next + " NOT touching!")


texts: Moving my camera around an constructing object

texts:
I recieve a little program in which i have some cubes which are constructing like a crystal. I try to render it , but i have two problems:
1. i did not know how to move my camera around to the crystal
2. i did not know how to move away my camera in order to see my crystal perfectly , when he becomes bigger (100-200 cubes ).
Thanks for your help !
P.S. - in the last for i amplified my iteration i with 2 because i didn't know how to set a radius of 0.5 at my object
This is the program , so enjoy in helping me :) :

import bpy
from itertools import product

mesh = bpy.data.meshes['Cube']
objects_scene = bpy.context.scene.objects
objects_data  = bpy.data.objects
actions_data  = bpy.data.actions

def create_cube(name, location ):
    obj = objects_data.new(name, mesh)
    objects_scene.link(obj)
    obj.location = location
    return obj

def create_animation(obj, time):
    obj.animation_data_create()
    obj.animation_data.action = action = actions_data.new("Action")
    fcurves = [action.fcurves.new(data_path) for data_path in ("hide", "hide_render")]
    for fcu in fcurves:
        fcu.keyframe_points.insert(   0, 1, {'FAST'}).interpolation = "CONSTANT"
        fcu.keyframe_points.insert(time, 0, {'FAST'}).interpolation = "CONSTANT"
        fcu.extrapolation = "CONSTANT"

n = 7
time = 1
for i in range(n):
    for indices in product(range(-i*2, i*2+2 , 2), repeat=3):
        if sum(abs(j) for j in indices) == i:
            cube = create_cube("Cube", indices)
            create_animation(cube, time)
            time += 1

this is a picture with what i want to create , but in this the camera is no moving . I want that my camera to move around the construction :)


texts:
I'm currently learning blender as a beginner by Blender Guru. When I was making the mug, I had to extrude the top to form the interior of the mug. But as I was extruding the top part of the mug, the top part of the mug is seen and the interior is not shown. Here are the screenshots:

I was thinking the problem was the inset above the cup. But I tried to fix it many amount of times but it gives the same problem. The interior of the cup should be seen. Is there a way to solve this problem?


texts: Blender Game Engine: While mouse button is pressed

texts:
I'm making a first person shooter game and I want to make it so when the right mouse button is being held down the, the player looks down the sights, and when the right button is released it returns to the normal view.
So this is the normal view from the camera:

And this is what I want it to look like when the player is holding the right mouse button (The gun moved to the left an backwards a bit:)

Another problem I encountered while trying to do this was that I already have a shoot animation, so how do I have different actions on one object?