texts: Renderman works fine but rendering in 'it' just shows 'it' showing 'Empty' and does nothing

texts:
I've been a user of Blender for a very long time (not that I'm skilled though XD ) and while I normally use Cycles or LuxRender, I gave Renderman a try.

I was able to install it successfully, even installing the Maya Renderman even though I don't have Maya, just to get 'it'. But there's a problem.

I modeled a really simple scene:

And while rendering it using Blender's internal framebuffer works,

rendering it with 'it' fails for some reason, and just shows 'it', doing nothing, "Empty" written in its title bar.

Nothing happens no matter how long I wait, Blender becomes non-functional from here on because cancelling the render just takes forever, and I have to force close Blender from the task manager and restart Blender just to take another try.

My Blender version is 2.78a, my Renderman is 21.2, and since I can somehow render images, just not with 'it', I'm sure I installed Renderman and the Blender plugin correctly, but what could be wrong?

Thank you in advance for your support.


texts: Does an HDR environment texture affect the Shadow pass?

texts:
I am compositing a scene using a standard process in Cycles, and it worked correctly as long as I had my lighting setup in the scene, however when I switched to HDR, my Shadow pass seems to become a solid black. Why is this, and how can it be avoided?

My node setup:


texts: I want to learn how to create 3D games using Blender and Godot. First Step would be what steps would I need to create a universe?

texts:
Have basic understanding of Scenes and Nodes.
Things I want to have are:
Black Hole (The Center of my Creation, I hope)
Constellations (Which I plan to orbit around the Black Hole)
Stars or Suns (Which I plan to orbit around the Black Hole)
Planets (Which I plan to orbit around Stars or Suns)
Dead Planets (Planets which do not have atmosphere)
Live Planets (Which have atmosphere and can support life)
Asteroid Belt (Which I plan to orbit around Stars or Suns)
Moons (Which I plan to orbit Planets)
Space Stations (To orbit anything or on the surface of a Planet or moon)
Ships to travel
Playable Characters
and Playable Characters.
Knowing this is more on the Basics, I just need to get a general idea on how to do many of these items or objects and make templates for adding others simply.
Like adding new start from a list of star types, and the same with planets, moons and space stations.


texts:
My pc has a
CPU- Ryzen 9 3950X
GPU- Quadro RTX 5000
RAM- 124 GB of G.skill Trident
Motherboard- Giggabite Aorus x57
SSD- Samsung 970 Nvme M.2 1TB
in it. But, when I use the "Grassgwald" add-on, the frame rates in my viewport drop so much, I cannot rotate my model. There is a huge delay. There is a lot of grass in the seen, it is on a large plane depicting about 100x250 square Feet.
I have installed all drivers for my GPU and they are up to date. I have also made sure Blender recognizes the card. Since it is a Quadro RTX card, I have the option to use Optx as well as Qudo Cores in the options menu. I have tried both, neither changes performance.
To be clear, this happens when I am in the "shaded" tab with default settings. It also happens when I am in the "layout" tab with default settings.
I was lead to believe this GPU could handle this kind of load. Does ANYONE have a solution, or is it unrealistic to expect that much from my set up? please help. Thank you
-Alex


texts: Align complex, non-matching meshes as closely as possible in size, position and rotation

texts:
I have two complex meshes that I want to align with each other as closely as possible. Not in terms of touching each other (as a lot of questions seems to cover) but actually overlapping with each other.
As an example, I want to turn this:

into this:

through a combination of moving, rotating and scaling.
Clearly I can get a rough result by hand (as above), but is there an automated method I could use that does not rely on my own judgement?
What I have tried/considered already:

The align tool will do position but not rotation or scaling, and in fact it doesn't even provide the best position since it is based only on the object origins.
The snap tool will align particular faces but doesn't take the overall shape into account.
Perhaps there is a modifier that will do it? I don't know much about the various object modifiers.
EDIT: In contrast to the simple example given here with Suzanne, my objects don't necessarily come with the same orientation relative to their local origin, so e.g. copying rotation information will not work in most cases.

I also understand that there isn't necessarily one single metric that will tell me the "best" alignment between two objects, as there will be different ways to measure this property. I don't mind that too much - the important thing is having a consistent and automated method.


texts: How to curve cube/rectangular prism along path? Problem with distortion

texts:
Ok, so basically I need to create a low poly cord, where the actual cross section of the cord is always the same square shape/size but it can turn/bend at angles as I choose to model it.

Ive looked/tried tutorials with extrude along path and similar questions but can't get any to work. Rotating various rectangular prisms and aggregating them is messy, and with just dragging the face out I get this distortion on the cross section:

With extrude from cube - only goes halfway :

What is the easiest/best way to achieve this?


texts: I have installed Blender 2.77 on Windows Vista. I enabled F2 add-on but it is not working. I downloaded version 1.7.2 from the add-on site and enabled that too but still did not work. I checked for any python errors in the console but no clues there too. Only when I "disable" the add-on I get message in console "Search for unknown operator mesh_ot_f2" Please note this is on disabling the add-on on enabling add-on I do not get any errors. Request you all experts to guide me how t troubleshoot this or share the solution.


texts: Blender renders same frame throughout animation

texts:
I am learning blender for a few weeks now. And I am trying to make a collision animation using soft body physics for my objects. I am able to see them in action in viewport without issues. But when I render them into an animation, either the animation renders the first frame throughout the entire video output or it gets stuck at some middle frame and from there I see the same frame to the end of the video.
But it also rendered just once using eevee fine. And after that not even in eevee it works.
If I reduce the objects from 20 to 5 or 6 it works fine. Animation renders. Having more objects creates the problem.
Attached the .blend file if someone wants to have a look at it. Please help.
http://www.mediafire.com/file/86igoi9a400xwe7/color_candy-animation_multi_jelly.blend/file


texts:
I have a stop motion video with an audio track. When I select h.264 codec I get a black video with the audio. When I choose mpeg4 codec it works. Also, jpeg-raw produces the video but no audio.

What do I need to configure so h.264 codec works. Do I need to install the codec? I'm running windows 10.


texts: Text information about parameters in the picture (render result)

texts:
I would like to test a few different render parameters like nr of samples on the same scene. It would be much easier for me to be able to actually show the parameter information in the picture as a small text somewhere at the bottom of the image. Is there any way to do this?
I've prepared an example result of what I am looking for:


texts: Resize vertex group using bpy.ops.transform.resize

texts:
I have a mesh with a series of vertex groups, and each vertex group must be resized based on specific proportions (i.e. by a factor of 2, factor of 3, etc.).
The code I've been trying to run is:

However, this scales the entire object.
I've also tried:

However, this creates the attached image
I would like the end result to look like this (which was created by manually selecting the vertices and scaling):
Is this at all possible?
Thank you!


texts:
I have set up a fairly simple scene and have gone through the process of making and animating a sapling. I left it as a curve and applied a material to it. When I hit render, the tree doesn't show at all.

Note that the 'tree' object is NOT the tree I want rendered. That's why it is unviewable and urenderable

I'm using cycles, and even if it is a material problem, the tree should still render just as a blank thing, right? Is there something special I have to do in order for curves to render?

UPDATE

The tree renders fine in rendered view port.

Here is a stripped version of the .blend:


texts: Is there a way to know (programmatically) how many objects are visibile in a rendering?

texts:
i'm new here, i browsed a bit before posting but i haven't found any solution yet. I'm writing a small script to create several random
images with spheres of different sizes and i'm looking for a way to know
how many of them are visible in a render. The final idea is to have a dataset to test some computer vision algorithms such as that i have the number of objects present in each image.
I'm attaching the script so far.

#!/usr/bin/python2.7
import bpy
import bpy_extras
import random
import math

def makeMaterial(name, diffuse, specular, alpha):
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = diffuse
    mat.diffuse_shader = 'LAMBERT'
    mat.diffuse_intensity = 1.0
    mat.specular_color = specular
    mat.specular_shader = 'COOKTORR'
    mat.specular_intensity = 0.5
    mat.alpha = alpha
    mat.ambient = 1
    return mat

def setMaterial(ob, mat):
    me = ob.data
    me.materials.append(mat)

def createSphere(loc, siz, material):
    origin = (0,0,0)
    bpy.ops.mesh.primitive_uv_sphere_add(location=loc, size=siz)
    #bpy.ops.transform.translate(value=(1,0,0))
    #bpy.context.object.location = location
    setMaterial(bpy.context.object, material)

def createScene():
    #Cleaning the scene
    bpy.ops.object.select_by_type(type='MESH')
    bpy.ops.object.delete()

    #Create a material
    materials = (makeMaterial('Red',(1,0,0),(1,1,1),1),
                 makeMaterial('Green',(0,1,0),(1,1,1),1),
                 makeMaterial('Blu',(0,0,1),(1,1,1),1))

    rand = random.randrange(50)
    print ("Number of spheres %s" % rand)
    for i in range(rand):
        location = (random.random()*10-5, random.random()*10-5, 0)
        size = random.random()
        createSphere(location, size, materials[int(random.randrange(3))])

def render():
    step_count = 32

    for step in range(0, step_count):
        cam.rotation_euler[2] = math.radians(step * (360.0 / step_count))

        bpy.data.scenes["Scene"].render.filepath = '/home/daniele/VR/vr_shot_%d.jpg' % step
        bpy.ops.render.render( write_still=True )

#Set a seed to make reproducible
random.seed(32)
cam = bpy.data.objects['Camera']
createScene()

render()


texts: Create a mirror to reflect objects for vfx compositing

texts:
I would like to create a virtual mirror to compose on top of a real mirror to reflect objects in Blender.
This is how I imagined it in my mind: (The mirror completely reflects the object but leaves the original real reflection)

But when I try to do it, it looks like this: (the reflection is dark, transparent, and barely visible)

I'm probably not doing this the right way: I'm creating a glossy plane and setting it as a shadow catcher in the visibility part of the object properties. I couldn't find instructions about this anywhere, so I'm just guessing...


texts: Is it possible to mirror annotations in blender 2.91?

texts:
Question is in the title. I find this would be useful to me because I can't apply a mirror to an object
that has shapes keys. If I could mirror annotations, I'd be able to at least trace the outline of an objects side and move vertices according to the mirrored side.
For instance, I am making eye lids for my character. In Front Orthographic view, I can use annotations to
mark what looks symmetrical to my eye. It got me wondering if blender has a function to mirror the annotation instead. Maybe there is a plug in that does this?


texts:
I'm really new to the program, and it may be that I'm just being stupid. I'm trying to make some pants for The Sims 4, and they're done and all that, now I just need to add texture - but when I click "Unwrap" (and yes I selected everything), nothing will appear in the UV window. I'm really confused. I've looked up several tutorials but none of them are helping because they're really complicated.
I've got the file here if anyone wants to take a look.
It'd be super appreciated if anyone helped me out, I've been ripping my hair out about this for a day now.
https://drive.google.com/file/d/1L7HIfVexjJ3oocXDLqGHoGNrSLR3cJbG/view?usp=sharing


texts: I need to mirror the changes i am doing in the weights of my character from the left side to right side, but when i clic to add mirror modifier , it duplicates the whole body


texts: What would you say is the easiest way of extruding the two faces at the first screen so that the model ends up looking like the second?


texts: How To Make An Object Fade As Another Intersects With It?

texts:
I have a basic cloud texture on a plane, this is my node set-up: https://i.imgur.com/dqLENEa.png.
My question is; How do I conserve this node set up while also adding a geometry intersect fade node set up? I want the cloud to fade to total transparency the closer an object gets to it's proximity. I would also like the object to fade away the closer the camera gets to the plane. And also, this may be a very simple one, but how would I achieve a transparent circular mask over the cloud so that the edges are transparent in a circular shape? Thanks guys!


texts: Keeping the Camera out of meshes in the BGE

texts:
Is there any simple way to have a camera act as a slow parent to an object yet still not go through meshes?

In many 3rd person 3D games, the camera will sometimes zoom into the player to avoid clipping through meshes.


texts:
I would like to connect multiple vertices.
In my example, I would like to connect (with edges and faces) the front vertices with the ones on the back.
I have the same numbers of vertices on each side.

Thank you !


texts: Bump node doesn't produce bump from normal vector

texts:
Why does Bump node loose its functionality as soon as being fed with texture, connected to Normal vector?

EDIT: Using Texture Coordinate's Normal vector doesn't change anything.


texts: is it possible to have realtime semi detailed outlines and inner lines with nodes in 2.91?

texts:
I've decided to use the inverted hull method, but I was wondering is it possible to give abit more detail with some inner lines. I did come a node outline thing, but it's only for 2.9 and for some of the things I have it has to be at least 2.91. So does anyone know how to do this with nodes. Oh, it has to be real time so no compositor and no freestyle.
Something like this but its outdated and doesn't seem like it will be updated.
https://blender-outline-node-docs.netlify.app/
I'm using blender 2.91 and the eevee render engine


texts:
I want to convert 3ds max vray material to blender,however the nodes are quite different.If I want to achieve a two-sided material in vray,I use the node Vray2sidedmtl.In blender I can use mixshader and backfacing.But there is a translucency Tex in Vray2sidedmtl so that I can determines which side (front or back) relative to the camera is more visible in the rendering process,how can I do this in Blender?
If someone tells exactly how to transform vray material to blender,it will be much better.


texts: Set rotation values without applying them

texts:
Is it possible to set some rotation values to Blender GUI corresponding object fields (or any other like location or scale) without actually applying them to the object itself, like some sort of "offset"?

I mean I have script that set some objects to scene, rotate them right but writes its values as (0,0,0) instead of their real rotation values (but I know those real values myself so I could set them BUT without changing object actual rotation)...like let's say object rotation value is 0 but I want to be represented and set visually in Blender rotation fields as 90 - is something like this possible, please?

P.S.: I NEED SCRIPT BASED ANSWERS ONLY


texts: When "is_library_indirect" property of ID's could be set to True?

texts:
Every ID datablock in Blender has an is_library_indirect property (
https://docs.blender.org/api/2.79/bpy.types.ID.html#bpy.types.ID.is_library_indirect)

I wanna know after what user actions it could be set to True.


texts: Getting different (bad) deformation when Importing to Unity

texts:
I'm getting different deformation on some parts of a character in Unity comparted to Blender. Inside Blender the deformation is fine.
Deformation in Blender:

Deformation in Unity:

I have no idea why :(. I have no modifiers on the mesh. Even after applying the multires I'm getting the same bad deformation in Unity. What could be causing this? I'm using Autorig Pro for the rig and export. I've tried many different export settings but the result is the same.


texts: How To Lock A 3D View From Being Roatated ? (2.8)

texts:
What do I need to do to lock my Front and Right 3D views from being rotated?

I am using the quad view (Ctrl + Alt + Q)  in the meantime but I only want to work with front and right views only and the Ctrl + Alt + Q View simply does not allow me to enlarge the views I want to work with.


texts:
I am animating a roulette ball spinning around the roulette wheel using a follow path constraint.  Currently it is doing just what I wanted it to do.

However, I need to be able to keyframe animate the ball to move away from the curve and fall into one of the number holes.

I thought I would be able to keyframe the influence at the point I wanted the ball to leave the curve (ie... 100% frame 200, 0% frame 201)  However when I do this the ball moves to a completely different location.  Unfortunately I can't upload the blend file due to license issues, but I've included some frame captures to try and show the problem.

EDIT    I just wanted to say thanks for all the help on this problem.  The help I got here was just what was needed.  If you want to check out the roulette wheel animation its here  roulettewheel animation  You will find it in the credits towards the end of the video.


texts: how do you spin-duplicate an object to make a grenade?

texts:
I ma making a grenade like this one in the image:

And I have the main bumpy part here:

so I want to spin them to make that shape, but nothing seems to work.
Any ideas?
Thanks.


texts: Uncontrolled scattering while animating blender particles

texts: I defined particles to represent granules. It worked fine in preview but after extracting rendered output (video), the particles scatter randomly. How do i fix this? Thanks in advance!!!


texts: How do I merge multiple animated Armatures?

texts:
I have multiple armatures, each doing its own thing something like this:

I want to merge all the armatures and bake all actions into one.
The problem is if I try to select all armatures and press Ctrl + J, only one of the armatures keeps its action, the rest looses it.


texts: Convert particle hair to anime-style mesh hair and keep all physics animation

texts:
Blender's hair tools are very nice for, well, making hair. I would like to convert hair that has been styled and animated into a mesh while keeping the animation. Export Blender Particle System Hair To Three.Js details converting hair to a mesh, but afterwards the hair is no longer animated by physics. Physics based animation is a must for me in this case.

I'm willing to consider other ways of making hair if I have to.


texts: Method of getting the best Texel Density?

texts:
To be clear, I know how to unwrap and I've watched quite a lot of content on how to do so in efficient ways.  However, I have been putting together some decent-sized buildings for an urban city project I am working on and I am having a lot of trouble with texel density.  Most tutorials on the matter end with the person taking all of the different objects and then combining their UV maps into one.  For me, it feels like even if I get the islands as efficiently packed as I possibly can, my texel density just isn't where I need it to be.

You'll find a screenshot of the project at the bottom of the post.

I am currently keeping each wall section separate and then putting all of the windows together into one map, then applying separate materials to each section so that they come up as separate texture sets in Substance Painter.  I am getting good results doing this, but I am wondering if there is something I am missing...?

Read more below the screenshot for more details on what I've been doing to this point.

Thanks for any help you can give in terms of larger projects and what the standard practices are.  In fairness, most tutorials on UV mapping are working with small objects, so I'm having a hard time gleaning any further information from them.


texts: Problems with textures in Standalone Player

texts:
I am trying to render an object in Standalone player, but textures don't work. However, similar blend file does not have this problem. The only difference I have found is in texture mapping : mapping in problem file is set to "Generated" and in working file to "UV". I tried to switch to UV, but it requires "Map" field. I am confused, why in working file UV map is assigned and it is texture, whereas when I try to assign texture as UV map in problem file pop-up window does not contain any names, except some weird UVTex and UVtex.00. I also tried to unwrap texture in edit mode, but it didn't show any effect.

There was a similar question:
Texture appears in render but not in game engine
But it doesn't say, how to make "UVMap" map.

Could you make some suggestions, what is the root of problem with rendering in Standalone Player? And if my clue is right, how to set UV map?
Problem file : http://www.filedropper.com/problemfile
Working file : http://www.filedropper.com/workingfile


texts: I used the landscape generator to create two mountain ranges.. They go edge to edge and have a weird clipping effect. I want to join them together and have the vertices joined cleanly and look normal. How could I go about this?


texts:
Some times when using a Boolean modifier, it will return the error "Cannot Execute Boolean Operation".

This will often happen with multiple Boolean modifiers.

Here is an example file.

What causes this? How can I work around this?


texts:
Is there a Quick way to import a 6f mesh to use as scale throughout a scene?
Its hard to tell what the scale is when theres not measurements around
and the option to see mesurement in Edit mode is just so limiting,
I just want to know that my mesh is 6ft
or how to make it 6ft so I get a rough idea at a glance


texts: Blender 2.83 Scale SVG not showing visual effect

texts:
I am a newbie with Blender (Version 2.83) on Windows 10. I want to do one simple job: import a SVG file and scale it in Blender.
I downloaded a football image in SVG file format, its name is like: C:\Temp\Brzauca01.svg Now, I open Blender 2.83 and delete the default image, then I import the football SVG file, but I can't see it from Blender. So I tried the following to scale the SVG image.
I typed S, then 5 trying to make it as 5 times as its original size, but I can't see any visual effect.
You can see the Blender IDE after I imported SVG file and after I typed S, 5
By the way, another picture you can see that I can use InkScape 1.0 to show the Brzauca01.svg, it is a football image in SVG format.
Please advice what I should do to show the visual effect for scaling a SVG file.Blender IDE show SVG file after scale


texts:
Every time I render this liquid in a bowl simulation it'll get as far as to tessellating cube.001 3/3.  I've tried lowering the fluid quality and remove its subdivision surface.  I've even recreated the whole fluid part of it.  There is no cube.001 in the hierarchy but when i was modeling i had that but later removed it.  I doubt it but would blender still keep it?  If i use the rendered view it works fine but when I render it just freezes and I have to restart my computer.  My computer is also high end being a Alien ware Aurora R5.  If you can help thank you.

Blend File


texts: How does the compositor interact with the 3d viewer? (Chroma keying movies as planes)

texts: I am still new to Blender. I included movies with green screen on planes and am trying to chroma key them so they aren't green boxes moving around in 3d viewer. I know how to chroma key in compositor but I can't find a way to bring the texture from 3d viewer into the compositor and then take the output back into 3d viewer. Are 3d viewer and compositor even interactive with each other? Thanks!


texts:
When I try to run this script inside blender with viewport set to cycles & rendering, this function does nothing.
How can I correct the issue?
def blockOutAll(hide=True):
    for a in bpy.data.collections:
        for item in a.objects:
            if item.type == "MESH":
                item.cycles.is_holdout = hide

Call blockOutAll()
TIA


texts:
I'm new on blender, I'm not animator or anything like that. I like comics and I was searching a different way to make them. I used blender years ago just for fun, to make a character walk, but, I never did more than that. I saw this on the blender:

I didn't know that blender could do that. I like the mix between 3d and 2d, I'm thinking about trying a comic with that and maybe if I can learn more, a entire short movie or animation. But first the comic.
So how should I start? Can someone recommend me some books or videos tutorial to make that kind of things, put 2d over 3d  (I already know the basic to modeling and texturing.


texts: Shadows not Showing up? Also help with color variation in shaders

texts:
Here is a link to the blend file
Click here to download
I created this set of gumdrops with an array modifier. The Rectangle underneath is shaded to like marble and has a couple of image textures and BSDF settings. It isn't really catching the shadows but the reflections and whatnot are visible. I'm assuming the problem is the shader on the plane but I don't know how to fix it.
I really doubt it's a settings thing or lighting issue. The only active light I got in the scene is an area light with a reasonable amount of watts.
As you can see, in the image the shadows are too "red" when
I try out on a blank plane with no shader adjustments(Exhibit A). Meanwhile, with my makeshift marble shader it looks goofy as well (Exhibit B). Any takes?
I included the blend file and some images.A

B
Heres a pic of the marble shader from exhibit B.

PS. anyways that aside, I also want these gumdrops to be different colors but don't know how to do so because it's an array modifier, amimated, and I dont know where to put the color ramp in my nodes to make it happen.
If any of yall know I'd be very happy


texts: "Dll load failed" error when trying to install Animation Nodes in 2.81b and 2.8

texts:
Not a top notch programmer here, just an artist.  Recently tried using AN with 2.8 and 2.81b but have been getting this error (Image Attached).  Too much to type and I'm not sure exactly what's wrong.

What's the fix for this?  Did I just install this wrong or is it something deeper?

It does work with 2.79 so I'm a bit confused.   Thanks.


texts: How To Create An Ik Rig With A Boneset That Isn't Connected

texts:
I'm trying to create a simple IK rig to make animating for games easier. However due to the bone rotations and it not being connected I encounter issues forcing me to animate in FK.
I found a thread, How can I apply IK rigging with a different kind of rig that explains how to fix my problem however, I'm very confused when reading it. Also as a note I don't want to force connect the bones because it won't import into the game correctly.


texts: How to import external modules from Blender's scripting tab?

texts:
Imagine this simple script below (just a simple example) where I call a javascript file using Naked execute_js.
I can run this from my system command line because I installed Naked using pip.
from Naked.toolshed.shell import execute_js, muterun_js
output= execute_js('D:\\myFolder\\myJavaScript.js)

Now, to use it from inside blender, I downloaded the package so I have all the file in:
D:\myFolder\modules\Naked

In blender, I have this script where I add the path to the Naked files:
import sys
sys.path.insert(0, 'D:\\BLENDER_EARTH_PROJECT\\modules\\Naked')
output= execute_js('D:\\myFolder\\myJavaScript.js)

But I still can't access execute_js.
What am I missing here? Is this not the correct way to do this?


texts: Physically correct render of material covered with another material

texts: What is the physically correct way to setup light shaders for such object as wood plate covered with varnish? Wood and varnish have their own indexes of refraction, however they are kind of a single material now, since you can not split them apart. What is the common practice for such kind of things in Blender?


texts:
I'm not very good at Blender, but I know the basics. But when I tried making my first rig, things didn't go so well.
This is what it looked like before I moved a bone

And then when I tried to move a bone, it did this.

Please help me out here


texts: I have photoscanned a fire hydrant and as all photoscanned objects are, its mesh is a total wreck. So I remeshed it using Quadriflow remesh. But after the remesh was complete, the new object was completely black (left object). I can't just unwrap the object because the textures are baked onto the image for the photoscan and are totally random (as seen on the right.) How do I apply the textures to my new object just like my old object?


texts: restricting area of UV project to projector plane

texts:
I am trying to model a Rummikub tile (well, game eventually) as my first blender project. The tiles are basically a rectangular cube with a dimple where the number is printed.

I created a tile with a dimple by using a boolean difference modifier. I'm now trying to UV project a face (number or joker) onto the tile using a plane from above as the projector. I can't figure out how to restrict the texture to be limited to the size of the projector plane.

Here is what my node graph and modifiers look like:

I should say that the goal is to place the face in the middle of the dimple, if there is a better way than a UV project then let me know. Ideally I could control both the color of the tile and just use some sort of stencil mask for the face shape. So any pointers along those lines would be appreciated as well.

Here is my file and texture


texts: I created a bevel curved surface between a flat and upright plane. Trying to blend that corner and use it as a seamless backdrop to place object in front of it. Like what you see in professional photo Studios.Problem is that I keep seeing that line connection through the camera of the 2 planes meeting each other despite the bevel attempt. Even tried different lighting conditions to 'cover up' the line but no luck.  I have attached 3 images. Any suggestions would be grateful.


texts: How do you texture a large objects without the texure being blurry?

texts: Whenever I add a texture in my large object (a large and long platform), the texture, when viewed close, is blurry. The only thing I can do is use a very large texture. Is there any other way?


texts:
I've watched the tutorials and it deoesn't work in my case!
I've rigged the chap in weightpaint01. If I join the separate parts of him - the coat -the head - the boots etc. the texturing gets messed up. So I've left them separate.....
(maybe I should join everything ans then texture using vertex nodes?)
He needs weight painting - see Weightpaint02
But when I try this I only get one part going blue - there doesn't seem to be any way to get, i.e. both boots as they are interacting with each other.  WeightPaint03

Maybe I'm on the wrong track here but would be grateful for any advice anyone has time to give


texts: Shadow panel missing from Render Properties

texts:
It's been a couple of days since I installed the latest version of Blender and in the Render Properties I cannot see the Shadow Panel in order to increase the shadows' quality.

I searched in the Preferences thinking it could have been disabled but I could not find it there either. Do you have any idea what's wrong?
Thank you in advance.


texts: Apply Auto Smooth and its angles in a script

texts:
I am modifying an Import OBJ script. I want it to make all objects smooth, with Auto Smooth turned on, and with an auto_smooth_angle of 30º.

My edit is as follows: after

for mesh in new_objects:
I have added

bpy.ops.object.shade_smooth() and it works as expected, but

bpy.context.object.data.use_auto_smooth=1 fails me. Any thoughts?

Just do clarify: I want this:

to become this:


texts:
I have this spiral with 5 slots.
Now I'm going to try color combinations for each slot e.g. black as color for slot ground and any other for topLeft. I then render, save the png image and make other changes.
After doing a dozen or more, how can I save these settings?


texts: To create bottle neck by extruding outwards all faces normally?

texts:
I want the portion of the bottle as shown by red arrows in the image.
So I need to do something like extrusion but how to extrude it towards the center and away from the center?


texts: How do I create slices of a topographical mesh?

texts:
I've been trying to create a topographical wire mesh as shown below to convert to curves later:

Here I have a Bisect Tool Cut in Blender, but as you can see, the Tools panel really doesn't have an option to Create Multiple Cuts like I would want:

But heres an example from Cinema4D below, but I know it's possible in Blender too.

I would then like to select those edges and convert them into splines.

Apologies for the confusion.


texts:
I'm currently getting started with Blender and Substance.
Since i wanted to test my materials on a model, i tried to create a grenade as it has both square and circular shapes. However, exactly this is my problem now.

If i want to join both the bolt (cylinder, top left) and the base (truncated cone, bottom) with the body (cuboid, center) i would have to subdivide the body in many parts, resulting in the grid-like pattern which you can see in the first picture.
Connecting them using tris (2nd pciture) results in less additional geometry, but causes more problems later on; most notably when using the subsurf-modifier.

What is the best way to connect the meshes in this situation?
Thanks for your answers


texts: So lets say I have a simple cube and I want to make 10 of these cubes, all lined up right next to each other, with the same distance between each. If I change one of these cubes, I don't want to make the same change on 9 more cubes. Is there a way to basically repeat this cube 9 times, so that I only need to make a change on one cube to affect them all? It's basically like the mirror tool, but used to repeat the model instead. Is there something like this in Blender?


texts: Is it possible to link together meshes with different cloth physics properties? For example, think of a mesh with silk properties to act as a liner in a leather cloak or ribbon streamers 'sewed' to, say, denim?


texts: I recently followed along a tutorial to create a tank in blender, but whenever I try to import the asset into Unity it is in complete shambles. I'll attach screenshots on how it looks in Blender and then in Unity after the import, any ideas why this happens?


texts: How do I get rid of this orange selection box?

texts: All i did was hit cntrl+b... Please help!


texts:
I seem to run into this issue randomly and I'm not sure what causes it. Sometimes when creating a new project or loading an existing project, Ctrl+R will not create a loop cut on my mesh. I've tried the following:

I've confirmed I have "Select Box" selected in edit mode
I've confirmed my keybinding is correct
I've confirmed I'm using the Blender keybinding preset
I've confirmed that both my Ctrl and R keys work
I've tried loading factory settings
Uninstalling and reinstalling Blender

Even when I create a new project, I can't create a loop cut on the default cube.
What am I doing wrong?


texts: Blender Crashing within two minutes of opening even if left untouched after opening

texts:
I'm brand new to blender. I downloaded the newest version from online (2.79.2), checked to make sure I have good requirements for using the program (which I do), I start up the program and literally all I did the first time was move the default cube along the x,y,z axis and it crashed before the minute was up. I could hear the computer running harder for about thirty seconds before the crash.

The second time I turned on Task Manager to see if my CPU was peaking while using the program. It only spiked a little when turning on the program but moving the cube didn't cause any spikes. BUT even just turning it on and not touching anything within Blender at all the program still crashed.
Tried this many many times with the same results, tried an option recommended by other users to change from None under compute devices (system options) to CUDA and picked my card - made no difference. Tried running a python script that worked for someone else and that didn't work. Disabled the intel chipset that was recommended by another user so the computer would only be able to pick the Nvidia Graphics Card for use - didn't help.
Any ideas?
Not sure where I can look for crash logs for this?

SPECS
Windows 10
Nvidia Geforce GT 525M
8GB RAM


texts:
I'm trying to get the path to my addon on the cpmputer with this command:
path = os.getenv('APPDATA') + "\Blender Foundation\Blender\2.91\scripts\addons\Mold_Generator_Addon"

But the text \2 is interpreted as \x07 in Blender console (and as x02 in this browser)
'C:\\Users\\pqj\\AppData\\Roaming\\Blender Foundation\\Blender\x02.91\\scripts\x07ddons\\Mold_Generator_Addon'

Is there a way to force python to write \2?


texts: Uv Maps Faces Objects Materials And Image Texutres.png

texts:
In a nut shell I just don't get it when I start unwraping multiple faces on one object. I don't see how the UV/Image Editor the UV Maps, the Nodes and the materials are logically connected.

If the UV images editor said "You are editing the material named such and such" then I would see what was going on. I don't understand what I am affecting when I click on the UV Maps under data object.

Are the UVMaps connected to the unwrap via osmosis?
(repeated in comment)


texts: How do I make the .mtl file contain a color for every coordinate

texts:
My .mtl file looks like

Blender MTL File: 'None'

Material Count: 1

newmtl Torso1Mtl
Ns 1000.000000
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.000000 0.000000
Ks 0.200000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Torso1Tex.png
map_Ka Torso1Tex.png
map_d Torso1Tex.png

so when I try to import an .obj file with .mtl file into Roblox Studio and this is the reason the object isn't colored.


texts: Is it possible to create or use a panel to control multiple lights?

texts: Even if it's possible to bind all the lights' attributes to one (one controls all), something similar to a digital switchboard would be useful. Does such a feature exist?


texts: Combining materials that already has UV coordinates

texts:
I have 4 models that has separate materials and each models already have UV coordinates.

I want to combine these models to using single material for better performance in games.

Current what I do is just import all models in single Blender file and change to use single material and remap the UV coordinates of each 4 models to take each takes 1/4 of texture space.

This actually works, however there are some lots of precision lost, also it took so much time to make texture each time.

Here's my workflow for this:

Import all models in single Blender file
Remove all materials and create new one and apply to all models
Update UV coordinate of each model to take 1/4 spaces of texture space.
To do that, first I scale down to .5(50%). If texture is 1K size, it should be 512x512.
Move -256px of X and Y. But here's the problem, this is always incorrect position(I don't know why). Mostly I just move the whole uv coordinates to find better position.
Repeat 4~5 until 4 models done.
Save combined model and make new texture from 2d graphics program, such as photoshop.

Is there a shorten way to do this, or is there a better way to do this? It will be really appreciate it give me some advice.


texts: How do I distribute a stand-alone made with BGE (Blender Game Engine)?

texts:
I have created a simple stand-alone using the BGE that I would like to distribute to various people in a manner that involves as little effort on their part as possible.

I can easily create my stand-alone and run it on the machine that I have created it on.  I'm using a PC.

However, when I move the files to another location within my computer, the runtime does not work.  I'm assuming that the BGE needs to know the exact path of the various .dll files to work properly.   I would like to be able send the entire package to a friend and have them unzip (or "install") the package and have it work.

Any ideas?  Am I doing anything wrong?

Thanks!


texts: Rendered image shows visible "line strokes" artefacts

texts:
If I just render the default cube it will look like this:

It is rendered with color depth 16. I can see there are artefacts consisting of visible "line strokes" on some of the cube faces.

The bands seems to not go darker and darker, but alternates between light and dark, or is my eye fooled?

Why?

Edit

Here comes a gradient created by gimp without banding, using the same computer:


texts: My texture isn't being applied. My object remains grey. What am I doing wrong?

texts: I import an .obj model fine (a church) and a .png texture created in Mesh lab. However when I apply the image as a texture, nothing happens. I switch to 'material' mode, but still nothing. I am wondering if I have to use a UV map, but I thought that the texture .png would be applied automatically given that it was exported with the Mesh from Mesh lab.


texts:
Creating a sphere using the points defined by Spherical Fibonacci Mapping.  For the most part it is easy to "skin" by using two consecutive fibonacci numbers as steps to loop on the index. And get results similar to

Here is what I have so far

Edges made by stepping thru verts with 8th Fibonacci number 21 and  9th; 34.

The hassle comes around the poles, so I stopped short leaving a leaflike pattern hole.

The select verts in the image are those that have 3 faces and 4 edges.

verts = [ v for v in bm.verts
          if len(v.link_faces) == 3
          and len(v.link_edges) == 4]

For each of these verts there is a rip. (the two edges with only one face)

split_edges = [q for e in v.linked_edges
               for q in e.verts
               if len(q.linked_edges) == 2]
# sort by length
split_edges.sort(key=lambda a:-a.calc_length())

The desired result will close that split at the selected vert leaving a "T" 3 edge vert with the caveat of leaving the vertex in place. (As it is a member of SF space).

I was hoping to be able to swap the verts from one BMedge to another, but alas...

What other methods are available other than removing two edges adding one and a face?

The spherical fibonacci code can be found here https://gist.github.com/batFINGER/64db074e95b716f839a71882b7efcc50

The sample mesh in q can be generated using:

scene = context.scene
n = 1024
# create a point mesh
sfmesh = SFBMesh(n)
#sfmesh.edge()
# make mesh using 9th and 10th fibonacci numbers
k = 9
bm = sfmesh.bm
bm.verts.ensure_lookup_table()
for i in [k, k + 1]:
    fib = F(i)
    print("Fib number ", i, fib)
    start = fib - F(i-2)
    start = 2
    edges = [bm.edges.new([bm.verts[i] for i in [k, (k + fib) % n]]) for k in range(start, n - fib - 2)]
#bmesh.ops.convex_hull(bm, input=verts)
bmesh.ops.contextual_create(bm, geom=bm.edges)
faces = [f for f in bm.faces if len(f.verts) > 4]
bmesh.ops.delete(bm, geom=faces, context=5)
meshdata = sfmesh.mesh
goldie = bpy.data.objects.new("SF", meshdata)
scene.objects.link(goldie)
scene.objects.active = goldie
goldie.select = True


texts: How to add blurred render layer on top of the other? Screen and alpha over not doing what I hoped

texts:
Ive got this render layer

And this

I want to put the "sun" on top of the white in the first render layer. Looked at a similar case in a book and they used screen, but as you can see it does not work for me (3rd picture).

I can get the sun in with an alpha over, but then the blur gets cropped to the size of the sun in the second layer like this

The result from the two blur nodes are actually bigger.
Anyone have a solution to getting that sun in blurred? I feel like an idiot not solving this


texts:
We have two cars and a rope, made using cloth simulation, that is stretched between them. These cars are moving in opposite directions to each other. The rope should be tensioned when the cars start moving, and then it should be pulled away from one of the cars.

I can make the rope, using cloth simulation, select the vertices at the ends of the rope and add pinning, and then vertex parent them to the cars. But how can I make this tearing of the rope?


texts: Video gets cut in half after adding it to the VSE in 2.77 or 2.77a but not 2.76b?

texts: I add a video to the VSE by adding it or dropping it with all the correct frame rate and length but it gets cut in half in 2.77 and 2.77a. Added the same video without making sure the frame or length was correct in 2.67b and the whole video was there. Is there something new you have to do with 2.77 or 2.77a to add a video to VSE? This happens on a Mac and Windows using 1080 or 4k .mp4 video.


texts: How to shift foward actions using python

texts:
I have two sequential actions, and I want to shift them both foward.
I can list the actions with bpy.data.actons, but I don't know how to modify them.


texts: Mixamo rig bones are messed up when imported to blender

texts: I got a model and a rig from mixamo and when i import it into blender all the bones are pointing upwards. Tried importing it with "!EXPERIMENTAL! Apply Transform" but it didnt fix it. when importing i tried it with "Automatic Bone Orientation" and it fixed almost everything except the toe bones.


texts: Is it possible to project an object onto another object's surface?

texts: What I wanna do is not like a shrinkwrap modifier, but move the the entire object like this:


texts: I'm trying to work with blender in "blender game". While being in game mode some kind of tabs just keep flashing. Constantly switching between game mode and these tabs in picture. How to solve this?


texts: Is it possible to bake from the point of view of the render camera?

texts:
As I understand, when we bake an image it is baked as if the camera is on top of each face. Thus, if I have a material that uses the Layer Weight -> Facing value in Cycles Render, this would not work as expected for the baked image.

See example below:

My question is, is it possible to simulate a similar effect as if I wanted to bake from the point of view of the render camera? If not, any ideas to achieve a result that is close to the rendered view above?


texts: How to connect every vertex of object 1 with the closest vertex in object 2

texts:
The who objects are offset my 1 meter. I want to connect every vertex in the closest vertex in another object by distance. Multiple vertexes may connect to 1

Is there a way to do this?


texts: wm.open_mainfile is causing issues with context.screen.area in 2.79

texts:
This is my first post so pardon any errors in formatting.

I'm trying to create a script that opens a file and links objects to it however when I attempt to link the objects it gives me a polling error. I looked up how to fix it and I found this code.

for area in bpy.context.screen.area:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.view3d.background_image_add(override, name="BG", filepath=r"image.png")
                break

it only works when the following code isn't present

bpy.ops.wm.open_mainfile()

When it is present I get

AttributeError: 'NoneType' object has no attribute 'area'

I have looked all over and could not find anyone else having this issue so I'm under the impression it is a very niche case so any help would be greatly appreciated. Below is similar code without all the extra filler I've written. The code in question is on lines 44-58.

import bpy

bl_info = {
    "name": "Link & Append",
    "author": "Exotic",
    "version": (0, 0, 1),
    "blender": (2, 7, 9),
    "location": "Render > sample",
    "description": "",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "System"}

class SampleMessage(bpy.types.Operator):
    """SampleMessage"""
    bl_idname = "button.message"
    bl_label = "Message"

    def execute(self, context):
        bpy.ops.wm.save_load_operator()
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self, width=400, height=400)

    def draw(self, context):
        layout = self.layout
        layout.label("WARNING", icon='ERROR')
        row = layout.row()
        row.label("Are you Sure?.")
        row = layout.row()
        row.label("Press OK")

class SaveNLoad(bpy.types.Operator):
    """save_load Operator"""
    bl_idname = "wm.save_load_operator"
    bl_label = "Save N' Load Operator"

    def execute(self, context):
        yourpath = "C:\\Your path here\\mother.blend"
        bpy.ops.wm.open_mainfile(filepath=yourpath)

        for area in bpy.context.screen.area:
            if area.type == 'VIEW_3D':
                override = bpy.context.copy()
                override['area'] = area
                bpy.ops.view3d.background_image_add(override, name="BG", filepath=r"image.png")
                break

        directory = "C:\\Your path here\\Cone.blend\\Object\\Cone.001"
        filename = "Cone.001"
        filepath = "C:\\Your file path\\Cone.blend\\Object\\Cone"

        bpy.ops.wm.link(filepath=filepath, directory=directory, filename=filename)
        return {'FINISHED'}

def add_object_button(self, context):
    self.layout.operator(
        SampleMessage.bl_idname,
        text=SampleMessage.__doc__,
        icon='BLENDER'
    )

def register():
    bpy.utils.register_class(SaveNLoad)
    bpy.utils.register_class(SampleMessage)
    bpy.types.VIEW3D_MT_object.append(add_object_button)

if __name__ == "__main__":
    register()

Any help would be greatly appreciated.


texts: Adjusting Freestyle in the Blender compositor

texts:
Can anyone tell me if it's possible to adjust freestyle in the compositor?

I'm using it in my short film and its a drag to actually render the whole thing every time to see the changes I made.

Thanks


texts: What is the difference between a subdivision surface modifier and multiresolution modifier?

texts:
I'm currently modeling my game character in Blender (see below picture).

What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?


texts:
I wish to create randomize action for a walking crowd and even more to learn how to do it with Animation Nodes .
I have some issues to clarify but to start with I cannot instance the character properly.
to make the long story short my question is how to instance with animation nodes a character that is rigged.
As for long story - here's the details of what I did and the attached file:
blend file
a. I could create it with particles (See the blend file Particles collection) - which is less interesting as AN enables many options that I cannot do with particles - randomize the action, collisions etc'.
b. I tried two AN trees, both didn't worked properly.

The Instance tree (the number is set to zero so it won't interfere the other AN tree).
did add the meshes but deformed. As if they instances have some issue with weight paint or Scaling.

The Action tree - gave more or less the same result... {and seems to me a better path to explore as I'd with after to randomize the action, but assigning different actions (from a given pool) to the instances}.

I tried it with different actions, on rigify and mixamo actions... different meshes, armatures. The results were more or less the same. It seems thatthe further the vertices are from the center the more they are distorted.


texts: Can´t get rid of object in render window

texts: The white square and a couple other objects seem to stick in the picture, what ever i try to make them not seen, as my intention is to make only the white cloud visible. In the outliner i have tryed to restrict eny rendering that i just can find of any object from all scenes and as the cloud is a point dencity i have tryed to make the particle render not to render the emitter, i think i findt what object the white square is and restricted both, the rendering and scene visibility, but nothing seems to get rid of the objects´s. Any suggestions what it could be would be appreciated.


texts: Does Switching From Blender Render To Cycles Mess Things Up?

texts: So I've noticed that if I've been playing in Blender Render and I switch to cycles after some mesh objects are created etc. in the the scene that many times NOTHING renders or almost nothing.  Why is this?  Are you not supposed to switch these back an fourth off and on?


texts:
I am trying to use the boolean modifier to cut holes inside the long object that is displayed in the picture. The holes need to have the shape of the 4 diamond pieces that or also displayed in the picture.
When I'm using the boolean modifier with the option difference selected, it only works properly with 2 of the 4 shapes (as seen in the picture).
To my knowledge both the parts are healthy. I already recalculated the normals and removed doubles on both the objects.
I also tried to triangulate bigger faces and subdivided the mesh of the diamond shapes but both resulted in worse outcomes.

I also included the blend file.

Does anyone have a solution?


texts: When I'm doing something with metal node groups, I noticed something with the Fresnel node. When I set below 1, I get a strange result, not the result that really reflects but only a part or none reflects(or refracts). I'm using Blender 2.73 by the way.


texts: How to do a radial translation without scaling

texts: How do I translate this radially without using scale. When I use scale it effects the size.


texts: Real Time Streaming Using IMU Sensors works only when there is an interrupt from keyboarf

texts:
Hi I have managed to rotate an object in blender game engine by streaming values from Bluetooth IMU Sensoe
But the object rotates in real time only when there is an continuous interrupt from the keyboard. i.e constantly hold ('Ctrl+C'). When the keys are not pressed, the object doesn't rotate and is static in the environment.

Can you kindly let me know what could be wrong?
This is my first time using Blender so any advice would be helpful. Thanks


texts: How do I render only the background and the reflections in the plane but not render the actual car?

texts:
I am trying to render only the background and the reflections of the car and I don't know how. In the outliner tab layer 1 is the car, layer 2 is the background, and the rest of the layers are various lights.
Blender 2.9 and in cycles.


texts: How do I add objects on selected polygons?

texts: I am trying to create a primitive pipe and I need to add a small cylinder on each selected polygon (see screenshot) to make rivets. How do I do this ?


texts: Why drivering value from node editor is not working?

texts:
I'm trying to get value copied from one cycle material node to another.
Why it is not working? (in my opinion it should work)?

I'm coping Data Path from one "Value" node:

and pasting it into single value driver:

But its not working. . .

Why?

Here's the full video of the set up:
https://youtu.be/8kmS5WF3JOM

Here's the file with my set up:
https://www.pastefile.com/BOyziq


texts:
I tried the mist effect and the smoke simulation but didn't like the results. What I want to achieve is a static fog like the fog in this picture.

Steady but also moving slowly on the surface of lake.


texts: How to remove "jumps" of trackpoints in Camera tracking when moving them?

texts:
Since I moved my trackpoints I got this jumps where the line of a trackpoint jumps from the red to the green curve(and the other way around).
This happened to points that I moved, so maybe that's the reason. Is there a simple solution, or do I have to replace all these trackpoints?


texts: Why does my obj become transparent when I import

texts:
When I do import my obj files it's become transparent in some part like in the picture
 I try to fix at here but all I can do is changing the subsurface color but I want the texture thing (I already have the texture but don't know how to put it in the transparent thing)


texts: Having some trouble with "Snake Hook" sculpting tool

texts:
I'm trying to get into sculpting using Blender, but i'm having some trouble using Snake Hook tool along with dynamic topology. Whenever i use it, it produces really ugly topology with some long, stretched out faces, which makes it difficult to draw anything on top of newly created surface. Here's what it looks like:
https://thumbs.gfycat.com/DefensiveGeneralCormorant-mobile.mp4
Here i'm using dyntopo with constant level of detail and subdivide only mode. It works better if i only pull out new shapes using short strokes, little by little, but i'm watching some video tutorials on youtube, and people seem to be using the tool quite liberally without issues.
Does anyone know how can i make it produce cleaner results?
Edit: Figured it out, the tool works fine with "Subdivide Collapse" dyntopo mode.


texts: How do I rotate a group of vertices without deforming its shape?

texts:
Does anybody know the hotkey combination to rotate a group of vertices 45° in edit mode without deforming the cylinder shape? I forgot this important tool, I remember that I could constrain the axes with the Alt key.

BTW see below the screen shot to understand better what I would like to achieve:


texts: I'm a beginner at blender. I want to create camera motion in videos with a stationary camera. Things like translating the camera arbitrarily through the scene etc. Can someone please give me a detailed explanation on how I can do so?


texts: How to animate a surface that only emits light when touched by object?

texts: I'm trying to find a way to make a surface (or object) that sort of "reacts" to touch/collision by emitting glowing light around that touched area. Best example would be the scenes in James Camerons "Avatar" where they run through the forrests full of reactive bioluminescenting plants. Basically I need it for an architectural project where I want to add that pressure sensitive light emission feature to stair surfaces to make them interactive and more attractive for the employees to use. Need to make an animation of that under the bottom line. Ideas anyone? Keyframing when touched seems to be a bit unauthentic/ineffective.


texts: Texture Paint, merged objects can not be painted properly

texts:
I merged some pipes and but the texture painting behaves super unpredictable. I can paint all the pipes but not when I am close e.g. The biggest issue is that sometimes I can paint more than one pipe and sometimes on pipe is totally ignored which leads to ugly border (see picture).
I would be so happy about some help! Cheers!


texts: I'm curious how I would bevel this complicated corner to the red lines.  I just can't figure it out so any help would be greatly appreciated.


texts: blue box of death when rendering multiple flame colors

texts:
So Im trying to make an animated logo of an A thats on fire... but Im trying to match the original logo somewhat which has a main flame orange on the A and then blue flames coming up from further down the sides of the A. I learned through other parts of this forum that (I believe) the only way to do two different quick smokes so I can get the two different flame colors is to put them on separate layers... then select both when rendering. My problem is that a mysterious blue box starts showing up (not when I look at the rendered view, but only once it actually renders) completely ruining the output video.

At first I thought it was because on the blue layer I hadnt added anything but the flames so perhaps it just needed its own walls on that layer to reflect off of something within the layer. No luck. I cant find a way to get the phantom box to disappear... and it takes so long to render that you dont find out until an hour or so into the render (it did 30 frames in 7 hrs before I caught it this time).

For what its worth, when I open the video outside of the blender live view of it rendering, it just looks like a box without the blue tint...

Any hints or ideas or suggestions?


texts: Instancing Objects infinte ammount of time?

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I have modeled a modular kit wich consist of 9 objects and togethter around 1127 faces. Togethter places with some instancing of the objects i get one big Module. This Module consists of two floor pieces (all togethter around 25 objects, polycount is still 1127). I have to instance this Module now over 4000 times in my scene.

Shift-D is not an option since it creates a new object and only raises the polycount. Same goss for the array modifier.
Alt-D increases the memory aswell after a time, not the polycount but the procedural shaders are raising the memory. (I guess...)

Either way the viewport gets really laggy...

Procedural shaders are required to randomize location and effect ammount of the material on each new instance. So i cant use Image texture Based shaders.

According to this Post there is a Methode with duplication, but where is that in blender 2.8?
What techniques have been used to repeat geometry or other detail to the infinite horizon?

Any ideas or methods to solve this problem?


texts:
I'm referring this menu:

It's weird that Face, Edge, Vertex and even Add menu all have their own shortcuts, but Mesh doesn't have one. I searched "Mesh" in preference, but even weirder yet, that "Mesh" there is actually "Add" menu.


texts: When I move or scale objects, keyframes are being added

texts: When I move, for example, my camera's view to a different place on the timeline, keyframes are being added even if I don't press i. Same thing if I move or scale an object. It never happened before, so I've probably changed a setting but I don't know which?!


texts:
Autosave no longer saving files.
version 2.91, no addons besides factory checked ones


texts: I'm working on storyboard using grease pencil, in 3d enviroment, but in some shots, it's really hard to make drawing, 3d objects and camera go well. I think it would be nice to be able to add flat layer on camera, just for drawings to be always on top of the shot. I think that option would help 2d animators or storyboard artist a lot. Or if it is and option to do that already, I would be happy to hear how to do that.


texts:
I'm new to Blender and the Python language and I'm trying to extract the coordinates of the corners of a plane track from all the frames of a clip. I'm having trouble even accessing(?) the plane track object/variable. I hover over the text field containing the name of the plane track and it says

...
bpy.data.movieclips["1340wbdc0000.jpeg"].tracking.plane_tracks["pt"].name

I type that line into the console, but then I get the error

Traceback (most recent call last):
 File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "pt" not found'

However, if I enter

D.movieclips["1340wbdc0000.jpeg"].tracking.plane_tracks.active

The console "responds" with

bpy.data.movieclips['1340wbdc0000.jpeg'].tracking.plane_tracks["pt"]

This is really making me very confused and frustrated. What am I doing wrong? Could this be a bug since plane tracking is a new feature?


texts: Can I export an editable vector source file from Blender?

texts:
I'm trying to sell a logo I made in Blender on BrandCrowd. To submit my logo I need to add an editable vector file (ai, eps) or they will reject my submission. Is it possible to export this kind of a file from Blender?
Any help is appreciated.
Kian J.


texts: When going to render mode i can't see other objects only my modeled object

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So i have a pretty basic scene just a cat, a lamp set to sun, a camera and an empty object. But when going to render mode to see how light is falling on my cat i can't see my other objects.

Please help me, if you didn't understand what i said please leave me a comment, thanks!


texts: What values do the --verbose and --debug-value options accept?

texts:
Running blender with either

blender --verbose

or

blender --debug-value

returns Error: you must specify a verbosity level.

The wiki page about command line options does not specify what these options do or what values they accept.

What are some values that these options accept, and what do they do?


texts: Shape Key Keyframes in Dope Sheet Not Appearing (Blender.279)

texts:
I'm making a video game character in Blender 2.79, and I'm currently working on making the facial expressions for special animations in cutscenes. However, when I try and make a new animation in the Action Editor and place down keyframes, the diamond icons that signify keyframes don't pop up.
Is there something I'm doing wrong, and can I fix this issue?


texts: Can I print the manual since I can't follow the online tutorials as the type is so small I am 89!

texts:
Blender looks like a great program, but the online tutorials even with windows magnification the text is too small to read and at the same time work on a project - with only one monitor available.  I am 89!
The main thing I want is type fonts and I could not find any in the program.  So can I download AND print out the manual? Any suggestions to both the "problems" would be very much appreciated.


texts: Any idea why this object isn't smooth at 3 subdivision levels?


texts:
Hi,

I've been using Blender 2.78a on Windows 10 Pro. The problems I'm trying to solve and I search for many solutions around the www is the classical Memory CUDA problems. I use a GTX 970 and batch render as you can see on the image. It has 4 Gb VRam and I use less than 2 Gb for the render...
Seems Cycles can generate the first bucket but when it goes to the second always crashes. I don't understand anything and it's so frustrating for me...
Things I've done:
- http://artificialflight.org/blog/2013/cycles-crash-cuda-tdr-error/
I put 64, 16, 256...
- I have last drivers
- Reduce bucket size

Could anyone help please? Thanks in advance


texts: How to apply cloth modifier/physics only on selected faces?

texts:
I completed my low-poly character modeling today (in one-piece). So my question is, how to apply cloth modifier/physics on selected faces (Given in the picture)? I need extra hanging cloth should animate like a cloth!

I actually tried adding cloth physics when these faces are selected, but it applied to the whole mesh which is turning my model into a cloth :(


texts: Animation of Selected Object Not Show Showing in Editors

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I have been having a problem recently (could it be 2.83?) whereby the animations are not showing the selected armature.

Initially they do show but as I work more and more, the editor will only show the selected bones, until finally none of them will show. Also if the NLA is used at all, it's very difficult to get the dope sheet and the graph editor to show again. Usually by switching to and from various bone groups after selecting the animation icon in the Scene Collection.

How do you get the graph editor back after using the NLA? I have attached the Blend file and a screen shot showing the selected elements resolutely refusing to show in the dope sheet. My work around atm is to export an FBX and reimport it into a fresh Blend file.

Blend file not showing animation


texts: How to start and end an animation assigned keyframes

texts:
sorry if this has been asked already, but how do you make an animation start and end at first and last assigned keyframes rather than specify a frame number for the start and end frames separately?

While working on my character animations, I always end up changing the scale, adding extra elements, etc. of my animations and it's always a bother to go back to the timeline window and set the start and end conditions to what I want. Is there a more convenient way of doing this?


texts: Im trying to do 3d models with diferent pose but when I texture the 3d model and next I try to move the bones or do something, blender stop responding.Only after texturing. I need help. My PC specs:  AMD Ryzen 5 2600 |   RTX 2060 | 8GB RAM DDR4


texts: Im a complete noob at blender and im trying to find node editor but I cant? Could someone just explain the steps to find it please haha.


texts: Is there an addon to enable export of Blender object to an Objective-C header?

texts:
I have used a third party addon script to do this, but it is throwing an error:

  AttributeError: Mesh object does not contain faces attribute.

It complains about the line for face in object.data.faces:

It was originally written for Blender 2.57 and apparently no longer works.
Is there some other addon for 2.70?


texts: I want to export the mesh made with shape keys as obj files. My attempts have resulted in exporting only the basis mesh. How can I export the deformed mesh?


texts: Smoke and flame not showing up in render view mode and in render

texts:
I started making a volcano simulation recently and suddenly, today when i finished rendering my sample animation I noticed that the smoke and fire of the volcano are not present, i went into the file and rebaked the smoke and fire then I went into the render view mode and I didn't see any smoke or fire there either! I should note here that in object view I saw all of the smoke how it should be.
Pleas help me, this is for a school project and i have to hand it in soon.
Here is a link to the .blend file and an image of the final
render:
render:https://www.dropbox.com/s/n3fmv6547mkluc8/0188.png?dl=0
.Blend:https://www.dropbox.com/s/9l9lemt8x23zx3h/Volcano2.blend?dl=0


texts:
Which node should I add to this material to make the structure appear bumpy (mortar inset relative to the bricks)?

I tried various combinations like [Brick Texture] Fac > [Bump] Normal > Normal [BSDF] and [Brick Texture] Fac > [Bump] Normal > Displacement [Material Output] and [Brick Texture] Fac > Strength [Normal map] Normal > Normal [BSDF] and so on, but I didn't find one that had any effect.


texts:
Blender 2.8 is really great. Many thanks for the rework of the UI :)

I have one "tiny" problem. I am working mostly in orthographic view and I rotate a lot during modelling. Every time I rotate I have to press the middle mouse. This press activates perspective view what is annoying especially if zoomed in. (It only activates, it doesn't deactivate). I didn't find how to disable this in the keymap.


texts: How do I apply Displacement map in Eevee? Unlike Cycles, the Output node in Eevee does not have any input for Displacement.


texts: How to create a superior mirage in blender

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I'd like to create a Superior Mirage.
Where by looking at object A, i can see object B, which is hidden behind it, as a reflection above A.

What Wikipedia says about it.
Other images from Google.

Q: Is there some way to do this using ray-tracing or something else?


texts: A material i applied doesnt show up in a render even though its visible in material viewport

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the material hatching doesnt seem to show up in rendered view just the basic colour. I've tried adjusting the scale of the material but its still not visible. this is inspite of the hatching showing up in the material viewport.
Please help


texts: How do I make lamps effect scene locally only to reduce noise?

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I'm trying to achieve photorealistic renders with Image Based Lighting + lamps that should effect the scene locally - only the surfaces around them. In this particular case, the first render was made with IBL + only the one spotlight lighting the logo on the wall: with 60 samples I get close to the result I want.

However, rendering with the rest of the lamps, 1-2 hundreds of point lights that should only effect the surfaces immediately around them (to achieve that I have set their max bounces to "0") noise gets totally out of control in the area lit by the spotlamp. The area lit by the spotlamp, the wall with the logo, should not be effected at all by the rest of the lamps, only by the spot and the IBL, so I wonder why the noise?

Is there a way I can reduce noise taking advantage of the fact that, although I have many lamps, I only need them to have a limited, local effect on the scene?

I attach two more images to help you understand the scene.
I use cycles, blender 2.75


texts: How to stop ambient occlusion texture baking in cycles from only having black and white color output?

texts:
My ambient occlusion bake in cycles for a sword has only black and white color and none of the recognizable grey gradient shading that goes with ambient occlusion. I am using the 'selected to active' option so I've got my low res and high res with detail models all set up. I followed this 'answer', How do I bake a texture using Cycles bake, in achieving my setup.

Here is an image of the bake.

Here is an image of the high res model.

Here is an image of what I'm thinking the AO should look like. It is from a tutorial I am doing on this sword.

Now the sword handle bands from the high res model extrude further out than then the low res model's sword handle geometry. To compensate for this, I enabled the 'cage' option and used an extrusion setting that matched the length of the farthest distance that the high res handle bands extruded out from the low res handle, which is cylindrical only. The rest of the sword geometry comparison between lower and higher res models is almost identical except for some high res scratches and detail sculpting.

I'm basically looking for something I may be missing in the entire setup of models and settings for ambient occlusion baking, in order to get that nice ambient occlusion grey gradient shading on my texture.


texts: How to see a path transform graph for animated object

texts: I just want to see the transform graph for the selected object. For example I want to select one small cube and, after animating it, I want to display the path for this cube in a graph. Like on this image:


texts:
I have a collection of objects that comprise a room. I would like to 'mirror' it on an X or Y axis. While I can accomplish this with an individual object, I cannot figure out how to do it with a collection.
Update: Still haven't figured it out, but I am just going to align my objects individually until I can figure this out.


texts: Multiresolution modifier split face in half

texts: I am a blender beginner and have been working on a Youtube project. I wanted to use a multiresolution modifier but when I applied it, it suddenly split my project's face in half! Please help! Images are placed below.


texts:
I'm new at blender and I'm trying to animate a ferris wheel.
But blender is still very difficult for me and I'm stuck. I made the base and the little cars separately but I have no idea how to let them rotate properly.

Anyone who wants to explain me how to do that?

Many thanks!


texts: How to make this hair not pass through the arms/shoulder on rigging character

texts: I want to animated this character and i'm using wiggle plugin to make hair auto animated but the hair is passing through the arm, and i want to make the hair not to pass trough the arm.


texts: Is it possible to have a Material input node in the Cycles Renderer?

texts: The Blender Render(er) has the so called "Material Input Node", where a previously defined material can be selected. The questions is, whether there is an equavalent for the Cycles Render(er).


texts: How do I convert my 3D models and animations into Virtual reality content so that anyone can view it in 360 degree perspective?

texts: I want to create some entertaining and informational content that anyone can watch in a VR headset that's why I want to know how to convert my 3D models as well as animations into 3D 360 degree viewable format!!


texts: Is there a way to prevent objects from clipping through one another?

texts:
I have a scene I'm working on where my character is getting up and out of a chair continuously, putting their hands on a wall, etc. It's kind of tedious to go through and make sure the actor doesn't clip through the object every time, so I'm wondering if there is a way to get the actor and the chair to interact.
Basically, what I'm trying to do, is be able to push the actor up against the chair and it stop upon making contact. Is this something that can be solved with physics simulations? I'm pretty amateur when it comes to most things with Blender, but physics is a whole other monster I've yet to conquer.
I have vague memories of doing something like this in the past, but I think it was with a singular object and I was only modeling. With this I have multiple objects and an actor that I want to interact with them.
If you took time out of your day to read this, I thank you, hope all is well.


texts: Aligning multiple vetices while maintaining mesh shape

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So I have the below mesh in wireframe and I'm looking from it's right side. What is the easiest way to align these edges like the 2 (or rather 4) on the far right? (edit: edges in red are actually 4 edges a certain width apart, they just look like a single edge because they're aligned when viewing from the side)

I've tried playing around with scaling on the y axis but this will only work doing 2 vertices at a time otherwise the shape of the mesh is lost. Surely there's a more efficient way of doing this and I'm just missing it.

I've also tried selecting the edges and using edge slide + Ctrl to snap to a vertex but the lines also aren't the same shape which I gather is likely my own fault as I'm still getting the hang of shaping meshes still but this may make this a little awkward to do so I'm guessing scaling vertices one at a time may be my best option.


texts: How to cut a mesh outline on another plane

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I'm going to be printing a prop gun in two halves and in order to glue it together perfectly, i want to print an outline mold of the gun so both halves can set straight.

I tried using the knife project tool but it doesn't cut the outline of the gun.

This is what using the tool normally is like:

It only cuts the trigger guard portion.

And this is what i would like to do:

I would like to cut only the outside of the of the mesh model onto the plane in the back, is there any way to accomplish this?

I can upload the file of the half gun if requested.

Here is the finished product, thank you:


texts:
I'm following a tutorial on youtube and one step my version of blender 2.8.2 and his 2.8 don't seem to match up.

This is in the shading section and here's what I have for nodes

and the section I expect to find the displacement option in settings at the right section

not there but on the tutorial it's there


texts: Cryptomatte doesnt output nice clean edges

texts: Is there any way i can have cleaner edges out of the cryptomatte image output ? The outline is just not clean enough.


texts: How to use the Principled BSDF shader to create an old-paper-like material?

texts:
I'm trying to figure out how to make an old paper material in Cycles with the Principled shader.
Something along the lines of the following image, a bit yellowed out and rough, but still whole

This paper, in my render, will also have some text I'll overlay on it, as it is written on it.

I did see a few people also asking around for this, but the only material I found for it was not Principled BSDF (as it was made before it was added) and it doesn't fit the rest of my scene because of it.

Thanks for your reading.


texts: I am going to use some sculpting to give a better shape to a Game Character, so I would like to know if Sculpting may add more geometry, for an instance the F layer brush or the F blob brush.


texts: How to make one value influence another value in the node editor if theres no input socket?

texts: I am currently trying to have a node setup where a value node output is linked to the Mix input of a Glare node. However, there's no input socket for the Mix input, only a number value. Is it possible to have the Value node influence the Mix input anyway?


texts: Blender UV unwrap making too many islands

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I am trying to unwrap the UVs on this object and have marked the seems so there should be 4 islands, however once I click the "unwrap" button Blender seems to make several extra islands, some of which are only one face. I have checked to make sure there is no non-manifold geometry and there is none.

If it matters, I have been 3D modelling for a few years but have only recently picked up Blender. I am more used to unwrapping in Maya but would like to learn Blender. I have tried googling for this issue and have only found tutorials on UV unwrapping, none of which address this specific issue.

Attached is a picture of the model with transparency on so you can see the marked seems, and then a picture of the UVs made after clicking unwrap, I spread them out a bit just so you can see how many small ones there are.

Thanks in advance.


texts: How to center the axis(yellow) on my object(blue)?


texts: Execute a python function whenever the user interacts with the program

texts: Is it possible to execute a function every time the user does something? I want the function to check what the last user interaction was and then, if the interaction was to rename something, to give me the previous name and the new name.


texts: I can only zoom to the center not to where i point

texts: I am really new to blender and i want to zoom and rotate around an object not the cursor at the center.


texts:
Is there any sort of node "recipe" or tricks for making asphalt? I'm making a road and I was wondering if there is a way of using shaders and/or other things in the editor to make it look more realistic?

This is intended for use in Cycles.


texts: Transform cylinder to flat plane - cylinder maze map

texts:
I have object like this:

I want to cut it in half and flatten it to something like plane.
In other words I want create flat map of this maze - all simple ways are welcome.
file:


texts: Can I play my animation in full screen without rendering?

texts: I made an animation and I want to see it playing without all these menus, lines etc. Is it possible?


texts:
I'm making train simulations using rigid bodies and I would like to bake them more quickly so I can tweak parameters more efficiently than before.
Is it possible to force blender to use parallel computation on the gpu or to allocate more space for gpu computation and how would I doing it? (for rigid bodies baking)
Is this type of feature available in instable builds?
I could not find anything on the topic that could help me so I was asking myself if it is even possible in 2.9.
I'll be highly grateful for any help of any kind.
Best regards
PS: i'm also experiencing precision issues as you can witness on the folowing sample:
https://youtu.be/jhZhutF2qaw

EDIT 3:
Here is a video of one of the researchers from NVIDIA that worked on the project where he explains everything
https://www.youtube.com/watch?v=zzy6u1z_l9A

EDIT 2:
i've found this:
https://www.youtube.com/watch?v=F0QwAhUnpr4
https://www.youtube.com/watch?v=CPq87E1vD8k
https://matthias-research.github.io/pages/publications/PBDBodies.pdf
https://matthias-research.github.io/pages/publications/publications.html
It's capable of simulating in real time complex deformations, constraints and more.
Might be useful for my problem if it ends up available for blender.

EDIT 1:
as Rich Sedman asks, following is the setup of the rigid bodies in the scene:
First, I've made the railway as passive rigid body, the modeling was made according to a blueprint I found to have a rough idea of the size.

Then I have my wheels that are designed to fit with the rail. These are active rigid bodies.
There is a bogie that is a simple cube as you can witness on the wireframe screen shot.
The bogie and the two wheels are linked with a Hinge rigid body constraint forcing them to rotate.
The wagon itself is a low poly approximation of the actual train running on the RER A line in Paris (http://www.bianoti.com/rer-a.html)

The two bogies are linked to the cabin via the same hinge constraint, but on the vertical axis forcing it to rotate like intended.
The four cabins are made the same way and connected via the same constraint than with the bogie.
The wheels are motorized with 4 motor constraints that shares parameters with drivers. They are linked with the cabin. Only the two wheels on each extremity are motorized.
The force the motor transmits to the wheels is animated to help with accelerations and decelerations.
Every constraint is made with empties.
The baking is taking around 5 seconds to generate 30 frames. (This is really approximated since I've counted the 5 seconds my self). I'm generating 1600 frames each baking. It's not that slow but if I wish to create more complex scenarios I'll end up with 30 minutes generation which I had for previous version of the train.
PS: the wheels and the rail has been made using mirror and array modifiers
I might also add that the render is made with workbench but i don't think this changes the way baking works.


texts:
I want to use the property value(it's a string) of one object to change the text-game property value of another object(text-object).

For the time being I made the dynamic text to work by just assigning different values to the game-text property of the text object.

I have 2 questions, although the first one is not so important:

Do I need to tick "Text", under Game Settings of the material of the text-object? The dynamic text works even if I don't.
And the important question, can I achieve what I want with logic bricks alone?

I can only access one object's properties(the active's ones, to be exact) when I select both. Any ideas or help on how to do this are appreciated.

Also posted on : blenderartists


texts: Is it possible to inset both faces either side of a mirror line together?

texts: I have a face being mirrored with a mirror modifier. Is it possible to inset it as if I have both selected?


texts: Can I export fluid cache to Alembic with speed vectors (for motion blur)?

texts:
I have exported a mantaflow fluid simulation to Alembic file format, and I want to re-import it and still have motion blur work, but I can’t seem to make it happen.
I have tried turning on multiple geometry samples and adjusting the shutter open/close values, and tried re-importing as a sequence and playing with the sequence modifier, but nothing seems to help.
tl;dr: Anyone have any idea if I can export a fluid cache to Alembic and re-import it with motion blur?


texts: How can I raise the brightness of just the voronoi part of this shader?

texts: I found a voronoi setup that looks kind of like stars. I want to increase the brigthness to make the stars look like they're glowing. If I raise the emission, it can add too much blinding light to the scene however. Is there another way I can increase the brightness of the white stars while keeping the blue the same and also without adding light pollution to the rest of the scene? Below are my images and node setup.


texts:
I was testing some grass shaders and then wanted to add an object on it with my usual Toon Shader Nodes. However suddenly it's only the shadows and no lighting or anything.
I tried the exact same nodes on a fresh file and it works perfectly.
I checked if the normals are flipped, but they're not.
Why is the shader not working in one of the files?


texts: How to paint "Noise Texture" with Alpha Transparency? (Image Editor)

texts:
On trying to paint Noise texture(eg Voronoi) with layer alpha set to "0",Blender paints(brush mode - Overlay) the entire texture (as black) instead of painting only the non alpha values.
Is there any way to paint noise texture with alpha transparency using Texture/Texture Masks?


texts:
I am a complete newbee in blender. I created this object

and want to smooth the inner edge using bevel tool so I have something like that:

But some artifacts in "Smooth shading" occured. What sould I do and how can I remesh my object to delete this strange artifacts?


texts: "tapering" without the modifier or rotating

texts: I only want a single part of the mesh to be tapered without affecting the rest, other than using the modifier, how can I achieve this? Rotating achieves the effect however it slightly distorts the model, and doesn't work at extreme angles


texts: I can't get the hair on my model to render, or even apply color. (Buzzcut)

texts:
I'm trying to give my model a buzzcut. I went through all the proper steps that I know of. Creating a vertex group, all these things with the particle system and everything, but when I go to change the color of the model's hair (black), it turns the entire model that color and I can't figure out why. Additionally, when I render the model, the hair does not appear. I've been stuck on this for three days now. Thanks :)

Add: This picture is what I am now faced with. Changed the color of the scalp and not the hair.


texts: Making trails in a curve mesh created by the Animation Nodes add-on

texts:
I've asked the question before in here: Creating trails using Animation Nodes by delaying the frame of the following polygons . This was for making trails, but for objects only. I realized I want to do it with a curve that was hooked by two empty objects. Since Animation Nodes is not (yet) observing curve hooks, I can't apply the same  method suggested by Omar. I've also tried my first solution

But it didn't get what I've expected, for the curve is changing over time. Here's the result:

The solution that I've come in mind is to create a spline/curve using the add-on to avoid hooking so I could make trails in it by instancing the previous frames. But the question I have in mind now is: Would I be able to create this trails, and filling a polygon between them. (Additional question: If it's possible, how do I fill up with polygons between the created curve edges), if it's not possible, what method could you recommend to create trails in a hooked curve.
Animation Nodes - Animated object trail I've found this article that could help me create this, but I realized it's has a long method so I decided to ask a question first before doing it. Here's the nodes to create curve between two object (there could be a better method than this):

Blend file:

I'm currently using Animation nodes 2.0 in blender 2.79b, but you can answer me in Animation nodes 2.1

EDIT

Now I've tried to do making it myself with Omar's answer, I've tried to loop over the frames using float range in the time info node and plug it into the frame input of "object transforms input" to get the previous transforms of the two empty points I've made. (That's why I used AN 2.0 because it has frame input in object transforms input node unlike AN 2.1)
Now I have the vector list of the previous locations of my two empty points, I don't know how would I connect the spline according to indices of the vector lists, and connect it to "spline from points" node. Here's the nodes: (This maybe wrong XD)

If it is possible to achieve the desired result without the said frame input, it's welcome to be accepted.


texts: How to make interface for add-on with mutipule colorpickers

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I am trying to create interface for this code (look bottom) in Blender.

Python code helps find dominant colors in image. It would be great if color data from program send to colorpicker elements on panel (Blender interface). But I couldn't find information about colorpicker elements and how send data to it.
I am using sys.path.append() to import Pillow (PIL for Pithon 3.X), NumPy and SciPy from Python 3.3 dir.

import struct
from PIL import Image
import scipy
import codecs
import scipy.misc
import scipy.cluster

NUM_CLUSTERS = 5
print ('reading image')
im = Image.open("C:\\Users\\User\\Desktop\\maxresdefault.jpg") #path to your pics
im = im.resize((150, 150))      # resize pics, to reduce time
ar = scipy.misc.fromimage(im)
shape = ar.shape
ar = ar.reshape(scipy.product(shape[:2]), shape[2])

print ('finding clusters')
codes, dist = scipy.cluster.vq.kmeans(ar, NUM_CLUSTERS)
print ('cluster centres:\n', (codes))

vecs, dist = scipy.cluster.vq.vq(ar, codes)         # assign codes
counts, bins = scipy.histogram(vecs, len(codes))    # count occurrences

index_max = scipy.argmax(counts)                    # find most frequent
peak = codes[index_max]
colour = codecs.encode(peak, 'hex_codec').decode('ascii')
print ('most frequent is %s (#%s)' % (peak, colour))

Summing up I want to ask you:

How to create 5 or more colorpicker elements on panel?
How to send data from program to colorpickers? In hex for example...

I would be grateful for any help!

Thank for help!
I have one more question: How create button to execute python code

#Analogue colors
m = bpy.context.scene.color_prop.h + 0.125
n = m - int (m)
bpy.context.scene.color_prop1.h = n

m = bpy.context.scene.color_prop1.h + 0.125
n = m - int (m)
bpy.context.scene.color_prop2.h = n

m = bpy.context.scene.color_prop2.h + 0.125
n = m - int (m)
bpy.context.scene.color_prop3.h = n

m = bpy.context.scene.color_prop3.h + 0.125
n = m - int (m)
bpy.context.scene.color_prop4.h = n


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I am attempting to weight paint my character and after debugging the endless bugs I have found with this new update I used automatic weights as a starting point. For some reason the automatic weight will sometimes end up on seemingly in a random part of the mesh. This is usually just an annoying bug but all you have to do is delete all the weight. However, for some reason this one small part of my mesh near the armpit just won't stop being influenced by the head bone.

As you can see I twisted the neck 180 degrees so that you could clearly see the clipping problem near the armpit circled in red.


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I am having a problem with modeling objects that have curves like ps4 controller, cars, etc.
is there an easy way to do that.


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There are many examples of how to get the Control Points of a Bezier curve from Python.  (For example, with a 2D bezier curve 'b'):

for ctrlPtIndex in range(0, numCtrlPts):
    print("ptX:", b.data.splines[0].bezier_points[ctrlPtIndex].co[0])
    print("ptY:", b.data.splines[0].bezier_points[ctrlPtIndex].co[1])

Is it possible to access the handle coordinates for each of these control points from bpy (python)?

I know that the handle-types can be changed for each control point in bpy, but can't find how to access the handle coordinates.  These are plain curves created in Blender, they aren't connected to any armatures.

Thanks,
Jon


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Hello I have a question about paths. I'm working on string for my longbow but this method that I'm using seems wrong. Is there a better way to do this or should I keep doing in like this?

Curretly using: "Bezier Curve", "Circle" with modifier "Curve"

I will redo string because I've done mistakes but if there is a different easier way please can you share it?

Thanks.


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I realize this might seem a little like some other posts I have read, but I have a slightly different problem. I painted a model and tried a test render. Only some of the colors showed up. A near black one appears to be brighter than a skin colored one. all of the colors are in the same image. I think I have unwrapped everything correctly, as some of the colors show up. Basically, some colors are showing very bright, and others as black. I read somewhere that this might have something to do with the smooth shading and subdivision surface, but I disabled smooth shading and nothing changed. I tried adding the filmic log base encoder but the same result occurred.

In the image here you can see the way the colors are supposed to look. That brown in the render is supposed to be almost black. The red is way overexposed, while the skin is completely black.

Thanks for your help


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I'm trying to fix my low poly topology/shading issue.
Does anyone have any suggestions?


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I have rigged this elephant mesh with inverse kinematic but when I move the leg with the controler bone, the leg bend inward (my goal is to have a leg that bend along the Y axis).

Here are picture to demonstrate:
Here I have moved the leg...

as you can see the leg moved along the x axis and the knee goes outward

I think the problem comes from the orientation of the bone or maybe the automatic weightpaint and the pole bone, does anyone know how I can fix this ?

Here is the blender scene


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I have used a basic template for rendering simple shapes against a blank background.
Load generic blender project, insert shape, change from eevee to cycles, GPU rendered.... no changes to anything else.
When I rendered any shape before the edges came up clean and smooth.... now upon doing the same setup they are extremely jagged, no smooth edges ever now, now matter what shape I insert.
See the image attached for a simple shape, rendered with jagged edges - no changes are made to teh general blender project setup apart from changing to cycles with GPU
Thanks - just confused why from one project set up like this, it was fine, and now all are jagged.