texts:
I am new to Blender and I am learning to render images in cycles.
Someone told me that higher sample amount will increase the quality of the render, but still, after 1600 samples, my rendered images are not in good quality.
Please help me to understand how I can render images in good quality.
I rendered this wall but when I zoom in it becomes blury


texts: Is there a way to highlight a face in the 3D viewport if you have its UV selected?

texts: So I know if you have a face selected in the 3D Viewport, its UV will pop up in the UV editor. What I want to know is, is there a way to highlight a face in the 3D viewport if you have its corresponding UV selected in the UV editor? Sometimes it's hard to tell where exactly the face of the UV is if it's small or if you have a lot of similarly shaped polygons/uv islands.


texts: Is it possible add a texture to a plane in the two-dimensional animation editor?

texts: So I wanted to make a 2D animation about this specific spite of Mario( made by Nintendo) flying through an obstacle course. I added in a similarly 2D plane, rotated 90 degrees so I could see it from that angle. I was going to add this texture to it, but I didn't know how because I'm a newbie, so I tried out making materials with this texture. I couldn't find out how to add the texture to the material itself, however. So then I tried making nodes work, but to no avail. I have literally no idea how I'm going to do this besides what already failed. The 2D editor has no UV mapper, either. How am I going to add this image to a 2D animation?


texts: Why will a background image not show up?

texts:
Can someone please help me thanks!
https://www.the-blueprints.com/blueprints/modernplanes/boeing/19885/view/boeing_747-300/
this is where I got the image from


texts: AlphaMasked images turning pink in Cycles

texts: I still cant seem to get this to work, I have the Image I need of a leaf and am trying to make it transparent. After all of this is set up using a mix shader and transparent shader the image is clearly found by Blender. In the Material view-port you can see the image on the plane, However in Rendered view it comes up with the missing pink colour. Please try and just chuck ideas out of how to help. Any ideas will be tested. Thanks Guys


texts:
I am in a bit of a pickle at the moment, as I can't seem to make those tubes look how they should. I tried extruding from the bottom part of the lamp to try and create a curved tube but it just doesn't look right. Any ideas?

Clearer reference:


texts: Background can be seen through objects, Alpha Over doesn't work?

texts:
I made another post for this earlier but I didn't exactly explain it well enough. On the render, you can see the stars and such behind the planet, as if it's transparent. I tried using the Alpha Over node in Composition like I was told but it didn't work. I was re-directed to another post but
it wasn't really the same thing. My background is another layer and such, as shown in the bottom left. I can't get it to appear in the above so I can connect it to Alpha Over and it won't let me add one to its node editor.

The bottom right is the planets texture and the top is just more detail onto it

Here's the link to the file https://www.dropbox.com/s/m032wc3pg66a7wv/Game.blend?dl=0


texts:
The shadows of the objects seems to be doubling up and even when moving the object around it flickers.

Eevee

Cycles


texts:
I want to make a short animation, of which one part is a drop falling and hitting a surface. Now I want the animation to begin at 300th frame and since I am using the default 24 fps, the start is at 300/24=12.5 seconds. However on changing the Start parameter under the domain settings to 12.5 and end to 15, on baking the simulation simply doesn't seem to happen. But on using the default the animation works perfectly. It's taking the same amount of time and cache memory to bake both the times, so I am guessing the simulation IS happening but somewhere wrong place on the timeline.
Can anyone please help?
Thanks.


texts: 3D Manipulator Axis Constraints not working

texts:
I am a Blender newbie, working through the manual trying to learn modeling. I have found that when I create a new document (reload Startup file), the block object appears with the 3D manipulator showing, and when I click and drag on any of the three arrows, the movement of the block is constrained to the appropriate axis, as I would expect.

But, when I load my working document with some objects I've been playing with, the manipulators do NOT constrain the motion when I drag any of the arrows. The behavior is exactly like I'm clicking inside the white circle, but I'm definitely clicking well outside of it.

I can't seem to find any setting or mode difference that I can change to get the manipulators to work properly. Any ideas as to what obscure mode or setting I could change to restore the axis constraining behavior?

Nothing I have read in the manual suggests that there's any mode or option setting that would disable the automatic axis constraints when you drag on a manipulator arrow.

One possible clue is that I am modeling small objects just a few cm across, whereas the new document's default block is 2m across. Could my issue be caused by zooming in too far?

I have found other ways to accomplish the same axis-constrained moves, but I'd really like to use the 3d manipulator handles, and I'd like to understand why they're not working in my file.

Thanks in advance for any suggestions.


texts: Difference between instance object and object in dependency graph

texts:
I started scripting in Blender not long ago. Even though I have read the API about the dependency graph I still have a question: What is the difference between an instance_object and a "normal" object in the dependency graph?

Following code is from template operator_modal_view3d_raycast.py

  def visible_objects_and_duplis():
    """Loop over (object, matrix) pairs (mesh only)"""

    depsgraph = context.evaluated_depsgraph_get()
    for dup in depsgraph.object_instances:
        if dup.is_instance:  # Real dupli instance
            obj = dup.instance_object
            yield (obj, dup.matrix_world.copy())
        else:  # Usual object
            obj = dup.object
            yield (obj, obj.matrix_world.copy())


texts: How to unwrap a specific part of an object with correct size proportions?

texts: I've created my model, and I've unwrapped it entirely (using smart UV project). I've spent countless hours creating my UV map, and in the middle of my work, I've noticed a bug with the model so I edited it. Now, I have a new part of a model. If I unwrap it in any way the sizing will not be in the correct proportion as the rest. How can I fix this?


texts: Converting from quads to triangulated mesh

texts: I have a mesh that has been created in MakeHuman. I have imported it into blender to apply some python scripts on it. But, they require that the mesh must be triangular. So, my question is, is there any way to convert from quad to triangular mesh in blender or even MakeHuman?


texts: Having trouble adjusting depth of procedural texture with several mixes

texts:
I've been working on a procedural texture for the lunar surface, including craters, surface rocks, and the undulations in the ground. At this point it's for features on a scale of about 1 to 30 meters.

I had something I was satisfied with but added another layer of noise to make the undulations more irregular on slopes. The section of crater it's planned to go on is large and it looked too simple for such a large area. When I did that, the small craters and rocks stopped being visible. I've been trying to adjust it, but now it's barely perceptible when rendered. It looks near to right in Material view, though.

The material has gotten a lot more complicated than ones I've made before, and I'm concerned I'm going about it the wrong way. How can I adjust this so that the rendered texture looks about the way it does in Material view (but rather stronger)?


texts:
By now, I have probably tried every snap-setting that Blender has to offer. I can say that most of them are truly useful. But for the life of me, I cannot figure out a possible use for the Snap to Volume Option.
Sure I have read the documentation which tells me that:

  Volume
  Snaps to regions within the volume of the first Object found below the mouse cursor. Unlike the other options, this one controls the depth (i.e. Z coordinates in current view space) of the transformed element. By toggling the button that appears to the right of the snap target menu (see below), target objects will be considered as a whole when determining the volume center.

Still, what could that possibly be good for? I am completely stumped!
If you know, please educate me.


texts: What could cause these lines in Freestyle Rendering?

texts:
Ubuntu 18.04
Blender 2.91
Skill level: near pathetic
I have a simple shape I'm trying to freestyle and it is rendering extra lines it shouldn't. I've seen this bug and it's not the same, my simple object can be duplicated as below. I've also fiddled about with the freestyle settings a lot and can't seem to eliminate it with any of the settings. I imagine I'm going to have to apply edge marks as shown here. The question is why this is happening (AKA am I doing something wrong?)
To replicate, no other tweaks or settings outside of what is mentioned below, new unsaved blend:

Create a simple cylinder, I used 12" X 2" x 2", rotate 90 degrees Y axis.
Create a second cylinder smaller than the first, 1" x 1" x 4", rotate vertically, both cylinders oriented at 0/0/0
Confirm all normals recalculated outside on both
Use the second cylinder to apply a boolean modifier to the first, punching a hole in the first cylinder
Set up freestyle with a .5px or 1px line
Render in Eevee or Cycles (result is the same)

What I get is random lines that don't appear to be related to the mesh.

At first I thought it was because the vertices of the second cylinder don't "line up" with the first, played around with it and it doesn't appear to be the case. Here is a cap of the edit mode and wireframe, in this one the vertices alternate but there are no stray vertices or edges, it should work fine (???)

I will probably forge on with Freestyle Edge Mark, which will be a bit tedious in the actual project. Can anyone shed insight as to why this may be happening?
EDIT: Per the comments below, I've uploaded a version of this

The interesting thing, this one is only showing a line inside the "hole" as opposed to the additional line along the length as in my original screen captures. Seems to indicate something different in the creation of the two cylinders (????)


texts: Show decimal point digits on Dimensions tool

texts:
I'm trying to work with precise values in Blender and I found this weird thing where the Dimensions tool only shows the full decimal point value when selected.

Now I know I could change the unit scale on the scene properties, but what if I want to work in meters, but in a given object I want to be able to check dimensions more precisely (in millimeters for instance)

Why does it happen? Is there an option to change this?

Thanks.


texts: Material become black when observe from angle

texts: If I observe mesh from acute angle it borders become black. I use PBR materials from Blender Guru.


texts: Make an object tend towards its child's rotation in BGE

texts:
I am trying to build a kind of tank, and for that I made a Body object, having a child Turret. The turret follows the mouse's X axis, and I would like the body of the tank to smoothly rotate towards the turret's rotation while in motion (ie. when w or s is pressed).
However the tank should not rotate while stopped, or moving sideways (a or d then).

I have this code:

import bge, math
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()
obj = cont.owner
child = obj.children['Turret']

rot = obj.localOrientation.to_euler()
rotChild = child.localOrientation.to_euler()

rot[2] += rotChild[2] / 2
obj.localOrientation = rot.to_matrix()

which is connected in logic editor this way:

It works, but not as intended; the roation of the body is abrupt, and it only rotates for the instant I press the key (w or s) instead of the whole time the key is down.
I know my code is partly in fault, maybe I should access the body's angular velocity, but I don't know how to.


texts: Blender rendered animation is not smooth

texts: I rendered a 40 frame animation at 30 FPS with an output of avi jpeg but when I played the rendered video it cuts off and is slow and lags although I played it many times . I also wanted to know does the frame rate affect how smooth an animation is ?


texts: Some images are painted on. These changes will be lost. Continue?

texts:
I get this message when attempting to pack all textures.
My actual question is: How to easily locate those "unsaved" textures?

I did this before with a copy of this file and there were no problems. The difference this time around is that I packed some textures individually. Then I went to the File menu and chose External Data/Pack all into .blend.

Thanks guys,

DPC


texts: how can I change the eyes and add other textures like eyebrows to this model

texts:
I use a Blender page called Build_A_Bod to make my
male and female models as they have a zillion shape keys but I cant figure out how to add eyes and other textures to these models , anyone have any suggestions ? also warning these models are not appropriate for work or children.

https://drive.google.com/open?id=12V-yuW0wzp1i4-q8kD833KoW_wttyoHU

https://drive.google.com/open?id=1Hd8cFDRltZWk8V_FsqKmBnjJfaOh6_dU


texts: Subdivision surface modifier distorts shape

texts: My model looks how I want it to as it is, but when I use subdivision surface seemingly random chunks get added or taken away. How can I prevent this?


texts:
Is there any way to programmatically specify the number of frames for which you want bge to run? Let's say I want bge to run for 5 frames after which I want to modify some game parameters via some script I have. I'm running everything via command line so accessing any sort of control features via the gui isn't an options. Is this possible?

Thanks!


texts: how can i set particles static until collision affects to them?

texts:
I ask novice question.
I am trying to make sand simulation with molecular addon.
What I want to know is how to set particles tobe static until collision object
touch to particles.
When I bake simulation, particles never stop and keep slight moving.
I want sand to be as static until the monkey collied to sand.
I thought about maybe I should use cache, and use from collided frame,
but its also looks strange, non collided  particles are also start moving
from the frame.
I hope for any possible advices. thank you.

I add link to .blend here.


texts: Random placement of cylinders with random orientations

texts:
I need to write a script that randomly distributes spheres (around 300) in a specific space and after the placement of the spheres I need to randomly distribute cylinders(5 times the number of spheres) with random orientation. All the spheres and cylinders should not overlap. After the spheres and cylinders I need to fill a percentage of the remaining space with ellipsoids.
I managed to distribute the spheres without overlapping by generating random locations, but I still have problems with the cylinders mostly because of the random orientation. My question is if there is any way for Blender to return the volume coordinates of an object when it is created, so that I can check for overlaps or if you possibly know any other methods to avoid overlapping.


texts:
I am trying to create a terrain surface for laser slicing.
I have several publicly available terrain surfaces. The surfaces have some overlapping, but the overlapped faces are not same on both surfaces.

I finally want to have an object similar to below without internal surfaces

I tried to extrude individual surfaces, and join. There are internal surfaces remained.
I tried to extrude individual surfaces, and do boolean operation: Object A union (Object B difference (Object A intersect Object B)). There are still internal surfaces.
Can anyone tell me how to do this?
I tried to cut the overlapped surfaces by bisect tool at a specific coordinate (say at certain $Y$) on both surfaces, then extrude and join. but there are still internal surface.


texts:
Is there a python function that sets ortho view such that X and Y axes are visible - the equivalent of numpad 7?

Thanks in advance!


texts: How do i change the size of the box for my collision bounds?

texts: My object always falls through the floor at the end of the box that shows the collision bounds. How can I adjust the size of it?


texts: How to convert .obj to .stl in blender via python script

texts:
I want to convert .obj to .stl in blender via python script.Here is my code.

import bpy
obj_in = '1b3c286bce219ddb7135fc51795b4038.obj'
stl_out = 'current.stl'
import_obj = bpy.ops.import_scene.obj(filepath=obj_in)
print(bpy.context.selected_objects)
for object in bpy.context.selected_objects:
    bpy.ops.object.select_all(action='DESELECT')

    object.select = True

    bpy.ops.export_mesh.stl(filepath=stl_out, ascii=False)

I run the script in ubuntu16.04 shell, and the error was:

(  0.0000 sec |   0.0000 sec) Importing OBJ
'1b3c286bce219ddb7135fc51795b4038.obj'...

  (  0.0001 sec |   0.0000 sec) Parsing OBJ file...

(  0.0131 sec |   0.0130 sec) Done, loading materials and images...
ProgressMaterial not found MTL: 'model.mtl'

(  0.0137 sec |   0.0136 sec) Done, building geometries (verts:621 faces:1902 materials: 153 smoothgroups:1) ...
(  0.0331 sec |   0.0330 sec) Done.

  (  0.0333 sec |   0.0332 sec) Finished importing:
'1b3c286bce219ddb7135fc51795b4038.obj'
Progress: 100.00%

[bpy.data.objects['mesh5_mesh5-geometry'], bpy.data.objects['mesh2_mesh2 geometry'], bpy.data.objects['mesh4.002_mesh4-geometry'], bpy.data.objects['mesh4.001_mesh4-geometry'], bpy.data.objects['mesh1_mesh1 geometry'], bpy.data.objects['mesh3.002_mesh3-geometry'], bpy.data.objects['mesh3.001_mesh3-geometry']]

Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data
Error: Object does not have geometry data

Blender quit

Is there any correct methods to convert .obj to .stl in blender via python scripts?


texts: Simulation of CMYK color space based on icc profile

texts:
I am looking for the best solution for properly preparing printable graphics. At the moment I'm doing a screenshot in "Rendered" mode and then pasting graphics into Illustrator or Photoshop for checking preview. As we know Photoshop allows us to preview CMYK color space by pressing "Ctrl + Y".
This is one solution but choosing the colors and lighting in blender we have to somehow guess which area of the graphics will be able to print faithfully and which is not.
It would be fantastic if blender could simulate the CMYK color space directly in viewport, I mean a mechanism similar to "False color" look used in Filmic color management.

Maybe You have any other suggestions?

Thx


texts: How to use mirror ball to light a scene?

texts:
I'm interested in inserting 3D rendered objects into a real scene in a photo (and eventually video) and using image-based lighting.  I took the following photo of a mirror ball (pretty low-res):

I then tried following this tutorial which was one of this only resources I could find giving step-by-step instructions for mirror balls:

switch to Cycles
go to the World tab
add a Background surface
specify Environment Texture
open the above sphere.jpg
select Mirror Ball
select Vector = Mapping
select  Vector = Texture Coordinate > Generated

This generates the attached garbage.  Why, and what should I do instead?  I'd like to stick with mirror balls since they're much faster/easier to capture than a 360-panorama.  Thanks!

Update: here are the results after following Spencer's answer, before (original) and after—still seems kinda fake (any tips?), but it was fun for a first stab.

Some details:

I just pointed the camera from the front view
I left the background transparent and gimped it in later
I clicked the Smooth button under Shading on the left toolbox or else the monkey looked extremely polygonal
I added Glossy BSDF material on the monkey
I added a Sun light - not sure that that helped actually


texts: How to avoid faces overlapping when bridging edge loops

texts:
I want to create a bottom wall and to do it i add a circle and then use "bridge edge loop"

But the result is strange:

I don't want a face also inside circle (beacause it will be a hole).

I hope can you help me and sorry for my english


texts: UV map no longer working on exported files

texts:
For a couple of years I have used Blender to make simple 3D buildings for use in Microsoft Flight Simulator. I build the objects, create a UV map (usually with SmartUV), the export the object and UV map. The object gets exported as a dae or obj file. Using Photoshop I then texture the UV map and then export, using a separate program, into the Flight Simulator.
Well, all of a sudden the UV map isn't working. When I add the texture in PS it doesn't show on the model. I, as far as I know, am not doing anything differently than before. I am using 2.83. So, I went back to 2.79 to see if it was 2.83. Nope, same same in both versions. I even did a simple cube. Use the smart unwrap, exported them. In PS I drew numbers on the UV map for each face. Nothing shows on the cube after applying the UV/Numbers to the cube.
Any one have an idea why?
Thanks,
John


texts: Lights don't affect my textures while the game engine is running?

texts:
When I'm making a level, the lights perfectly shade/brighten certain areas when the game engine isn't running, but when I run the game engine they don't affect anything at all!

I didn't have this problem with previous Blender Game Engine versions.
I'm using Blender 2.78a by the way if that helps you help me


texts: How to create the distortion of Gas Fumes?

texts: I want to know how to simulate gas that doesn't look like pure smoke. Like the gas one might see coming out the side of a pipe or on a really hot day in the desert. I don't know how to explain it: gas without the smoke.


texts: Preview image in node view using Python API

texts:
I am making a python addon for Blender 2.80 with a node tree format and I want to preview a loaded image in the node itself. I got this idea from the Compositor, the image attached shows the default Compositor view with the functionality I mentioned above.

Is this possible with the current python API? If so, how would I go about doing it?

Thank you in advance

EDIT: Added screenshot of this feature from Compositor


texts: Soft body collisions give missing cache error

texts:
Sounds like I'm having the same issue as this question (Missing cache error) but since that has no answers, I figured I'd post this question with a working example of my issue.

I have a bunch of tubular structures that I build and mesh using metaballs. The issue is that sometimes there is a small amount of overlap between the meshes so I've written a script which uses soft body collisions to reduce the overlap (this may be overkill but I've found no other satisfactory way to do it).

The problem is that when I have more than a couple of meshes, I get this 'missing cache error' being printed to the console over and over again. It doesn't actually stop the simulation but that much printing to the console slows the whole process down.

You can download the .blend file with ten meshes and the soft-body script in it to see the problem for yourself here .

Does anyone know the cause of this error message, whether it actually affects the result of the simulation and how to stop it?


texts:
Just randomly my Ctrl+R Loop-Cut shortcut stops working in Blender 2.82 and won't work again until I reboot my PC.

Has anyone else seen that?


texts: How can I snap my vertex exactly to an edge, if the edge is at an angle?

texts:
So I am relatively new to blender, and I havent found an answer to this yet.
I have two different objects, and I want to snap my new extruded vertex exactly onto this edge on another object, while also extruding it along the global z axis.
I think you can see it in the picture:
I want to snap it exactly to the point where the purple arrow points to.


texts: How to better position a texture on sides?

texts:
Very often when I have to put a texture on something that is a cuboid, I always wonder how I should position the texture in the sides.
I wanted to create a wooden floor and what I did was to unwrap the mesh 1 using the option "project from view (bounds)", and as far I can see it doesn't look too fake 2. But is there a way to do better? How we should unwrap a mesh in order to look nice on the edges?
Thank you for the help


texts: How to parent or constrain baked particles to an object so they follow the object's animation?

texts:
Here's what I am trying to achieve using Newtonian physics.
Emit particles perfectly vertically from a plane.
If I animate the plane, the particles in Newtonian physics will naturally drag behind which I don't want.
I tried baking or caching the particles while the plane was static. So the simulation is locked in the way I like it. But then moving the plane the particles don't follow anymore, and there is no baked particle object I can find to parent or constrain to anything.
Note:
This does work with fluids inside a domain. I can bake a fluid simulation in a domain, then animate the domain object (translate, rotate, scale) and the baked simulation follows as expected since it is baked in the domain space.
Is there a way to achieve similar behavior with other particle systems ?


texts:
I'm very new to blender so I decided to follow some tutorials and at a certain part a guy rotates a plank fine but when I do it the plank deforms, the shear tool and transform tool does the same, I've lost my entire day to this plank
tutorial I was using: https://youtu.be/zH_eZDWCnMg?t=630


texts: blender 2.7 gesture inputs are discontinued?

texts: I use wacom and searching for gesture input methods blender used to have. Please let me know where the option is?


texts: Some parts of my mesh won't allow texture to be applied

texts: Super beginner here.  I looked through the previous posts, but couldn't find this.  I have a series of parallel faces (in this case a shower wall) that I'm trying to apply an image texture to.  There is a shelf in the middle that has faces above and below it that won't accept the texture, yet it appears to that it has been applied.  For these faces above and below the shelf only, the texture won't show in material preview mode.  I have UV unwrapped all of the faces (I realize they are too small based on the image I'm using, but I was just using this to check, and truth be told I don't know what I'm doing with the UV editor very well yet).  Any idea why?


texts: How to make a Emission shader RECEIVE shadows?

texts:
I have baked a floor onto a texture which then I plugged onto an emission shader. However, the floor no longer receives shadows because of it.

However I have a character walking on the floor and I need the character to cast a shadow on the floor. How do I make the emission shader receive shadows?


texts: How do I snap one object into place with the opening of another object? (See picture)

texts: As you can see, I'm trying to put this object into the opening below it. Is there a quick and easy way to do this? The top model is not rotated exactly correctly to match the opening, although the model is exactly the right size so if it were matching orientation it would fit. I'm looking for a way that I can sort of 'click' the top one into it and it will adjust accordingly.


texts: How can I rotate these tracks perfectly?

texts:
So I am trying to create tracks for a Tiger H1 Heavy Tank. I've created a baseline for the tracks so far, my only problem is that I want to rotate the tracks around the wheel/tires perfectly while maintaining the same distance from each other.

I could potentially use a modifier for this, does anyone know what's the ideal modifier that I could use to accomplish this?


texts:
I am new to Blender and am having some trouble with shadows. I am making an image and I have positioned my camera and models, but when I render, there are no shadows on the ground

Please help me as shadows will give my project a more professional look.
Thanks.


texts: When I render a scene once fully, but want to change it, I can't render it again; it just "renders" the previous render.


texts: How to select objects based on materials?

texts:
Is it possible to select all objects that have a particular material assigned to them?

E.g. if I have many objects that use the same material and I want to select them for Copy to Selected, how can I do this?


texts:
Any Alt+S function not working
Yesterday it was working just fine. Today I can't press Alt+S in blender at all.
The functions are bound to the shortcut but, when I press it, nothing happens. In the binding menu I can't even press the combination of Alt+S. Others, like Alt+G, work fine.
It's not my keyboard, I can press Alt S in other programs just fine.
Things I have tried:
Reinstall blender.
Restart pc.
New project.
Remove addons.
Factory reset blender
I honestly have no idea why this is happening.
Blender 2.83
Win 10


texts: How to save an image in UV/Image Editor with grease pencil strokes visible?

texts:
I made a few grease pencil strokes over an image displayed in UV/Image Editor, is there a way to save an image that includes those strokes (except making a screenshot)?

Using "Save as Image" saves only the original picture:


texts: Export 3D model from Blender to .U3D for use in PDF file

texts: .pdf files supports Displaying 3D models, you can view the model from any angle by mouse movements - sort of like looking through the viewport, only the object is fully rendered, "real", etc. This requires a .ud3 file. Blender does not export a .ud3 file. Any alternatives to achieve this?


texts:
I want to cut a model which otherwise would be too big to 3D print in 4 parts .
I use the fastcarve add-on and use a plane to slice the model in 2 in the y-axis (|). When I then select a half and use another plane to slice it in the x-axis (-) the object isn't cut in half. Instead it seems like it seperates the part of the object that overlaps with the plane and cuts out those thin portions. What I'd like is a cut that seperates the upper from the lower portion (from each half).

The same happens when I join 2 planes to make a cutter (see images below).

How can I do this?


texts: Trigger particle emission on collision with another particle system

texts:
I have a particle system A whose particles have been already emitted.

Now when these particles collide with Particle Emitter B, I want B to start emitting particles.

How should I go about doing this?


texts: Weight paint (for particles) not working

texts:
my first post here.
I'm using beta of Blender 2.8 and am a beginner here.
So my problem is during Blender Guru's beginner tutorial on particles, he is able to use the weight paint easily, but when I tried clicking, it still remained blue.

Is it something Blender 2.8 does differently than on his videos? Any ideas? Thanks


texts: Normal map texture not working with cylindrical objects in Evee Blender 2.8

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I've applied normal maps to two surfaces in the attached image. One is the red tentacle looking shape and the other is the blue tube that wraps around the disc. I can't see any texture in those objects. I used the exact same method to apply a normal map to the disc and you can see the texture applied there. I don't know why it works on the disc in this picture but not on the red tentacle or the tube. The only difference afaik between the disc and the two objects that aren't displaying textures is that they are both sort cylinder shaped.

What am I missing or doing wrong?

Thanks in advance!


texts: Using a video from the Video Sequence Editor in the Movie clip editor?

texts: So what I want to do is track a video that I have edited in NLE, but when I click on the movie icon whilst in the Motion Tracking layout, the list is blank.


texts: Any way to maintain particle color when converting to a mesh?

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Ive got a particle system set up to use a plane as the render object and the plane is using the particle instancer texture coordinates so that the particle color is determined from where they emit.
When i convert the system all of the particle meshes just turn black.
Is there any way to make them maintain their color when i convert them? Or an alternative way to make a collection of meshes adopt their color from the points on another mesh? If there is an option that works with eevee that would be even better.


texts: How to draw Object selection with eyedropper layout using Python script

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I wanted to draw this Object selector layout using Python Script
and Retrive the Selected Object Also Apply the Modifier to Selected Object

I have Tried this from the another question asking for same thing
but that is not working

import bpy

class Test_PT_layout_panel(bpy.types.Panel):
    bl_label = "Prop Panels"
    bl_category = "Test Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "output"

    def draw(self, context):
        layout = self.layout
        string_property = PointerProperty(type=bpy.types.Object)
        col = layout.column()
        col.prop(scene, "string_property", context.scene, "objects")

def register():
    bpy.utils.register_class(Test_PT_layout_panel)

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

if __name__ == "__main__":
    register()


texts:
Good day,

I'm making a 3D model of a garbage bag holder. Unfortunately, when I got to the plastic bag, I hit a major barrier. I've been trying to make a cloth simulation to make it look like a bag is hanging.

I did a few experiments to see if I could solve the problem on my own. See below a few screenshots of the issue at hand.

This is the garbage bag stand:

I tried to sculpt the bag, but it looks terribly as I'm not skilled with the tool. But I though to attach this screenshot as it is a useful picture to show what result I'm trying to get.

So I started to do experiments with this ring and the floor beneath.

Unfortunately, it does not go through the ring, but rather rests on it as if it were a table.

Any ideas?

Many thanks,

Karl.


texts: Why is Eevee HDRI lighting much darker than Cycles?

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I'm noticing a drastic lighting difference in the viewport when using an HDRI image and switching from Eevee Render to Cycles Render. Screenshot examples attached. (1st is Cycles, 2nd is Eevee, 3rd is Eevee with increased background strength) Even when raising the background strength in Eevee, it produces a dull, washed out result.

I've heard Cycles renders light much more accurately, which I understand but comparing the lighting in a tutorial I'm following, my issue seems to be more drastic? Thoughts/Insight on what may be causing this?

Thank you!


texts: How would I create a never ending level for BGE

texts: How would I make a city or terrain in the BGE so that when a player gets close to the edge it will generate more of whatever I tell it to, (mountains, roads, etc... etc...). I don't even know where to start.


texts: Camera movement shows in viewport but not in render animation

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I'm trying to render my animation, but the camera movement doesn't show when clicking on Render Animation.  The camera stays still ignoring the keyframes.
I've unchecked the sequencer in post-processing as a question suggested but it didn't work.
The camera movement does show when rendering a single image throughout the different keyframes. But when you render an animation, it lays still in the first keyframe.
I've tried baking the camera animation, but it didn't work either.
It's probably something really dumb but I can't seem to find the solution.
File the file in the link below:
https://www.dropbox.com/s/rtljuyxvcumnhk5/30%20Animating.blend?dl=0


texts: Hide parts of mesh in weight paint mode? (v2.90)

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I'm rigging a fancy coat, and part of the shoulder mesh is hidden by a giant lapel. I hid it for Edit mode (selected the mesh to be hidden and hit H), but that didn't seem to hide it in Weight Paint mode also. A 4-yr-old answer on Reddit says I can use face or vertex masking to hide this part of the mesh; where did it go in v2.90, or how can I hide parts of a mesh while still being able to weight-paint freely across the visible mesh? Thanks!
EDIT: The tooltip for the little box and "point on box" icons in the upper left say those are face and vertex mask selection for painting. That will indeed hide the lapel (which is roughly the height of the distance between the shoulder and pelvis bones), but it doesn't seem like I'm able to edit beyond a specified range, which doesn't entirely help.


texts:
So I've got a brand new laptop for college and it's an Asus Zenbook 14'' with Intel i7 10th gen, and a graphic card- Intel Iris Plus Graphics. Besides running surprisingly slow on i7 processor, Blender won't let me render my animations on the GPU and only works with the CPU. I've tried to search in the Preferences window but I didn't find anything helpful there.
What should I do in order to use the GPU?


texts: Cycles render starts black and then renders as white

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When I go to render my project; the render preview starts off black, and what is rendered is just a solid white. I've let it render until it's finished just to be sure, but it is in fact a blank white image.

I've started a new render so that I can provide an image of the problem:

https://drive.google.com/file/d/0B4v-GkVPDQUQVXZfRWd6TEU3Tzg/view?usp=sharing

Here is my project file from my google drive: https://drive.google.com/file/d/0B4v-GkVPDQUQaHdtdWU5RGVsa0E/view?usp=sharing


texts:
When I launch blender with -P and --python-console together like this

blender -b -P my_script.py --python-console

my script is loaded after I exit the python console.  How can I run it before the python console shows up?
Or can I make it run right after the console starts?


texts: (Image inside) UV offcenter but textures working. Causing issues

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Blender newbie here.

I'm working with a premade model that's textured, material'd, rigged, the works. I'm attempting to import it into Unity, hence the textures. Unity is not the problem.

As in the example above, all of the UVs are above the textures themselves. (Specifically, they are simply 'slid' up just off the texture-image. Mirroring them would cause them to be backwards)

However, in the 3D viewport when viewed with Textures/Materials/Rendered, the model is perfectly fine.

This is causing Unity to think that the textures aren't working at all. While I could go through and shift all the UVs down, I'm looking to learn and would like to know what the issue is, and if there's a way to quickly fix something like this.

Is it user error on my part? Fault of the person who built the model? Why would the textures still render fine if the UVs are offcenter?

Please and thanks for your help!


texts: Texture painting looks pixelated no matter the size of image.

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I have a large path system intended for game engine. The pathway is broken up into 4 separate models.

Iv'e unwrapped one piece onto a 2048x1024 image and tried painting various 2048x2048 concrete textures onto it but they always come out really pixelated.
I try painting tiled texture but its very bad looking.

My goal is to have one layer of the tiled concrete texture, and one layer of details like cracks and blemishes and such, all on one texture.

Zooming in and out of painting seems to change the size of the image as I paint and its very frustrating. I havent gotten it to look like its correct resolution once.

is there a better way to do this? thanks.


texts: Sleeve isn't being weighted correctly when parenting to rig

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I have a model that has an arm with a short sleeve on it.  At the moment, the clothing and body are all part of the same mesh (the attached images are using a simplified version of my setup).
I'm trying to rig my character using rigify.  After generating the rig, I parent my mesh to the new rig by pressing Ctrl-P and select Armature Deform with Automatic Weights.  While this does bind the arm part of my model correctly, it does not seem to affect the sleeve.
How do I bind my sleeve?


texts: Preview mode shows only a part of object

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I have a problem while in preview mode. It cuts my obj at different angles when I'm rotating around it.

Works only on this particular object
Doesn't matter if in Obj or Edit mode
Render works ok
Clipping set to minimum
Real life scale obj

Blend file

Also sometimes when I rotate around whole obj selected in Edit mode, everything disappears.

Render

Previews


texts: How to turn off what seems to be an auto extrude

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I'm new to blender (and in fact modelling in general) and I don't know the controls. I think at one point I must have toggled something wrong and now instead of dragging vertices around right mouse button extrudes from whatever is selected.
In addition selecting a vertex and trying to move it manually with the X/Y/Z transform boxes also extrudes.

Does anyone know what I've done and how to reverse it?


texts: I am trying make a Victorian style dress for my model and I need a little help. I am trying to make shiny patterns using the nodes.I can't find any videos on this anywhere.


texts:
I have a simple low poly mesh that I have created and rigged.

However, when i try to move a bone in the arm area, the hip moves along with it.

As you can see the area is all blue so Im extremely confused as to how this is possible, Im open to all answers.


texts: When I export from Blender to Autocad as DXF, it does not keep my units the same, I choose meters for example, when I export to auto cad its says 2.000, when i check the units it says unit-less, when i try to change it to mm, it does not change, however it was supposed to say 2000 mm, rather than stuck on 2.000 ?


texts: How can I prepare a set of colors that should go together, and be able to apply them to different objects with a single click?

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I am making lots of product visuals with Blender. Often the same products with different colors and prints.

I have a product that has a few color variants and is composed of several elements. Each element has their own shades of the particular hue, so to keep things faithful, I need to manage a list of 3-color sets.

Each set is a general option like Yellow, Blue, or Green, but the colors within hat set need to drive different materials for different parts of the model.

The model is composed of multiple objects, with arrays, curves, modifiers and stuff. But there are only 3 materials that need color fed from the pallete.

I'm thinking of a way to have a single Integer control node (or even a helper empty to rotate) so I can quickly choose the color scheme for the model.

I will usually have only one set of the objects in a scene, But being able to do this for multiple sets would be a nice thing for the future.

My first approach would be to create a set of NodeGroups - one for getting the "Pallete Index" into the different Materials, and then each material would have a Color Ramp node that'll interpret that Pallete Index in context of each particular material.

Another idea I had would be to use Animation Nodes and Structs, but I'm new to AN and my first try using that wasn't particularly successful...

Maybe there's something else perfectly matching my use case that I am not aware of. What would you go for?

EDIT:

For now I created two NodeGroups. One with the Color Index Number node to be able to "teleport" that value across multiple materials. The second one contains multiple Color Ramp nodes (using the "Constant" mode) that are all fed with a single Index input, and deliver the corresponding color sets through multiple color output sockets.

This way I can relatively easily edit all the Color Ramps (Palettes) without jumping between NodeGroups, and also I always have all that data easily available in all materials where I put that single Node Group. Using separate Node Groups for all Color Ramps (that I tried first) needlesly increases the complexity and time needed to tweak this setup.

I don't know how to get an easily controllable range-limited Integer value to drive the color pallette. Right now I have an arbitrary Number node that give useful results between 0 and 1, but It'd be more convenient to have a node that has a Integer number that I can increment and decrement in some range (say: between 1 and 10).


texts:
Each time I make an edit to my cloth in blender 2.9, it will sew together just fine and lay on my character mesh. After running the animation through once, it starts to shake and go through the mesh. Does anyone know how to fix this?

Edit 9/14: I found these weird lines in edit mode that were sewing the end to the thickness modifier. I then disabled the thickness modifier and the lines went away.
Extra sewing lines with thickness modifier:

No more extra lines without it:

I took away the thickness modifier and then played the animation but it still wen through the mesh.
I looked at it from the side and it looked like this:
https://drive.google.com/file/d/1XBwliFJtRSeqXAr41OiIiB2juPFqnjmG/view


texts: Viewport and render artifact with distant objects

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Using the default scene, if I select everything (cube, camera, lamp) and move everything very far away (say X = 999999, Y = 888888, Z = 777777) from the World Origin, the camera sees and renders the cube and the grid floor as if they were shaken objects in all 3 axis.
That problem happens at least in Blender 2.92 Release and Blender 2.83.13 LTS.
What's the cause of that problem ?
How to solve it ?
My goal is to be able to move any object, any rigged character, any light and any camera anywhere in a huge world (X, Y and Z ranging from -999999 to 999999), without such visual artifact.
Thanks in advance for helping me!


texts: Is it possible to keep shapekeys when adding (not joining) two models together?

texts:
I'm trying to add (not join) an object to an existing model that already has shapekeys. Is there a way to do this while maintaining the shapekeys? I can't just do a join because I want to create a seamless transition between the two objects.
For more info: I've tried following the steps here and here, but I get an error that reads "Selected meshes must have equal numbers of vertices". This is understandable based on how shapekeys keep track of which vertices to modify, but I feel like there must be a way to simply add the vertices of the object to the end of the list of the model's verts so the indices aren't affected. I tried adding individual verts to the model using a plugin, and the shapekeys are maintained, so I feel like this is a reasonable assumption.
I'm a bit new to Blender and modeling in general, so I apologize if I'm missing something obvious. Thanks!


texts: Grayed out appended Hemi lamps from older blender with odd behavior

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I'm new to blender and 3d rendering in general so the answer to this may be obvious but I could not find an answer online wherever I looked.

I appended a satellite from one of NASA's blender files when I noticed something strange in my renders. The lighting was different from what the render view showed. That's when I noticed 2 grayed out sun lamps labeled Hemi_1 and Hemi_2.

I almost liked the difference that it created in the final render (adding more light and less solid black on the dark side of the earth, showing hidden detail) but it bugs me that I can't preview the effect that they are having on my render. I am aware that blender used to have hemisphere lamps that have since been removed and that these are most likely those.

What I want is some way to make them not grayed out and visible in previews. As you can see in the photo, they are not hidden and I see no reason for them to be grayed out like this.


texts: Transparent cube when stacked together face to face, the faces are darker

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I have been working on a game in unity. Everything was going smoothly until i hit this problem. I wanted to give a water effect, so I made a  cube and set its alpha to 3.5 in material -> transparency.

When I stack them in Unity I do get transparent water like effect that i want but the faces gets so much darker that it ruins the effect.

Any method to make the faces of the same light colour too? because these cubes will spawn every second and if they give that dark look it ruins the effect i am going for.

Any help would be appreciated.


texts: Can 3DView Border Select behavior be changed?

texts:
Trying to dive in to Blender again and really struggling to understand some of the basic selection logic.

Specifically border selecting edges in Edit Mode.

When dragging out the marquee I've intersected 4 edges and completely encapsulated 1 edge.

In most programs this would result in 5 selected edges.

But here you can see only 1 edge is selected.

So you would think this meant that Border Select only selects edges when all their verts are completely surrounded by the selection border.

But here comes the twist!

Here you see only 1 vert is surrounded, yet the result is 3 selected edges!

This seems both inconsistent and counter-intuitive.

Is this the intended selection behavior for this tool? If so, why is this desirable? What's the advantage to this approach? I'm trying to understand the logic so using it isn't so frustrating.

Otherwise, is there another mode for Border Select that makes it behave more like you'd expect it to?

Thanks!


texts: I was doing some motion tracking and I implemented some smoke. Once I rendered the scene, there is this bright perimeter framing my smoke. I'm not sure if this is a bug or not but i would like to know how to remove it.


texts: Camera translation and rotation for rendering

texts:
I have an object at the origin of the global coordinate system. I want to render images of the object from many different randomly chosen viewpoints. How can I randomize the camera position by following these 2 steps:

Pick an octant (e.g. one of the octants is the space in which all points have positive x, positive y, and positive z values) in the 3D coordinate system, then randomize the camera location in that octant, given that the object is at a distance from the object within a pre-defined range.
Automatically point the camera at the object after translation


texts: Armature with automatic weights problem. Object not following the bone properly

texts: I tried to parent bones with automatic weights and 1 part of my model is working properly(the green one), while other is kinda "broken"(the red one) when I try to move bones. I don't know if that's relevant, but the "broken" arm is actually a clone of the original arm. Could anyone help me fix this pls? I could add more detailed pictures if needed.


texts: How can I lay down an object on a plane?

texts:
I am creating a scene with different objects scattered around, as if they were laid down on the floor, and I found that one of my objects it not touching the plane (the monkey head in the back).

So I have to move really up close to the object (then at some point the zoom strength slows down, not sure why), spin the scene around so as to be have my view aligned with the plane, then move it little by little.

But it's a Monkey head, so there's the jaw part, and there's the back of the head.
So after I align the jaw, I see that the back of the head isn't laid down on the plane, just the jaw is.

So I rotate, grab the object up on the Z axis... then the jaw isn't touching anymore...

And then I thought "wait, there's got to be a simpler way to do this".


texts: How to create an animated Electric Arc or Lightning?

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I know about the technique of using a displace modifier with an animated displace object on a thin plane, but there are no "branches", no forking in the lightning.

Here is an image from Wikipedia that shows more or less what I'm thinking of:

Is it possible to achieve an 3D animated affect like this?

I have tried a few things, such as the Laplacian lightning  generator addon. However, it doesn't support animation and repeatedly generating meshes and then manually animating the visibility is a tedious.


texts: Particles render in viewport, but not in final

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I have a super simple Particle system. I am instancing a sphere (Render->Object->DupliObject->Sphere) with a white emission material.
When I set the viewport to render everything shows up fine, when I hit F12 nothing shows....
WHY?

I don't have any postprocessing enabled in the rendersettings, and I tried to cache the particles, but nothing so far...
Any ideas?

Here is a simplified scene that shows that behaviour

I could create a new system in a fresh scene, and append it into my main scene. So the problem is not related to the rendersettings.


texts: How to make jagged geometry smooth/diagonal?

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Often times I select faces from my character's body and then duplicated them and grow them up in order to create clothes. However, sometimes this results in jagged clothes with hard edges. Is there a way to select all the jagged corners and moved them so that the clothes become smooth?

or any other suggestions to make clothes that are not jagged?

Here is what I mean. I selected some faces from the purple body and then duplicated them into the yellow pant (The gap is not part of the problem, it's just part of the style). The problem is the jagged geometry that makes it look "pixelated".


texts: Why is only a single GPU used when using OPTIX from the python API when CUDA uses multiple when configured to do so?

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As the title states, if I configure to use multiple GPUs as follows using CUDA
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = "CUDA"
bpy.context.scene.cycles.device = "GPU"
for d in bpy.context.preferences.addons["cycles"].preferences.devices:
    d.use = True

nvidia-smi shows that all GPUs are being used. However, when I use optix by simply replacing CUDA with OPTIX in the above
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = "OPTIX"
bpy.context.scene.cycles.device = "GPU"
for d in bpy.context.preferences.addons["cycles"].preferences.devices:
    d.use = True

Only a single GPU is used.  Configuring using the GUI works fine in either case though.  I can make a more fully worked example if needed, what I am currently using is from a large code base which is why I only provide the above snipets. Is further configuration required for OPTIX? I am having trouble finding the documentation for Addons('CYCLES').  Thanks


texts: Why a new 'merged' mesh is created when adding multiple loop cuts?

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I'm just introduced to loop cuts which add more vertices to the mesh but for me it seems to be creating a new 'merged' mesh.
I have no clue why especially since I can account for all the the meshes in the outliner and there doesnt appear to be an extra duplicate. Extruding seems to work just fine but loop cuts just do this when I try to transform the mesh after the loop cut.


texts: Get or display normal vector / coordinates of selected vertex?

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I have a .stl file and want to get the normal vector of a selected vertex or face in relation to the origin.

Blender only shows the coordinates of that vertex/face. My blender skills are very limited so after a few hours of trying, I wasn't able to get information about the normal vector displayed.

Q: Is there a way to get the normal vector of the vertex or a face?


texts: How to connect different bone structures from the same armature?

texts:
Hi!

I'm fairly new to Blender, and I've been having some trouble figuring out how to correctly rig a model.

Inside the model, I have different bone structures for the legs, arms, head and torso. Those all work wonders.

However, when I pose the torso for example, the root of the other bone structures stay unaffected.

Here you can see that when I move the upper torso area, the root of each arm and of the head stay where they were.

I'm sure this question has already been asked a million times but I'm not really sure how to phrase it without going into detail about it.

A solution I thought of was to use Empties, since I heard that those are used in more complex models to control different structures.

But I'm now having a hard time figuring out how to parent everything correctly.

Am I on the right track? Has this same question been asked before and I didn't find it? Thanks in advance for your answers.

P.S.: Please do not include the use of anything that can't be exported to a game engine or framework like LibGDX in your answers.


texts:
I'm modeling a chair for practice (since I'm a beginner).
I'm trying to fill in two areas. However, nothing happens when I press the F tool, even though they are 4 vertices each.

When I press F for the vertices in the second image, this happens:

Why can't I fill in the vertices? What am I doing wrong?
Thanks for any help!


texts: Blender Python - Call function when face is newly selected in edit mode?

texts:
What I'm making is a script that assigns values to each face, I have a GUI that has fields for each value assigned to each face. So when I click a face I the GUI element to be set to whatever the values are for that face.

So what I am looking for is a way to have an event handler for when a face is selected in edit mode. So when I select this face, this function is called.


texts: Blender 2.8 - I am only able to select the parent (first added) bone of an armature when using the cursor

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Situation

I am using Blender 2.8 Beta on a Mac. Edit: It also happens in Windows

I have created a simple mesh then added an armature. Having added the first bone, I created 5 more by extruding each one from the previous. I then parented the mesh to the armature using automatic weighting.

Problem

Regardless of which mode I am in (object, edit, pose) I am only able to select the first bone that I added using the cursor (I am able to select them in the outliner). Looking at the outliner, it would appear that all the subsequent bones are children of that bone, so it seems I can only select the parent.

I have checked that they are all selectable in the outliner and they all should be.

Is this expected behaviour? All of the tutorials I have watched suggest that you should be able to select individual bones in both edit and pose modes.

Have I done something wrong or is there a setting that I'm unaware of? Its very frustrating to have to use the editor to select individual bones.

Here is the .blend file

Thanks for any advice - any more info needed please let me know.

I have the same problem, but only in my computer, if I change to my laptop everything works as it should (with the same armature).


texts:
I have simple rigged mesh by automatic weight, I can see the weight color, but cannot paint in Weight Paint mode.
I switch from Object to Weight Paint mode, and the brush circle do not effect the mesh when LMB pressed.
When I hold ctrl+LMB over mesh it samples the weight into my brush weight.
I can use only the Gradient tool for painting.
It seems that I'm missing something basic here, but i spent entire day looking for answers and tutorials and can't get it work.
Thanks for your answer.


texts: Why is my rendered my image not being saved as a file?

texts:
I tried to render something on blender and it just didn't work.
It started rendering like usual but at the end of the render it didn't give me any files... It was suppose to give me a .png in "desktop" but instead it just rendered and didn't give me the render!


texts: Blender 2.8 (Python) - manipulating the camera for resized objects

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In python, is there a method or function for adjusting the camera's parameters so that it covers a specific area, rather than just pointing at a specific point?

This would be handled by zooming in or out, but to what degree?

The following is one way to handle it, but not the only way - if there are other ideas I would appreciate the opportunity to learn about them.

Let's assume that I want the camera to point at (X,Y,Z).

I also want the camera's perspective to meet the following requirements:
(a) left edge includes point (X-2,Y,Z)
(b) right edge includes point (X+2,Y,Z)
(c) top edge includes point (X,Y+2,Z)
(d) bottom edge includes point (X,Y-2,Z)

As an illustration, I would pass the desired points to the function, which would position the camera in such a way that the points fall on the edges of the camera view as follows:

The above would not only aim the camera correctly, but would insure that all of the important elements of the scene are included.

Thanks in advance!


texts: and I dont know how to get back. Actually I intended to cut the sphere into half by box selecting one half. Accidentely I pressed CMD B instead of just B. Redo not possible, the rest of the model is not visible anymore.


texts: Saving intermediate stages during rendering

texts:
I am using cycles and progressive rendering.
What I need to do is save all the images coming from intermediate stages.
For example, I set the sample number to 500 and what I need to get is having 500 images with more and more samples used. Is it possible?
I am new to blender. Sorry if I am asking for a very simple thing.

Best,
Krzysztof


texts:
I'd like to make a simple animation with an extruded logo.
I've traced the vector logo and saved it into SVG format, then I imported it into Blender.
Everything seems fine, beside the off-centered origin, that's an easy fix.
But once I enter edit mode, I don't see what I'd expect to.
Any ideas on what's happening?

Non edit-mode in yellow box.


texts: music/sound fx controller for options menu in BGE

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So I've been trying to find a way to control volume of the background music inside a BGE game I'm working on. But there's always some kind of hiccup.

I used the 3dsound and camera which kind of gets the job done for the options menu scene.

Then created a "game" scene which overlays the option menu scene so sound plays on that scene too.

But here's where the problem lies, the options menu ALWAYS has to be active on the game scene in order to play the sound.

Was wondering if there was a better way to do this either with python or logic bricks or if I'm not seeing something


texts: I'm trying to make a runic rock but after the texture paint, the main rock with the runes has a blue tint. I like it but I would like to get rid of it, could you help me with removing it? I'm guessing it a problem with the image I used as a factor because it's saying it's being used by tow different object but I don't really know. Sorry for the really low amount of samples, I got it from the 3d viewport rendered view.


texts: How to get input from RFID reader in Blender Game Engine?

texts:
In Blender Game Engine, I'm trying to get input from an RFID reader that reads data in form of 10 digits e.g. 0010293221. I've tried using the 'Keyboard' sensor to get the key. And I've also tried using the 'Always' sensor with true pulse mode too. The key was read fine but not all of it. For example, the RFID that suppose to be read is 0010293221, but I got 01293 or something like this. Let's say it skipped some digit (not particular digit but different digits in each reading) and it didn't read all 10. Sometimes I got 5 digits, sometimes 3, or 1...

I've tried reading and put the input into others program e.g. Notepad and even Blender Text Editor window and it worked just perfect. All 10 digits were read correctly. But within the runtime game there's problem like I describe above.

It seems like the key input from the RFID reader is too quick (frequent) for BGE or else?

Anyone have any solution for this?
Please help me.

Thank you.


texts:
Like the patty in this burger :

As you can see, its looks very wet from the oil, its covered with liquid. How to achieve this?
And here is my patty and its nodes settings, it looks dry:


texts: I'm working a lot on creating Eurovision and other "concert-performance" stages, and I want to equip the stage with lots of spotlights. The problem is that the spotlights always turn out really harsh, no matter what I do to tweak the settings. Is there anyone who knows how to make realistic spotlights in Cycles (that kind of have the same effect as the ones in the Blender Render)? As seen in the first image, the end of the spotlight is very hard, instead of the soft light that a spotlight would emit. Sorry for potentially bad English.


texts:
I'm trying to learn rigging, so I started with very very simple character model. But when I weighted head vertexes and tried to rotate bone, the head became deformed as top of the head had lower weight then the bottom part of head.

Weights:

Head bone rotated to front site:

Any idea what did I do wrong? I tried to follow video tutorial on youtube, where it worked correctly right away, but with a bit complicated character model.

Thanks a lot for all help!


texts: How can I make a glowing iris (eye) material similar to these pictures?

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Is it possible to create such a material in Blender?

Thank you in advance!
My nodes of iris:


texts: Can you bake light to only inside the Irradiance Volume?

texts: I'd like to bake bounced light only to the aircraft and leave the hangar to be affected by the world light strength. After baked, every models in the scene cannot be affected by the world lighting strength anymore and I don't want that. Thanks in advance!


texts:
I'm new to blender.  I imported my videoclip (1080p, 60 FPS).  It's a relatively short clip but I ran into two issues:

1) Playback is incredibly choppy, though it's much faster on Kdenlive.  Is this a software or hardware limitation?
2) There's a 4 second limit to playback.  I realize I may be ignorant here with respect to my knowledge about how to use the VSE.


texts: How do I add lots of holes into the surface of my model?

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I am 3d printing a ds9 model from thingiverse, but I would like to add all the holes for the fibre optic threads to my mesh surface.

This Commercial kit has over 1000 holes to drill for fibre optics. I've found a company who has Drill hole plans that I can use as a texture map. I would like to shortcut the drilling hole step, and am looking for a method to create lots of holes from the texture map.

Note: I already have a method to create the shell/hollow model, as well as a method to cut the model in half.


texts: IK Making Foot, Toe and Shin Bone rotate as it animates

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I've been trying to rig this character and for some reason as I'm animating the foot controller, the foot and toe bone decide to rotate and do a 180. The pole target for the knees are moving with the controller and the ik target for the foot is following the entire foot controller. The knee IK seems to be fine, but the foot and toe just instantly want to flip.

If anybody can help that be great!
https://www.dropbox.com/s/57u8et6koybhb7g/IK_Problem.gif?dl=0

EDIT: Hah, I'm an idiot, the pole targets for the toe and foot weren't following the main foot controller, No need for this question anymore.


texts:
I am trying to animate a character. I am following a tutorial by David Andrade as I'm new to Blender

Currently there are 10 key frames, 1 key frame per frame. I wanted to change the timing of the animation so I moved my play head to frame 1, selected all key frames by clicking A , then clicked S, then moved my mouse so I can scale my key frames to around 250 frames.

The problem is that when I am scaling, other new key frames seem to appear in between and the timing is not how I want it. I'm using blender 2.79.


texts:
I'm having a problem with the srew modifier in Blender.
Instead of a nice circle, it produces an oval!
I have the problem with both 2.76 and 2.76b, and I run Ubuntu 15.10. I've probably done something wrong, but what?
Update: here's the blend file:
(as the problem is solved, I removed the link).
The problem is regarding the red object (it's selected in the image below).
(I had to remove one screenshot to add the link...)
Here is a screenshots:


texts:
Rendered tiles don't show up, until after its done rendering.

When the whole image is ready, it shows the final image.

Did I miss something?


texts: I have a edge loop that has vertices on it. Is there a way I can separate the vertices on the the edge evenly without moving the end points? I would also like for the vertices to maintain the current shape.


texts: How can I control the speed of a fluid simulation?

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for a school project i need to fill a room full with water. But at the moment i stuck with the project. I have 3 objects.

plane = obstacle
plane.002 = domain
sphere = inflow

It should start at frame 100 and the room should be full with water at frame 240.

How can i time the simulation? Which value is for the control of the speed?

Form tutorials i didn't unterstand the things i need to know...

Here is the .blend file: https://goo.gl/0HQbWN

If anybody so kind to look at my file and fix it, would it a big help.

Thanks in advance & greetings from germany


texts: How to get rid of weird lines behind grease pencil strokes?

texts: Im a beginner animator in Blender, I was writing the storyboard for my new cartoon and after a certain time my strokes in blender started having these weird black (vectors??) lines behind each grease pencil stroke. I've been told its a graphic card issue but Im pretty sure its not, considering that my other animation files dont have this same problem. Most likely its a hotkey I probably pressed but who knows for sure. This is a screenshot of whats happening. Any help is appreciated thank you!


texts:
I can't get correct orientation with attached to the hair object.
The arrows should look in different directions (like on picture 2), but I have them like hair (picture 1)
In Particle Properties > Rotation > Orientation Axis set the Normal or Normal-tangent, should solve this problem, but did not.


texts: How do I fix the flaws of my red normal map channel?

texts:
It's me again and I need your help. Lately,I've been creating my own FNaF textures from scratch and yesterday,I noticed that the normals had these strange spots. I checked the normal map with the standard RGBA view and everything appeared to be doing well,but when I checked the red channel,there were these weird splotches that looked just like the flaws I saw in the material viewport. How do I fix these flaws?

Normal Map:

Red Channel:

Edit:
I think I know what was wrong. I inverted the wrong channel. If I'm correct,please notify me.


texts: Issue of importing different custom vertex normal from fbx maya

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I have a fbx file from Maya with some custom vertex normals. When I import this fbx file into blender, i realise the vertex normals are different as compared to opening the same fbx file in maya. The difference in precision error is as high as 3dp.
Anyone know the cause of this and how to fix it?? Thank you so much


texts: I know there are already questions about this but I don't think there quite available in 2.8 blender. I want to rotate the bone so the bones will be lined up in a straight axis. How do I do it?


texts: Is there a way to align rotated object to grid by marking some faces and somehow tell Blender they should be parallel to grid?


texts: Cyclic dependency of constraints: "Track To" to child object

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I have a cube and an empty which is the child of the cube. I add the "track to" constraint to the cube; the tracking target is the empty.

This will not work. When moving the cube, the empty will not move. I would like to have such a setup because it would be very intuitive for some animation nodes I am doing.

The console shows that I created a cyclic dependency of the constraints:

  Dependency cycle detected:

  Cube depends on Empty through Track To.
  Empty depends on Cube through Parent.

I'd like to be able to move the cube (and the child - the empty - with it). Only when I explicitly move the empty, the cube should reorient itself in order to track the empty.

Any help or workaround is greatly appreciated.
blackno666


texts: How to check if a known object is intersecting with an object using python

texts:
Related: How to check if two meshes intersect in python?

This above question answers how to know if two known objects intersect. I want to know if any objects intersect or are inside of a known mesh. There are too many objects in my scene to iterate over each one to see which one overlaps. I just need to know if any object overlaps with a given object.

Bonus: Also to know what object it is that overlaps with the given object


texts: How can I make a dropdown box of materials and run code when one is selected?

texts: How would I go about making a property box that contained all the materials in a scene (in a Toolshelf (T) panel for example) and is able to pass the material in the list to another operator that assigned the material that was selected in the property box?


texts: Particles System not showing up on Viewport

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I'm having some trouble with the Particles System here.
You guys may know the Grass Essentials pack by Andrew Price.
For those who don't know it, I have the scene below with some grass meshes in a group.

I'm trying to apply this group of meshes on the selected plane by their side, but (I don't know why) It's not working. By the pack default, the plane is already set with the particles system, but it's not showing up.

I have the file here in this link (Ball.blend - 25,087 KB): http://pasteall.org/blend/index.php?id=45847

If someone can help me, I would be very thankful.


texts: Color disappears after changing render engine from Blender internal to Cycles

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I am importing a colored .ply file, which is basically an output of a 3D scan. When I import it in Blender internal, and tick the checkbox "Textured Solid" in the menu, the color shows up on the 3D model. No issues so far. Now when I change it to Cycles, I am not able to see the colors. Colors on the object change to the default grey.

I have checked the following questions which were previously asked:

Textures disappear when the rendering engine is switched to cycles

Textures and colors not imported from OBJ file when using Cycles render

They talk about plug-in which converts materials or textures added in Blender Internal to be compatible with Cycles. But in my case, there are no materials that I am adding. The texture associated with .ply is not shown in the materials or texture section. I am not using any UV maps also. So, I am not able to figure out how to turn on the texture associated with the ply file in the Cycles Render. There is no .mtl kind of a material file with .ply


texts: Is there a quick method to make a sawtooth structure?

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Is there a quick/easy way to make the following shape?

I was making the following shape, and the method I ended up using was loop-cutting a box, then extruding all the top edges up. This gave me all the vertices I needed, but there was still a lot of removing and adding of faces to do.

I also tried using the Rip Fill tool, but that made a mess of my geometry.

I was curious if there was a better way?


texts: How can I disable blender from restarting a scene when dropping a blender model onto it? I'm looking for a way to merge models into existing scenes without using the awkward append option.


texts: For a Third Person game, how would I go about making the character's arm follow the camera?

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So I'm making a third person game, and I want to have the right hand follow the camera when aiming. How could I make this happen? Any suggestions are appreciated, thanks.

Edit: Okay, I'll be more specific. I want the whole arm (the hand was a bad choice of words, I guess) to follow the camera in a way similar to that of most third person games that are out there now. (For example, Just Cause 2.) I tried the "Child Of" constraint, and it both made the hand very small and didn't change the movement of the hand whatsoever. There is an animation playing as this happens.


texts: Blocky holes in plane with displacement modifier and only in Camera View

texts: I am currently doing a project with Blender GIS and created a map. In the 3d viewport everything looks fine and good. But in the camera view i get blocky holes on sharp edges. The map is a plane with displacement modifier added to it. I have already searched the web and found nothing about these block holes


texts: Why am I getting magnetic effects from cloth objects?

texts:
Using the current Blender version, 2.8 RC2. This setup was according to another posting I followed to learn how to create curtains and get a pulled back/curtain ring effect.

For the most part it works as designed; however instead of just cinching the curtains, the torus attracts them. Eventually the curtains get all wrapped around the thing. Magnetic forces are not turned on for anything.

I can't find anything else that would cause one object to be pulled in to the other. A little help please.

Original post, with Blender file I downloaded, is here:

How to make a curtain


texts: Unexpected result of very simple uv unwrap

texts: Why would a cuboid with seams as shown unwrap as a cube? I eventually found one tutorial example of a cuboid rather than a cube being unwrapped. Its result as illustrated in the article was as expected but in 20 attempts I could only reproduce it once. All the other attempts with different seams, different unwraps, renders etc produced a cube's unwrap.


texts: Beginner question. Adding multiple colors to object in blender 2.8

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I can see how to add one base color to an object Edit mode > material > base color but how do you add multiple colors or assign each face(s) it's own  color in that same object in 2.8?

Thank you


texts: Why does all colors and effects not export to unity?

texts: Why do all colors and effects not export to unity? All the white shading on edges and the brown color does not show in unity? I'm using a color palette where I scale the UV to 0 and then use g to move around on each face.


texts: Blender 2.83.4 Face Removal when Assigning Materials

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I'm a noob in Blender, and I'm currently trying Grant Abbitt's tutorial on YT. I have Blender 2.83.4 installed, and there's a problem when I try to assign a material on a face of my Flashlight (the lens part). Whenever I try to assign a different material from the base, the faces get removed like so. Is there any solution to this, without resorting to a crude method of simply making a new mesh and assigning it that material? Thank you very much for helping.
(BTW I'm using Nvidia 260x for a graphics card, bit on the poor end here Hahahaha)

I've seen from some that it was because of Blend Options so I made it Opaque? Was that right?

I've also seen that It's better to Check Face Orientation on Viewport Overlays

Here, I clicked on the face of the lens of the flashlight and assigned the material "FlashLyt", and poof the face was gone.

Heres what it looks like exiting edit mode and going to Layout from Shading

And here's what the FlashLyt material looks like.


texts: Lost the timeline bar. and can't get it back.


texts: Align Object to Face & then Center to that Face

texts:
I'm trying to align an object (a cylinder in my case) to the 'center' of the nearest face.  I attached a gif image of what I got working so far which aligns the center of the object (and it's rotation) to the normal of the nearest face using snapping but I can't get it to snap to the exact center of the face.
I need to do this to make even 'holes' on each face where they are always in the center of the face (y and z direction in my example).
You could think of this like I'm trying to use the 'center' control for text and how it aligns text to the center.  I'm looking for the same effect for that cylinder on the nearest face.
It's critical it's accurate (I can't just hand place it), since I'm using this model for 3D Printing.
How do you do this?


texts: How do you extrude a mesh so it sweeps another object

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I'm working on a bobsled roller coaster in No Limits 2 and I have a 3d spline that follows the track. I'm using blender to make the half cylinder that replaces the existing track to make it look like it is a real bobsled. I am having trouble making the track that follows the spline. This is what I have so far.

When I try bevel the semicircle along the path, I get failed set value. I've also looked at the post about extruding along path and that hasn't worked for me.


texts:
I've tried to import an animated FBX model in blender, but as result I've obtained just the model itself with its skeleton but without animation.
How am I supposed to import the model so that I can obtain the animation as well?


texts:
I have a complex character rig. Its a Rigify rig base, but with a bunch of other stuff i've added, like a custom face rig. Somewhere in the process of building it all, the performance has gone down. Its now quite slow when attempting to pose things. The rig is slow on its own even when all armatures are disabled, so I know the problem is somewhere in the rig.
I'm trying to find out if there's any tools or debug options that can help me narrow down what part of the rig is causing the slow performance. I don't know if its one problem driver or constraint causing a big slow down, or a bunch of things contributing.
Of course, I can delete parts of it a bit at a time and see if that helps, and then narrow it down from there. But if there's some better way to approach this, I'd like to know!


texts: I can't stretch(resize) the node, instead it starts moving.


texts: How to convert equations to work with Blender and animation nodes?

texts:
I have an equation that I'm trying to animate in Blender 2.79b

The equation is.
$$y=e^{{{\log \left(1-x^{{\it (S*T)}}\right)}\over{{\it (S*T)}}}}$$

Where:

T={1.12,0.96}  % The variable **T** would be a slider in blender*
={15.3039,10.3612,7.9153,6.3793,5.3019,4.4955,3.8656,3.3584,2.9405,2.5903,2.2926,2.0367,1.8146,1.6204,1.4496,1.2983,1.1638,1.04377,.93622,.83959,.75256,.67401,.603,.53871,.48045,.42762,.37969,.33619,.29673,.26094,.22852,.19917,.17265,.14874,.12722,.10791,.090664,.075316,.061733,.049793,.039383,.030399,.0227475,.0163414,.0111008,.0069525,.0038286,.0016664,.0004081}

My thought process / how I created it in Octave / Matlab

Step 1.
Evaluate the equation for several values of S and T to see if it works and plot.  See image below.

Step 2.
Evaluate the equation for all the given values of S and T and plot. See image below.

Step 3.
Duplicate object created in Step 2 so I can rotate them at different time values to create / animate different Moire patterns.  See image below.

I'm trying to reproduce it using Blender / Animation nodes. But I'm not sure how to correctly loop through all the different values of 'S'. Then duplicate that object for rotation.
See current Blender file / image below.

The goal is to create different equations and animate them to create different animated Moire patterns.  Something like the example animation below but using different patterns created with equations.

I tried following 3DSinghVFX answer but I had some issues with his/her step 3 some of the options are either missing or other nodes are being added for me anyone know why?  See animation below of what happens (I circled the things that are different in 3DSinghVFX answer in my animation when I tried to create them) I'm running Blender 2.79b.


texts: Rip tool not considering the mouse direction

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I'm new to blender and im trying to use rip tool but it's not working properly. No matter where the mouse cursor is, it's always ripping in the same side.
This is the vertices i want to rip

And the result i get every time i rip is this, but i want the rip to happen on the other direction.


texts:
Hey

I only want the face between the red lines in the picture to be adjusted, so that the edges, here marked red, end up where the blue drawn lines are.
Moving the selected face with G did not give me the wanted result.

Here I first extruded the face (selected in the first picture) with E (instead of moving it), but I don't want those edges which I marked blue.

Thanks so much for your help


texts: Whats the right way to create scenes ready for gltf and draco compression?

texts:
I am new to Blender and 3d modelling and I have created a scene with several meshes and textures/materials.

All materials are gltf compatible (Principled BSDF nodes with image texture and normal maps).

If I export them uncompressed everything works fine and I love it. But when I use export with compression enabled, all except of exactly one mesh in scene are simply dark (like there is no light).

If I separate the json gltf from the binary and have a look on it seems to be fine. All textures and materials are exported as expected.

Is it possible that the draco compression mess up the assignment of the textures to the objects? Are there known problems with draco compression in blender if several objects use the same materials?

While my own researching I tried different workarounds.

At first I used node groups as templates for materials which are only slightly different. This causes after draco compression that every mesh has its texture but without the impact of the node group.

I think the node groups are simply ignored. Ungrouping them leads to the problem described above.

Another thing I tried, was to export without compression and apply it manually with the gltf-pipeline package of the npm repos.

This solves the problem with the texture indeed, but causes some weird shapes in one of my meshes.

Decreasing the compression level or increasing quantization makes it better (maybe) but not crucial.

A big impact on the quality could only noticed if uv and normal data was excluded from the exported gltf. If I don't export these extra data from Blender the quality of objects which uses a subdivision surface modifier is very poor.

I would be glad about any hints or proposals to do it right.


texts:
I have a problem. I´m working in blender 2.9.3 i think... And i want that my tesla cybertruck, wich is keyframed, rams my mathe Teacher because he is stupid. But the Tesla doesn´t have any Physiks(It´s on passive) He drives trough everything(even an UV Sperhe on active)
So do you have some answers? I´m new in Blender(a few days) Doesn´t know how to do it.
(Sorry for my englisch... I´m from Germany and I´m an student...)


texts: So when you push the numpad 3 key in ortho you swap to side view, is there a way to rotate my view 45 degrees from that view on the y axis? I am trying to use the knife project and would like to know how to rotate my camera in future scenarios.


texts: Long Shadow with gradient depending on length

texts:
I am trying to use Cycles to create a shadow effect that will decrease intensity based on the length of the shadow.
But I am only able to achieve this :

What I am doing is I am calculating transparency based on the distance to the point that's rendered. (might be dumb)

I don't want the shadows to overlap.
I wouldn't mind to change the way I do it if there's a better solution.

Scene I am using :

Edit.
This is what happens when I multiply the factor that used as factor to mix the shaders with the Ray Length :


texts:
I know that Bmesh is a standalone module and bpy is an application module. But still why we have mesh related operations under bpy i.e bpy.ops.mesh , if we have bmesh? I need deep insight.

Thanks


texts: How would you make this lacquered texture on aluminium material?

texts:
I am still kind of new to Blender, and would like a bit of guidance. I've got one of the models done, but I didn't get the texture right. The panel is made of aluminium and then lacquered for the gloss.
This is what I want to achieve:

This is what I got:

I used only the Principled BSDF Shader—pumped up the Clearcoat for that lacquer effect, but it doesn't feel the same as in real life shot.
What part am I missing? Better lighting?


texts:
There are squares in my pictures. I do not know how or why this happens. Anyone who has experienced such problems?

First i tough it could be the denoise that made the squares, then I tought it could be collision between the lights or maybe the texture from the table.
I have now tried to render without the denoise, I have removed the light from the candle and moved the table. I still can`t figure out what makes the squares. Same results every time.

I remove gloss from the lamps in the background (bookcase). It removed the squares, but I want the gloss on the table. Any way around this?

I now know that the problem is from the area lamp in the bookcase.
When I turn the gloss off, the problem with the squares are gone, but I want the gloss though.
So I remove the whiskey glass and glass that is in the bookcase. I remove the emissive from the spotlights and turn down the strength from the area lamps. But I still get the squares.
I tried a different angle, but the results remains the same.


texts: How do I get a mesh data-block with modifiers and shape keys applied in Blender 2.8?

texts:
I'm trying to update an exporter to work with Blender 2.8 but can't seem to get a mesh data-block modified by modifiers or shape keys. It always gives me the base mesh.

I'm currently using Object.to_mesh(). But reading Object.data or bmesh.from_mesh(obj) all returns only the base mesh. So what is the new function to call for getting a mesh data-block with the modifiers and shape keys applied?


texts: Run Blender from a USB thumb drive (including Preferences)?

texts:
Mainly I want to know if this can be done on OS X. Answers pertaining other operating systems are also welcome though.

I know that it is possible to launch Blender.app from a USB thumb drive and use it on a Mac. But I believe a new Preferences folder is created in ~/Library/Application Support/Blender/2.76 (or whatever the Blender version number is)

Is there a way to get Blender to also use preferences from a folder on the USB drive?
If Python is not installed on the Mac, are there any workarounds that don't involve installing it on the system? (Not planning on running my own scripts, but add-ons may rely on it?)
Will I get hassled by Gatekeeper, even if I'm running the app from an external drive, and not modifying the Mac?

The goal here would be to have my own startup .blend, keyboard shortcuts, and add-ons that I would normally have at home - as soon as I plug in to another Mac, without needing to change the configuration of that Mac.

Thanks!


texts: Weight Paint Bone Selection vs Vertex Group Selection

texts:
Trying to learn about weight painting. I have a fairly complex armature (human skeleton, imported from Fallout game) and corresponding clothes that I would like to weight paint.

I weight paint mode I can select bones in the armature with RMB on the bone in question. But some of these bones are very close to each other, is there some other way I can select them? I can't find them in any panel?

I can find the vertex groups however. But I'm not sure selecting the vertex group called f.ex "right_arm" is the same as selecting the bone called "right_arm". Selecting the bone, seems to also select the vertex group, but not vice versa? Ie, if I do "select right_arm vertex group and then rotate it, I don't get the expected result (the right_arm bone doesn't rotate). But it's all good if I RMB select right_arm bone in the 3d-window.

What am I doing if I have selected f.ex right_arm bone, and then I select left_arm vertex group and then I start weight painting? I can't just wrap my head around that...


texts:
I'm looking to have interaction between object 1 (Suzanne) and object 2 (mesh / plane)
I've made try mixing "cast modifier" "clothes" "collision"
How is it possible to see the Suzanne in the mesh when Suzanne is closed to it ?
The picture is the cast modifiers

Best

Zoltan


texts: Quick Way To Delete Overlapping Objects?

texts:
This was ripped from a game, does anyone have any ideas on how to delete objects in the same area? Or maybe a script? I'm open to anything.

Merge by distance doesn't work by the way


texts: Reducing the number of faces on a basic text mesh

texts:
I want to create a text animation in blender. I'm trying to reduce the number of faces in my mesh. I'm having a lot of trouble adding faces to certain letters after I have gotten rid of some of the edges. For example, when I try to fill the letter "A" the entire letter including the negative space is filled.  I've tried ripping and separating the match but I haven't had much success.  I'm trying to mimic a YouTube tutorial but I'll never get to the end if I can't get the mesh straight.

I've included a screenshot of my project and a link to the video. My knowledge of edges vertices and faces or lack thereof is probably was giving me trouble.

I appreciate any assistance that you can give me

SAMPLE TUTORIAL


texts: Why do vertices move when trying to box select?

texts:
I accidentally hit some buttons and got stuck in some kind of different edit mode. I can't box select anymore, when I try to, the selected vertices will move. I can still select by single-clicking.

I don't really want to reload because I haven't saved the upper torso yet. It's not that much work but I rather don't do it again.

Can someone tell me the magic hotkey to get out (ctrl + z did not work)? And what this mode is?


texts:
Is it possible to customize the default value of an input field, so that
- for instance -
when using the Bridge Edge Loop Tool, I can set the "Cuts"-Parameter default value, which is 0, to my custom one that is supposed to be 1?

There are quite a few inputs that I need to set up with the same value every time I run them, like B-Surfaces which has 3 in its Follow-Parameter Default which I reset to 0 every single time I run it. The Ability to save a custom Default for inputs that can be reset to factory default would be very valuable to me.


texts:
I'm sorry if it's something basic, but I really don't know which keywords to look for, so I have to ask.

Say I'm making an interior scene. I have three different types of chairs, three different types of tables, and two different types of plants. I would like to see different combinations thereof, before deciding which pieces of the furniture I would like to keep.

Is there an efficient way to switch between these objects, without having to manually toggle their visibility on and off?

Edit: thanks to Ben, I've defined an idea of what I would like. Is it possible to set up a dummy object like a cube that would contain, for example, all the chairs I want to test, and somehow cycle through them?


texts: Force Blender to Select rig instead of geometry

texts: I made a very simple ball rig in Blender. Nothing special. I have noticed, however, that it is difficult to select the rig without zooming in, and selecting and moving the geometry can cause issues. Is there a way to make blender detect when I try to select the geometry, and then redirect it to select the rig?


texts: How to understand the scale of blender lighting values?

texts:
Is there a standard comparison for light power / values in Blender Cycles?

What I mean is that under a certain value lights tend to have a weak effect, but over a certain threshold the interplay of lights can be volatile and compete.

Its not for my lack of knowledge in lighting that I usually struggle with light power in Blender, but simply I lack a comparison to it's real-world representation?

Example:

Maybe by necessity I might crank up a light over 100 (and yet, embarrassingly enough the light-object itself is already quite huge) and in doing so other lights are competed with.

Maybe it's real world comparison would cook anyone in the room due to the shear heat...

Perception problem...

Its this lack of relative value in blender, as it reflects reality that I often stumble on lighting. This is where I need help.

Maybe I have a mental defect and this problem is unique to me. But if not, the question is:

How am I to understand the scale of blender lighting values as it compares to real-world use?


texts: How to mark the seams of UV maps to edit textures in external programs?

texts: I am working on texturing a complex object, but do not like the blender's painting tools. So, I tried editing it in an external editor, but don't know how to know in the external program where the seams are. Is there any workflow for labeling different pieces of the unwrapped faces so that in the external program you can focus on painting each of those pieces? All advice is appreciated!


texts: projecting multiple images onto an object

texts:
I am new to this field of blender (use of modifier UV project).

Let me expose my question.

I use visual SFM with a collection of picture to get cameras position, orientation and focal length (blender camera tracker fails if focal length is varying across the photoset).

I then use OPENMVS to get a reconstructed mesh. Under meshlab, the results look great.

I need to go further and rework these result (remove shadow cast,..) Whereas the mesh is a good guideline for my needs (block model houses or places), I am not satisfied with the UV map it provides (It looks like a mosaic of small pictures than the result of thoughtful unwrapping) and I can't work with this UVmap.

Up to now, I usually imported camera and mesh, reworked the mesh to simplify to primitives (flat faces, cylinders,..) , unwrapped the mesh (unwrap properly, unwrap projected from view for different images) and made my best to get a decent UVmap (use stenciling with corresponding picture). For example, you can watch this tutorial (blender 2.79 texture a face on youtube):
https://www.youtube.com/watch?v=n1rhn_ma9Wo

When I read the the answer to the following question, I thought that the tool would provide a basis to improve my workflow :
Projecting multiple images onto an object with UV Project modifiers

But I don't understand how, starting from a mesh, multiple cameras and the corresponding collection of pictures, I can produce the required object (projection map) and set the parameters in the plugin.

Can anyone explain me the workflow ?

Phil

edit 1 : post edited to make my question clearer (or so I hope).

edit 2 : browsing the Q/A, I found a post with a similar question
Projection painting from images sequences/movies