texts: Any way to control light halos in the compositor based on emission level?

texts:
I am wanting to animate a row of LED lights. I have separated the LED lights from the rest of my object with the pass index/ID mask functions; currently all of my LED lights are on pass index #1.

What I want is to have a minor halo effect around the lights, but only when they are active. Currently, when I add a halo effect to my pass index #1, all of the LED lights have a halo effect regardless if the LEDs are emitting light. All LEDs are diffuse and emission shaders, so I can animate by controlling the mix amount between diffuse and emission.

Is there any simple way to have the halo effect created through recognizing light emission values, or will I have to just animate each LED as its own layer of compositing?


texts:
I have made a very basic animation in Blender (2.79) and I am trying to export it as a GLTF or GLB. I have succesfully installed the gltf exporter and am able to export both gltfs and glbs of unanimated models no problem.

As soon as I add animation and try to export however, I get the following error message

The animation is as about as simple as it could be, I'm just experimenting. Its just the default box that changes location and rotation across 3/4 keyframes.

I am new to Blender so perhaps I am missing a step but my process is as follows: Add box to the scene, add keyframes (LocRot), go to export as I would with a static object, this has the following (default) settings.

I have tried clicking Pushdown on the action sheet as I have seen suggested somewhere but it makes no difference.

Am I missing something? Please let me know if you need any more info in order to advise, I'm happy to share the file or whatever might help.

Thanks for any help,


texts: How can I effitiently pack texture according to existing UV?

texts:
I have an UV (f.e. projected from view) and an image, and I want to rip the image and destructure UV to pack texture more effitiently. Can I somehow auto-generate a new image and UV that uses 100% of texture space (removing unused parts)? Or is it unnesessary since I export mesh into glTF? (don't know how exactly texture is stored in that format tho)
upd:

that's my uv, and i wondering how can i easily remove "unused pixels" from my texture, f.e. auto-stretch uv (and pixels below) into 256x256 rect. i want to use maximum area of texture, but don't want to modify uv mannualy.


texts: Problems aligning x or y in uv editing mode

texts:
Why does the line run to the middle of the uv when I align x or y, but the situation of others is different from mine

I tried using s-x-0, but I still get the same result


texts: How can I stop negative scale happening by default, and always select back-facing geometry without entering X-ray mode?

texts:
I've been a long-time Maya user, but with Blender's latest releases I'm trying really hard to jump ship. But, there are two features that I use all the time in my Maya workflow that I can't seem to replicate in Blender.
Preventing negative scaling by default
I use this all the time to align components. For example, if I have a couple of verts that I want to align, I'll set the pivot point (Or now, 3D cursor) to a spot that I want to align them to, and then scale them all along two axis. In Maya, they don't scale past the negative point by default, so it's really quick and easy with verts, faces, edged, all of it. In Blender, I can also scale them, but I then have to type 0 and select the two axis myself. This also works, but it's just not as fast, and it's just a pain to do every time. Is there a toggle or extension that could prevent negative values by default?
Select back-facing geometry without entering X-ray mode
Another thing I do all the time. I'll often drag to select verts or faces of a model, and in Maya, any components in my selection rectangle will be selected - Even ones that aren't visible to the current perspective. For example, if I'm modeling a door, and want to move the top of the frame down. I'd go into front-ortho mode, drag to select all the frame's top verts, and then move them down. But in Blender, I can't select the components behind other ones (blocked from my direct view) without being in X-ray mode, which makes it all a lot harder to see and manage. Having to toggle it constantly is frustrating and time consuming, and I was really hoping there's a way I can have it on by default.
Sorry for the long-winded questions, but these are my only blockers from switching completely, and I'm pulling my hair out over here.
Thanks in advance!


texts: How can I use a block size of 1m for different sized models using the remesh modifier?

texts:
I have models that are different sizes, and I am using the Remesh modifier with block mode selected.

How can I keep the block size at a very specific size (1m in my case), regardless of the size of the model?

So for example;  2 separate spheres, one that is scaled down.  Remesh applied separately to both with block mode enabled.  They now have different sized blocks.

One way I found was to join them and then add the remesh modifier to them.  But I want to make sure they are always 1m sized blocks, and not have to rely on joining lots of models each time.

So in this first image they are separate objects with the modifier added.  Even though the remesh settings are the same, the block size compared to each object is different.

In this image below, I join them together then add the modifier.  This keeps all the blocks the same for both objects, but not at the size I want (1m blocks).  Plus I would need to join all my models I guess?

I read that drivers might be able to do this, but I couldn't understand how to set it up.

Here is a link to the images I found, but I don't quite understand what I am looking at:  https://imgur.com/a/h5lBV


texts: Rigify moving and posing, origin doesn't seem to move

texts:
When I Rigify a model, pose it in a scene and move it around etc.
The model seams to remember the "origin position", from when I created the character.

(mesh origin as in blender terms, this is a property of a mesh)

When I then want to edit the rig, or mesh.
I put it into "rest position".
Then it jumps back to that original position. This is a bit frustrating in large scenes. Apparently I moved or posed it wrong.

Or is this normal behavior?


texts:
Well, I was doing the model's facial expressions with the shape keys but suddenly adding the number 10 happened this to me. All others are fine, but after the 10, happens this and I do not know what to do...

Download file: http://www.mediafire.com/file/bzts92ted9w5mx7/AAA.blend


texts: DAZ import (diffeomorphic addon), baking pose animations? -- doesn't render in batch cmd line

texts:
If I import a DAZ file using the diffeomorphic addon, I am able to use the "Expressions" and set keys on frames to animate a facial expression.   If I Render Animation via the interface (ctl-F12), I'm able to produce output that shows the progression/animation of the expression.  blend file link (>30MB)
However, it does not work if I use a command line (in fact I will want to submit the animation to a rendering farm).   I just get each frame being a copy of my starting frame pose.
blender -b "poseBatchRendering.blend" -s 1 -e 100 -j 45 -a

I have tried to bake pose or object to no success.   Does anyone know the magic here?
This might not be the best forum, but unfortunately diffeomorphic does not have a community blog.


texts:
I'm rendering an animation with motion blur (Shutter: 0.7) of a flyover of a bridge with moving cars on it.
The problem is that the cars get transparent as seen in the image. Can this really be the correct behavior or is something wrong with the motion blur implementation? And if that is the cause, any idea on how to fix it?
The train is also moving but is shown correctly. The cars are made from a particle system, that renders a group of cars, while the train is an actual model.

Second render without Motion blur:

Edit:
I did some further testing and here's the result: motion blur is broken together with curve-guide.
I've created an emitter emitting one particle shown as a box (with the group option). There's a curve-guide guiding the particle. To the right, there's a box, animated by hand with keyframes to follow the motion of the particle. They have almost the same speed. Clearly it messes up.

Now I would like to know if there is a another way to make my cars follow the road. I could try a lattice which doesn't have the rendering issue, but it's not as precise. As suggested by gandalf3, I could use the keyed particle system, but I can find no way to get a uniform speed along the way.
Lastly, should this edit be in another question? I'm not that familiar with the Stack Exchange norms.


texts:
I am trying to automatically place furniture (in this case bpy.objects) in my modelled flat automatically.
I'm doing the initial placement by using a predefined point that i give to my script, however I can almost never get the objects to align perfectly to the nearest wall faces.

What would be the easiest way to snap the face of my object to the nearest face of my wall?
I know that there is a snap to face option in regular blender, however I don't really know how to get that to work using python, or if that would even help in my case.


texts: How to obtain the layers on the program?

texts:
I search the layers of blender, but I can't find them...

Can you help me? I am an absolute beginner on the program.

Thanks a lot by hoping you will help me and... see you soon so!


texts:
Okay everyone,do you remember Ballora from Five Nights at Freddy's: Sister Location.

Well,I'm making a model of her and I was wondering if you can give me a hint on how to model the fishnets she wears on her legs.

I'm kind of having trouble with modeling them.

I've tried decimating the faces of the secondary calf mesh and it didn't work like I hoped it would.

Can you please help me out?


texts: Key Sensor | KEY + SHIFT ( with First Modifier )

texts:
Good Morning

I try to use the first and second modifier in the key sensor, but I can't find more information or examples of this, example

I try a simple combination in the pic but it does not work

S+SHIFT and/or S+CTRL

somebody can make a example of this, please

PLEASE IN LOGIC BRICKS
thanks

REFERENCE
(Blender Game Engine) Walk and Run cycle sound problems


texts: I know render dimensions are tied to the render settings, but for my architecture scenes it would be very handy to have the option to assign different aspect ratios to different cameras, all in the same scene. Is there a way to do this? (without having to use the timeline)


texts: Is there a way to output gif animation from blender?

texts:
Is there a way to output an animation or video file in gif format from blender?

If not, what about VSE? Or can I record a screen inside blender?

Thanks a lot.


texts: instance objects according to list of discrete times (via csv, json, etc) in animation nodes (or just with python)

texts:
I've got some text I want to output to the screen according to a list of times, x & y coordinates.  Preferably within Animation Nodes (with or without python scripting), but without Animation Nodes would also do it.  And it has to be done with an imported list of data because keyframing by hand isn't workable, due to the inflexibility of this approach & my need to tweak the timings precisely until I'm happy with them.  It's for a kinetic typography type animation.
Each word (whether in an array or whatever) will come with the timing & x/y coordinate data as below...
"once", 1 (second), x=30, y=50
"upon", 2.2 (seconds), x=30, y=70
"a", 3.5 (seconds), x=30, y=70
etc
In other words I want to control when & where each word appears on the screen.
Positioning text on the screen (x & y) is easy enough.  It's just getting each word to appear at the specified time I'm having trouble with.
Any help appreciated


texts: Custom binary exporter, is this script possible to do?

texts:
I'm trying to create a binary exporter that does this in sequence:

Write fixed hex header, 8 bytes: "01 00 00 00 01 00 00 00"
Write custom hex ID1, 8 bytes
Write Custom hex ID2, 8 bytes
Write Custom hex ID3, 8 bytes
Write Custom hex ID4, 8 bytes
Write Custom hex ID5, 8 bytes
Write Custom hex ID6, 8 bytes
Texture number ID, 4 bytes uint Little endian
Write fixed hex, 8 bytes: "00 00 00 00 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00"
Write mesh 1 total lenght, 4 bytes uint little endian. *calculated by: ( 8 * polygon number) + 32 * total vertex )
Polygon 1 vertex data:

A) Write Custom hex ID7, 4 bytes uint Little endian
B) Write polygon 1 total vertex, 4 bytes uint Little endian
C) Write a total of 8 int floats, each one 4 bytes Little endian: X Y Z Xn Yn Zn U V

Continue by appending polygon 2 vertex data in the same format and so on

I am new to Blender and scripting, is this possible to do or it is too complex? :)


texts: Spin Tool Cursor Not Showing/Snapping to 3D cursor

texts: I am trying to use the spin tool on my mesh but the tool is not appearing in my window. I have the cursor snapped to the face of the object itself but I do not see the spin tool when I have it turned on. I have modeled other meshes with the spin tool within the same blend file without issue, it just suddenly stopped showing up when I wanted to use it on this mesh and subsequent meshes. Even when zoomed out I do not see the tool.


texts: How do I change strength of emission at Principled BSDF

texts: I want to keep the settings except emission and only change the strength of it like the emission node. Any ways?


texts: Is it possible to randomize color of separated meshes inside 1 object?

texts:
Is it possible to use some kind of randomizer to randomize parameters of the seprate meshes inside one object? Please see attached picture. On the left there are bunch of cubes. On the right there are bunch of cubes that are combined in one object. I want my right cubes, to get random colors based on fact they are separate meshes.

Is that possible? Maybe there is some paid plugin or addon?


texts:
I decided to practice a bit with blender and I was trying to create a head following this tutorial on net:
Creating a Realistic Head in Blender

It is speed up so its hard to sometimes figure out what is going on.
I am now on retopologizing section, however I noticed that when author of the tutorial shows just retopologized part (not yet finished just to check it out) you can see it smoothly with crevasses and such things, it looks as if he somehow mapped surface/geometry of the high poly model he made before to that retopologized model.

My question is how did he do it and how could i do it? My retopologized model just looks like bunch of flat faces. I study art at college and I wanted to go deeper into 3D modelling, our lessons on this subject were rather scarce unfortunately.


texts: Generating blue normal map channel from red and green channels

texts:
I have a normal map texture where the blue channel is used to store some other map of information since it is normally used in a program which calculates the blue channel from the red and green channel automatically. Now I want to use that same texture in Blender and figured it shouldn't be too hard to do the math in the node editor so it jus works regardless of which normal map I use. However, it doesn't seem to work. The result I get has shading issues quite similar to how it looks without any information in the blue channel. This is despite me having found the formula and I believe created it accurately in the node editor. Does anyone have any idea why this wouldn't create the desired results?

The formula I found to generate the blue channel is "B = sqrt(1 - ((R * R) + (G * G)))"


texts: SheepIt! Rendering produces weird icosphere-esque object

texts:
Whenever I render my scene in Blender (cycles) normally, It produces the following result (What I want):

Whenever I render it using SheepIt! (It is me rendering it) It produces the following:

I have no clue what that thing is. The two files are the same.


texts: Blender 2.49b opens with all tools and menus super small - how to fix?

texts: I am using version 2.49b because my work requires it. I changed the font using "User Preferences" but that only changed the top menu. Any help is appreciated! I am new to Blender.


texts: For Fluid Simulation, what do the Start, End and Speed settings mean?

texts:
How do the Start, End and Speed settings work?

Isn't the Speed setting determined by the Start and End settings?

For example, say I have 120 frames (at 30fps, thus 4s), and I set "Start: 0", "End: 8", then the fluid will move around twice as fast as a normal fluid.  But then if I set "Speed: 1", doesn't it contradict the previous settings?


texts: Extruding in Sculpting mode not showing up in other modes

texts:
In sculpting mode, I used the mask tool and "transform" to extrude a neck from my misshapen head:

I then switched to object mode, but the extrusion doesn't show up:

If I go back to sculpt mode, it is there.
Why doesn't my changes show up in object / edit mode?


texts:
I am a beginner and I'm currently following these tutorials on Youtube in order to finish my model but I am stuck!

https://www.youtube.com/watch?v=b8UH_WU23Io - this is the tutorial on how to UV map the eyes.
It seems quite easy, but my issue is that at that part where I should scale the selected part of the mesh on the UV map with the proportional editing tool.

When i attempt to do it,
1. The ring that should aid me as to deciding how big the "influence" should be does not appear (despite me having enabled the tool) and
2. If I, then, try to move or scale the selected area, the whole mesh moves with it.

This results in the eye that I'm creating having several irises and pupils which is, of course, not what I want.

Does anyone know what could be the possible source of this?
Thank you!


texts: Does Blender provide a web-compatible codec-container combination that allows for transparent backgrounds in videos?

texts:
I want to output a video file from my blender animation that (1) has a transparent background, and (2) is supported by the major browsers via a <video> element. Ideally, it also won't be a massive file.

Does Blender support such a codec-container combination?


texts: Prevent point lamp from shining through mesh lamp in reflection

texts:
I have a scene which must appear as if it's lit by a very small mesh lamp.  To optimize performance, what I'm trying to do is place a point lamp inside of the mesh lamp, and have the point lamp shine through the mesh lamp by having the mesh lamp's back faces be transparent.  However, in the reflection of the lamp on a glossy material, the point lamp shines through the mesh lamp:

I've tried making the point lamp invisible to glossy surfaces via Ray Visibility, and having the mesh lamp only be visible to glossy surfaces and the camera.  While this works, it makes rough glossy surfaces quite noisy, partially defeating the purpose of using a point lamp instead of a mesh lamp in the first place:

Are there any other solutions?

.blend file


texts: i'm trying to render this glass material but i have these black parts all over the model. Any idea what could be the cause of this ?


texts: Rendered frame rate is different than the original footage's

texts: Everytime I render a video or animation, it is converting to 1000fps? The original footage is 30fps. Why is it changing? How do I adjust the setting?


texts: I just started usuing cycles render on a Mac, and Was told GPU rendering is much faster. The only problem is that the GPU rendering never happens it just makes a light grey and dark grey checker board, it isn't running out of space as it it usuing 60 MB and I have 1024. Can anyone help! Thanks.


texts:
I am trying to follow this tutorial for creating a cloth simulated rose: https://youtu.be/xKIoAorI2MA?t=59
My issue is that when I try and simulate my mesh the petals all seem too close to each other compared to the video and the petals don't seem to move the same. Unfortunately they don't show their cloth settings in the video and whenever I try and increase the self collision distance the mesh explodes. The petals in the middle don't seem to move until they are collided with which is weird too.
Here is my latest attempt in a shared google drive with blend file and videos: https://drive.google.com/drive/folders/1XTk-0hzZt2tp6QMbUCbrSSBe4st3pmhl?usp=sharing
Any assistance is appreciated.


texts: How to scale this object (a Tail of an Asteroid), so it is not crooked?

texts:
I have a rigged animation of an Asteroid with a Tail. The Tail is a child of an Armature, and each Bone has a Track To constraint and points at an Empty. Each Empty has a Follow Path constraint. So the Tail follows the Asteroid and conforms to a curved Path.

Now, I need a trick. I need the Tail to shorten and lengthen at certain moments. It begins short (preferably 0 length), and when it is close to the Camera, it stretches to full length (say 1) - I need to animate that.

Now, I tried to scale the Tail object in X, but when it is very short it becomes crooked, due to the Armature rig, somehow it becomes crooked when very short. The same happens when I scale the Armature in X, it too is crooked and wonky.

Can someone have a look at my file. And see, how to do it properly in these given circumstances?

I'm attaching 2 screenshots to show what I mean by crooked.


texts:
I've tried to create something like this:

I made frame and simple box on top of the frame but had a problem of creating natural wooden edges with sculpting but run into this:

Can somebody show how to do that with sculpting or deform modifier (as I remember there was quite useful box deform modifier in 3ds Max)?

PS I tried, Triangulate, Subdivide Surface and Dynamic Topology. Just cant understand what I am doing wrong.


texts: How do you crop a video in the current Blender Video Editor?

texts:
How do you correctly crop a video in blender and remove all resulting blank space that appears along the side of the video?

I have already applied the "Crop" and "Offset" options in the video transform settings, but that results in the blank space shown in the attached image. I found a tutorial that shows you can modify the render dimensions to remove the space (https://www.youtube.com/watch?v=o2MVqRYUatI), but the interface is outdated and if you update the dimensions in the "Output" panel, all it does is scale the video resolution down (not actually changing the dimensions).
Does anyone know how to crop a video and remove blank bar on the side?


texts:
I've watched information of new 2.9 changes and noticed that UI is more friendly. I've downloaded version 2.9 and I still can't get what I saw.
I Googled but didn't find anything. I have added an image of what I want to change.


texts: Ctrl Alt Numpad 0 keeps moving my object?

texts:
Trying to follow along with a tutorial and in that tutorial the idea is to look at an object I created from the front and then set the camera to the current view.

The steps to do this are:

Numpad 1 (Front perspective)
Ctrl+Alt+Numpad 0 (Align Camera to View)

For some reason whenever I do this I don't see anything in the camera and then panning the view around I see that my object seems to have moved to where I wanted the camera and my camera hasn't moved at all.


texts: Greetings. Is there a way to hide this Transform Widgets Display Panel within the 3D Viewport, using python or otherwise? Also get it to stretch along it's width wider than it will go? I have multiple 3D viewports I'm using (in different tabs), so I only want it hidden in one of them. Also, I have a custom panel underneath it, I would like that to stay visible. Blender 2.83.3


texts: Is there a way to edit around another object?

texts:
Sorry for my poor english! I couldn't find an answer for this since I wasn't sure what words to use to find the solution.
I'm trying to make a mesh around another mesh without editing the mesh that I'm trying to model around for. Is there a way to lock the first model that it wont be effected or moved when I edit the second model around it?


texts: how to get detailed smoke without increasing resolution divisions

texts: i am making a smoke simulation , but the smoke isn't detailed so i increased the resolution divisions , bu then after making it 200 , the device started hanging , i have a i5 8gen hp 4gb ram laptop , i know the specs are not that high but is there a way to increase the resolution so that there is enough detail without freezing , also i cannot see any high resolution tab which is there in one of the tutorials in the physics tab


texts:
I have an addon with various modules and submodules. One of these submodules is specifically for handlers. When testing my addon, I noticed that whenever I installed and loaded the addon, the handler within my handler module would not register. How do I register a persistent handler as part of a submodule in an addon? And, how do I make sure that the handler is only registered once, and unregistered if the addon is removed?

import bpy
import os
from bpy.app.handlers import persistent

@persistent
def my_load_handler(dummy):
    print("Load Handler:", bpy.data.filepath)

def register():
    bpy.app.handlers.load_post.append(my_load_handler)

def unregister():
    bpy.app.handlers.load_post.remove(my_load_handler)


texts: Making an elastic waistband on clothing?

texts:
I made these pants with this tutorial another user directed me: http://www.blendernation.com/2016/02/25/cloth-sewing-in-blender/

I followed the tutorial and got it to this:

I want to add an elastic waistband around the pant's waists and ankles so that the pants don't droop like that. How can I do this?


texts:
I toggle between Vertex, Edge, and Face Select mode constantly. In a speed modeling session, this adds a lot of clicks.

I couldn't find any place to set a hotkey to change this setting. Is there one?


texts: What is the difference between dissolve and limited dissolve?

texts: On the delete menu with vertices selected, I am presented with two options(among others), dissolve, and limited dissolve. What is the function of each, and when should I use each?


texts: How can i add an glass objet to an motion tracked scene with proper light coming through it?

texts: i have a scene with a cg glass cup and there is no light coming through it, how can i fix that, i thought about HDRI but i dont know if that would help, im quite new to 3d modelling and everything in this area.


texts: Transparency options are all greyed out?

texts:
I'm using the nodes in Internal, and the problem is that the transparency options in the Material tab are blanked out. The Image Texture I'm using has a part where it's transparent!

Here's my setup and the Transparency options greyed out.

Here's the image texture in question (The bottom left part, which is a skirt, is transparent)

And here's the render.

I've connected and disconnected the Alpha part of one material and the other to the output node's Alpha and neither makes a difference, surprisingly.


texts: How get mouse position for a custom selection script in Blender 2.8/2.9?

texts: I`m trying to make script that selects objects with the same property. Operator "bpy.ops.view3d.select" selects only in the zero position (0,0), and function "event.mouse_x" returns zero mouse position too. Is it possible to solve the problem in blender 2.8/2.9?


texts:
I'm basically using Blender for the first time.

I've got a model that I downloaded from BlendSwap.  It's got (at least) a 3D mesh and some textures that came with it (which are manifestly in a subdirectory labeled "textures").  I can see the model load and applies the textures to the model.

However, I can't find the textures in Blender.  They don't appear to be in the editor labeled "Image Editor" or "UV Editor."  No matter how I scroll around or zoom in or out in those editors, I don't see anything. I have no idea how to find them.

Ultimate goal:  I need to export this blend so it can be imported into another program.  I need to check the textures to make sure they are "uv mapped" onto the mesh or the exporter or subsequent importer won't be able to find them.

Any help for a noob is appreciated!


texts: append objects from a corrupt file without material

texts:
a file i've been working on for a while now crashes when opening. i am able to append everything in that file except 2 simple objects that both use the same material, so i'm guessing it's the material that is problematic...
can I append the objects' mesh but force blender to ignore the materials?
blender 2.9.1
cheers!


texts: Group visibility doesnt toggle inside visibility?

texts:
how come turnign off visibility on a group doesnt turn off visbility for the things inside it?
This happens often and is really annoying


texts: I once again am in need of some help. I am using a spot light to light the side of a ship because I will be using a mask to have a digital display of a phone. The light looks extremely odd and speckled making it look a tad unrealistic. Is there a way to alter this ? Please see photo for reference, thank you in advance!


texts: Axis Bands of Rotation Gizmo Difficult to See

texts: When I have an object selected and switch to the Rotation Tool, the axis bands on the gizmo are so thin I can barely see them. Is there a way to increase the thickness of these lines? THX


texts: Hi guys I'm new to blender, I just following the tutorial。 and my modifier just show the different results after i enter edit mode. How to solve this problem? thanks !


texts: Shortcuts do not work on the dope sheet. (2.8version)

texts:
I am using version 2.8 of Blender.

The following shortcuts do not work on the dope sheet.

Is there a solution?

Ctrl + Shift → : next marker

Ctrl + Shift ← : previous marker

Shift + ↑ 10 : frames forward

Shift + ↓ 10 : frames back


texts: Using one baked texture uv map for other objects of the same overall geometry

texts:
I have multiple objects that are walls, all using the same texture, do l have to bake a separate UV map for each or can l reuse the first map, and then apply it to each other wall, there is a link object function, tried it, but only transferred the material not the t baked texture.
regards


texts: Array object offset to make a trapezium like shape

texts:
i'm trying to make a set of diamonds 7 diamond wide and 21 diamond long, with a slight offset so that the line grows longer (but only length, not number of items) the more you go down the seven colums of 21 dimonds.
Any idea how i might do that ?
So far, i tried with a first array of 21 down Y, then a second array of 7, along X, which makes a nice rectangle...

but I can't seem to make the offset bigger and keep it symmetrical...
help ?


texts: Network Render for one image using tiles?

texts:
Hi fellas is there a way to use network render for one image? Mean like for anim when idle computer start to compute next image but using tiles so the idle computer will start the next tile.

I know its possible on one computer using CUDA CPU + GPU that idle HW start next one but is there a way to use second computer? I mean in Cycles for sure.

I think there has to be a way because using SheepIt render farm You could divide every single image into multiple "instances" and these are rendered on different computers as far as I know.

I dont want to combine two images with different seeds and half samples like its answered in many different questions but wonder if someone know the system used on the farm mentioned above.

Sincerely, Jan

REM: If Im not mistaken V-Ray could be used like this? So Cycles?


texts: Problems with set up Wacom pen middle click button...it is impossible to rotate view

texts:
My Blender version is 2.83.1
my Operating System is MacOS 10.15.5
Wacom Drivers 6.3.39-1
so...if I try to set up the first button as a middle click for having a rotating navigation control on my pen when I am in Blender, It doesn't work.
But if I do this in preference in Wacom panel for all other applications, then It works. But if I add Specific preference in the Wacom Panel for Blender, it doesn't work.
Is there anybody out there who can help me with this problem?
Thank you very much


texts:
I am an Architect, and trying to learn Blender for 3d Modelling. Recently I added addon for importing dxf file. Since I work on large project in mm. I set Blender unit to mm. but when I imported the file in Blender 2.8 or even in 2.79b. I am un able to see the drawing in blender and it took quite while to zoom once it is zoom I am unable to work. Since zoom does not work properly.

Please help if i am doing anything wrong.

Regards,


texts: How can I set the linearVelocity so that the object travels a specific distance with python?

texts:
What velocity should I set an object to in order to have it travel 30 Blender Units in 0.25 seconds.The object will be traveling on its Y local axis. This is being done in python rather than an actuator because I couldn't get the results I needed, and I imagine that there is a specific syntax for velocity.
This object is being spawned on a click. Then, when its timer property is 0.25 or more, it dies. I need it to travel that exact (or pretty close...no one would notice that much) distance before then.


texts:
Not Sure what's happening with this edge, i've tried flipping the normals and re-building the topology, any ideas? I'm new to blender
Thankyou


texts: Where is the UV Warp? Is it in UV Editing Tab?

texts:
I've heard of "UV Warp", that can allow me to edit and animate a Texture the Eyes of my model.
But I have no idea where it is in UV Editing, or how to get it.

This is my setup, and this is how it is in UV Editing.


texts: How to remove Triangulation faces in Rendermode, problem with Edge split

texts:
I'm making Low Poly Knight Chess figure.
I want it to look like this(No trinagles in rendered mode).

But I get this:
I tried removing triangles with Edge split modifier, put the Split angle to 0, removed doubles, flipped normals to the right way but it stays same.

Thank you for help!


texts:
I understand that, when possible, objects should be instanced from a master object for optimal speed in both rendering and memory consumption.

Does this hold true for the Mirror modifier as well? If I have a mesh that is symmetrical on an axis, do I gain any statistically relevant speed (interface FPS or pre-render calculations) by using a Mirror modifier instead of the full mesh?

This is especially relevant when using subsurf modifiers over level 3 or 4, for example...


texts: Why do the faces in my model become checkered when rendering?

texts: Could anyone help identify my setup error when rendering using cycles.  The model looks fine in the viewport shading window, but when pushed to the render tool it seems to introduce checkered faces.  This is after I've attached all the texture mapping outputted from substance painter.


texts:
I exported my finished model + animations to Unity, but some parts of the model ended up being a bit deformed. I tried to redo the UV map and normalize the normals, but none of them worked. I'm stumped.

*How it looks like in Unity

*How it looks like in Blender


texts: Sverchok generating random points on faces facing upwords

texts:
I'm trying to scatter random points on a mesh, this points should be scattered only on faces that have their normals facing upwords (z axis)...
how can i create something like this? I?ve been fidling around for a while and i couldn't figure it out nor find any help online :(


texts: Where are the settings to increase cycles threads?

texts:
I am trying to adapt the cycles render code to allow me to use the full threading power of my GPU (Radeon RX750 8Gb, 2048 OpenGL threads). There seems to be a limit from some time ago of 1024 threads, which, with modern GPUs, seems like a very outdated specification (my GPU is by no means a top end market model). I have searched through the cycles kernels, and all render and threading Python files that would be causing this limitation, have changed the user input to 2048 fixed threads in threads.py, yet this seems to have had no effect on the Blender 2.79 environment. I feel that with having so much threading power at my disposal I could cut my long rendering times down to half, as literally half my GPU is sitting idle at this point. As such, any help in directing me to the which files or settings can control this or a person from the Blender community who may know how to do this, would be greatly appreciated.
Thank you in advance for helpful replies.


texts: Imported model has weird, unusuable UV Layout

texts: When I import a model I got using Ninja Ripper and export it to Blender using Noesis to convert it to other file types (including FBX and OBJ), the UV Map Layout is a long straight vertical line going up and down the right hand side of the UV Editor window. The guide for Ninja Ripper suggests using "forced" to get more duplicates of the model and hope that one of them has a better UV Layout, but none of them do. Obviously I can just unwrap the mesh myself, but then it won’t fit the diffuse or normal texture maps that came with the model. Does anybody know what could be causing this?


texts: Render with openGL from the command line?

texts:
Is it possible to use the openGL quick render for rendering from the command line?

e.g. something like blender -b <file> -E opengl -f 1


texts:
Im making a modular bank, and when I copy them in blender there is an obvious seam.

I've tried resetting the normals and not sure how to fix this really.

any help would be greatly appreciated.

Thanks


texts: Animation Nodes add-on does not appear after installation

texts:
So, I was going to make a clock timer animation where a text object will count up over time. I was planning on achieving this by using the "animation nodes" addon but every time I try to import the addon from the zip file or the master file it does not show up anywhere in the addons window. It has that 'i' message thing in the Info panel saying that it has been added, but I can't find it.

I have also been using blender 2.79 (I know I should be using 2.8+, but I just didn't have time to install it yet)
Do I need 2.8+ to fix this problem? Or is there another solution?


texts: Triangulate modifier doesn't work properly after combining faces

texts:
After I combine two faces into one and then apply the triangulate modifier, it treats the newly created face as two faces instead of one, so it divides the face into two triangles. Is there a way to fix this and make it two combined faces as one?

Triangulate modifier applied to two separate faces:

Triangulate modifier applied to a combined face


texts: Blender rendering video sequence instead of scene

texts:
This is an embarrassing basic problem, but I can't find the option to render my scene instead of what I'm working on in the video editor.

Every time I try to render my scene, it just renders what ever key frame I'm on in my video timeline.

Where is the option to switch between the two?

EDIT:  I found a Q/A for this.  https://blender.stackexchange.com/a/81087/33487

In short Properties Panel > Render > Post Processing > Sequencer


texts: How would I merge these 3 pipes with this corner?

texts:
These are my 3 pipes

I want to merge them together and have this look at its corner

How would I achieve this?
thanks in advance.


texts: Can't see added cube on my scene collection

texts:
When I select add and then cylinder, cube or whatever, then I can't see the cube on my collection side menu on the right.

I want to do some booleans from the air intake seen in screenshot 2.
That's why I need to be able to select the cube and the object I'm modeling.
But if I can't select the cube, I can't do it that way.


texts: Can't import referance images into Draw Mode in the 2D animation template

texts: Hi getting my head around the program. I can't get my reference image out of Object mode into Draw Mode. I bring them in Via the Add button in Drawing mode and I've tried to bring them in in Drawing mode Via the import menu drop down in the File menu but I get reaction in the Collection viewer but see nothing on the screen in object mode Jpegs come in I can transform and edit but cant move to drawing mode to outline my sketches.


texts: Making a textured sphere using color coded height map?

texts:
I was trying to create an image of a fantasy world as viewed from space, and so I was wondering if there is a way to apply a texture to a sphere, separate from the actual color of the sphere, using a color coded height map such as
this one

created in John Olssen's fractal world generator. I am sort of new to blender and don't have a lot of experience, so this was meant to be like practice.


texts: I'm trying to make this hair particle system work on a filter. I converted it to mesh, then converted it to curve and now the file it's way to heavy. I read somewhere that I could convert to bezier so the curves can be decimated. Can anyone help me with that? Thanks a lot.


texts:
I'm trying to get snapping working in MAC Book (Catalina) and Blender 2.9
I was difficult to test in complicated design so I have been testing with 2 cubes.

The grig snapping works
Snapping Vertex barely gets cubes on top of each other time to time
I have tested all combinations in Snap menu, but none of them works. The cubes are not snapping to each other in any way.

Is there a solution?


texts:
I have all the production files of an open-source movie in a folder. I open up a Blender file, say scene1.blend, and save a copy, say scene1_copy.blend, in another folder. This scene1_copy.blend, works perfectly, knowing where to find all those assets, etc.

Now I want to move all the production files to a new folder. I tried just moving them, but then my scene1_copy.blend cannot find all the production files, which is no surprise.

How can I let scene1_copy.blend know where to look for those production files?


texts: Blender opens but is strangely unresponsive

texts:
I am using Win 7 home 64bit. I have multiple versions of blender portable installed (just an unzip), after not using it for a couple months I went to open 2.77a and it just gives me a big black screen covers everything. The computer did not freeze, other programs are still running. I can alt tab to other programs but they dont appear, like they are still hidden behind the black screen.

I restart, and I now I can get the splash screen to appear, but like before it doesn't respond and I can even click things behind it, like desktop icons, but it covers everything and nothing makes it go away short of ending the task.

Taskmanager will open in front but no other programs can. I open spotify, firefox, and windows explorer, but they remain covered by the blender splash screen when I try to switch to them by clicking the taskbar or alt tabbing. So I tried opening a different version, 2.78c, the program opens but I still see the splash screen for 2.77a, I can even see the correct program preview by hovering over the icon on the task bar. and I can see that 2.78c is running, but the 2.77a splash screen remains covering everything.

I deleted all blender installations and deleted my user data, user prefs everything I could find, downloaded a fresh zip of 2.78c unpacked it, opened and there's the same unresponsive 2.77a splash screen.

I scanned for a virus and came up empty. Any other suggestions?


texts: When I go into the sculpting mode I can't see the model in the Solid shading mode, unless I toggle X-Ray

texts:
It seems to be like this by default. Every time I enter sculpt mode and want to use the solid shading mode, the model appears to be completely flat (looks like 2D). It appears okay when I toggle X-Ray or turn on the Cavity setting in viewport shading but that's not ideal, cause obviously it's affected by them. I want to be able to use it like anyone else would. It happens to every new file I open. I tried to reset Blender to factory settings- didn't do anything. I uninstalled it and installed it again from the original website- didn't help. Following someone's advice, I downloaded it from Steam and tried to use that instead. Now instead of being flat, the model is completely GONE. Again, it appears with X-Ray/Cavity on but never just by itself.

What am I supposed to do? Here is a screenshot.


texts:
How can I get the active region (i. e. the region the mouse pointer is over and keystrokes are sent to) with the Python API?

Background:
I want to manipulate the view_matrix of the region the mouse pointer is over. In the "Scripting" screen I can get the matrix with

bpy.data.window_managers[0].windows[0].screen.areas[2].spaces[0].region_3d.view_matrix

or with

bpy.data.window_managers[0].windows[0].screen.areas[2].spaces[0].region_quadviews[x].view_matrix

if the SpaceView3D is in quad view mode. bpy.context does not help: My script runs in a timer started from the text editor, and its context is always "Scripting" therefore.

Getting the active region seemed to be a simple, common task to me, but I am stuck here. May be I am looking in the documentation's wrong area ...


texts: How to make two separate curves move together

texts: I'm looking to make a cable with a semi transparent outer sheath, and need the able to move and curve the cable. In order to have the sheath move with it, I'm trying to move a parent curve, the child curve being inside of the parent, and have the child move as the parent would. Is there any way to do this or do I have to manually copy every movement of the curve with the handles onto both curves?


texts: How do I get that effect on the glass just like the one shown in the pic below


texts:
I have 8 objects sharing the same mesh (linked duplicates) and I want half of them to have their normals flipped, so I am searching for a modifier that flips all the normals on an object before I set out to write my own.
The mesh is asymmetric, so I can't use a negative scale. The two normal directions need to be separate objects so I can export them to different files for render order reasons. I'd prefer not to have two meshes, as then I'd have to keep them in sync if I edit one.


texts: I can't seem to get a video on a plane in my project to play.  The first frame shows correctly keyed and in place, but it just stays on the first frame and never plays when I move through the timeline.  I rendered the scene at several points to make sure the refresh might have been slow or non existent, but every render has the first frame in it no matter where on the time line I rendered.  I opened a new project and tried there and the same thing happens.  I'm missing something.


texts:
I want to snap the outer circle to the inner.

For that i turned on snapping to vertex, selected the scale affect, selected the outer circle and try to scale it down until dimensions of inner circle. But when cursor snaps to one of inner circle's vertices, the outer circles's dimensions jump to infinity, i guess. Like on the image:

Why is this happening?


texts: Manipulating UVs does not show in viewport with texture applied

texts:
I'm probably just missing something but I've been struggling with this for well over and hour now. Here's the deal:

I've created a basic material, imported and image, and applied it to my model. I've also gone and quickly unwrapped it. See here:

Now when I scale the UVs like below, there is no change in how the texture is applied to the object. I tried creating a texture coordinate node and plugging the UV into the vector of the image node but no luck. What am I missing?


texts:
When I am trying to use multi-view (highlight) and I press Render, then it says this: 'camera "camera" is not a multi-view camera'

But in the camera settings I don't know to change my camera into a multi-view camera


texts: I have been working on a Polar Bear for a school for a while now and I have a full rigify rig and shape keys for facial expressions but whenever i go to simulate the hair it spazzes out and bake a ball of hair that is useless. I need help Quick!


texts: Face values in obj file is more than vertex count


texts:
I'm trying to make a simple crate model with a pixellated texture, but unwrapping the mesh results in an oddly distorted and angled mess of a UV map. I've already calculated that the texture needs to be 102 x 136, and the only thing stopping me from finishing is the distorted UV map. All of my transform settings are applied, and I've tried both angle-based and conformal UV mapping with both giving the exact same results, shown in the following screenshot.

Is there any way to fix this?


texts: Is Blender a fitting tool for creating batches of images

texts:
I am currently using 3ds max and I am not very happy with its performance (taking too much time), so I am wonderin if Blender will be a more fitting program for my problem:

I will have one object in the scene which will be moved randomly and then an image should be rendered, including the Z-Buffer image.

This procedure must be repeated roughly 2 million times.

Should I go to Blender for this problem, or is a different Rendering software better for this problem?


texts: Blender 2.82 Parts of solid (opaque) objects in cycles renders are slightly transparent in photoshop

texts:
After rendering my scene in cycles with a transparent background, I saved the image as a PNG with alpha with 0 compression.  I thought everything was fine until I examined it very closely.  Certain parts, mostly the darker areas, appear to be about 5-10% transparent, barely noticeable. They SHOULD be 100% opaque. The only thing that tipped me off is that I have my Photoshop transparency set to a Pink/white checkerboard.  Some areas I can barely make out the checkerboard underneath.

I've checked the materials, and there is no transparency set, no alpha mask/layer, nothing. Other areas of the same object seem fine, although maybe I just cant see it in the brighter areas.  It also happens on other objects in the scene with different materials.

I can workaround by duplicating the layer in photoshop, but I'm really curious If anyone seen something similar, and what could be causing it.

Here are links to the blend file(s), I don't know why there are 2 but I included both.

http://www.mediafire.com/file/1xlinwk8xok1sif/stackexchange.blend/file
http://www.mediafire.com/file/ghc2f5zhdp8672w/stackexchange.blend1/file


texts: Is it possible to make floor constraint base on surface detection?

texts:
Let's say I created a plane as the floor
And then I created a cube.
Instead of detecting the center of the cube against the floor, can blender use the surface of the cube.So whenever the surface of both object met, the cube can't cross.
Added Info:
Well actually I'm searching for the solution of my rig problem. Often time when I make an animation, the tip of the foot often times went through the ground. So I was thinking, maybe if there's a way to prevent this by using mesh collision detection. Rigid body seems for simulation only


texts: Is it possible to keep particles orientation relative to the emitter when the emitter is rotated?

texts:
I have a plane with a particle system with display type Group. Is it possible to keep particles oriented along plane (1st pic) when I rotate the plane? I'm getting particles as in 2nd picture and that's not what I want.

And this is what I want to get after rotating


texts:
I have an invisible vertex or something wierd and I dont know what it is.
I added an image of what happened:

One arrow shows a bend where there is no vertex - How?
The other points to a darker color around a vertex, which reminded me of normals but I dont realy know what it is..?
Anyone knows what this is and how to fix it?
Thank you!
Here is alink to download the file: https://www.mediafire.com/file/6jmqdfvvtrfman0/Test.blend/file


texts: When I select half of the bones on one side of my armature right click and hit symmetrize, the bones do not appear. I may be doing something wrong, or just being a noob and missing something simple. Help would be appreciated!


texts: Is it possible, without knowing Python, to animate between orthographic and perspective camera view?

texts:
I want to animate between perspective and orthographic camera views. How can this be done?

I found where people talk about successfully animating between orthographic and perspective camera views in Unity with code, so fundamentally this must be possible. But I don't know Python, so I wouldn't be able to figure it out manually with code in Blender.


texts: Convert a animation that is based on a curve modifier to a modifier-free animation

texts:
Alright, describing this with my poor english will be a challange!

I have some objects wrapped around a bezier circle. It looks like the chain of a tracked vehicle. Using a single bone and the curve modifier, I can let the objects move around the bezier circle. Now I want to export the whole scene, including the animation, to a .fbx-file (used in Unreal Engine 4 later).

However, the curve-modifier does not work (I guess it is not even written into the fbx-file, is it?). If I just apply it to the object, it will move the whole object instead of letting the objects rotate around the bezier circle.

Now is there a way to convert the animation (meshes moving around a circle) into a modifier-free version?

Here is a video of my problem:
https://www.youtube.com/watch?v=WgoBHhpgoCQ

Here is the link to my project:
https://drive.google.com/open?id=0B4cbvO9kNaOQUEZOdzhmTjN5bzQ

Looking forward ideas! :-)


texts: How can I prevent boid particles from intersecting?

texts:
I'm currently doing some proof-of-concept work for a Lego-style music video with a rock band on a stage in front of an audience. My idea was to use boid particles to simulate the crowd but I'm already facing several fundamental problems:

What do I have to do to actually prevent my boid meshes from intersecting? Even when I set the "personal space" to the maximum, my minifigs are still moving through each other... (and I've got both "Separate" and "Avoid collision" in the boid brain) - I already tried adding a force field to each particle but, while this indeed causes the particles to repel each other, repelled boids will then still be pushed through other boids.
I want the crowd to generally "gravitate" towards the stage side of the arena, but not towards a specific point (though the attraction should probably still be a little stronger near the center). I already tried using a stretched cube mesh (with applied Scale) with a boid force field with the shape set to "Surface" but the boids still only move towards the origin of the goal object. How would I accomplish a more general tendency to keep moving in a global "direction" rather than toward a point?
How do I get the boids to (mostly) keep facing the stage and not turn away from it so much when moving around? So far, I tried a Locked Track Constraint on the particle meshes but, while this does make a difference compared to not having that constraint, the audience is still nowhere near as "focused" on the stage as I would like them to be.

I'm starting to wonder whether boids really are the way to go for this.

Update: Looks like I've kind of solved two out of those three (I will post the solutions as an answer later in case anyone else stumbles across this). What remains is the issue with particle/mesh intersection.


texts: How to toggle renderable on/off for objects in the 3D View

texts:
How to select multiple objects in the 3D View window (not the outliner) and toggle their renderability on/off?

Want to select them in 3D View because it's much easier to isolate them quickly there than in the outliner.

Is there a keyboard shortcut or hotkey to restrict rendering in Blender Cycles?


texts: Volumetric lighting in Eevee goes through mesh

texts: I created a fog in my scene to get the beam of my light in Eevee. I deactivated the shadow produced by the lustre mesh so as not to break my lighting. This option active or not, my light passes through my mesh. Do you have any idea where this might come from?


texts: How to make a (mesh) light only cast a shadow?

texts: How to turn a (mesh) light into a shadow caster only? I want to use a (mesh) light to cast a shadow only, not actually light anything. It's easily done in the blender internal and other software. Question is how to do it in cycles?


texts: Old Style fan system bone/armiture set up

texts:
I need to animate this old style Indian fan. The crank shaft would need rotate 360 and the flat plane (aka the canvas fan) would need to sway back and forth.

I've set up the bone structure. From what i understand is that i can use the inverse kinematics restrict the moment along the z and x axis and only allow the pivot along the y axis. But the main big bone as to follow the movements of either smaller bones on the cam shaft and on the flat canvas fan. Im not sure how to allow it to follow each with out deforming the other.


texts: Application Template on Blender 2.8 - Not working?

texts:
I´ve followed the application template install guide from the official manual:
https://docs.blender.org/manual/en/latest/advanced/app_templates.html#app-templates

Yet I don´t see my splash screen or my configurations automatically loaded.
What other steps I need to take to make the application template run?
Are custom splash screens deprecated?


texts: Merge two curves into new one like rhino

texts:
Hi guys Im trying really hard to find the best way to model an egg chair, and I came across a tutorial from rhino: https://youtu.be/1-rQqb921w0?t=9m4s That given 2 curves it does the wizardry of bounding them together.

Does blender have a similar modifier, curve option that can perform the same?

Thanks for the help


texts:
I'm currently working on a Saber Hilt project, and I've hit a roadblock. I'm not overly skilled with Blender, but willing to learn.

My design has two parts, the outer hilt, and inner hilt. What I'm looking for, is how to shrink our expand the middle of the cylinders, so they look like they have been sucked in, or inflated out slightly. I know I can take the long way, and extrude a bunch of sections, and shrink them incrementally, but I get the feeling there is a better and faster way to do so.

Thanks for your help!


texts:
I am doing a project and when I try to clean up my topology the snapping goes all over the place. I have opened a new file and put some loop cuts on a square and it works no problem, but in this 1 project try to snap 2 vertices together and it will jump to anything but the one I want.
Any ideas what to look at?
Thanks.

I think I didn't explain well enough as pictures show below if I double g and slide the 3 pixels to the other 3 when I click the mouse everything jumps over to the right. How do I stop it? and what's going wrong?


texts: I have several objects that need to be in the same scene layer and same render layers, but I want objects with a specific material to ignore a specific light. Is this possible?


texts:
This is an really basic question, but I have been trying to solve it for for 45 minutes. Here is the blend file with the setup.

I've tried this Why doesn't the road follow the curve?
but it did not work.
The curve modifier, and above the array moddifier, with all the correct parameters, did not work.
Three possible scenarios:

The plane just disappeared
It go scaled massively
Even with applying the transforms, it still did not work.


texts: How to make a button that creates a custom mesh via python scripting

texts:
Im sure others have asked this but I havent found anything perhaps I am using the wrong keywords, anyway...
Lets say I have sculpted a custom mesh (for example a 3d smiley face). How can I then access that mesh via python code.
I can make a button to create a cube like so:
row.operator("mesh.primitive_cube_add", icon='CUBE')

Now I want to make my own custom smiley face every time I press the button. I assume I have to save my mesh in a certain format or something, then extend the mesh class, and then load my mesh into it somehow?
so I want to create this
row.operator("mesh.my_smily_face_add", icon='CUBE')

Any help would be much appreciated!!!


texts:
I have made this image :

As you can see there is something wired going on with the liquid of inside the glass, in fact, I'm doing a fluid simulation here, it looks like the mesh of the fluid doesn't match the mesh of the glass, so I think that's why we have this cloth look here, any ideas on how to make the liquid more realistic ?

Also, I thought the color of the liquid would be more visible in the shadow, but it's not that much, do you know how to fix this ? (I'm using the glass shader, with Cycles).


texts:
How to launch render from command line with load trusted option? I haven't found any keys for allowing launching of scripts in a file:

   $ /opt/blender-2.73-linux-glibc211-x86_64/blender  -b ./v/Scenes/10/sc10.blend -o //out/ -s 064 -e 126 -a
   ......
   skipping driver 'frame', automatic scripts are disabled
   ......

Is there any way to launch scripts, if I don't have an active GUI and can't set the "autorun scripts" parameter?


texts: How can I do glowing halo particles/special effects in Cycles?

texts:
Now, I've been wanting to create special effects in Blender (Cycles), but I don't know how to do it.

For example (just a picture I googled):

Or:

I can't figure out how to do this in Blender (specifically Cycles). Blender Internal had the 'halo' material, which would be one step ahead concerning special effects I suppose, but you don't get half the capability Cycles has.

I've been fiddling around with a lamp/light emitting object, and a sphere/other mesh with a volume scatter volume input, but that doesn't have very advanced results, and is incredibly grainy when rendered, unless you head upwards of 500 samples.

For example, this was a simple point lamp with a strength of 100 and a very large UV sphere with a volume scatter volume input. It took 15 seconds to render (at 150 samples) and still doesn't give me satisfactory results.

Is there any way to do special effects like this in Blender (especially Cycles)?

Thanks, Flaeon.


texts: Why my scene does not update when I change render properties?

texts:
At this point in Cycles, OptiX does not support AO and Bevel nodes in the shader editor and displays CANCEL in the viewport, so I wrote a script for switching between CUDA and OptiX.

I also wrote the code to mute the AO and Bevel nodes by fetching all the materials in the scene, but for the question, I extracted only the problematic parts:

import bpy

purpose = 'unmute'
#purpose = 'mute'

if purpose == 'mute':
    bpy.context.preferences.addons["cycles"].preferences.compute_device_type = 'OPTIX'
    bpy.context.scene.cycles.preview_denoising = 'OPTIX'
elif purpose == 'unmute':
    bpy.context.preferences.addons["cycles"].preferences.compute_device_type = 'CUDA'
    bpy.context.scene.cycles.preview_denoising = 'NONE'

I've taken a GIF to clearly show the problem. The script works fine overall: Mute/unmute for all AO, Bevel nodes in the scene, None/OptiX AI-Accelerated for Viewport Denoising option in the Render Properties tab and CUDA/OptiX for user preference device options. However, viewport denoising is not really reflected in the scene.

Q: Why this is only working when I manually click on the option again?


texts: texture paint, assigning material trouble

texts: when i'm trying to assign material, this happens:


texts: I want to create a new material based on an existing material. For that a need a copy of the existing material as a starting point. How can I make such a copy?


texts: Is it possible to print to the Report window in the Info view?

texts: I wonder if it is currently possible to print or send messages to the Report window in the Info view? this would be quite useful sometimes.


texts: Just opened my project and it looks like this

texts: Yesterday when I saved it was ok but now it looks horrible. Also when rendering it looks normal so its a viewport bug but its hard to work with something like this


texts: Using Cell Fracture the object that is supposed to break, explodes or breaks before impact

texts:
I found a lot of similar questions about the Cell Fracture add-on, but all with different issues.
As you will notice from the screenshots, (Blender version 2.83 LTS) between frame 125 and 126 you can see how Suzanne explodes just before the impact of the spiked ball, although she has set the Margin to 0.0001 as well as the shape has been set to Mesh and not Convex Hull. Below, following some tutorials, I also followed the advice to fix the bug of the chain that breaks, decreasing the speed and increasing the steps per frame and the solver iterations (unlike version 2.92 for example, which terms change to '' substeps per frame '').
Let me know and you need the file which in this case I will load it.
Thanks in advance.


texts: How to save a texture paint material as png image?

texts:
I made a texture with Texture Paint, but it didn't work out as expected, so I want to edit it in Photoshop, but when I want to open it in Photoshop a error message is shown.
Here is how I tried to save it as png file: UV/Image Editor > Image > Safe as Image
Like I told you, it didn't work. Could somebody tell me, what I'm doing wrong? Is there even a way to do this?


texts: How to eliminate holes/bubble inside the volume of an object with blender

texts:
I’m a beginner and I obtained my object, a mandible, from the CT-scan of a patient.

The problem is that inside of the bone tissue there are areas denser than others. To obtain the .stl file I have to decide which range of density value I want to include in my object. That fact results in an STL file with some holes bubble inside the volume.

To explain it better I could do an analogy: the volume that obtained is similar gruyere-cheese: outside the surface is smooth without any interruption inside there are a lot of bubbles/holes.

I can’t correct this problem during the transformation from CT to stl, so the question is: Do you know a method to fill the holes/bubbles? I don’t want to do it manually point by point because it will take hours.

I thought that I could make a hollow shell only of the external surface and fill it but I don’t know how to do it.

If you have other solution faster or smarter let me know.


texts:
I am trying to simulate fluid flowing in the top and out the bottom of a tank through pipes. A little like in this picture:

At the moment, the top inflow seems obstructed for the first few frames and then flows in an unrealistic, obstructed way. Please see the gif:

If you look at the top pipe, it is not flowing smoothly.
I've tried rotating the inflow object in the top pipe (90 degrees), checking the surface normals are all pointed outwards and giving the inflow a slight positive Z initial velocity and none of these seemed to make a difference.
It might be worth noting that when I run the animation without baking the mesh I see just a small amount of fluid flow along the bottom of that top pipe.
I am new to this so forgive my ignorance!
I think I read somewhere in the manual that if you have multiple fluids in your scene you're supposed to design them separately and then combine them later? But I didn't understand it really and now I can't find that part of the manual!


texts: blend file opens with default cube instead of file's objects

texts: I am working on a modeling project in Blender 2.8. yesterday, I saved my progress and closed. now, when I try to open that file, it shows the default blender scene with cube,camera and light. I tried pressing Alt + H, nothing is hidden. An usual new blender scene is around 500 kb. But my file is 6.5mb. But can't see my objects. please help me.


texts: Video editor Speed Control adds extra frames?

texts:
I've got a small clip (that is a chunk broken off from a larger clip), say 32 frames that I want to run at 1/2 the speed in the video editor. I apply the speed control effect to it, check the box with "stretch to input strip length" and then change the strip length to 64. However, when I play the clip it plays the original 32 frames normally, and then just added 32 more frames from the larger clip the smaller one came frome.

How do I make the original 32 frames run at 1/2 speed and not just add more frames from the original source? Am I doing something totally wrong here or maybe a missed setting?

Thanks in advance for the help


texts: How to create UV and texture for egg shaped model

texts:
I've searched and toyed with this for quite some time. I have a penguin who's body is egg shaped and I'm trying to do the UV and texture for it. If I use projection from view then it comes out nearly OK except for a few areas (see image). The problem is that it seems no matter how I change the UV's vertices I can't fix the offending areas.
I'm hoping someone can help.
Thanks!

Front view looks fine


texts: How to Combine Textures in Cycles that have been Projected from Different angles?

texts:
I'm looking for the texturing method in Cycles, similar to the texturing method in Blender Internal Render. So i have two questions about this process:

1)How do I combine textures in Cycles that have been Project from View-ed from different angles?
2)Is it possible to "draw" the overlap area of the the textures through the Texture Paint in Cycles? How to draw an alpha-channel for the textures or how to clone one texture over the other in Cycles?


texts: Basically my task is to generate Color Ramp over 3D model. My confusion is in term of 3D Texture Coordinate that does not rotate and also if I were to use MODULO, the modulation stays under 1 Blender Texture Coordinate Unit. Instead of nicely scaling.


texts: Create a Gradual Gradient with Gradient Texture Node

texts:
On a texture painted character, I would like to have a gradual fade from light to dark.
But on trying all interpolation modes with the Gradient Texture Node, the gradient is still quite sharp.
How can one create a gradual gradient with the texture node?


texts: Textures appearing different in Edit and Object mode, need hints on fixing

texts:
So I build this object, fixed the UV Mapping kinda. It looks perfectly ok in edit mode but glitches when switching back to object into an unfixable mess. Hope anybody can help me out with this one. I saw someone else had a decimate modifier on top which was causing the problem, when I apply the Bevel Mod the problem stays exactly the same: Looking perf in edit. Looking trashy in object mode.
here are some pictures:


texts:
What Rigify says: bone heat weighting failed to find solution
Link to Blender File: https://drive.google.com/file/d/1AD9et6EeyW-XUqjdeScG14I_zQGboqWl/view?usp=sharing
Can't connect the rig to the mesh I've tried everything I know


texts: Where can I change the color of the vertical tab labels in Blender?

texts: Where can I change the color of the vertical tab labels of the N-panel in Blender? (red marked square)


texts: how to manipulate objects using Seed button in real time

texts:
I cut a mesh into some random (N number) shapes. I also used random.seed(). So every time I run the code, I get new set of patterns.

Now, I want to do it with "UI Panel" with some variables as input buttons (such as MyInt, MyFloat, dropdown list, etc; don't know, if they are correct), so that I can change them accordingly and get their results in real time.

Small example: If I change the seed value and run the code, I get another pattern. So this pattern changing should be get done with seed button in 'UI Panel' in real time.

If my question is not clear, I will be eager to modify it and make it more understandable.

This Gif image shows a "Plane" divided into 4 new Planes as specified by:

percent_list = [40, 40,10,10]

I also highlighted:

random.seed(3)

So, if I have a Panel like in Gif which I have edited in Ms-Paint. Whenever I change

bpy.props.IntProperty(name="seed")

value, it should change the random.seed() and eventually change my Plane object in the scene.

I hope my question is now clear. or?


texts: 2 objects use the same mesh; how to separate?

texts:
I don't know how I ended up with 2 objects that share the same mesh (Cube.143) in my bench model; I want to have a unique mesh for each. Suggestions welcome. thanks

ps: I can't find any apparent linkage between the two objects.


texts: How to apply texture to a plane in blender 2.76?

texts: I had UV unwrapped a plane, and added a texture to it. After that, when I opened the textures tab, it was empty, and there were no options. When I go to texture mode, the plane has textures. However, when I switch to rendered mode, the plane becomes textureless. How to fix this issue?


texts: Why are extra faces deselected when deselecting vertex groups?

texts:
Subdivide a cube and assign 4 faces to a vertex group.
Assign the whole cube to another vertex group.
Select the whole cube with a click on vertex group 2.
Try to deselect the 4 faces with a click on vertex group 1,
but a lot more faces are deselected.


texts:
This question could be too wide but, Is there a method to control and prevent deformations while you are creating a rig? In other words after assigning each bone to one or more vertex groups, can i control the strenght and the relation between them (the bone and the vertex groups) with specific tools in blender?

P.S. except weight painting

I was rigging an human character and i have just ended the armature. I thought i have done a good job but when i started to animate the mesh here the deformations come.

I'll focus on 4 points where i can't control the mesh:

and this one (in particular there 2 points are the hell for me)

I can't control the deformations that happend while i'm trying to animate. Many people tell me to use weight painting but i think it isn't enought to resolve the problem. That's why i asked this question: there is a method to control deformations? I saw videos where they don't use automathic weight but empty groups

and assign vertex groups to the bone manually. I tried it but it's too complex for a rig like that or simply i'm too lazy. I can't find a real exit from this situation.

I add a picture of a deformation


texts: in 2.8 it looks like my cursor orientation is set according to view. How do I change that to face/normal.  When I click on an object I would like it to orient according to the normal of the surface.


texts: using particles to create pumpkins how can i get them all to emmit the light from inside

texts: i created a pumpkin to use as body for particle system but i can’t get them all have light emitting faces can anyone tell me how to do this please iv tryed control + j but as the light is not mesh they will not join


texts: RuntimeError and TypeError when trying to call wm.event_timer_add

texts:
I'm currently working on a script for blender and I used the Modal Timer Template.
The problem is that one line is constantly giving me errors.

Here the source code:

def execute(self, context):
    wm = context.window_manager
    self._timer = wm.event_timer_add(0.1, context.window)
    wm.modal_handler_add(self)
    return {'RUNNING_MODAL'}

And I get the output message:

Traceback (most recent call last):
    File "/home/tobias/Datenablage/Programmieren/python/Artnet_Visualizer/Blender_implementation.blend/sniffer_timed.py", line 62, in <module>
    File "/home/tobias/Temp/blender-2.80-f36efe0e2ad-linux-glibc224-x86_64/2.80/scripts/modules/bpy/ops.py", line 200, in __call__
        ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
    File "/home/tobias/Datenablage/Programmieren/python/Artnet_Visualizer/Blender_implementation.blend/sniffer_timed.py", line 41, in execute
TypeError: WindowManager.event_timer_add(): required parameter "window" to be a keyword argument!
location: /home/tobias/Temp/blender-2.80-f36efe0e2ad-linux-glibc224-x86_64/2.80/scripts/modules/bpy/ops.py:200

I'm kinda new to scripting in Blender so I have no idea what I should do.

Thanks for your help


texts: Cycles render HDRI lighted object on a 2d background image

texts:
I am currently attempting to render a picture with a regular 2D picture (not as a plane), composited onto a HDRI lit object. How can I render where the 2D picture is output, and the HDRI only for lighting?

Thank you for reading


texts:
I'm starting to get familiar with photorealistic rendering and node-based textures. Currently I'm working on a cable and would like to know how your approach would be concerning this little bumps and uneven parts. sure, I could sculpt it but is there maybe an easier way of doing it with a noise? What sort of would it be than?

Thanks :)


texts: How to move using precision at a random angle?

texts: In my screenshot I rotate the whole object in edit mode (any random angle so the axis won't line up with the grid). I want to add a segment or edge (blue line in the screeshot). I can do this with subdivide, but how to precisely make it exactly 1 unit from the red edge? What is the fastest workflow? is there anyway in Blender I can hava a custom construction plane?


texts:
I have what most experienced Blender users would most likely consider to a minor problem, but to me, a nearly blind old man with numerous health issues who knows almost nothing about Blender, this is a real show stopper. All I about it is how to set up an Add-on named Blender2SCS, which sets up the program to allow importing, editing and exporting of SCS Software models from Euro Truck Simulator 2. In the game are various companies where the player gets jobs, picking up and delivering cargo in semi trailers. Once properly set up, the extent of my ability is to import company sign models and export them for use as other company signs.

Here's the problem I have. I'm getting very twitchy in my old age. I had just opened a sign model and I twitched, a particularly big one, and I hit the keyboard and the sign model I was preparing to export disappeared. I thought I must have closed it and went to re-open it. Everything seems normal when I open the program, select my Operator Preset, etc. But no matter what model I open, the work area in Blender is all text, which is so small I can't read it. Normally, I would copy it and put it in my text editor and see what it says, but it won't let me copy it. Looking at a zoomed in screenshot of it, I can see it is Python code.

I have no idea what changed or how to set it back to displaying models again. If anyone knows about whatever mode this is and could tell me how to set back the way it was before, I would greatly appreciate it. I know I could install the latest version and start over, but it's possible that Blender2SCS won't be supported in it (it's no longer in development) and I would have to revert back to 2.78c again, so I wanted to see if anyone could tell me what happened and how to undo it first.

Thank you!

James

PS; I did not know what kind of tag this required, and your page for listing them isn't available. So I chose "modeling", even though it may not apply. It wouldn't let me use "settings".


texts: Blender 2.8: switching between Vertex/edge/face Selecttion

texts: How can I toggle between vertex, edge and face selection in Edit mode?


texts:
I want to save a video file and come back to add more to it later, but every time I try saving it it saves as .blend even though I have it as .mp4. So I'd end up with a file named .mp4.blend. In the output settings I set FFmpeg and h264 in mp4, but it still doesnt save. Help.

Edit: I don't want to render the video yet. Everything I read about of saving a video is by rendering it. I just want to save the file and pick up editing where I left off.


texts:
I have been trying to render a diamond. I successfully managed plain stones. But when try working on diamonds set in metal, the effect disappears.

Any suggestions?

This is the image I get without metal.


texts: run Blender 2.49b on Ubuntu 16.04, 64bit

texts: unfortunately the old Blender 2.49b has still some import/export functions that newer versions of blender do not have. So I used this program always besides the newest version of Blender. In the past (until Ubuntu 12.04, 64bit) I had no problem to install old Python 2.6 and than Blender 2.49 worked. Since I work on Ubuntu 16.04 (64bit) I am not able to use old Blender 2.49. Is there any solution?


texts: Bezier-Spline with Python adds unwanted point

texts:
I have a list of points, and want to add a Bezier-spline using these points.

Following is my code:

import bpy

name = "MyCurve"
numPoints = 4
points = [ [1,1,1], [-1,1,1], [-1,-1,1], [1,-1,-1] ]

curvedata = bpy.data.curves.new(name=name,type='CURVE')
curvedata.dimensions = '3D'
curvedata.fill_mode = 'FULL'
curvedata.bevel_depth = 0.045

ob = bpy.data.objects.new(name+"Obj", curvedata)
bpy.context.scene.objects.link(ob)

polyline = curvedata.splines.new('BEZIER')
polyline.bezier_points.add(numPoints)
for num in range(numPoints):
    polyline.bezier_points[num].co = points[num]
polyline.resolution_u = 1

print( len(polyline.bezier_points))

Now my problem is, that this code adds another point. The printed value will be 5 not as I expected 4. The added point is after the other points and is the point (0, 0, 0). This is unwanted behavior.

What is wrong with my code?

My Blender version is 2.70 built 2014-03-19.


texts:
I'm rather new to Blender, and try to learn it to make physics animations and visualise my data. However, I have difficulties getting the refraction working.
I hope I am doing something stupid wrong, but after googling and trying for a few days, I hope the community can help me.

What I want to do is shine a 'laser' (spot light) through a cube that is rotating. Depending on the angle, the spot should move. The steps I took are:
- remove the default cube
- change to Cycles render (although I tried it also with internal)
- add a plane and scale it.
- add a cube, add material, set surface to glass BSDF, set surface to 'Is Transmission Ray'
- add a spotlight, increase the strength to 50000, size 1d, blend 0
- at the render preferences, set the Samples to 2000
- rotate the cube, insert some key frames, and reder it.

The result is that the majority of the light goes straight through the cube, while a minimal amount seems to be refracted (the noisy white dots??). See the figure below. The red dot is not moving when the cube is rotating, while the white dots are.

The .blend file is available here:
https://www.dropbox.com/s/3g8v6bp5s7plx85/test.blend?dl=0

I hope somebody can help me. Thanks for any help!

Bas

update

Thanks already for all the comments. With the Luxrenderer I could make it work, so that is at least a working option.

It still would be good to get it working in Cycles and understand it. There seems to be some discrepancy in the answers whether or not this is possible. A working example might work wonders.

The 'Is Transmission Ray' was tried as I read it somewhere (not the best argument) It didn't change the result one way or the other. The same holds for different values of the IOR.


texts: Blender how to show in outliner only the objects that are on the layer selected in the layers box?

texts: Another way to ask this is how to show only one layer at a time in the outliner?


texts: how do i change 24 fps to 60 fps without affecting the speed?

texts:
i tried time remmaping but that messed up the keyframes and i really dont want to rekeyframe my animation. like when i set 24 fps to 60 fps and put 24 in old and 60 in new the speed is fine but the keyframes end way after. i dont have anything more to put here. this is all that i tried and i searched everything and found only a tiny bit of people who were in this situation.
edit: i'll explain it better. when i time remap my blender animation from 24 to 60 (old: 24 new: 60) and put framerate to 60. the speed is fine but the keyframes in the timeline get very desincronized (if thats how you say it)


texts: Confused as to how World Background HDR works

texts:
I am using 2.74RC but get the same results with 2.73

If I add an Environmental Texture HDR it shows in the World Preview. It also shows in the final render BUT it doesn't show in a SHIFT-Z render although it appears to be "there" because the colours vary if I rotate the scene. Same thing for "Solid" mode if I check "World Background" under the Display tab.

In another model I have the World Background DOES show in "Solid" mode and in a final render but again not in SHIFT-Z (Render) mode.

What is it that I am missing?


texts: converted particles on top of one another instead of simulation position (warning: contains bacon)

texts:
Got some bacon problems.
I'm trying to fill a bag of bacon cubes and things were going well until was time to convert my particles.
I've gather 6 different pieces of bacon in a collection;
my bacon pieces are active collision and rigid bodies, applied transformations, each with it's origin set to geometry;

created a rigid body container with a transparent material and collision physics, displayed as Bounds only;

then I've set a particle system to a plane as emissor;
set to Render As Collection;
set the Instance Collection as my BACON collection;

alright, about frame 50 the container is pretty much filled as airtight packed bacon is supposed to look, so it's time to convert the bacon mayhemness in a mesh I can edit, shrinkwrap another mesh around it to make the 'real' container etc.

but then, when I convert it, all the 3174 pieces of bacon are sent to the same point, one on top of another. things go awry and I can't get my beautiful packed bacon.

the blue selection is all the bacon that was supposed to be in the bacon pack, as in the simulation.
here's the bacon looking like bacon, so ya'll feel motivated to help me! haha

** i'm taking suggestions on how to fill a container with bacon; i'd love to convert all the bacon to mesh, do some cleanup and use it, even if it's over 3k pieces, I was guessing that I could clean it up somehow and use it. i know it's a lot of bacon, but the container wouldn't fill up sooner. lots of trial and error on this part. taking advices!


texts: So I'm trying to build a laser bolt like in Star Wars, and I added a cylinder with an emission texture. The problem is, in Star Wars, the laser bolts have glare, so I added a glare node in the compositing tab. I rendered the image with the camera, and there was no difference.


texts: Can a browser be used as a front end for Blender?

texts:
We are using Blender to do some fairly simple 3D modelling - orientating STL files and doing boolian operations on them. No motion, texture mapping or other such fun stuff, just routine production work.
For this purpose we find the interface to be very cluttered and non-intuitive for people not used to working with Blender. We also want to make our tool available to our customers in a simple way.
One idea which is being proposed is to use a new custom designed GUI interface running in a browser, which then executes the required Python commands on a server running Blender.
Has anybody done anything similar to this?
I'm a bit concerned about the performance, e.g. when the user rotates the object, if t here is too much delay between moving the mouse and seeing the result in the GUI, it will be very difficult to control.


texts:
I want to delete the frames between 100 and 200 from my project and have all strips automatically shift to compensate (thus, pre-delete frame 200 automatically would become post-delete frame 101 without having to manually drag any strips). This is a standard feature in audio workstations I've used; e.g. not wanting the audio between minute 1:00 and 2:00 and using a command to delete that time, automatically shifting all tracks to the start point of deletion.

How can I do this in Blender? (Can I?)


texts: My version of blender has no lenses. Does anyone know why they might be missing? Here's a screenshot. Thanks.


texts:
I have been fiddling around with blender on and off for a while now (I'm still a complete noob.)

My question is about workflow, more specifically what should be done in which order. Obviously you have to model your object first then texture it. But what about stuff like baking? Do I need to do seperate bakes for each thing? Like AO, high poly mesh bake onto low poly mesh? Any help would be appreciated I find most tutorials have little to no explanation about why you are doing things in a certain order and the order is different between tutorials.

Thanks in advance, everyone.


texts: After you create some subtitles for a video in Blender, would it be possible to extract those subtitles in an SRT file?

texts: After you made a video with subtitles on blender, would it be possible to extract those subtitles in a separate SRT so for example if you want to upload the video on Youtube instead of having the subtitles embedded in the video, you could have them on the Youtube window. In order, to avoid creating again the subtitles manually on Youtube itself, an extracted SRT file from Blender would be very handy. Do you think there is such possibility? Thanks in advance


texts: I have a problem duplicating a Mesh and again applying curve modifiers to the copy correctly?

texts:
I have a cube (A1) and a nurbs curve (N1)
I use an array modifier and a curve modifier so that cube (A1) follows the curve (N1) and fills exactly. But I do not apply the modifiers.

I then use SHIFT+D to copy A1, which gives me a new cube mesh, A2. I make a new nurbs curve, N2. I cannot use this new cube, A2 on the new nurbs curve because when I get upto the step of using a curve modifier, A2 just goes all over the place or stretches too big. Why and how and can this be fixed?

I've tried applying rotation, scale and location on everything, tried changing all the modifier settings  and tried multiple times in different ways but cannot get it to work.

I've tried this both on blender 2.74 and blender 2.79 and it's the same thing.

recreated blend file:


texts: FPS drops sporadically, with Gsync turned on, even with just one cube in the scene

texts:
Problem has been ongoing for quite a while. (more than 3 months, can't remember exactly when, sorry)

If I move the mouse outside the current part of blender framerate instantly shoots back up - for instance if i move mouse cursor from "3D viewport" over to "properties", for instance.

Frame drops are down into the single digits.

If fps drops while in 3d viewport, rotating the camera also makes FPS go back to normal (until it happens again)
FPS drop is not only happening when using the main blender window. It can also happen when I have "blender preferences" window open.

I use blender for modeling for 3d print, so I only use the modeling workspace. I most often work on simple models.
I use Solid mode Viewport Shading most of the time.

If I play a youtube video/twitch/netflix on my secondary monitor, while working with Blender, FPS drop does not happen.

If I turn Gsync off, the drops does not happen. The drops do happen regardless if i have Gsync turned on for full-screen, or for both windowed and full-screen.

The reason this is a problem for me is because when the fps drops happen, the 3d viewport especially looks like it's getting a few shades darker gradually. It might also be a trick of the eye as a few flickers are going on, which irritate my eyes.

Anyone have an explanation, or better yet, a solution? (if it is possible to turn off gsync for just one app that would also be nice, but I haven't found anywhere I can set that up)

System:
Windows 10 Home
16GB ram
gforce gtx1660 (6gb) newest drivers, as of typing.
Primary monitor is gsync enabled, but secondary is not.
blender and OS is on a SSD, but blend files are saved on a hybrid drive.


texts: I've followed all the tutorials, tried so many different things. But changing the transmission to 1 just makes the shape go grey. I've turned on refraction in the light settings and nothing has changed.


texts: Blurred interface (wrong interface scale)

texts:
I've just installed Blender 2.8 (also check 2.76 and 2.79) and interface looks quite weird (windows 10, FHD res).

menu bar not visible although application is displayed in fullscreen
mode
bottom of the window is cut and hidden a little bit by windows
toolbar
when I want to click something in the menu mouse have to be a
little bit lower then an element I wanted to click

Mouse was in the red field.


texts: Auto apply a frame to over 50 imported paintings

texts:
I'm new to Blender and making good progress.
In a room, I have over 50 paintings (different sized imported planes).
They all use the exact same frame. The frames are identical in that they're all white with the same texture, same depth etc
Is there a way to auto-apply the frame around my 50 paintings?
Ideally I'd like to do this at the import stage as it's getting very tedious duplicating my frame and then sequentially applying and resizing to each different sized painting.
Here's a screenshot and thanks in advance for trying.

Thanks. P

Yep - apologies. I mean frames as in wooden picture frames.
Here's a screenshot and thanks in advance for trying. 3 frames in a row

They all use the exact same frame.
What I mean is the frames are identical in that they're all white with the same texture, same depth etc


texts: Connecting a texture node to a material node via the Blender Python API for Blender 2.82

texts:
I am a newbie in Blender Python scripting. I am trying to write a simple script to link a texture node to a material node in Blender 2.82. I tried something close to the procedure described in How can I connect a texture node to a material with Python?

import os, bpy

bpy.context.scene.render.engine = 'CYCLES'

# new material
mat = bpy.data.materials.new('mat')
mat.use_nodes = True
matnodes = mat.node_tree.nodes

#new texture
tex = matnodes.new('ShaderNodeTexImage')
img = bpy.data.images.load(<file-path-on-disk>)
tex.image = img

# assign texture to material's displacement
disp = matnodes['Material Output'].inputs[2]
mat.node_tree.links.new(disp, tex.outputs[0])

The script runs with no error reported on the console. Yet the texture node does not show on the 'Shading' panel. Can anybody give me a clue as to what may be the problem?


texts: Is there any possible way to accelerate the python's script execution inside of blender using GPU ?


texts: Convert any 3D Game mesh to OBJ for use in blender

texts:
There are few games that deliver it's own Development Kit so you can decompile and modify the game assets in this case the geometry of the models by converting them to a general geometry file format that almost every 3D modeling software can use like Wavefront OBJ.

However, there are lots of games that don't deliver tools for unpacking the assets and some games even restrict it by encrypting the packages that contain the assets with proprietary encryption tools which you can't find anywhere on the internet to decrypt the packages.

My idea: Every 3D Game, no matter what engine it runs on and how well the asset encryption is, have one thing in common: they use geometry, meshes that has to be rendered by the graphics card.

Is there a way you can get in between the game and the graphics card to take the geometry that has been sent by the game to the graphics card and convert it into a obj file so you can use it in blender?


texts: How to make a light affect only certain objects

texts: I have 2 different lights (yellow area light for the gold watch and purple for the silver one) making 2 shadows on the surface. I want to keep the blended light on the gold watch but take out the blue shadow and vise versa for the silver one. Is there a way to make each light affect its own surface without impacting the other? I'm not good at lighting so please feel free to give me any advice for light setups as well!


texts: Overlapping Border is neither Silhoutte nor Edge Mark

texts:
I want to separate my spherelike object with a freestyle line. I have added an edge mark.

At an unfortunate angle the freestyle edge mark seems to be occluded, but creating the silhoutte of overlapping geometry. I don't understand this, how can I create a separation as in the left and right examples which is visible from all angles.

As pointed out by Mr Zak, I'm am not using any crease. It's just the edge mark and a subdivision modifier (which I also tried applying before rendering).


texts:
How can I set it so that the selected bone in the photo will move the entire rig with it?
Essentially, the selected bone acts like a parent for all the bones in the rig.


texts: Blender can denoise its own animations. Can it denoise a live shot?

texts: I have a drone with a small camera on it which can get noisy even with a rock-bottom ISO of 100. I have been experimenting with color correcting my drone videos in Blender and being able to denoise them as well  in the same program would be quite convenient. Is this possible?


texts: Using own.hit Object List? with ["Near"] sensor

texts:
When using  own.hit Object  List  how  do  you  print  out  the  chosen  item.  I mean  how  do  you  go  thought  the  list  with  the  python  system. Is  it print(own.hit Object List[0],[10])
or  something   like  that?......., and  then  receive  a  print  out . I  could use  the  info. i need for the a.i to chose the farthest object and track_to it trying to use Near sensor.


texts: Copy animated viewport color to another object

texts: I have animated (set keyframes) for the viewport color of an object (cube). Now I would like to copy the animation / keyframes of the color channels to another object (cube.001). But I don`t want to copy other channels (like transform,...). How to do that?


texts: I have created a 3D model in blender with an background image, but when I render it, the image disappears. What do I need to do?


texts: Solved - Pop Up Dialog gone after insert a Object/ Mesh when click in free Space then, how to bring it back?

texts:
Win 10
Its a Beginner Q.
How to get this Popup Dialogbox back? Or where i can find that Object Parameters?
I insert Object via Shift+A. The Popup instant open also, but if i click in a free Space
the Box is gone and i can´t bring it back by...logical way...click the object again.
Cheers.

I get it.
F9 works for that Setting Box. After eg. "shade smooth" you cant get back this Popup.


texts: Render an object from "all" perspectives

texts:
I have an object at 0,0,0 and want to render an animation with "all" perspectives (or "all" possible rotation combinations of the object) of a camera to that object with a given radius. Its like having a sphere and each face of that sphere is a perspective.

I would like to be able to adjust the rotation steps manually.

I already made one with 300+ keyframes but that is kinda time consuming and not adjustable. ;)

So is there a easy way to do that in blender? I hope that my explaination was not to cryptic...

like this, but the camera perspective is generated automatically: