texts: Help me understand the viewport render pipeline with cycles

texts:
I am trying to understand the pipeline that creates a rendered image in the viewport with cycles from start to finish in the blender/cycles source code.
A little bit of context (Skip if not interested):

 A colleague of mine and myself are trying to develop a derivate of blender in which the viewport isn't fully rerendered every time any change to the scene is made when using cycles as the viewport renderer.
 Instead we want to achieve a logic that detects the parts of the view that where most affected by changes and only rerenders those. The goal here is to achieve a less interrupted workflow for artists.
 If you have any suggestions how we can achieve this or any material on that matter, pls kindly forward it to me if you can.

So far, I could identify the following steps in the code:

draw_manager.c : DRW_draw_view ->
draw_manager.c : DRW_draw_render_loop_ex (render Loop for external render engines?) ->
draw_manager.c : drw_engines_init ->
external_engine.c : external_engine_init (Cycles is an external render engine?) ->
draw_manager.c : drw_engines_draw_scene ->
external_engine.c : external_draw_scene ->
external_engine.c : external_draw_scene_do

These steps seem to appear every time a view is updated by any sort of event and they happen independently of the main window loop started in blenders main function in creator.c.
Afterwards, if I use the debugger to jump further into the code, I get directed through a bunch of RNA related classes which I can't completely wrap my head around. I can't seem to find the point where the blender code finally calls the cycles code.
What I do know is that eventually I end up at the draw function in the blender_session.cpp of the cycles code.
It would be greatly apprecheated if someone could help me understand the code that happens inbetween these two parts. Where exactly is the point where the blender code calls the cycles code?
English isn't my native language, so please forgive any mistakes i might have made in this question. I thank all of you in advance and hope my question is formulated understandably enough to be answered.


texts:
I have no search items in Animation nodes ( Shift+A, S - type item name. But list is empty)
How can I fix this?
Blender version I tryed 2.83.6 LTS and 2.9 LTS. AN version 2.1.8


texts: How do I move an object using WASD (like walk mode)

texts: Using ShiftF you can move around using WASD and pressing Tab lets you have gravity which is good. How might I utilize this with objects. Locking to camera lets me do this but simply selecting an object does not let me do this.


texts: Stretched texture after baking normal maps of cube

texts:
I am a Blender/3D noob, I am trying to bake the normal maps of a high poly cube. My goal is to take the normal maps of the high poly cube, and apply them to a low poly version. I've watched a few tutorials, but always end up with the same artifacts.
Low poly mesh with high poly normal map:

Low poly mesh UV:

High poly mesh:


texts:
When trying to export an animation into webM i get this error

I can't find any information about it, what is CQ level?

Important: I am not interested into exporting into frames and using other programs to convert into video ,the programms never works,i lost already too much time and money trying " this one really, it works i swear ".Once again ,not interested.


texts: Objcet has no mesh data to be used for ray casting

texts:
When I try to do a ray_cast in object mode, I get an error “Object has no mesh data to be used for ray casting”
I tried to fix it with following the steps:

bpy.context.scene.update()
context.active_object.data.update()
context.active_object.data.update(calc_edges=False)
context.active_object.update_tag(refresh={‘OBJECT’, ‘DATA’, ‘TIME’})

And even:

bpy.ops.object.mode_set(mode=‘EDIT’)
bpy.ops.object.mode_set(mode=‘OBJECT’)

Code
Line 208


texts: Is it possible to assign a keyboard shortcut for toggling a preference?

texts: I would like to be able to toggle ToolTips on and off, however being that it's a value in Blender's Preferences I don't see anything register in the Console when I enable or disable it. This makes me think it may not be possible to assign a keyboard shortcut to it. Does anyone know if there's a way? Thanks.


texts: How can I randomize Wave Texture's Wave Width?

texts:
I'm trying to create a Brown Dwarf / Jupiter look.

The waves / bands are all relatively evenly sized and the colors are very "black / white / black / white"
Is there a way I can randomize the width / scale of the lines and apply different colors to them within my nodes?
Current node setup:


texts: Rendering as an image makes Blender re-render three times

texts:
My Blender file has started to render a scene three times.

After the render is fully complete, Blender is rendering the same frame, same scene 2 more times.

What is causing this? I am rendering in Cycles, and I do not think I have any denoising going on.


texts: I would like to copy object shape and apply it to another object

texts:
Let's say I have 2 bodies with different shape.

Body A is more fat while Body B is thinner.

I want to change body A to have a body B shape,

but keep the body A vertex group, weights and bones.

is this possible?


texts: Using Blender on a windows 10 tablet with no keyboard?

texts:
Is there any software (in exception of Tablet Pro, which is quite expensive and overfeatured) to create some virtual buttons or shortcuts on the screen to use blender in non-keyboard mode?

Or maybe some lightweight wireless hardware, like a mini-keyboard with a dozen of keys?

I'd like to use my Surface 2017 for sculpting and drawing, but it is almost unusable without some vital shortcuts.


texts: Making a bone match another bone's rotation on a single local axis

texts:
I've been trying to solve this problem for a very long time, but I've only ever come up with partial solutions.
I'm trying to do the following—please use the example rig in the attatched file to follow along. The bones (from top to bottom) are "Head, Neck, Torso, Base." Head and Torso are parented to Base, Neck is parented to Torso.
I'd like bone "neck" to rotate on its local Y axis as bone "head" rotates on its local Y axis, regardless of what other rotations on other axes bone "head" may possess.
I'd like this to work even if bone "torso" or "base" are rotated as well—this is the part I get tripped up on. In whatever setups I've managed to create, rotating the bone "base/torso" makes the neck rotate too much, creating annoying artifacts.
Could somebody please present me with a solution to this troubling dilemma?


texts:
I currently have two scenes in the Blender.

When you enter the game the first scene comes up and when you press "play" the second scene comes up. I've managed to have done that.

Now the third scene is a video.

I want the third scene before the second scene and the game to be continue after the third scene (Video) finishes.

How can I do this, ask anything if you're confused by question or want me to clarify something.


texts:
I DO find it hard to animate with out reference videos or images.
well I am a noob at blender and I usually feel stumped and feels like writers block but for anything 3d in blender.
well can you all like help me find or create reference images and or videos.
I don't have a stand to prop my phone up on.
can yells give me some tips on getting or creative reference videos and or images please?


texts: bpy - how to select an image running blender in -background mode so an operator can use it?

texts:
I need to invert an image running blender from the command line using the -background flag. To archive it I need to make the image active and later apply the invert operator.
I managed to select and invert the image with Blender running the UI, with the following code:
# Select the active image
m = bpy.context.area.type
bpy.context.area.type = "IMAGE_EDITOR"
bpy.context.area.spaces.active.image = myImageToInvert

# Operate over the selected image
bpy.ops.image.invert(invert_r=True, invert_g=True, invert_b=True)

But this code does not run when Blender is called from the command line with the -background flag, because the UI is not loaded so bpy.context.area is null.
How can I select the image (myImageToInvert) in the background so bpy.ops.image.invert() can operate over my image?
Thank you


texts: Making a six-part mould- Cutting by planes

texts:
I'm new to blender and hope someone can help. I want to make a six-part-Mould. Therefore I created three planes exactly shaped as I need them to be. Now I have problems creating the Mould-parts using boolean modifiers. Please see the images attached. Am I on the right path or is there a much better way to cut the cube into pieces then by adding the right selection of boolean modifiers?

My goal is to first cut the cube into six pieces, the filling of the cut surface has to be in the exact shape of the plane. Next step would be to cut out the object out of each cube. What I have then should look similar to image 1, on every cube.

What I tried exactly:
unsuccessful one (image 3)

Boolean - Intersect with axial Plane (B-Mesh)
Boolean - Intersect with second plane (Carve)
Boolean - Difference with object I want to cut out (B-Mesh)

Successful one (image 4)

Boolean - Difference with object I want to cut out (B-Mesh)
Boolean - Difference with axial Plane (Carve)
Boolean - Difference with third plane (carve)

So I do not really understand what happens, why one works and the other fails.

I would be very happy if someone responds to my problem. I could also upload the blender-file. (is there a way to upload it in this forum?)
Thank you in advance!

Image 1: Two-Part Mould I made yesterday (to give you a better understanding about my goal)

Image 2: The cube with the three planes

Image 3: Unsuccessful part

Image 4: Successful part


texts: Transparency is showing up white on UV mapping

texts: As you can see by the screen shot my label has transparency that's instead showing up white when I uvwrap the label on the bottle. I know it has to be something simple but there's no option to make it recognize transparency (like when bringing in an image to the modeling window I can select alpha transparency).


texts:
What is Layered Recording and how does it work? I didn't notice any changes between the checkbox turned on and off.
From the manual:

Layered recording
Adds a new NLA Track and strip for every loop / pass made over the animation to allow non-destructive tweaking.


texts: I want to offset the edges. An reference.gif is attached. I have done in other software. Can we offset the edges in that way.


texts: Dopesheet - What is the difference between Select methods Border Axis Range and Border select?

texts:
In Dopesheet you have two border select methods. Border Axis Range and Border select. They share the same tooltip, which is made for Border Select. The manual has no info about Border Axis Range neither. And there is also no visible difference by using the tool from what i can see.

So what is the difference between Select Border Axis Range and Border select?


texts: Difference between played and rendered animation

texts:
I face a really odd thing When rendering a scene the output AVI file is very different from the animation I see inside blender. The script is looping over a function which create the scene:

    def main(self):
        for i in range(self.n_scenes):
            valid_scene = False
            while not valid_scene:
                self.clean_scene()
                valid_scene = self.create_scene()
            if len(os.listdir(self.output_path)):
                self.render_scene(f'{len(os.listdir(self.output_path))}.avi')
            else:
                self.render_scene('0.avi')

For example the initial position of the objects is really different from what I see in blender, in addition from the 2nd frame the locations are different from the first frame.
Before rendering I bake all the objects using bpy.ops.ptcache.bake_all() and for cleaning the scene after each render using the following funciton:

    def clean_scene(self):
        bpy.ops.object.select_by_type(type='MESH')
        bpy.ops.object.delete()

What am I doing wrong? Is there any why to reset the scene? why there is a difference between played animation over blender and the rendered one?


texts: How can I change the size of a modal operator popup dialog box?

texts:
I have a modal operator that invokes itself and is called from an AddonPreferences PT. I have been trying to scale_x without success. A row.scale_x works within the size of the entire modal, it is 3.35" on my screen. None of the options I've tried, examples below, have changed the width of the modal itself.
def draw(self, context):
    layout = self.layout
    scene = context.scene
    layout.scale_x = 20

    row = layout.box()
    row.scale_x = 20
    layout.label(text="scaled_x_space?")
    row = layout.row()
    row.scale_x = 20
    layout.label(text="scaled_x_space?")
    split = layout.split()
    col1 = split.column()
    col1.scale_x = 20
    layout.label(text="scaled_x_space?")

I'm not really trying to scale by a factor of 20, I was using that number just to be sure it wasn't changing by some amount I wasn't noticing.


texts: How can I make the particle systems look more like fur?

texts:
I'm not getting a nice result to make this mascot looking like it has fur skin. Does anyone have any tips on what I can improve it? The hair looks too spaced (not covering the whole mesh) and similar to thin plastic hair. Any tips would be helpful, thanks!

The settings I changed:

The reference photo:


texts: Can't get the right camera settings that match the scene

texts:
I need the plane object to match the black surface of the ipod with no modification to the transformation/ translation or scale of either the plane or the character. The distane between them in 3d scence quite matches the reallife image.

I have tried much, even tried BLAM add-on. But nothing came right...
   Would be nice if anyone can figure the right camera settings for me!!

Blend file:


texts: Loading Image and Applying it to Image Texture Node

texts:
I am coding an add-on, in which I want the user to select an image using a File Browser of a Custom panel. Then the Image selected is applied to the "object's active material's - Image Texture Node".

I have used this code to create a File Browser in the custom Panel. But when an image is selected, it does not get imported in Blender.
This is the code:

Img_path= StringProperty(name="Browse for an Image:",attr="custompath",description="Image file path",maxlen= 1024,subtype='FILE_PATH',default= "",update=update_texture)

That update_texture is defined to set the Image to the Image Texture node. But I don't know how to do it!

Also I need help in making only image files available when File Browser shows up. Thanks in advance....


texts:
For some reason this image I imported is sideways, I think my phone glitched when I took the picture.
Can I rotate it within the image viewer?


texts: How to make objects appear when I want to see without clicking 'Disable/ object in render'

texts: For example, I want to make object appear from keyframe number 100 to keyframe number 200. And I don't want to see that object on 3D viewport and in render too. I already know the way clicking 'disable object in render' in Outliner menu. But that doesn't work on 3D viewport, so I want to know other way.


texts:
So I am modelling something for a friend. Its a cat from a game and it has some little bells on a collar.

I modelled and textured everything, and I was able to use Rigid Bodies for the bells so they move with the cat. But once I rigged the cat the rigid bodies don't follow the cat anymore

I attatched them using a Generic rigid body constraint with empties connecting the cat mesh to the bells. I also have strings connecting the cat to the bells using the Hook modifier, but I have been able to figure that out.

I just can't seem to find a way to make the rigid bodies follow the deformations of the rig.

Here is how I attached everything. The best that I have been able to get is the empties to follow the rig, but the rigid body simulations don't follow with the empties that are constraining them.


texts: Keyframe animation is lost at FBX export

texts:
I have a short keyframe stop motion animation with a couple of objects. Some have a parent-child relation.
In Blender it plays just fine, but when I export it to FBX, (and reimport it to Blender) some animations are missing and the parent's animation is duplicated to the child objects animations, so the child anims are lost.
I didn't use any bones, since the animations are all just rotations on local and custom transformation orientations.

Any help is appreciated!

Cheers


texts: How to keep all the islands facing the right direction (UV)?

texts: I am looking to make all the island facing the correct way. I can use a texture with arrows to help me, but it will be difficult to notice the small mistakes. How can I have the islands all facing the correct direction?


texts: Low quality textures being baked to high poly mesh in cycles

texts:
I want to bake a high poly spaceship to a low poly one in cycles. I do know the procedure(uv map the 2 objects, bake AO on the high poly mesh, select the high poly first, low poly later, then select 'Selected To Active' and press bake.) I have used a Ray distance of .02. But the problem is the low resolution texture I'm getting on the low poly mesh
Notice the jagged edges on the left ship?
The meshes were overlapping, I just seperated them after the bake to take a screenshot. Here is another image of the settings.

My question  is, how do I generate an even finer high res bake? Is there anything I'm missing out? Or any way to get Anti-aliasing done?(Not even sure if it applies here!)


texts: Finding the distance between active and farthest vertex in vertex selection

texts:
I am trying to write a script for modeling certain forms and this part is really challenging for me as a beginner.

I'd like python to tell me the distance from the Active Vertex to the Farthest Selected Vertex. Furthermore I'd like the distance to be "flattened" on one Axis, in this example Z. Meaning, I'd like python to find the distance between the Active and the Farthest Vertex within my selection, but then disregard the height.


texts:
After solving my video I see that the rotations are too small (I rotate panoramic in 180 degrees, and then back halfway again, but camera only rotates 90 degrees). Any tips on what can cause this? The overall rotation looks right but should be twice as big.
There are variations in both altitude and depth in the video, the sidewalk on the other side of the river is maybe 3 meters higher (filmed here (59.8588332, 17.6356057)). The water level was low so rocks were easy to track. Also houses and the brick wall.
I did not use a tripod just handheld cellphone, but I did not move it much.
I want to be able to put models in the water.


texts: How do I parent these two bones in the hip the same way they are at the shoulder? Can I?

texts:
How can I make it so the lowest circle thing (armature?) on the bones in the spine is the parent of the highest armature in the leg? Is that even something I can do? When I try to parent it in the settings for the Bone, it parents it to the bone directly above the bone instead of the one under it.

What I have now

What happens when I try to parent it.


texts: Blender 2.8 Command Line: Errors on running script

texts:
I am looking to run my python scripts using the command line. So far, I have confirmed I can open blender using the command line, and I can open a specific file as well.

The issue comes when I attempt to load a script. I seem to always get the following error:

OSError: Python file "C:\Program Files\Blender Foundation\Blender\genererate_tears.py" could not be opened: No such file or directory

I would imagine I have some missing reference, but I have not been able to find anything where someone else solved this issue.

Here's what my my command line looks like

C:\Program Files\Blender Foundation\Blender>blender -b H:\Blender3d\ScriptingPractice\scriptingpractice.blend -P genererate_tears.py

Essentially:

[Blender.exe] _ [blender file with script] _ [syntax to run python] _ [python script isnide of .blend file]

I have tested the rest of it without the script part, and not running it in the background, so I'm pretty confident it's just the script reference

and according to this post https://developer.blender.org/T60330 it isn't an issue with older versions?


texts: Some funky stretching going on in character animation

texts:
Well, first of all, I saw many posts about stretching, but mostly they are about unproperly vertex painting and in those other posts you can see the stretching directly in the viewport, but my case is a little different, I double-checked all the vertex weights and my stretching just appears in a couple of frames from the final render(so the stretching appears in one frame and disappears in the next one), not visible in the viewport

Thanks in advance.


texts: Particle color distance to empty in Eeevee?

texts:
Is there a way to do this with material nodes only?

I can find a particle info node:

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/particle_info.html

But the object info node doesn't have an input... the texture coordinate node does have an input for a different object, but then I can't find the distance node:

https://docs.blender.org/manual/en/latest/editors/texture_node/types/converter/distance.html


texts: Shortcut to select next row of vertices?

texts:
I know how to select one vertex and then hold down control to select a vertex somewhere down the line and thus select all in between these vertices. Is there a shortcut to move to the next rank of vertices without having to repeat the process?  I am wondering if there is a shortcut to get selection B sequentially after selection A is achieved? (and simultaneously deselecting A)

Thank you.


texts: I cannot export my mesh to OBJ, DAE or FBX

texts:
I just finished a game-ready character model with a relativily low poly count. I was going to export the object into Mixamo auto-rig when I noticed that my model was missing after I exported the model.

I tested going back to blender to upload my OBJ and FBX versions of the model into a new blender setup, when I did that nothing appeared again.

I checked my export settings and everything seemed to be right (selection only activated, applying different modifiers before export, etc). I also tried to export my model with DAE and my first error message appeared saying "no meshes have been selected".

Its weird because I HAVE selected it and troubleshooted most things, but I have still not found the solution. It seems as if the mesh itself doesn't exist?

Any ideas?


texts: Cryptomattes: Mattes not appearing Behind Glass

texts:
Using Blender 2.90.1 Cycles renderer (of course) for cryptomattes. Noticing no mattes are made for seperate objects inside glass ie. soil in vase/ juice in jug. Help?

[![
]4]4


texts: Performance of mixing colors vs mixing colored shaders

texts:
Is there a performance difference between these two setups?

I imagine on a material this simple, there's not going to be much of a difference. But on a complex material, it could. If you had a choice between a simple mask between two different complex shaders, or a bunch of masks between different properties of the same shader, is there an advantage?


texts: Blender Game Engine Rigid Body Instability

texts:
I've made a simple quadrapod with rigid body 6 DOF joints - with joint limits so it's only a single DOF per joint (w/without limits doesn't effect end results - I will have limits in the end goal though).

However, I am getting crazy instability. The joints do, rougly, seem to be working - but they just shudder and jitter a lot.

I'm not putting much force on them here. I have set them as dynamic objects, with collision convex hulls (not that boxes made a difference). I have the box ticked that says it disables collisions between jointed objects.

I am using rigid body joints as I intend to move towards some sort of machine learning for gait development - this rules out armatures I believe. Each leg needs to be able to freely translate and rotate in the world coordinate frame - this would allow gait development on uneven terrain, and for the quadrapod to fall over!

Example added below.

My blend file is here:


texts: How do I select an object without problems?

texts: Whenever I try to select this model, there's always this tiny bit that won't be selected. It's crucial that I get this part or It will not bend the limb correctly. I'm using Ctrl to select the object, but It's not selecting It.


texts:
could somebody explain how orthographic scale is calculated in Blender?
I am trying to match an orthographic view that I get from another software with that of Blender, but I am not able. Camera gets in the correct position but the zoom level is wrong.

Thanks,
byte


texts: Hi to all, is there anyone know how to fix this? i want to export blender to touchcad, using dxf format, my problem is, look at the image its only one object, but when i export it to touchcad the vertices seperates, i mean it goes not only 1 object, the lines seperates and vertices... does the dxf export have problems? hope someone will help me


texts: I've imported a model from an .obj file. It imports fine, and I can see all the separate mesh objects that make up the model. But when I look at their object properties, all the transforms are the same for each mesh. I'm not really sure how that happened or what's going on; I wouldn't mind, but I'm exporting it via fbx to import into a game and it's screwing that process up somehow. Is there some local/global coordinate distinction I'm missing somewhere?


texts:
I'm currently modeling a ww2 helmet:

I finished the helmet and now want to add a net like in this picture:

I tried to create a plane with modifier wireframe and then add cloth physics to the plane. The problem is that when the plane falls down on the helmet it creates a lot of wrinkles. I don't have a lot experience with blender physics yet...
Is there a better way? I want the net to be a seperate object. The net can be very simple but it should have the same form as the helmet.
Thanks in advance!


texts: Cannot assign different textures to the instances of the same object in BGE

texts:
I have a certain object, a plane in this case. What I want to do is to create instances of it at BGE runtime and assign different textures to them.

The code for the module invoked at the start

def init():
    '''
    MODULE
    Triggered in the beginning of the game
    '''
    cont = logic.getCurrentController()
    global own, scene
    own = cont.owner
    scene = logic.getCurrentScene()

    for i,texture_filename in enumerate(IMAGES):

        obj = scene.addObject('imagePlane','main')
        obj.position.z = -1000+i*0.01
        createTexture(obj,texture_filename)
        resizeToAspect(obj,texture_filename)

    print(textures)

And the assigning function is basically taken from here and slightly modded, I thought that storing every texture in separate elements of a list would help, it didn't:

def createTexture(obj,texture_filename):
    """Create a new Dynamic Texture"""

    # get the reference pointer (ID) of the internal texture
    #add MA in front of a material name to show that it is a MATERIAL name
    ID = texture.materialID(obj, 'MAimagePlaneMat')

    # create a texture object
    object_texture = texture.Texture(obj, ID)

    # create a new source with an external image
    url = logic.expandPath(texture_filename)
    new_source = texture.ImageFFmpeg(url)

    # the texture has to be stored in a permanent Python object
    # logic.texture = object_texture

    # update/replace the texture
    object_texture.source = new_source
    object_texture.refresh(False)

    global textures
    textures += [object_texture]

The problem is that all the created planes show the same image - the last one in IMAGES list. I presume that they are all linked to the same material and therefore the same texture, and so they read data from the same source, the once assigned the last.

Is it possible to create separate textures for the same material at the runtime? Or maybe I can create separate materials at runtime, assign different textures to them and apply to instances of the plane object? Or maybe there is some other way of applying different textures to instances of a plane?

I've read in this thread that it's not really possible, but maybe this is an obsolete info?


texts:
I try to get the active object by "bpy.context.scene.objects.active" in my operator, but I receive a error 'Context' object has no attribute 'objects', what's wrong?My scripts is as follow:

import bpy
from bpy.props import *

cube=bpy.data.objects["Cube"]

class HelloError(bpy.types.Operator):
    bl_idname = "object.hello_error"
    bl_label = "HelloError"
    bl_options={'REGISTER','UNDO'}

    my_property= BoolProperty(name="my_property", default=True)
    def execute(self, context):
        print("--------------------------------")
        if self.my_property:
            print("do something......")

        #set the active object as a existed cube
        bpy.context.scene.objects.active =cube
        print("objects:",bpy.context.scene.objects)
        print("cur_active:",bpy.context.scene.objects.active.name)
        return {'FINISHED'}
def register():
    bpy.utils.register_class(HelloError)
def unregister():
    bpy.utils.unregister_class(HelloError)
if __name__ == "__main__":
    register()

And the blender The file will be uploaded soon(It seems that the website"https://blend-exchange.giantcowfilms.com/"cannot be accessed now in my computer, i will upload the file once it is accessible)


texts: Can I create an OpenGL 1.1 game on Blender 2.78 32-bit Game Engine?

texts:
Not Just OpenGl ES 1.1, is there a way to limit which OpenGL ES Blender will use, a warning of what the game is going to require or disable certain features so if a game Required OpenGL 2.0, with in-game settings can be Lowered to Require OpenGl 1.1 (Disabling Material or Converting Material to UVmaps to Texture when compiling game)

Cause I just wiki'd Opengl ES thinking to see OpenGl ES 1.1 & 1.0 for JarPhones, but saw
 - Nintendo 3DS under OpenGL ES 1.1 (In Which RE:Revelation 3DS is on)
 - while my 2012 phone is OpenGl ES 2.1 (SGH-T699, Adreno 225, can't play PS2 emulator called Play!)
 - PS2 has OpenGL ES 3 which my 2005 Dell D800 (Nvidia Go5650) Laptop could run PS2 emulators and so can the LG F3Q (2014, OpenGL ES 3, Adreno 305) which means Mobile is approx 6 years behind PC technology
 - OpenGL ES 3.x is on Adreno 300, 400 & 500 Series for Mobile
 - PS3 & PS4 might be 3.x - 4.x
 - My 2014 Laptop now has OpenGL 4.5

Kivy is multiple platform (Though having trouble with Android) as it uses Python (Cython) and Blender & Panda3D are the only 2 left with OpenGL & Python as pyOpenGL is broken.

I need to know cause I want to create a game that can possibly be ported to Kivy or Unity which can be ported to other systems...otherwise this can serve as a good lesson for learning how to script or create games as this is my first time in learning & using Python, using Blender and creating a Game.


texts: Is there a way to enable right click menu to show on mouse up rather than on mouse down?

texts:
The right click context menu in Blender 2.8 currently appears when the right click menu is pressed down rather than the conventional behavior in many other pieces of software of appearing when the right mouse button has been pressed and released.
Is there a way to enable the right click menu to show on mouse up rather than on mouse down? On mouse down is just too jarring.
Thanks.


texts: "Correct" way to export a cloth simulation as an .mdd file?

texts:
What would be the "correct" process for creating and exporting cloth animations done on "complex" geometry? From my noob experience, it seems the cloth animator is best used with basic mesh's, i.e. a subdivided plane.
To see what I mean, compare:
This shows the result of a simulation done on a subdivided plane with property modifiers attached after.
This shows the results I got running the animation on the final mesh (modifiers used before).
I'd like to be able to use the first method. It works fine in the blender viewport, but I haven't found a way to actually export it. This is what it looks like after export. I'm exporting it as an .mdd file using the "NewTek MDD format" addon. Is it possible to use this sort of process? Or is there a better way of doing it? Ideally this should be an automatic process at export.
Any insights will be greatly appreciated.


texts: Why is inset producing different results on horizontal to vertical faces?

texts:
For years I've worked with inset to make many shapes and objects, most notably guns and other game asset-type things.
However recently inset has stopped working as I need it to, when using it on vertical faces. On horizontal faces however it works fine.
Refer to the attached images.


texts: Applying displacement to complicated face

texts:
I have a wall with windows, like this:

I would like to apply a displacement map to the wall. However, this would require some form of subdivision of the face, which would be kind of messy. Is there a more elegant solution?


texts: How to add pie menu so it will load next time I start with blender

texts:
How can I add this pie menu from text editor to blender(2.78) so it will load every time. Script kiddie here so please explain in plain English.

import bpy
from bpy.types import Menu

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

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        #pie.operator_enum("mesh.select_mode", "type")
        pie.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Region")
        pie.operator("view3d.edit_mesh_extrude_individual_move", text="Extrude Individual")
        pie.operator("mesh.inset", text="Inset Faces")
        pie.operator("mesh.edge_face_add")
        pie.operator("mesh.subdivide")
        pie.operator("mesh.loopcut_slide")
        pie.operator("mesh.offset_edge_loops_slide")
        pie.operator("mesh.knife_tool", text="Knife")
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new("Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "W", "PRESS", shift=True, alt=True).properties.name="mesh.kkmodeling"

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

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts: Not able to rig the model appropriately. Tried the Rigify Add-on by Blender

texts:
I was trying to rig my humanoid model, but the the model is not responsive to the rig. The rig is actually a human meta-rig from rigify add-on. I have removed unuseful bones from it. What can be the possible problem here? Any solution will greatly help.
Link To File: https://pasteall.org/blend/593f2bf5f7494012a80937ea71f138e9
Thanks


texts: Trim Sheets are they possible in blender?

texts: Can trim sheets be made in blender?. And if so does anyone know of a tutorial on them, the ones i have come across all seem to be for 3DS Max.


texts: Render large 3D graphs (Millions of vertices & edges)

texts:
I need to somehow render several large 3D graphs where each vertex has a position in 3D as well as edges between some of these vertices. I have an XML file with the graph structure (a list of vertices with corresponding id and position as well as a list of edges given as two vertex ids each) and wrote a script to import vertices as spheres and edges as cylinders. This is working fine for up to 100k vertices & edges but importing millions takes way too long (several days).

I am already using low-level operations, creating one sphere (with minimal segment and ring count) and copying that sphere for each vertex in the list. Only afterwards I update the scene:

# Example data:
node_dic = {0: (0,0,0), 1: (0,1,1), 2: (0,1,0), 3: (1,0,0), 4: (1,1,1)}

# Generate base sphere:
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0), segments=3, ring_count=3)
ob = bpy.context.object
ob.scale = [0.003, 0.003, 0.003]

# Copy object for each item in the dictionary:
for node_id, node_pos in node_dic.items():
    copy = ob.copy()
    copy.data = ob.data.copy()
    loc = np.array(node_pos)
    copy.name = 'node-' + str(node_id)
    generated_nodes[node_id] = copy

# Create vertex group:
group_name = "vertices"
groups = bpy.data.groups
vertex_group = groups.get(group_name, groups.new(group_name))

# Link vertices to group
for ob in list(generated_nodes.values()):
   if ob.name not in vertex_group.objects:
        vertex_group.objects.link(ob)

# Update scene with group instance:
scene = bpy.context.scene
group = bpy.data.groups[group_name]
instance = bpy.data.objects.new(group_name, None)
instance.dupli_type = 'GROUP'
instance.dupli_group = group
scene.objects.link(instance)
scene.update()

I am doing the same for the cylinders representing the edges of the graph with the additional complication that they have to be rotated properly. As mentioned before this doesn't scale.

Thus my question, is there a better way to achieve something like this? A completely different approach maybe or some optimization I am not aware of?


texts: How can I add a new vertex in blender 2.8?

texts:
When I click ⎈ Ctrl+ LMB to add a vertex, nothing happens.

How can I add a vertex in 2.8?

For now I merged mesh vertices at the center and extruded from that.

However I am not sure if this would cause any problems.


texts: Is my Blender>Painter>Blender>Unity Workflow Correct/Optimal

texts:
I'm modelling hard surface objects (boxes, machines etc) for Unity Game. I already have previous versions of these models in game, all working, using fbx with Unity standard material setup using Albedo-Normal maps and multiple LODs. But i want to replace these current models with new ones made from scratch including textures.
So I built a higher res model in Blender (around 6k polys), UV mapped, and then brought into Substance Painter, textured it with lots of fine details represented in the texture maps, then baked textures in painter. Back into blender with the high res model and use the new Painter baked textures for albedo, normal etc. All good. Looks great.
So now for LOD's , I normally have 3. The high res (well thats done so great, looks great in game) , a med res (around 800 polys) and a super low res which is basically a cube.  I'll use the same texture for all LODs of course with MipMapping.
As i said the high res is complete, but now I need to map the painter texture to the low & Med res models. So the low res is simple as it's basically a cube. But the med res is more complicated.  The choices I see are.
1.Just unwrap the Med res and map it onto the painter texture (hmm laborious)
2.Decimate the High res model into a medium res which (I think) will retain the high res UVs
3.Use Blender's Bake to bake the high res onto the medium res
For now it's just one model, but I'd like to have a good workflow in place before I begin on replacing all the in game models with new ones.
Thoughts on what I am doing wrong, or inefficiently are welcome.  I currently only have Blender and Painter avail so ideas of using other software is a none starter.
thanks folks!!


texts: When I render images it always shows some black thick lines like on the bottom and top. How to remove it?


texts:
This has probably been asked, but I am not good with the modeling lingo yet so I have no Idea how to search this.
Why does a face on one side of the cube not go with the vertex? Its fine on the one side but on the other the face gets outside the edge.

Can someone explain or link why this happens please.


texts: Transforming SVG path duplicates so they are arranged as if they were a texture

texts:
I am developing software to apply SVG paths to the faces of polyhedra.  This allows me to create paper polyhedra with holes in the faces of the shapes.  You can see an early demo of the software with the path applied to the shape here: https://youtu.be/_J6QBTSfmpU?t=238. In this example, the yellow is the material and the black is the hole.
In addition to making paper polyhedra, I would like to use the polyhedron and its applied path texture to create 3D-printable versions of the paper polyhedra I make. I have some experience with python scripting in Blender and I considered perhaps I could find a way to align an SVG to each face of the polyhedron, then perform a knife projection with extrusion. I just need to understand how to take a 2D SVG image and fit it onto the mesh as if it were a texture. If anyone has any advice on how to do this, I would be really grateful.  I'll try to create an addon and share it if I am successful.


texts:
I am trying to fix a bug in my script that happens in rare instances. I believe the bug occurs due to the very last thing the script is doing, which is:

bmesh.ops.remove_doubles(bm, verts=verts_to_weld, dist=0.001)

I think the problem is that verts_to_weld refers to a list of BMVerts that contains dead elements. This is because earlier in the script I use bmesh.ops.delete() to get rid of inner faces after using bmesh.ops.extrude_face_region(). So essentially my Remove Doubles is referring to some vertices that have been deleted earlier and don't exist in my bmesh anymore, but are still in the list. Is there a way to take the list verts_to_weld and remove any dead verts from that list? Thanks! Here's what my error looks like and also the print(verts_to_weld) at the bottom:


texts:
Did you know how much I despise Boolean?
im trying to make a desert eagle, and therefor im trying to make the barrel bisect through the front part of the gun. but here is what happens

any ideas on what I'm doing wrong?


texts:
I am making a house in Blender in wich i want to walk around using Blender game engine.
Everything displays well, but when i press "P" to start the game, it renders only a few poligons from the entire scene.
What can be wrong?
Thank you so much!


texts:
Is it possible to make a panel in multiple areas at once?
Below I make a button, I want it not only on the materials tab, but also on modifiers and other tabs (all in properties).

bl_context = "material, modifiers, ..."

Example code:

class myPanel(bpy.types.Panel):
        bl_label = "My Multi-Panel"
        bl_idname = "scene.multi_panel"
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "material"

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

        scene = context.scene

        row = layout.row()

        row = layout.row(align=True)
        row.operator(myClass.bl_idname, text="Button")


texts:
My problem is setting up a camera in the game engine.
I wanted 4 camera views instead of one.
Front, Back, eyes view and side view; Something like minecraft game.
It will be very helpful if you can give me a tutorial of it.
Please include how to change camera view; for example, pressing f1 = front view , f2 = eyes view.

When I try to set my camera on eyes view I want the camera to see my hand when I walk or run, but the character body is blocking the view. Is there anyway to solve this or make the camera look through the body?


texts: Python: list is populating with wrong order?

texts:
I have chain of 3 bones which are influenced by IK constraint. IK is added to bone named IK B#3:

I'm trying to populate them into array in reverse order, i.e. IK B#1, IK B#2, IK B#3 in that order.
Code snipet:

bone_list = []

def populate_array(self):

    index = self.ik.chain_count - 1
    currentBone = activeBone
    for i in range(-1, self.ik.chain_count - 1):
        print("\nindex is :"+str(index)+"\n\tcurrent bone is: "+str(currentBone.name))
        self.bone_list.insert(index, currentBone)
        index -= 1
        currentBone = currentBone.parent

    #print out array
    for b in self.bone_list:
        print(b.name)

When i execute this code i'm getting this result:

Why array is populated in that order, what is wrong with my code?


texts: I'm using a wave modifier on a cylinder, but I notice the ends of the cylinder are moving up and down. I'm wanting the ends of the cylinder to be angled as they move instead of just just translating vertically. A demonstration is linked below. Any ideas on how to do that?


texts:
I have a problem that's kind of weird. The numpad operation keys (+, -, *, /) dont work as expected. I cant do the math when transforming objects.

For example hitting G while object is selected, then X then 2 + 2 doesn't move the object 4 units on the X axis, instead - it moves it 22 units, like if that + hit was ignored.

I've noticed it when moving from Blender 2.68 to later versions.
(actually after installing 2.68 after the installation of 2.75, the 2.68 also works that way)

Is there anyway to get back the old functionality?


texts: I have a few 3D scanner meshs and I have a few .stl and .ply but when I import them in to blender I lost the color... why? and how do I fix it ? also I got a file called model_texture.jpg that comes with it, with is weird have has color on it, so I think that is important somehow, but I do not know what to do with it.


texts: Are the geometry generated by math functions in blender faster in any way compared to other modelling methods?

texts: As the question says, is an object generated via the blender math function faster in any way than using other modelling methods, especially poly modelling? does it cause faster rendering, view-port navigation or any other speed advantage?


texts:
In adobe premiere, I have two video editing windows within the same program. The window on the left allows me to scrub through any clip I choose, while the right side is the actual timeline view. Is there a way in blender to accomplish this?
Using 2.91.0 on Windows 10.


texts: GLB (GLTF) export, how to include color/material information?

texts:
As a complete beginner with Blender, I have been creating simple 3D models to export as GLB and import into another program. For this purpose there is no animation, no physics, etc. I just need them to be visually correct.
When I export the object, it is always the default white color. I only need relatively flat color (that is, I don't care about textures nor do I want to map a bitmapped material onto the objects for this particular project), but I do want there to be something besides white.
I would appreciate if any answers were very step-by-step from scratch. Most answers I have seen here assume one is already very familiar with the Blender interface, and I am not. For example, one says to "Set the Workbench viewport to Flat-Vertex color." OK, but there's nothing on the screen with the label Workbench. Is that a Workspace? It seems not. The manual is unhelpful. So more specific instructions like, say, "On the right side of the Blender workspace is an icon like a wrench. Actually there are two wrenches sometimes, I mean the light blue one right next to the workspace. Click that and select foo."
I'm using Blender 2.90. Thank you.


texts: Bridge from loop tools not connecting right

texts: I've been trying to connect the head of my model to the neck though its not connecting to the right vertices.


texts: Can you lock the tips of hair particles for hair dynamics?

texts:
I have created hair for a model i have been working on. Its style is a messy/lose ponytale using a couple different hair particle system. The ponytale is its own hair particle system. The rest of the hair ends where the hair band is supposed to be:

Now i have been playing around with the hair dynamics a bit, but i'm running in some issue. The tips (where the hair band is supposed to be) needs to stay in place, while the rest of the hair should be movable from the hair dynamics. So i'm wondering is it possible to lock the tips of the hair particles in place?
Thanks


texts:
I've been working on the Blender Guru donut tutorial and want to add some variation to the condensation on the coffee cup. Currently the condensation stops very abruptly on the the inner rim of the glass, creating a harsh transition between the glass and the droplets.

Is there a way to mask or hide certain pieces of the condensation material in order to create a more irregular transition with the glass material? In other words, I want the droplets to be visible only on specific portions of each face, not the whole thing. I've seen that color ramp nodes can be used to create a fade/gradient effect between materials, but am unsure how to accomplish this using my water normal map.
My current node setup:

Thanks in advance for your help!


texts:
I use Blender v2.77 and Cycles Render. I have searched for answers, but the solutions didn't help me with my issue. I have one object, which I can see always, but when I choose render as display method, it is gone.

Here are 2 screenshots. It concerns the "SpirulinaEmitter".

I am a total newbie with Blender, so it might be an easy error. but I am totally stuck right here.

Any advice is welcome.


texts: How to scale vertices uniformly in one direction?

texts:
I want to scale a set of vertices off the center and towards a point.

Here's the current setup :

I want to scale the selected vertices equally towards the edge of the wing. Scaling in X axis isn't working.

What's the correct method here ?


texts: my old CRT is about to stop working altogether and I know nothing about new screens.  I have read that LED screens are more damaging than LCD.  I could just pick up a used CRT for $10 but I want to consider an upgrade.  I need a monitor for working on Blender and doing graphic design and illustration work, with a wide viewing angle and correct color.  Do any of you have a screen that you have worked with successfully for a while, with no eye problems, that you could recommend?  (I also need to limit RF and magnetic field exposure, if anyone has any knowledge about that, as concerning monitors.)


texts: I have a model from the blender institute that I have simplified and uploaded to mixamo to use their animations, from there I can download the mixamo rig and get a character that completes the animation.  However, I want to be able to animate the face of the character as well. The character has a good face rig in the original blender file.  Is there a way to copy the face rig (or the mixamo rig) from one character to the other so that I can use the face rig and have the face/head animated and moving along with the mixamo animations?


texts: How to make clothing and body move as one?

texts:
I'm still new to Blender and am playing around with models that I've gotten from models-resource. This is what I have now: The cat body and the clothing are 2 separate armatures. I'm trying to adjust the pose of the model but I'm not able to move the clothing and body as one. Joining the armatures doesn't work.

This is what I get after joining the armatures, the body and clothing still acts as 2 different objects! After joining, the clothing's mesh and armature became separated too!


texts:
I'm creating a small video in which I have a glass and fluid as water to flow into the glass.

Now in my domain I do get a continuous fluid flow if I change the x,y,z direction coordinates under the domain but I get  fluid flow like water drops when x,y,z are 0.

The scene needs the flow of water directly over the glass but I don't get continuous smooth flow.

Any help would be appreciated here.

Regard,


texts: How do I remove imperfections caused by the subdivision surfaces modifier?

texts:
I have run into imperfections with the mesh using the subdivision surfaces modifier before, but they were usually caused by either doubles or edges that penetrate the mesh. I tried removing doubles at a merge distance of 0.010, I tried degenerate dissolve and limited dissolve ruined my mesh. I also tried the recalculate outside method. I've looked around online, but other people's imperfections were caused by things I had already tried to solve, which weren't the causes of my mesh's imperfections.

How do I remove the imperfections near the eyes, including the creases and darker areas?

So everyone can try things out and see if their solution solves the problem, here is a link to the file I'm using:

http://www.filedropper.com/ambiguoussave11

Thank you very much for any help. :)

Knowing your problems may one day be resolved, it fills you with determination.


texts: How to combine two meshes to average with unequal number of vertices

texts:
I'd like to combine these two human models into a model that is averaged. But when I use a shape key, it says that selected meshes must have equal numbers of vertices. I don't know if it's appropriate to use this.

So, what should I do first? I'm a beginner and I have to do it by next Monday.
Thank you.


texts:
Trying to compile a PBR shader in Blender 2.83.4. The CUDA optimization is set for
both the processor and graphic card (AMD Ryzen5 3600 and GeforceGTX 1660). Plugging several masking nodes into the Color channel does not load the GPU too much(although I can feel some minor slowdown). But when I plug in the BUMP node - everything starts to lag and the GPU load peaks to 100%. Surprisingly enough it is the same for 2.91 ALpha. But when I open the same scene in 2.8 - everything is lightning-fast. Friends, maybe you have had the same issue? Is it hardware,driver-related or just a bug, they made after version 2.8? Is there any workaround, because why roll back to the older version if the new ones should be more stable?
Thank you.


texts: How to End object in BGE after multiple collisions

texts: I am a student from Malaysia studying animation. This is my final year and I decided to make a 3D game using blender. In my game, I want the object in the BGE to end after taking two or more hits. Because it's too easy to make it die after taking one hit, is there any way to solve this ?


texts:
I can't figure out why Cycle Render is rendering only in Black and White even if I add more lights.

Blender Render is rendering okay.

Thanks,
Manolo


texts: Can't see the ocean modifier in the render

texts:
Any help would be appreciated. Thanks in advance :p
Thanks to this tutorial
https://www.youtube.com/watch?v=CwJrb3vjAaA&t=1327s
I could follow this tutorial until the render time but when I rendered shader reflected circle, just a blue colored plane showed up: without any wave texture.
I can see what I want in the material preview but in the render the wave texture doesn't appear..


texts: Archiving blender files (long term) for later reuse

texts:
I've made a few basic blender animations.
Now I want to store these animations in an archive in case I would need them again in 3 years or so (on maybe a different pc).

Which settings should I apply? What should I look for when archiving? etc...
I'm aware that File > External Data -> Automatically pack into blend exists but it doesn't seem to work with video.

In photoshop (back in the days, I guess it is still that way) if you hide the layers before saving your file. The resulting output file on disk is a lot smaller, which is better for archiving/backups. Such tips are also welcome.

All tips and suggestions are welcome.


texts:
so I was happily working away, until translate stopped working.
when i press g to translate a verticie; it doesn't move, although it gives the impression that it is.

when i press 1 and go into reference mode: it works again, and side view with 3.
but in the normal camera perspective: nothing works.

please why please?
I am fairly new to blender, i tried looking up a solution myself, no success.


texts: Is there a way to hide the cycles shader node when using my own render plugin?

texts:
I'm working on my own renderer plugin for Blender 2.8.
I have my own set of shader nodes.

Is there a way to hide the cycles shader node when my renderer is selected as the rendering engine in Blender?

Thanks


texts: Blender 2.73a Linux mipmap disable is not working

texts:
I want the viewport to filter the texture as closest and from what I read to do so I need to disable mipmaps. I'm using Linux Mint Cinnamon 64 bit Laptop with HD4000 graphics and in Blender 2.73a in Preferences-System the mipmap disable is not working. Is this a bug or am I doing it wrong?

EDIT


texts: Where can I find internal Python scripts

texts:
I've made around 30 python scripts using the built in blender python editor.

I need to compare changes to the scripts with a different version of the scripts.

Is there anyway I can find the individual python files in windows file explorer?

The only other alternative I see is copy and pasting all the python scripts out of blender into their own files.

Thanks :D


texts: blender 2.78-RC1 is out what is the major difference between these two linux versions?

texts:
they have two versions one is glibc211 and the other is glibc219

blender-2.78-rc1-linux-glibc211-x86_64.tar.bz2  2016-Sep-02 16:13:25

blender-2.78-rc1-linux-glibc219-x86_64.tar.bz2  2016-Sep-02 16:15:45

what is the big difference between the two ~ major benifits between them?


texts: Im much confused with the node editor. I want to know are there any ready made material with addon or website directly i can just apply (gold, silver, cloths, metallic etc) with material and textures


texts: One half of my object is darker than the other

texts:
I just cut an object in half and then mirrored it.
Before i joined the objects, they looked perfectly similar, but after joining, one half is darker than the other.
I tried some stuff and i did delete doubles, and i checked the material
but it all doesn't help

That's the thing, after joining the 2 halves:


texts: Animation doesn't render what I see in the preview!

texts:
I'm working on a lego-animation. I've already set all keyframes and organized everything in the NLA-Editor.

When I scrub through the timeline everything works fine, but as soon as I press "render animation" my figure moves in a weird way.

Amazingly everything works fine, if I render individual frames out of the animation.

Here is my .blend file: https://1drv.ms/u/s!AiMEs6K4RudimRKMQZ0aUx4x9MQG

I really hope that somebody can help me!


texts: Why i can't animate or move the character in blender pose mode?

texts:
Please help me to solve my problem. I'm a software developer not an artist so I'm really having a hard time to learn animation and blender(even though i should be able to learn fast using the software but it's not. LOL)  and i need help.
I'm following this tutorial
https://www.youtube.com/watch?v=6LM50gJJOrQ
I'm almost in the last part. I am now in this part 05:17
This is what i have in my blender.

i already clicked the GENERATE RIG BUTTON

i already clicked the With Automatic Weights

i also followed this part

but i don't know how to follow this part(in the tutorial).
What is the shortcut used for the timestamp 05:17

Because i don't know the shortcut used i tried to change this to pose mode
But still i can't make the character move or animate like the one in the tutorial. Please help me. Thank you
This is the file.
https://drive.google.com/file/d/12OCHZDNLRFaFdM4gXfjMGzOoW2uNfzzR/view?usp=sharing


texts:
My file size is quite large and takes forever to load all images into vram. I used a lot of ~3K PBR textures found on poliigon and I wish I used 1K textures instead. Is there anyway to select the textures of materials I want to resize and downscale them inside blender? Or similar workflow?
Best,


texts: How to export motioned tracked mesh and background video in mp4?

texts: I followed a tutorial (https://www.youtube.com/watch?v=6Vm9Jx1pWv8) to mesh on a picture of mine onto a video however the final part about exporting it does not work. Setting up the compositing as he instructs makes it so the masked mesh is exported and the video background is not (ie the "Render Layers" is shown but the "Movie Clip" is not in the exported mp4.) How do I export the background and mask with the mask overlayed on top of the video?


texts: How to move an object without it completely teleporting somewhere else?

texts:
Here's a video
I move almost any object in blender up/down, left/right, it immediately breaks and goes past another object. If I use the bottom left menus that show up when you move/scale/rotate, they move fine without breaking. Whenever using the direct arrows, they just break. How do I fix that? It would make the projects I'm doing so much easier if I didn't have to redo their positioning every 20 seconds I decide to slightly move something.


texts:
Is there a vertex/edge slide like tool for curves?

In other words, I'd like to be able to edit the curve in the same way I can with a mesh, by sliding a vertex along a connecting edge:

Is this possible?


texts: I am working on a model and facing some problems. The problem is that some of the triangles have different color and i want to make it same color as the whole model is. In the image you will see that some of triangles are in light red color and the remaining model is in dark red color, so how can i change that light red color to dark red color, one material is applied on that mesh.


texts: Positionning Target's automatic recognition in Blender

texts:
thanks in advance for any the help. I'm new to Blender and pretty new to 3D scanning.

For a project - which I'd be happy to detail but I'm not sure it is relevant - I would like some specific spots on my 3D scanned subject to be automatically picked up by Blender. Say I have a dude's face with a bike helmet on, well I need some specific points on the helmet's surface to be recognized by Blender (e.g. by having a vertex assigned to them in a particular vertex group, which is what I mean by recognize / picked up). Of course I could import the 3D scan and manually go over the helmet and define vertices wherever I want them to be, and add them to a vertex group, but that seems cumbersome to me. So in summary what I want to do is: to 3D scan a shape (guy's face + helmet on) and then import it into Blender in a way that specific spots are recognized / rendered / picked up / assigned a vertex in a particular fashion. I hope I am making myself clear enough ...

So I came up with the following sketch of an idea but I don't know if it would work ? --> since such a thing as positionning targets exist for 3D scanning (although some expensive 3D scanners can do very well without them), I thought about sticking one positionning target at every spot on the helmet which I want to be particularly recognized. Since they make pretty small targets, I believe I could be down to the precision I want.

But here is the question: when you import a 3D scan into Blender for which there were positionning targets sticked on the subject, does Blender automatically detect them or does it treat the targets just like any other surface ? I guess this question depends heavily on the scanning protocol and on the scanner model, but I thought asking here might be relevant still. In principle I guess it just treats everything (targets included) as one surface, but maybe there is some specific protocol that can help a program like Blender automatically detect positionning targets in a 3D scan ? Maybe by color ?

As you can see I am in the very preliminary steps of what I want to achieve and I am fishing for possible directions in which to look for solutions. I'll answer any questions you guys may have if you need more specifics and I'll be grateful for any indications!

Thanks a lot!

Gustavo


texts: how to get the Camera track setup from a 360 video?

texts:
I'm trying to overlay 3D scene with a 360 video.
The 360 camera in the video is fixed, so I don't actually need the tracker for stabilization, what I'm trying to do, is to render my objects in 3D view, then overlay the outcome on top of the 360 video in the Sequence Editor.
I created the markers in Movie Clip Editor, Solved the Camera Motion, selected 3 markers and hit Floor in the Solve Panel. The problem is, I can't get the floor to be in the right position, the result change when I select different markers to define the floor. Please check the images. I thought to try to set the floor manually, add few cubes and eye ball the camera, and this might work for this example, but what if I'm working on a different scene where I actually need the 3D camera to track the movement of the 360 video? All I can think about, is that I'm missing something that I need to check in the Movie Clip Editor, to tell Blender that this is a 360 video.


texts: How do I assign drivers with the eyedropper?

texts: I cannot figure out how to assign drivers with the eyedropper. I try clicking on the mesh I want to be the Driver but instead of working the eyedropper just disappears. I have gone to Graph Editor> Drivers and no drivers have shown up.


texts:
I can't seem to be able to render my 2D animation properly. Everytime it gets distorted and parts of it is not where it's supposed to be.

Anyway, I'm attaching a link below as soon as I get the Blend-Exchange page to work so that I can upload my .blender file there.

 I'm attaching an image of the result here.


texts: Why when importing blender file .blend to unity3d it's not importing all the models/objects?

texts:
In the screenshot you can see that in the unity3d when i click on the parent object i see all the models/objects but most of them in orange and only some of them in red.

If i will not select the the parent object all the orange will not be show at all(second screenshot) only the red. And i checked the inspector of the red ones and the orange ones and both have same scale same material but for some reason after importing it from blender i can't see as objects in unity3d most of the models.

I have blender version 2.78 and i did in blender File > Save As and saved it as blender file. Then in unity in my project directory i coped the blender file to the Assets directory then dragged the blender file to the Hierarchy.

And

Not sure if the problem is in unity or with the blender, seems like in blender even that in blender i see all the models in red only in unity most of them orange/empty. I tried also in blender later to make File > Export > FBX (.fbx) but then when copying to the unity assets directory i get the same result as before.


texts: I've got a very basic model, which is just two shapes at the moment.  I'm having a hard time figuring out how to select the bottom shape.  Clicking on it only moves the 3D cursor around, but doesn't change the selection.  All the tutorials I've seen have to do with selecting a specific vertex or face of a shape that's already selected.  I'm lost on how to select a completely different shape in the model.


texts:
When I attempt to use Clay Strips in sculpt mode, no matter what I do, there's only one place where it will add to, no matter whether I use the addition mode or subtraction mode. It will just take away from the model.
Edit: This only happens on one specific object. All other objects are fine with it, but this one specifically doesn't like clay strips.


texts: Why Blender export only exports one object out of a grouped object?

texts:
I have an object which is a group of 6 cubes.

I grouped them using ctrl+G and I see a green outline around the whole object when selecting it. However, when clicking on a single part, it only selects that part, instead of the whole thing, but they seem to be grouped anyway.

When exporting, I hit 'Z', then 'B', select the whole thing, and then use the export button. It seems only the last selected object gets exported and the rest of cubes shaping the pistol are simply ignored.

Worth noting:

All these objects have a parent object which I used to move around the object once animated (so that it wouldn't impact the over all animation after moving its location somewhere else).
I'm using an add-on to be able to export .mdl files for Quake and this is the export settings I'm choosing.

What is exactly wrong? Is this an issue with the add-on not being able to export multiple objects as a single object? Is there any workaround I could use?

Thanks a lot.

EDIT: this is the extension I'm using - https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl
Using Blender v2.78c.


texts: How to get translucency in parts of skin material?

texts:
Alright, Ive watched more complex skin material tutorials for 2.8 but want to know the simplest way to go about this given my skin setup - Ive painted the base material and normals for my skin material in Substance painter and apply them to my model by feeding them into the respective slots in a Principled BDSF.
What I need now is translucency in certain parts of the mesh where human skin is normally translucent, like the ears (here is a successful example):

This requires some sort of painting to delineate where light should shine through and where it shouldn't - so far in my material setup Ive tried a mix shader between the principled BDSF and a Translucent node, as well as checking the 'Subsurface Translucency' box.
I just need to know what kind of map/how I might paint a translucency map and how I can plug it into my material setup to achieve this selective skin translucency?


texts:
Hi Artists,
Any idea how to do an airflow simulation motion "photo attached"?
I am not sure if this can be done on Blender or I should fake it in postprocessing using Affter effect or any other software :(  , I would really appreciate your ideas to help me with this, thanks.


texts: How to get source code for border selection?

texts:
How to get source code for this function?
Border Select.
I want to look how bgl draw horizontal and vertical lines!
http://prntscr.com/g3m8i6


texts: How to clear the command history in the console?

texts:
It is possible to clear the command history in the console-editor?

I tried the following code, but it crashes blender.

import bpy

for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'CONSOLE':
            for region in area.regions:
                if region.type == 'WINDOW':
                    override = {'window': window, 'screen': screen, 'area': area, 'region': region}
                    print(bpy.ops.console.clear(override, history=True))
                    break


texts: How to control the strength and intensity of IES lights?

texts: I have added an IES light to my blender project and I want to decrease the strength of the light. In the image below you can see that my light is much too powerful. How can I adjust the strength of the light?.


texts: Hard shadows after render (cycles & eevee) V2.92

texts:
Been in Blender for one year, self-taught.
The shadows after render become blackened and show up where they have no business being.
The scene has a swinging light above as well as 3 graph-generated lights, varying intensity and bouncing from yellow to orange above flickering candlelight.
On top of the table, there are varying materials: stone, reflective metal, parchment materials, blue and orange emission runes, glass, and chitin.
The issue happens to every hard edge with depth in the scene.
I've searched many tutorials played with light changes from materials, switched render engines, removed/ changed light sources, adjusted emissions, and corresponding shadows with those materials.
I've played with changing reflections to those materials and separated them into different render layers to be combined post-production.
Some of what I tried was done in combination some experiments were done stand alone.
I'm truly at a loss and have nowhere I know to go, please help me!
Below is the issue on the left is after rendering on the right is how it should look.


texts: I can´t see my image when I use "Image texture"

texts:
First I click on my object, then I select the materials tab and I create a new material. Then I add a "image texture" in "node editor" and charge the png image, but I can't see it as a final result when I select "rendered" or "material" viewport.

Can you please tell me what am I missing?


texts:
So I created a really basic character and made a simple animation for it. The issue is when I try to export it to FBX the animation gets all scuffed up. I will attach the blend file and the images
.blend file:
https://drive.google.com/file/d/1eiUhm9EvPTsy71Elt2CMYQHfByWwJpNg/view?usp=sharing


texts: Why is my Blender Game lighting the same regardless of where I put the light?

texts:
I'm making a game in Blender Game Engine and I've come across another problem.

If I don't have any lighting at all when I go into game preview mode it shows up lit. This looks very cartoonish and messed up so I decide to put in lights. the problem is no matter what light I add and where (I could add a light 1000 miles from the thing I'm trying to light up) it always shows up like this.

This is even if the light is really far away from the object.

What is going on?


texts: how to order the objects in the dope sheet

texts: Is there a way to order the objects in the dope sheet. I know you can move the channels up with the page up button and down with page down button. But this doesn't work with the objects, is there a way to do this?


texts: How to attach the rigged wheels to the car body and make them move left and right?

texts: i rigged the wheel but don't know how to attach it to the body of the car and move them left and right like front wheels do in real car. I searched everywhere but can't find the tutorial.


texts: Bake animation from complicated IK rig to simpler rig for export to Unity

texts:
I made a character, gave it 8 animations that look great (as good as I could) in Blender and they break down in Unity. What else is new.
The problem has to do with the constraints "fighting" when the animations are baked. The rig involves IK constraints on the spine and both arms, Copy Scale constraints, and a Limit Scale constraint. By default, scaling a parent bone causes its children to scale uniformly as well. I changed this in the Relations settings for some bones to "Inherit Scale: None". I do not think this is acknowledged in Unity.
ANYWYAY!
In Unity, there is weird stretching in some animations. I can replicate these problems in Blender if I bake the animations and choose to apply the constraints. Again, this seems to do with Blender not knowing how to replicate the resultant transformations from the constraints.
What I would like to try is duplicating the rig I have, deleting the non-deformation bones, deleting all bone constraints, and baking all the resultant transformations from the original rig to this new rig, and using this new rig to animate. I saw a video that did this a while ago but I can't find it.
Is this solution going to work?
How can I set this up?
Here are 2 example animations, success/failure:
"Close" (success in Blender, no weird stretching):
https://www.deviantart.com/onewingedchronothing/art/ChimpInTheBox-Close-852627603
"Close" (failure in Unity):

"Sweep" (success in Blender, no weird stretching):
https://www.deviantart.com/onewingedchronothing/art/ChimpInTheBox-Sweep-852359442
"Sweep" (failure in Unity):


texts: Testing for overlap or collision while adding objects via Python?

texts:
My understanding is that objects can be added programmatically in Python fairly simply, such as:

import bpy
bpy.ops.mesh.primitive_cube_add(location=(1,0.0,2.0), radius=0.5)

However, in a generative art project, is it possible to test whether an added object overlaps (collides?) with a previously defined object and to modify its parameters if necessary and then retest? If this is indeed possible, can I also receive detailed information about the overlap/collision such as which object are involved, the amount of overlap, location of overlap, etc?

-d. vyd


texts: I'm looking for a blending mode effect for a material that works like blending modes in Photoshop and other editing programs - that means material affects everything behind with blending mode effect.


texts:
I am a blender newbie, and I am trying to move a still photo of a cloud with transparency across another still of the blue sky. I imported the two stills as plains. I point to frame # 1, add Keyframe with the Locations option.  Then I point to frame # 60, move the cloud, and add another Keyframe with Locations. When I play it, the cloud does move. However, as the clouds move, each frame stays put to create a smeared ghost effect. How do I get rid of that effect?
Thanks!


texts: Scaling works differently in GUI and from script

texts:
I am trying to scale a group of vertices. I changed the pivot point to 3D cursor. I placed the cursor on of the corners of the square. I want to scale the vertices about this corner. When done in GUI, using the shortcut s+x (to scale along x direction) and a factor of 0.3, I get the following desired result.

When I try the same from a script, by placing the 3D cursor on the same corner and then do a bpy.ops.transform.resize(value=(0.3, 0.3, 0.3)) (or (0.3,0,0)), I get the result of what would have been if the cursor was at the centre (median) of the line as shown in the second figure.

Can someone tell why this difference?


texts: One of my objects obstructs the others in solid mode

texts:
I'm creating a donut in Blender.
Problem: In Solid mode, I'm not able to see the sprinkles of the donut. However, in the Material and Rendered modes I am able to see them. How do I see the sprinkles in the Solid mode too?
For example, here's the Material mode preview:

And, here's the Solid mode preview: Can't see the donut's sprinkles!


texts: The render is different from the camera view

texts: I am doing the Blender Guru doughnut, the view is like that on the left, but the render on the right is different from it, as if the weight painting has not been applied at all. What could have gone wrong?


texts: Movie recorded on phone reports inconsistent number of frames when imported to blender (Blender 2.8 vs 2.9)

texts:
When I import same movie clip, recorded with my phone, in Blender 2.80 it automatically recognize 1278 frames with FPS 42.28 and that's correct, but blender 2.81 and above recognizes only 923. So when I render clip to frames I'm missing 355 frames although in sequencer when I slide through timeline, I can preview those frames.
I tried to play with FPS and Base settings but with no luck.
Does anyone know what's happening here?
Thank You


texts: STL Export from Makehuman Model giving strange results?

texts:
I'm trying to make 3D models of characters from my novels, in order to make my own 'figurines' of them via 3D printing.  I've done the first one, and there are no non-manifold edges.  At this point, before I posed the character, I did a test export just to get an idea of the cost from Shapeways.  At this point, I ran into a problem.

When I export the model to STL, the STLViewer program cannot actually open it, instead crashing and causing multiple error messages.  When I import the STL back into Blender, it is slightly deformed.  When I upload it to Shapeways, the clothes seem to have disappeared, the face is deformed, and it doesn't pass the printability checks.

This occurs regardless of whether I export just a single part of the model (e.g. the hair) or the whole thing.  What can I do to actually be able to export these models so that I can 3D print them?

I'm using Blender 2.79.

Update:
I've also tried exporting in OBJ format, with identical results.


texts:
I am trying to UV Unwrap the lower part of a mouth.  The teeth have been outlined with seams to remove them.  I want to be able to Texture Paint them separately from the rest of the mesh.  Most of the teeth gave no problem but the front four do not want to detach from the rest of the mesh.  Removing Doubles found none and I can not find any other modeling problems.
Any suggestions on fixes that can be tried?

BLEND FILE


texts: import geometry from houdini with vertex groups and vertex color

texts:
I'm just trying to find a good workflow which will enable me to import both vertex colour and vertex or prim groups from Houdini, and then have them as editable vertex groups/colours in blender.

I've tried obj, fbx, and alembic so far.  With Obj I can get the vertex groups in if i choose 'keep vert order' and tick 'poly groups', but then I don't get the vertex colours.

With fbx I can get the vertex colour only, no groups.

alembic brings through vertex colour only too.

Any way to get both vertex colour and vertex groups, also I notice that only groups created as primitive groups in houdini can be imported as vertex groups in blender, so if there's a single vertex, then that won't get imported, any way around that?


texts: Can't change horizon color: "can't edit driven number value, see graph editor for the drive setup"

texts:
I am trying to change my background color for rendering. I tried changing horizon color in World (circled), but received an error message that I don't understand.

  can't edit driven number value, see graph editor for the drive setup

Why is this? How may I solve this?


texts: When rendering in Eevee, result is zoomed in compared to viewport camera

texts:
I've been playing about with Blender 2.8, getting use to the interface etc. I've rendered a still frame from an animation, but the resulting image outputted is slightly zoomed in, this is the same wether I render in Eevee or Cycles. am I doing something wrong? or is this some weird bug?

screen cap of eevee camera view

Actual Eevee render

Cycles render

camera settings

If you need to see anything else please let me know

Best

simon


texts:
I would like to work on the following corridor:

First I'v model the metal plate using modifier like this:

The I would like to combine array+shrinkwarp to fit my corridor shape (cylinder), but it seem all vertices has been impacted:

I've read on documentation that "It moves each vertex of the object being modified to the closest position on the surface of the given mesh", so is there a way to do what I wan't using another method?

Thanks!


texts:
In camera view, how do I perfectly align my model? For example, I want a side view of my space ship (or front/back)
I can move the camera around but that's not exact!
Thank you


texts:
I'm having difficulty with this one. I've used UV unwrap on simple objects and texture painted them just fine. However I cannot get an unwrapped UV to show up in the editor on this model. I'm certain I'm missing something basic but my Google fu has ran out.

I've got everything selected, have used Project to View on this example but doesn't make a difference really. What am I missing? Any help gratefully received.

Am on Dec 26th build of Blender 2.8 but it's been like this for a while. May be nothing to do with it being 2.8 I realised.


texts:
I am absolutely new to Blender, moving from SketchUp. I find it hard to see where are my edges and faces are with the default settings. Where can I set how edges and faces are rendered while editing? Here is an example:

I would like to have contours and less opaque faces. Where can I set those?


texts: vertex slide and snap not working together

texts:
How can I modeling these case more efficiently?

This post is an extended question from the link above.
I have covered the efficient way of doing indent in the previous question.

Like the GIF above, I finished the indent and wanted to flatten the bottom with the finish. I wanted the vertices to move numerically precisely. If the underside was aligned with the world axis, we could solve the problem by using the axis locking function and the snap function together, but we wanted to use the vertex slide function and the snap function together because the bottom surface has a different slope from the world axis.

But why Vertex slide did not work with snap in blender? So I eventually zoomed in as far as possible and placed the vertex as close as possible to the snap point on the underside.

In fact, I'm working on visuals rather than on product creation and i don't need numerical perfection. So I'm not uncomfortable using boolean cutting to flatten it. But I wanted to know more about the modeling technique, so I wrote this question.

 How do I snap a vertex(vertex slide derection) to a plane with a different slope from the world axis?


texts: How can i make my Cycles Cloth Shader to look Translucent

texts:
Hey i Created this Shader which i think really gives good results on cloth but i want to have a bit translucency in it but cant figure out the best way somethign with SSS maybe ? I dont know. You can Improve my Shader or give an even better Shader as Answer if you want.

PS: I figured out best way is with SSS just need to figure out the correct settings


texts: How to make node group of an existing material into a new group? (in python)

texts:
This is what I would like:

I'm looking for an alternative to bpy.ops.node.group_make()
Because it seems like a bad approach.
I simply want to group a new group nodes of an already existing material, without having to recreate anything, after which I would add the inputs and outputs (the latter does not seem to me a difficult passage)
But the problem is that I can't find answers anywhere, I probably try badly, but basically I just want to move my nodes within a group, just like it does bpy.ops.node.group_make()This, however, has problems in the context area so I discarded it regardless

Edit: I want to clarify that this must happen in the context 3D_view the context nodes editor is not necessarily open

Edit 2: I was also thinking if it is possible to easily copy the nodes and their links / parameters without necessarily having to write an exaggeratedly long script, to then insert them in the group node


texts: Possible to control text color in the text editor?

texts: I'm using the Typewriter Addon to fake an RPG-like UI for some animation. The text is pulled from a text file... what I'm wondering is if there's some way to markup the text in the file to control the color so I can use a few different colors.


texts: Separate by loose parts creates weird pattern

texts:
I'm building a submarine for 3d printing and I have a removable top lid that I want to remove from the model to machine separately. I do a SHIFT+D on my selected area and when I move it off and do a separate loose parts to make the objects independent, I get this weird staircase pattern on the back of my boat.
What is this and how do i fix it?


texts: How to unwrap a mesh from view in python. blender 2.8

texts:
Hy All
Im a blender noob trying to get a font texturised in blender.
Thats how i plan to do it:

create the font (is a curve)
convert the curve to mesh
uv_unwrap the mesh from view (i need just plain unwrapping, since its 2d)
add material
render

So far all works except the unwrap which leaves me with a horridly distorted mapping of the image.
myFontCurve = bpy.data.curves.new(type="FONT",name="font")
myFontOb = bpy.data.objects.new("myFontOb",myFontCurve)

myFontOb.data.body = "my text"

bpy.context.collection.objects.link(myFontOb)

# Set Material
mat = bpy.data.materials['Material'] #Material Nodes Settings are done in gui
# We use nodes here...
mat.use_nodes = True
backgroundfile = "pathtoaffile.jpg"
mat.node_tree.nodes["ColorTexture"].image = bpy.data.images.load(backgroundfile)

# Assign Material to Object
if myFontOb.data.materials:
    myFontOb.data.materials[0] = mat
else:
    myFontOb.data.materials.append(mat)

bpy.data.objects["myFontOb"].uv.project_from_view(orthographic=False, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False)

# Render the letter
output = "path to file.jpg"
bpy.context.scene.render.filepath = output
bpy.ops.render.render(write_still = True)

My attempt to do so with unwrap_from_view fail with "'Object' object has no attribute 'uv'".
Like i said, im a rookie and help would  be very much appreciated.
If somebody could point me in the right direction, that would be awesome.
Thanks you


texts: Rig moves when switching action in action editor

texts:
I can't seem to get around this problem.

I have multiple animations in the same file and when I switch actions in the action editor the rig moves, but gets back into place as soon as I edit anything.

I wouldn't think to much of it, but when i export the animation in Unreal my frame 0 doesn't represent the actual frame 0 I have in blender for that animation and seems affected by that same weird bug.

Frame 0 in blender:

Frame 0 after switching action:

frame 0 in Unreal 4


texts: Is my performance affected by invisible items?

texts:
I am making a video and I am planning to have a particle emitter to shoot lasers from my spaceship. My theory is to somehow keep it going endlessly, but control its invisibility somehow, perhaps with drivers.

Would it still be running in the background while invisible, thereby affecting the performance?


texts: Cycles is not shown in the render engine list

texts:
Cycles render engine is not shown in the render engine list with EEVEE and Worckbench  as usual.
Why is not there? How can I get it back?


texts: How to properly scale an armature with animation in Blender 2.8x?

texts:
I am trying to scale an armature with animation.
I scale armature in Object Mode, Ctrl-A and "Apply All Transformations".
Local transforms of bones are scaled correctly, but global transforms of all armatures are not scaled correctly and animation breaks.
In the video on the link, the problem is clearly visible:
https://youtu.be/vepl29WAuCs
Update:
I found solution:
Apply scale on all keyframes


texts:
I've never really used ray.hitNormal
What does it do. I've looked it up but couldn't understand what it does.


texts:
The original working code is here. Works fine by clicking a button (btn), it copies the color from the displacement to the viewport.

http://blendervisionpro.blogspot.be/2014/12/copy-cycles-color-to-viewport.html

I would like to do it automatically without having to click the button (btn).

So I tried to do an "update" but doesn't work. (onChange).

My level of python is nul. But I can see it detects the shader color: variable cyColor and assigns it to the viewport: obMat.diffuse_color = cyColor

At the bottom of this post,

https://stackoverflow.com/questions/41021920/blender-python-onchange-event

I see @sambler edited a function called onChange of Map type:

but I don't know how to make it work onChange of Displacement (Shader) color.

I don't even know if the function I created "def update_viewport_color" ( exact copy of the execute function ) is even correct.

        bl_info = {
 "name": "Copy Cycles ViewPort Color from Shader Automatically SBB",
 "author": "BVP source blenderartists.org/forum/archive/index.php/t-357610.html",
 "version": (1, 0),
 "blender": (2, 6, 4),
 "location": "Material > Settings > Copy Cycles Color to Viewport",
 "description": "Copy Cycles ViewPort Color from Shader Automatically SBB",
 "warning": "",
 "wiki_url": "",
 "tracker_url": "",
 "category": "Material"
 }

import bpy
import mathutils

class CopyCyclesColorToViewport(bpy.types.Operator):
  '''Copies Color of first Cycles node with Color input to Viewport Color of the material'''
  bl_idname = "object.copy_cycles_color_to_viewport"
  bl_label = "Copy ViewPort Color from Shader"
  bl_options = {"REGISTER", "UNDO", "INTERNAL"}

  @classmethod
  def poll(cls, context):
    return context.active_object is not None

  def execute(self, context):
    if context.active_object.active_material != None:
      obMat = context.active_object.active_material
      if obMat.cycles.id_data.node_tree != None:
        for node in obMat.cycles.id_data.node_tree.nodes:
          for nodeInput in node.inputs:
            if nodeInput.type == 'RGBA':
              cyColor = mathutils.Color((nodeInput.default_value[0], nodeInput.default_value[1], nodeInput.default_value[2]))
              # prevent the color from being too dark for viewport
              # by using a minimum HSV Value of 0.1
              cyColor.v = max(0.1,cyColor.v)
              obMat.diffuse_color = cyColor
              # update=update_viewport_color
              break
    return {'FINISHED'}

def update_viewport_color(self,context):
    if context.active_object.active_material != None:
      obMat = context.active_object.active_material
      if obMat.cycles.id_data.node_tree != None:
        for node in obMat.cycles.id_data.node_tree.nodes:
          for nodeInput in node.inputs:
            if nodeInput.type == 'RGBA':
              cyColor = mathutils.Color((nodeInput.default_value[0], nodeInput.default_value[1], nodeInput.default_value[2]))
              # prevent the color from being too dark for viewport
              # by using a minimum HSV Value of 0.1
              cyColor.v = max(0.1,cyColor.v)
              obMat.diffuse_color = cyColor
              break
    return {'FINISHED'}

# HOW TO CALL THE FUNCTION ABOVE ???
# ONCHANGE OF COLOR DISPLACEMENT (SHADER).
# update=update_viewport_color

def btn_draw(self, context):
  if context.scene.render.engine == "CYCLES":
    layout = self.layout
    row = layout.row()
    row.operator("object.copy_cycles_color_to_viewport")

def register():
  bpy.utils.register_module(__name__)
  bpy.types.CYCLES_MATERIAL_PT_settings.append(btn_draw)

def unregister():
  bpy.types.CYCLES_MATERIAL_PT_settings.append(btn_draw)
  bpy.utils.unregister_module(__name__)

if __name__ == '__main__':
  register()


texts: Mesh from Blender to UE4 - Normal map showing shading on each poly

texts: I've import a mesh created in Blender to UE4 and I'm trying to get Normals working. I baked the normals using xNormal and they look fine when applied within Blender, but in UE4 I can see each face. I've tried a bunch of different settings and modifiers but haven't had any luck, any ideas? Here's some screenshots:


texts:
I would like to know how can I get better results of my atlas and my performance.

The questions are at the final of this thread in 6-7 "*"....

*1 - first of all I ve created my texture atlas with this 4 assets.

*2 - consider I am using a checker pattern for see the pixel density ? ( I ve made square as possible to avoid the stretching? and try to make all the same size as possible using "average island scale"  , the pixel bleeding of 16 px , and margin of 0.006 per island )

*3- If I want more detail in some area , I should scale an island  and applyed average scale just to ensure  . for example I wanto to have more resolution in this area, (the front of this house)

*4- so in "blender" the atlas is 2048x2048 (I painted in blender with gradient bucket and then export to unity , see the results in "unity" , it is a mess , I ve checked "swap uv" in inspector...however , see it is very blurred..)

*5 - If I increase the resolution it is logic, I will have better result...but I need to keep very low for my game and my target , it is for mobile's game.

*6 - mmm finally I think ... should I make a better organization in my texture atlas? are there many objects in the UV's texture space  m 4 assets in 1 texture atlas?  If my optimal size of resolution is 2048x 2048 in "PNG" compress format...why the blurred?? when the object is build up in code the shader reads the portion of the Uv's island  for the respective object and refresh everytime in the screen...

*7 - I use for this texture atlas "unwrap -> smart uv" ( I ve not created any mark seams (control +e) for this case.... I used "smart uv" for 90 degree angles , in some cases as the front of every house I use "project from view" ... I ve scaled portions of the UV that I consider interesting to get more resolution and better results, for example the door or the first floor of the house. but I do not know why is so blurred, the UV's are ok. the 80% of the UV space are blue and covered with the whole assests ...


texts: How to color particles based on the texture of the object from which they are emitted, using the "grid" emission setting?

texts:
I am using Blender's particle system to try to voxelize my mesh. I'd like to color the voxels based on the diffuse color of the textured mesh at the closest location to each voxel. This is an image that shows what I'm trying to do:

This Stack Exchange post explains how to color emitted particles based on the mesh from which they are emitted. The technique uses the "jittered" emission setting:

Using the technique in the post I linked to, here is what I get with "jittered" selected. You can see that the emitted cubes correctly match the color of the mesh:

When I change the emission setting to "grid", the cubes no longer match the color of the object:

I'd like to use the "grid" emission setting for voxelization, but can't figure out how to get the color of the emitted particles to correctly match the color of the mesh.

This is what my shader nodes look like for the cube which I am using as the dupli object:

I'd appreciate any help with this! Please let me know if there's something I can clarify.


texts: Transparent rendered object over tracked background

texts:
I am ready to render my animation but it seems i have a problem with my texture of the object i animated.
In the image u can see that the object is transparent and I can look trough it.
So what is the problem here?

This is the node setup.

Thank you for your help!


texts: How can you create a surface from combining 2 objects?

texts: I don't know if I said that correctly. I can't find the words to say, but I hope you guys get my point. I'm currently making a Low Poly cave for my game and been making a surface by just using a Plane. However with the reference picture below, I wanted to cut the excess plane outside of the bulky walls and only keep the inside. I've been fiddling with the Bool Modifier, but I guess that won't work. Any help will be appreciated! Thank you!


texts:
I am trying to set up a Minecraft rig mouth that will have more controls and will be rounded, but I am having issues trying to figure out what this guy did here. First, he did what looked like a loop cut and slide, but instead of drawing a line it selected all the edges it passed through. He then cut to a new clip where the mouth was already set up like this.

The video is in 3 times speed but if you download a youtube plugin you can slow it down to 0.25 speed of the video and then if you do the spacebar trick you can slow it down so it shows 1 frame at a time and it is really slow. Here is the link if you want or need to see the video.

All I am asking is how can I create those 8 basic segments.