texts: Getting black spots in blender render, render

texts:
I'm using Blender 2.79. I've looked at a number of possible answers on this, but none seem to help solve the problem. I'm getting these weird black specs in renders when using blender render. I've checked for Z-fighting or duplicate geometry but there is none. These are extremely simple, low poly models that have been duplicated and only use one basic color as it's material. There are only two unique models here, and the rest are just simple rotated duplicates of each-other.

I have been able to get the issue be less noticeable by changing world -> gather: from raytrace to approximate. However I would like to know what's going on so that I can keep the setting on raytrace. As you can see below the same two trees have an odd speckled look to it, which doesn't make sense because there is just a basic color as it's material/texture. This does not show up using cycles render. (Again, I do want to use blender render, so looking for a fix)


texts:
I've been looking for ways to build a 3D spiral in Blender, but every time I search for it, I find techniques for building a helix.  I'm not looking for a helix; I'm looking for a 2D spiral, extruded up into the 3rd dimension.
Does anyone have any pointers for creating one?


texts:
Is there a way to automatically delete children when the parent is deleted? By automatically I mean that you don't do any selection (or other action) of the children prior to selecting and deleting the parent.
I can make a method that select and delete the children. But I'm not sure how to call this prior to the bpy.ops.object.delete() operator. Maybe some custom property of the objects with some clever update? Or maybe a handle?
EDIT:
I tried to override the delete operator like this:
class MYOP_OT_delete_family(bpy.types.Operator):

    bl_idname = "object.delete"
    bl_label = "Delete parent, children and sibling"
    bl_options = {'REGISTER', 'UNDO'} # Must have REGISTER!

    def execute(self, context):

        top_object = context.object

        if top_object.parent is not None:
            top_object = top_object.parent

        top_object.select_set(True)
        for child in top_object.children:
            child.select_set(True)

        bpy.ops.object.delete() # BUT THIS IS NOW OVERRIDDEN!!!

        return {'FINISHED'}

This breaks Blender when I delete something. This is not surprising, since I both rely on and override the bpy.ops.delete operator. I suppose that I can make this as a new operator (bpy.ops.delete_family as the class name) and then keymap to this operator. But I would prefer not to have to do these manual setup things and truely override the default delete operator.


texts: No shadows on transparent object ( Blender 2.8 )

texts:
EDIT: I've found a  solution that works in my case, i've posted that solution below.

EDIT 2: Fixed "Eevee settings" to "Material settings in Eevee"

So I've got a couple bushes in a scene and I noticed that they do not have any shadows on them, they cast shadows themselves but they don't catch shadows, I don't know if this is due to my node setup or some kind of inherent property of transparent textures, any suggestions/help would be greatly appreciated.

I've included pictures of the issue, node setup and settings below.

Issue in Eevee:

Issue in Cycles:

Node Setup:

Material settings in Eevee:


texts:
I'm trying to do as Ian Hubert does in his -now famous- blender speech at BCON19.

https://www.youtube.com/watch?v=whPWKecazgM

At 3.47, he 'import images as a planes' then extrude it.
I try to do the same, but Blender doesn't react the same at all.

When I extrude my wall photo, it just gets semi transparent in a strange way, as if it was hollow.
When I do an edge loop a part of the picture just disappears.

On the right the original pic, on the left the same plane that I extruded and loopcutted vertically in the middle.

What am I doing wrong?
Thanks for your help.


texts: Rendered Image not showing up in compositing tab

texts:
I am new to blender and I am following Blender Guru's donut (beginner) tutorial. I am having problem in compositing tab. When I do render and switch to compositing tab, the rendered image is not shown in Render Layers node. I tried searching online for solution but most of them were for blender 2.7.
Thank you in advance.
UPDATE
here is my .blend file. Hope this helps.
https://drive.google.com/file/d/1xVGiCHVZDOJdPxW_G_znPUeDL5GtpeI2/view?usp=sharing


texts: Is there any way to get the graph editor curves in the 3D view? I know I can calculate motion paths for select bones, but it would be way easier to edit motion paths if I could just edit them as one 3D bezier the 3D view the same way you edit normal curves in the 3D view. If it's not built into 2.79 or 2.80 are there any plug ins for this?


texts: How to prevent addon preferences from getting reset? Each time I disable an addon, preferences gets reverted back to default.


texts: Blender doesnt ask to confirm when closing an unsaved file or opening an old file while an unsaved file is open. Is there a way to go about this problem? I just lost a lot of work when I tried to open another file (thinking my unsaved file I was working on will be in another window). Blender just closed it without saving or asking me, and opened a new file. I am assuming blender cant open 2 files at the same time.


texts:
How to get the mouse coordinates in 3space relative to the local coordinates of the active object?

This code gives the position of the mouse relative to the world coordinates, and I need to get exactly local

view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
loc = view3d_utils.region_2d_to_location_3d(region, rv3d, coord, view_vector)


texts: How can we setup hdri background image so that camera can move around an object which appear stable relatively to the hdri image?

texts:
What I want to do is to render an animation where the rendered objects are not moving, but the camera is moving around them. OK for it.

But from that I want to use a hdri image in background which is also rendered.

My issue is the following: when the camera moves around the mesh objects I want to render, the background image is not 'synchronized' with the camera movement (and relatively to the rendered objects).
The consequence is these rendered objects seem to move relatively to the background image.

Is it possible to avoid that?
I'm thinking about camera tracking to compensate this unwanted effect.
But is there a more simple way to do that? Or can camera tracking be a solution (if yes how)?


texts:
Hey I have a mesh of a deer. I'm currently weight painting it. As you can see from the images below, if I select the left leg there is some paint on the right leg, which means when the left leg moves, a piece of the right leg moves too. If I try subtracting it off with the brush, all that happens is paint from the left leg gets subtracted and the right leg paint remains. I don't have x mirror on either.

Blend File:

How can I remove the paint from the right leg?


texts: Material or UV Projection changes when switching to Cycles from Evee

texts: I'm pretty new to Blender. I was following a city build tutorial by Ian Hubert and working in Evee the whole time (because it's easier on my computer). I did a uv 'project from view' for my buildings and then moved around the faces that needed alteration. When I was satisfied, I copied the buildings with 'Shift + D' the faces would change to the original projection, so I used 'Alt + D' instead. It seemed to do the trick but now when I switched from Evee to Cycles I have a whole bunch of buildings with the original projection essentially undoing all the work. Does anyone know why the uv projection would look one way in Evee and then change when switched to cycles? And, is there a fix for it?


texts:
I need to reflect a plane of electrons from the surface as presented in the video. It is now displayed as a filled circle. When the first part of the circle touches the surface it should get immediately reflected, but right now it waits until all other parts hit the surface. In another word, the circle should behave as a pulse of light.

Youtube video


texts: blender volume material has opaque surface

texts:
I am creating procedural clouds in Blender Cycles as shown in this tutorial: https://www.youtube.com/watch?v=Ba18cwDSAsk

After that, I would like to create a series of them, so as to generate a tileable picture, using an addon from stuffmatic

The problem I am encountering is that the procedural cloud material is still "opaque" somehow, it blocks the view from the cubes in the background, as seen in the attached screenshot.

http://williamjohnson.eu/Stack_Exchange_imgs/procedural_clouds_opaque.png

I played around with the nodes, tried to put a Translucent and/or transparent node in the "surface" output of the shader, but it didn't work. I also tried masking the cube somehow to keep only the volume but I didn't succedd either... Also tried changing some camera and rendering options but didn't help either.

It sounds strange that volume only materials have opaque surfaces, anyone had this problem before ?

Any hints are welcome :) Thanks for your help.


texts: How can I create One single UV mapping space with 3 or 4 different Uv mapping from different objects?

texts:
I have a doubt , I am making assets for my project. I've 4 different objects , for example a candle , a rock , chest and one bottle , all these props have got their own UV mapping coordinates.

There is the "AtlasTexture" - their own UV map made with the TextureAtlas addon...

How can I create an AtlasTexture with previously baked Cycles material on texture space ? (UVmapping is done for every object).

I noticed that IF I create Textures first the AtlasTexture, whenever I try to scale the UV from respected Textured Objects, the UV on the Atlas becomes distorted.

  In their own UV maps for every single object I use Cycles baked textures, BEFORE  to create an atlas , I think the textures will become distorted...


texts:
for some unknown reason (to me) most of the export options with the file I am working now dissapeared. But with other files all export options are available. Is it a bug or how could I enable it for my working file???

in the same working file, if I switch to Layout mode the export options are back, and if I switch to modeling the options disappear again, is that intended?

Edit.. this behaviour happens only with my working file, with other files I have all export options in Modeling and Layout modes


texts: I'm a long time Blender user, though not very technical.  Currently have 2.79 installed and working well.          When I try to use 2.8, it starts to boot, shows me a blank screen and closes.  I can open it on my Linux system, but not on Windows 10, 64 bit 16 gig of mem.  My graphics card is an ATI Radeon Pro WX7100 with 32 gig dedicated memory. Any help would really be appreciated.


texts: Can Freestyle draw lines between intersecting meshes like SoftImage?

texts:
I used a translator.
Please understand if I wrote the wrong sentence

I think the last question is difficult to understand.
So I Attached was a picture.

The problem of the picture 1 and 2.
I want to resolve, as the third picture.

And fourth and fifth picture is a way to resolve in a soft image.
So I want to know that possible a blender  tool solve same problem.

I'm sorry to bother you. But I'm really need your help.

I used translator.

Photo 1 problem occurred twice.

I want to solve as picture 3

The Softimage picture is 4 to 5 times.

4 Blender 5 times as possible too.

The request help.


texts: Advanced UV unwrap and bump map / displacement problems

texts:
First post here! I've been searching and searching and can't find a solution to my problem.

So basically I'm wanting to model myself a ring with the surface of the moon on it.

So the first route I thought of was to try and UV map the top surface of the ring then I could maybe use a bump map to get the geometry I want. But when I tried to unwrap using the follow active quads it didn't unwrap in a uniform way allowing my to get a realistic surface of the moon.

So I then tried separating the surface that will have the moon texture on and tried applying a displacement modifier, but cannot figure out how to get control over how the image is stretched and hence displaced on the surface.

I've watched hours of tutorials to no avail and would really appreciate some help on firstly the best way to achieve my desired results and secondly how to get around my problems!


texts: Animate tori around surface of another torus

texts:
How can I replicate this effect (with animation), substituting the flat circles for 3D tori?

animated

I have tried starting with a torus and using an array modifier around an empty object to duplicate and scale it, but I am not sure how to apply a smooth circular positioning+scaling to the resulting pieces. Additionally, scaling in this way results in wide but flat rings, when what I am really looking for is to modify the circumference of the tori, leaving their cross sectional width constant.


texts: Render layers with and without HDR background

texts:
I have a scene with a house in front of the camera and behind the house some trees. I want to render them in separate layers, but I want the HDR image in the background for the first render and without in the second render with only the trees.

I can only check the Transparent in the Film section in the Render tab, but that affect both render layers. I guess I can render them manually one by one and change the settings for Transparent, but perhaps there are some other alternative?

EDIT:
I'm not asking HOW to render a background with HDR image! I have two render layers. The first render layer I want to render with the HDR background and in the second render layer without the HDR background. But if I enable the Transparent option, both render layer are affected by this settings and the HDR background isn't visible in any render layer. How to fix this was my question.


texts: How to add background image with background environment and only render the first?

texts: im new to Blender so apologies for any silly question but I have an object that have already an HDR image as environment background for reflections and stuff, and now I want to composite that object with other image, how can I add the background image without rendering the environment background too?


texts:
I'm trying to add animated text banners (objects) onto an edited video via Video Sequence Editor. I've watched several tutorials on this subject, though every one I have followed has failed to work. Here is what I'm working with:

I've reduced the Opacity to make it clearer what I'd like to do. So far, adding the 'Scene' has been the closest to success. I've tried adding nodes, textured planes, etc. though none were successful. With nodes, I can for render only 'Scene' (Layer 4) or the edited video (Layers 1-3), but not both.

Blend. 2.78


texts: Meshes have missing/transparent faces after applying an explode modifier?

texts:
I'm trying to apply an explode to an object. I have set the start point for the particles at frame 25 but this leaves my mesh in a fractured state prior to the explode with seeming missing or transparent faces in places.

I have checked the normals and searched the internet looking for a clue... any help?

Latest blender 2.8 windows 10 install.


texts: Blender API return the same camera position for every rendered frame

texts:
I have a path and camera following that path. I need to print the camera position for every rendered frame.

cam = bpy.data.objects["Camera"]
s = bpy.context.scene

for fr in range(s.frame_start, 15):
    print(fr)
    fileName = '/shot_%d.jpg' % fr
    bpy.data.scenes["Scene"].render.filepath = PATH_TO_SAVE + fileName
    s.frame_set(fr)
    #s.frame_current = fr
    s.update()
    print(cam.location)
    print(cam.rotation_euler)
    bpy.ops.render.render(write_still=True)

Frames rendered pictures are the correct - camera is moving along the path, but cam.location and cam.rotation_euler remains the same during all frames.

<Vector (7.4811, -6.5076, 5.3437)>
<Euler (x=1.4456, y=-0.4655, z=1.9483), order='XYZ'>
<Vector (7.4811, -6.5076, 5.3437)>
<Euler (x=1.4456, y=-0.4655, z=1.9483), order='XYZ'>
<Vector (7.4811, -6.5076, 5.3437)>
<Euler (x=1.4456, y=-0.4655, z=1.9483), order='XYZ'>

How to fix this and get camera position for every rendered frame?


texts: Using Network Render on different Blender version

texts:
I've trying to use Blender 2.79b on my Client machine, and Blender 2.79.1 on my Slave machines. I want to do that because Blender 2.79.1 could use both CPU and GPU to render at the same time so it render faster than Blender 2.79.
But when I setup Client and Slaves like that, my network doesn't recognize the Slaves. My result after many try are:

Client using 2.79b, Slaves Using 2.79b - WORK
Client using 2.79.1, Slaves Using 2.79.1 - DIDN'T WORK
Client using 2.79b, Slaves Using 2.79.1 - DIDN'T WORK

Please tell me is it possible to run render network like that, or is there a better way for my situation?   Thank you for taking your time on my question.


texts: Creating a sphere with glowing circle on it

texts:
I'm trying to create a sphere with a glowing 'donut' flattened on his front face, this donut is something like a central eye.
I'm completely new to blender.
What i need is to have 2 different meshes, one for the sphere and one for the 'eye', because i then have to add the object in unity and set 2 different materials for the eye and te body.
So here is an image of how the final sphere should look.
Again, i need to be able to use different materials inside unity for the eye and the body.


texts: Where can I find the vertices, radius and depth properties of a cylinder after it has been added?

texts:
Blender noob here.
When I add a cylinder in Blender a box with properties appear that you can enter vertices, radius and depth as well as X, Y and Z for location and rotation. Once I have entered my desired parameters the box with these properties disappear. How can I change the vertices, radius or depth after the initial add box disappears? I can find where to change the X, Y and Z specs for the location and radius but I cannot for the life of me find out where to access the properties for vertices, radius and depth properties.
Thanks in advance.


texts: What's happening with vector displacement 2.79b?

texts:
pretty quick question. I use the vector displacement node in order to add greebling to models. The latest version of 2.79b doesn't have that node, which seems to be why sheepit render farm is returning "flat" non displaced models.

Does anyone know if I should just wait for an update? Or if there is a way to do displacement without the vector displacement node?

Thanks guys, appreciate any advice!


texts: background clip not rendered in cycles anymore

texts:
Good day.

I think this is the right place for my problem, since I read something similar to this here. Maybe a bit more confusing.

After a bit more than eight hours of trying to figure out it by myself I'm really in desperation.

I tried to learn about camera tracking with the help of a YT tutorial from Blender Guru (https://www.youtube.com/watch?v=CVPcT0dJmoY). Everything went fine till this one point when I again tried to render the scene to check the results. The problem: my background clip disappeared. So far - nothing special. I was sure that I did something wrong and just tried to figure out what it was.

Thankfully I safed a working copy before I started to refine my "hole in the street". A copy, where I just put a cubic hole in the street instead of a more complex shape.

This copy is still working. But the more advanced version doesn't. I spent a whole day of searching and comparing the two versions. And I'm pretty sure I am overlooking something. But I still can not find the mistake I certainly made.

One weird thing I need to mention: after the rendering the background sometimes "blinks" and shows up for a millisecond. But thats all.

I attached the picture of the failed version, since I am not allowed to add two pics in my post. But there is a successfull rendered simple "cubic hole" version.

I checked all the nodes, the scene settings and what not. I really hope someone in this great community is able to help!


texts: Fluid simulation - direct access to surface possible?

texts:
I'm working on a simulation of a fluid surface in a model "river bed". My aim is to study the development of the surface pattern over time during flow.

I'm new to Blender - so here is my basic (maybe stupid question):
Is it possible in Blender to get the data of the interface between water and air in a table (x/y/z) during all the (or at least many) timesteps of the simulation?

Thanks in advance.

Update: Sorry for the unclear post. I have not started to work in Blender yet (so I cannot provide any results), I just wanted to investigate if there is a chance to get the data as needed (in table form as mentioned above).

The aim is to develop a water "flow sensor" that can detect patterns on the surface. I want to investigate how certain patterns develop in time, dependent on (water speed / amount of water / shape of river bed ...). I'd be happy to get any help on setting up the model in a second stage.

Thank you again.


texts:
After rendering an edited video the new video is about 1 Gig more than the original. Why? It seems excessive to me.
Original Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 15112 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 48.000 kHz.
Video length: 12mins.14secs.

New Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 26500 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 44.100 kHz
Video length: 12mins.01sec.

Blender - Output setting:
FFmpeg video
container: MPEG-4
codec: H.264
output quality: High
encoding speed: medium speed
Audio codec: MP3

Ooh, Blender 2.79a

Thanks

Victor


texts: I am editing images with video editor and I have just gotten a image cropped and sized when it crashes. I thought it was my ram so I lowered it down to 4500. my actual ram is 7.9GB. I add a image then I put a color behind it (while the image in from has image offset on and overdrop) then I expand the color and it crashes. every time no matter what image. I will be happy to explain further if you might have a clue but I have not included the information. I am using this for a school project so I really need to get bender to work.


texts: How do I remove the line from the camera view?

texts: Every time I enter the camera view (numpad 0) it will enter the camera view but there is a line down the center. How do I fix it so it's back to the normal view through the rectangular lens?


texts: Rigidbody container is spilling out contained rigidbodies

texts:
I am trying to make a simulation where I have a container and it is getting filled with more rigid bodies (Soccerballs) falling from above. The container gets filled fine but when I try to animate the container itself from one location to another the contained Rigidbodies spill out from the containers sides ..

the soccerballs are relativly small in size, I don't know if this is the reason for the problem.

I have tried the following solutions but with no use, balls still spill out from the container.

1- I have changed the container collision shape sensitivity margin.
2- I have changed the balls collision shape(the problem got worse)
3- I have tried changing friction and bounciness of the balls

How can I solve this problem, what settings can I change that might help?

thanks in advance for your answers, I am sorry that the question got too long.


texts: How to make a minecraft character transparant

texts: im making an image for a person on YouTube and need to know how to make one of the characters transparent as if he is in spectator mode...i have tried multiple "make transparent" answers but they just made him either disappear or still posed as a solid object in render, i have even tried making the skin itself more transparent but didn't work.


texts: all Photoshop generated images (PNG, JPG, TIFF, PSD) show all black when loaded in Blender 2.8 as reference images

texts:
Big noob here getting started with this fine program. I'm currently having a problem I can't seem to solve:

I've generated few reference images and saved them as PNG with Photoshop (CS6) but they all came up total black once uploaded in blender, no matter the view (top, camera, viewport) and no matter with or without transparency. I've tried all the settings (8/16/32 bit, rgb and grayscale, various resolutions and sizes) and all sort of files out of photoshop (tiff, jpg, psd, tga) with no success, I've even tried to import as background image or image on a plane. Seems like Blender doesn't like all images from my Photoshop.

Instead, I've manage to successfully import random png from the web and even the screenshot I've attached here works, so is actually only an issue with those I've made in PS.

Anyone would please be so kind to give me an hint on what I'm doing wrong? If there is any particular setting when saving? Or if a different version of Photoshop could work?

Thank you.


texts: How can I create this shape marked in the picture? I just want to create the shape, I know you can add those details by sculpting but I can't even get the shape right. I have tried using a plane to build the shape but it looked so bad


texts:
Below is a given scene with three consecutively placed cubes, and a simple sunlamp with green hue for emission facing perpendicular to the cube's face. The thing I want to do is that, I want make the sunlamp treat the first cube as if it were transparent i.e. the light from the sunlamp should go straight through the first cube and hit the second cube, and have also provided the screenshot of the node setup of the sunlamp:

I've change the first cube's pass index to 1 and the rest have 0 so, I thought this would work, but the logic failed. Plus it's necessary to have the materials of the cubes separate. Please tell me how to do this with a bit of node trickery?


texts: Child of Constraint influence value doesn't recorded as keyframe

texts:
I'm trying to make a reload Animation but when i set child of influence of magazine at start of animation at 0 and press I to record keyframes , and at ejecting part of animation when i set it to 1 and press I to record keyframes again nothing will happen it will always stay at last value i set it.
Here is the file of the project , i don't know what i'm doing wrong :


texts: How to connect parts of a model to the rig?

texts:
So I have this robot as u can see in the picture below and I know how to make a rig with IK and everything but only did that with 1 object models.
This robot has about 30 base parts and 80 armor pieces(green and red).

I want the pieces of armor to stick to the base parts (leg armor to the leg etc..)to move along with them.
These are solid metal parts so they can't deform at all when rotating the hips, legs, etc.. I have no idea how to start rigging this model and attach the armor pieces to the base parts so any help would be amazing!


texts: Can we modify the code of blender and use it as a analysis software?

texts: Can we modify the code for blender, create our own addons and use it as the analysis softwares like catia, ansys eyc.,


texts: Attribute error while declaring correct variables

texts:
I try to display the light type options inside the toolbar in a shelf.

So I copied the code from the Blender "ui.py" but I remain getting the error that for the light object I have not defined the attribute lamp right.

  AttributeError: 'Context' object has no attribute 'lamp'

class ObjectShading(bpy.types.Panel):
    bl_label = "Light Shading"
    bl_idname = "LightShading"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Shading Toolbox"

    @classmethod
    def poll(cls, context):
        return context.lamp

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

        lamp = context.lamp
        clamp = lamp.cycles
        cscene = context.scene.cycles

        layout.prop(lamp, "type", expand=True)

        row = layout.row()
        row.prop(clamp, "cast_shadow")

What is it that I am missing or doing wrong here?

If I exchange lamp=context.lamp with lamp = context.active_object.data it works.


texts: Method of creating verticies around object in photo based on background color

texts: Similar to how you would select the outline of an object based on a common background color in a 2d graphics program and then delete the background, is there a way in Blender to import a reference photo and create vertices automatically based on where the object in an image meets the background color. For example, making the vertices that would create the outline of the lettuce leaf in the image below:


texts: What is the simplest way to animate an object fresh out of 3d view?

texts: There's an animation button besides render in the right hand side bar but how do I use it?


texts: im working on a realistic human head i dont know why this is such a common problem for me when the mesh creates random spikes in the case they come out of both ears. i checked in edit mode and the geometry seems to be fine with no loose vertices or whatever. i know this is something to do with the multi res mod but when i do a search i find useless answers that dont help


texts: How to repeat a cyclic animation of an object/armature from command line with Blender API

texts:
I need to render a cyclic animation of an object-armature from the command line. At the moment I am stack on how to repeat the keyframes, ie how to copy the keyframes of the first time points and paste them at the end of the animation the same object. I was able to do that with 2 different functions. One uses 'NLA_EDITOR':
def extend_cyclic_animation_nla(obj, n_repeatitions):

    for obj_i in bpy.data.objects:
        obj_i.select = False

    bpy.context.area.type = 'NLA_EDITOR'
    bpy.ops.nla.action_pushdown(channel_index=1)
    obj.animation_data.nla_tracks["NlaTrack"].strips["Armature|mixamo.com|Layer0"].repeat = n_repeatitions
    bpy.context.area.type = 'TEXT_EDITOR'

The second function uses 'DOPESHEET_EDITOR':
def extend_cyclic_animation_dopesheet(obj, n_repeatitions, frame_end):

    for obj_i in bpy.data.objects:
        obj_i.select = False

    bpy.context.area.type = 'DOPESHEET_EDITOR'
    bpy.context.space_data.dopesheet.show_only_selected = True

    obj.select = True
    bpy.ops.action.copy()
    bpy.context.scene.frame_current = frame_end
    for i in range(n_repeatitions):

        bpy.ops.action.paste()
        bpy.context.scene.frame_current += frame_end

    bpy.context.space_data.dopesheet.show_only_selected = False
    bpy.context.scene.frame_current = tmp
    bpy.context.area.type = 'TEXT_EDITOR'

My problem is that they only work when I run them from the blender window. When I run them from the command line I get an error. the reason is that when I run the code from the command line in the background bpy.context.area seems to be set to None and None does not have an attribute 'type'. The error is:
bpy.context.area.type = 'DOPESHEET_EDITOR'
AttributeError: 'NoneType' object has no attribute 'type'

So, My question is given an object with a cyclic animation data, how can I copy (or repeat) the keyframes of that object and paste them at the end of the same animation from the command line? I am using blender 2.79.


texts: How do I Remove Reflections Off a Diffuse BSDF Surface?

texts: You can see that the plaster walls are somewhat reflecting the floor (which is 45% glossy, 55% diffuse) and I neither changing the glossy setting in the Ray Visibility for the floor nor the walls fixes it. I've tried upping the roughness, doesn't work. Do you guys have a solution?


texts: How would I be able to procedurally generate brick tiles like these?

texts:
I am trying to replicate a pedestrian subway/walkway in my town and have come across an interesting brick texture I've been trying hours to replicate, the wall in question is:

This has been the closest I have got to replicating the wall but as you can see it's still not very close:

Finally, this is my node layout:

Thank you all for the help, and I'd appreciate an explanation of how the nodes work if you manage to do an accurate replication :)


texts: Any recommendations to keep the bendy bones from snapping like that when moving the IK Target (red bone) up and down?


texts: Object are showing black in material view

texts:
I just successfully rendered this clock tutorial. However all of the objects show black in material view. I've been searching online for an hour, found a lot of similar posts but none of the answers match my setup. I have out put nodes, im not in local view, and the light source's specular and diffuse options are checked. Can any one help point me in the right direction?

Example

(Link to my blender file)

Update:  I've been using my laptop for this project - a dell Inspiron - and recently opened the project on my main pc and selected my nvidia gpu for the hardware. For whatever reason the materials show fine. I think its related to the Intel Intgrated HD graphics on my laptop. Must be some kind of driver glitch. The bottom line seems to be that my laptop's integrated graphics don't work well with this aspect of Blender. Thanks for all the help though.


texts: How to set off background color reflection?

texts:
I'm very new to blender. I animated this model:

I want to use this animation in a video. I use chroma key to take away the background but it's impossible to do this when the green color from the background reflects on the door(see image). I did change the Environment and Indirect lighting but it did'nt help. I tried many things but nothing worked. Can someone help me out?

EDIT
I'm in blender render mode.


texts:
I'd like to connect the tail of a parent bone to the head of a child bone, because it looks more organized.

This is how it currently looks like

This is how it should look like

Since there are a lot of bones involved, I'd like to make this programmatically in python to save time.

I tried to overwrite the .tail property of a bone but it didn't save it or something. Nothing changed.


texts:
Why can I see my topology through the head model?
I add below some picture which show you my problem.


texts:
I was working on creating straight lines to form a plane and I'm not sure what I've clicked but suddenly, all my lines became curved.

Is there any ways to fix this?

Update:

The Subdivision modifier's view is set to 1


texts: Using a particle system to fill up a container

texts: I want to use a particle system to fill a container. The particles are solid objects and not liquid. I just want a container to look like it was filled naturally, and not like a grid. It would be quicker to set up a particle system to do this than to manipulate tons of separate meshes individually. I'm not sure if this can be done in blender, but any help with this would be nice. I also need this to work with the cycles rendering engine.


texts:
In my game, I have this logic:

(The top actuator is the mouse looking thing, and the two hidden actuators are the same as Motion and Motion.001, just with different axis).

When I'm facing forwards, it's fine - it moves at a uniform speed constantly, but when I face downwards, it stops moving all together, and if I look down slightly, it slows down. I know why this happens: It moves on the local axis so when I'm looking downwards, it tries to move into the floor but can't.

Is there a way (preferably without scripting - but if scripting is needed it's fine) to make it even when looking straight downwards to move at a constant speed forwards?

Here is my 3D view, if it helps:


texts:
In my blender scene I have several objects that are parented to an Empty. I use this Empty to move the objects around the scene without having to manually move each one. Works like a charm.

However when I export my scene and load it into my program, the child objects of my Empty are only accessible as nodes of the Empty as opposed to being their own reference-able objects.

Is there a way within blender to, upon export, make all child objects of Empty their own object?


texts:
I'm currently using Blender for video editing.

I have an AMD R7 and I have configured OpenCL in my user settings.

However, it doesn't seem to make rendering video any faster. Can the GPU be leveraged in this specific scenario or is it exclusively for 3D editing that the benefits can be seen?

Update #1

FWIW, exported in Blender using lossless method and will be encoding using VidCoder. Note, VidCoder uses all the cores on my system.


texts:
Blender 2.81.16

I have to do a mold and I have several flat faces, and I need to reduce the face counts, also because I will use the obj file in other programs.
I got to this point after working in the flat faces:
Select area> X (remove faces) > select contour > Fill > Select Face (1) (first picture)

When I select Face (big) and Subdivide it makes a subdivision of a face in several small corners, not big divisions.

I think I'm doing something wrong because when I Export as .OBJ to another software, these big faces are not recognized (a hole appears in the object), (for example meshmixer). Do you know why? How it could be solved?

To decide the Subdivision point I think I could solve the problem selecting 2 vertex and Fill, but I still have the problem of "ghost faces".


texts:
I know how to create spherical gradient textures for objects and I also know how to assign image and radial gradient textures to spotlights. I am struggling however with the spherical gradient on spotlights.

EDIT: This is not a duplicate of the IES light question, I am specifically asking how to do this with a spot light and without an image, which proved possible (see accepted answer).

I want to achieve this, but without an image.

EDIT: this is the nodetree that worked,

thanks to Secrop's answer. Funny thing, I already had Z scaled to 0 for the image texture.


texts:
I have original grayscale image and pink boundaries. The goal is to vectorize the boundaries and move with them. As it is shown on the image below.

What are the possibilities? I found that there is a Grease pencil. I can trace image to grease pencil. It creates a new object from boundaries. There I can move with them. But what next? How can I get grease pencil boundaries back to image? I need to process them in Python. Do you have any ideas?

Thanks for you advices.


texts:
So I'm using Blender, and then all of a sudden I zoom out and there's nothing but a gray screen. I've tried hitting the / . , keys but . and , only open up orientation menus and / will only zoom on one object (not the whole render)
Shown Here:


texts: Place collection instances using an array-type UI?

texts:
Collection instances don't support modifiers, so laying out a bunch of them with an "Array" modifier doesn't seem to be possible.
But I love the ease and control Arrays give me. Is there any way to lay out collection instances that is like the Array UI (be able to specify a number of instances, their relative distance apart, etc.) rather than just Duplicating over-and-over again?


texts: how to model plane with a lot of vertices

texts: What is the fastest and most useful way of modeling a street with cad layer with a lot of vertices that are not symmetrical on both sides?


texts: I would like to know if there's a way to bend a cylinder by its middle so that I can have different versions of it with different bend angles (see picture below). It looks like with a Bend modifier it will bend the whole shape, that's not what I want, but perhaps I miss something. In the picture below I've tested Array + Curve modifier but it's not controllable enough. I also can do it with bones and Copy Rotation Constraint but I was wondering if there was a different way. Thanks by advance!


texts:
Its possible to render an object with transparency on (to don't see the background) and also to get the mist channel with the  transparency applied to?
I would like the part marked in blue on the picture to be transparent, but the mist channel take it as white (I imagine that it considers that far away)


texts: How to make every single part of a complex geometry thinner?

texts:
I got a CT-scanned DICOM images of a luffa (loofah) and I got a 3D version of it using a software called InVesalius (quite similar to 3D Slicer and you can export the geometry in various formats such as .stl, .obj, .x3d). I want to setup a CFD simulation of this luffa. The problem is, it is impossible to get a proper realistic (thin, hair-like) geometry of this luffa using both aforementioned software.
How do I do that in Blender using the exported 3D geometries? (I couldn't find anything searching & surfing the internet).
Here is how it looks like in real life:

And here are how the 3D geometries I exported from InVesalius (or 3D Slicer) look in Blender:

Close up:

How could I get a hair-like, thin geometry of a natural luffa in this virtual reconstruction?


texts: Volume scatter without rendering the volume object

texts:
Below is an uncomposited version of my Earth render. You can see the light haze around the edges. That's the atmospheric scatter sphere that's a little bigger than the Earth itself. Once the light passes through it, it affects the surface of the Earth resulting in this nice orange color around the edges of the day/night transition. The problem, however, is the white haze around the edges of the planet itself are sharp and in order to affect the surface color, the atmosphere scatter sphere must be on the same layer, therefore, I'm unable to blur it slightly.

This is the atmospheric scatter layer on it's own. I've tried duplicating it, moving the dupe onto a new layer behind the Earth and then blurring that to help hide the sharp edges but it's still not ideal, especially when up close.

Here's the finished composite. You may say "It looks fine". True, but this is at a distance and my project requires a gradual descend close to the planet.

My question is, can I still have the atmosphere scatter mesh affect the surface whilst not being a part of the render itself? Can it affect the light off camera, so to speak?

Render Layers:

1) Atmosphere Mask (Uses the 2nd layer(Earth) to mask the atmosphere mesh which removes noise)
2) Earth (Includes a Surface mesh, Cloud mesh and Atmosphere Scatter mesh)
3) Atmosphere (A different atmosphere volume that creates a blue outer glow) <-- Irrelevant to problem

VOLUME SCATTER NODE SETUP:

SOLUTION:

This is the best I could do with risingfall's answer. In order to get the light to change the surface I can't fade it as much as I'd like so from a far you can't really see the fade as much but it's miles better than before, I believe.


texts: Can python callbacks be registered on viewport user actions?

texts:
Is it possible to have python callbacks invoked when a user does something like select an object, bone, vertex, etc...?
For example, imagine a FK/IK setup where clicking on certain bones trigger the FK/IK switch and other necessary modifications. This isn't precisely what I'm trying to do but it should get the point across.


texts: Cycles material with bump and image texture - scale only the bump map?

texts:
What I'm trying to achieve is a smaller/finer bump pattern in the material while the image should remain at its current size. I tried scaling the UV map but then the image texture is scaled the same way.

Or let me know if you have a good material setup for wallpaper that also allows for an image texture.

Cheers!


texts: Found Bundled Python and EXCEPTIONAL_ACCESS_VIOLATION error

texts:
I just installed Blender today, and it was installed succesfully. After that, I tried to open the app. The program opened with no problem, but whenever I click new project, or I tried to use any feature Blender has, the program crashed. After that I tried to look up the solution in this forum. Someone said I should try to use the command prompt to debug the app, then i open the directory of blender exe file and start it with blender --debug command. Then, i got some error messages.

So, based on the suggestions i got after reading some questions in the forum, I opened the preference and changed the frequency to 44100 Hz and the bit to 24 signed bit. After that, I tried to restart Blender. But, I still have the same problem as before, the program will crash whenever I start a new project or try to use any feature. I tried to lookup the problem from command prompt, and i got these error informations.

I think the problem lies in
(1)version 280 sub 39 date unknown has unknown
(2) found bundled python: directory line
(3) Error: EXCEPTION_ACCESS_VIOLATION

But i don't understand any of those. Could anyone help me to solve this problem? Thank you.


texts:
I have 97 MDD files created from different meshes (armature deformed, cloth deformed etc). Is there a way to select multiple meshes and export them as individual MDD files?
I have seen that there's another post which provides an add-on to export selected objects to FBX, but unfortunately I do not have the skills adapting it to work for MDD files: Exporting multiple meshes individually at once
My progress so far: I've found someone trying to export multiple MDD at once on another forum, and it seems that there's a Python command line to export a MDD: bpy.ops.export_shape.mdd(fps=24, frame_start=1, frame_end=250). Also, there's a python template for Batch exporting:
import bpy
import os

# export to blend file location
basedir = os.path.dirname(bpy.data.filepath)

if not basedir:
    raise Exception("Blend file is not saved")

view_layer = bpy.context.view_layer

obj_active = view_layer.objects.active
selection = bpy.context.selected_objects

bpy.ops.object.select_all(action='DESELECT')

for obj in selection:

    obj.select_set(True)

    # some exporters only use the active object
    view_layer.objects.active = obj

    name = bpy.path.clean_name(obj.name)
    fn = os.path.join(basedir, name)

    bpy.ops.export_scene.fbx(filepath=fn + ".fbx", use_selection=True)

    # Can be used for multiple formats
    # bpy.ops.export_scene.x3d(filepath=fn + ".x3d", use_selection=True)

    obj.select_set(False)

    print("written:", fn)

view_layer.objects.active = obj_active

for obj in selection:
    obj.select_set(True)

How can I export multiple .MDD files ?


texts: How do I select faces in a row incrementally (as opposed to growing a selection in all directions)?

texts: I cannot find a way to select faces in a row. In MODO I can press arrow keys and the polygons are added incrementally by pressing the up arrow key. The down arrow key goes backwards and deselects it. It is really fast. Is there a way to do that in Blender?


texts: How to append many objects without appending materials

texts:
Is there any option, to append many objects without appending their materials?

Example: I have scene1.blend with cube object and wood material.
I append cube with wood to scene2.blend, where there also is cube and wood material.

Blender logically creates cube.001 and wood.001, but I don't want wood.001, I need Blender to use the existing wood material instead of creating a new copy.

I'm talking about thousands of objects and hundreds materials. For example now I have natural wood.## ... natural wood.017 and all are exactly the same, and I have few dozens of materials like this multiplied by 17 object copies.

My English is not very good and this is problem little bit hard to explain, so I hope you understand what I mean.


texts: Camera pivoting onto 3D Cursor rather than selected object

texts:
Through the viewport, by pressing the NumpadPeriod (the decimal point on the numpad), the camera focuses on the 3D Cursor, rather than the vertices I have selected, how do I fix this issue?

I am using Blender v2.79.


texts: Is there a 2.72 equivalent to 'no caustics'?

texts:
This image is quite hard to see due to heavy caustics, however, I haven't had to render in Cycles since Blender 2.72 came out, and I can't for the life of me find 'no caustics'.

I tried un-checking the two boxes that looked like they took it's place, but that didn't seem to change anything.


texts:
So I have looked around some website, there is something interesting. The model is using 2 normals.

This normal is used to define the wrinkle of the cloth.
Then there is this normal:

This normal is used to define the bump of the texture in tiny part of the texture. So this normal is used multiple times for each small parts of the texture.
How can I achieve this is blender with PBR model?


texts:
I'm working on a 3D Avatar, and have combined some of my Models. I've noticed that the neck part of the Sweater doesn't move with the rest of the body, atleast not how it should. But the arms do, the sweater is one part by the way.

My Question is, how can i fix that, I've tried it with Data Transfer but that messes everything up.


texts: Blender Python Console Commands not completing before next one is interpreted?

texts:
I'm working with the default Blender file that has single cube object.
I'm rotating it with Python and adding keyframes.
The problem is that a bpy.ops.transform.rotate() seems to take some time to execute so when I paste in a series of commands a keyframe is created before the rotation actually happens.
If I paste commands in one at a time I get my expected animations. Is there a "finished" event, or "wait for last" command I can use?

This code pasted in the Console may show rotations on some of the keyframes and not on others, it is inconsistent.

bpy.context.scene.frame_current = 0
bpy.ops.anim.keyframe_insert()

bpy.context.scene.frame_current = 30

bpy.ops.transform.rotate(value=1.5708, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False)

bpy.ops.anim.keyframe_insert()

bpy.context.scene.frame_current = 60

bpy.ops.transform.rotate(value=-1.5708, axis=(0, 1, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False)

bpy.ops.anim.keyframe_insert()

... and so on


texts: How do I set object origin normal to a face?

texts:
I have the following object:

How do I modify the origin so that the origin has the X axis normal to the face shown, but the object itself remains in the same position in space?


texts: Problem after importing DXF files from AutoCAD

texts:
Here is the Newbie of the blender.
Now, I practice how to import DXF files from AutoCAD LT.
After importing, I found some problems.

Eventhough I imported the 2D drawing, the layers are seperated to another floor. For example, some layers are on the plane where Z=0, but some layers are on the plane where Z=100. I want to place them on the same plane. How can I do that?

※ Original drawing includes more objects. I just left two objects for simplification.

In the original DXF file, there are contour lines but they are in the same plane (Since the orignal drawing is 2D). After importing, they make a real 3D contour line. Is this natural or did I do something wrong?


texts: Import and exported File have different sizes though they are identical

texts:
I have a .ply file which is 6mb in size. It has about 140000 faces. This is an output of a 3d scan. When I import it into blender and export it again as a .ply or a .obj, the file size is increasing to 60mb, even without making a single change (No modifiers, no change in scale, no change in mesh, nothing!). Can someone help me in figuring out why this is happening? Thanks

What is that blender is adding to the imported file to make it 10 times bigger in file size?

Also, i tried decimating the object to a ratio of 0.1 and still the exported file is 9mb, while the original 3D scanned file is just 6mb.


texts: Problem Automating UV packing each object

texts:
new to python here. Hoping to get some help on a script. Im trying to unwrapp and pack uvs for multiple objects. The problem is this script packs uvs as if all of the objects selected were one object ( all objects are packed sharing the same uv space). The goal is to unwrap and pack the uvs of each object individually so that each object is packed into its own uv space.
import bpy

if bpy.context.selected_objects != []:

    if len(bpy.context.object.data.uv_layers) < 1:
         bpy.ops.mesh.uv_texture_add()

    sel_objs = [obj for obj in bpy.context.selected_objects if obj.type == 'MESH']

    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.active_object.select_set(False)

    while len(sel_objs) >= 1:

        obj1 = sel_objs.pop()

        obj1.select_set(True)

        bpy.ops.object.editmode_toggle()

        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.uv.cube_project(cube_size=0.333957)
        bpy.ops.uv.average_islands_scale()
        bpy.ops.uv.pack_islands(margin=0.01)

        bpy.ops.object.editmode_toggle()

    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.active_object.select_set(False)


texts: Add Glare to Equirectangular Panorama Without Stitching Issues

texts:
I made an equirectangular panorama in blender, and I added a glare node to emulate glow on the objects. When I view the rendered image, the glow does not stitch properly. Is there a way to fix this, or add the glow in a way that will allow the image to stitch properly?

You can see that glow is cut off when the image is stitched. To combat this problem, some of the glow should be visible on the other side of the image, as indicated below...


texts: How to update this multi camera render code to Activate/(Change to) the next View Layer before rendering the next camera?

texts:
I am running this code (Not mine):
import bpy
import os

path_dir = bpy.context.scene.render.filepath #save for restore

for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    bpy.context.scene.camera = cam
    bpy.context.scene.render.filepath = os.path.join(path_dir, cam.name)
    bpy.ops.render.render(write_still=True)
    bpy.context.scene.render.filepath = path_dir

And the problem is that I have different view layers,   with different objects,   in different collections that are turned off/on depending on the view layer. The camera angle only changes each "Shot" (shouldn't matter though).

My Actual Situation (Only one "Shot" though. Wanting to do multiple in the future.)

(In practice this is because I am trying to render Background, Middleground, and Foreground elements over multiple "Shots"(Different area of the world with different character poses) all at once for later compositing in ClipStudioPaint). It is not changing the view layer when exporting the image to the folder. So all the cameras are exporting whatever they see in the default View Layer. HOWEVER, The renders are being done correctly and can be found in the Render tabs "Select Layer" drop down.
There is also only 1 active camera per view layer. The others should be turned off and hidden in the muted collections.
So what I would like it to do is:

viewlayer1 >Render camera1 >Save to folder with cameras name.

viewlayer2 >Render camera2 >Save to folder with cameras name.

viewlayer3 >Render camera3 >Save to folder with cameras name.

But right now it is just staying on View Layer. It's almost what I needed, just cant figure out how to add this iterative part. Thank you for any help!
EDIT: I thought I should add that it does already notice the different cameras positions. So it will save images of 3 different view of the Cube but not render the Sphere or Cone when I would like it to. (They are in the render tab though, but not my folder destination.) Thanks again!


texts: Looking for Blender source code of version 2.79.7

texts: Where can I find the source code, corresponding to this exact build 2.79.7 blender-2.79 e045fe53f1b0 ? - https://download.blender.org/release/Blender2.79/latest/


texts: How can I make an object hold a position while following a path?

texts:
I have my camera following a path.
But this path is used by other objects, and these objects need to complete the entire path. But not the camera: I want the camera to stay fixed at one moment.
So, my idea was to set the influence of the follow path constraint, for the camera, to 0, at the frame I want the camera to not follow th path anymore.
But the problem is that, at this time, the camera goes back to its origin position.

So how to hold the position of the camera when breaking the following path constraint?
I tried by inserting a locrotscale keyframe at the frame just before having put the influence to 0; but it still goes back to the origin.

Thank you


texts: extruding faces along normals are distorded

texts: I'm trying to extrude using  the extrude faces along normal, and also trying make a simple E, then S + shift Z to scale on X and Y axis, but its not extruding inwards uniformly. on the cube mesh, its working, but on the more complex model its looking incorrect.


texts: how do i create a dust cloud while landing on Moon , i want to create an animation with star-ship , and want to land it on  a realistic moon surface , how do i mimic the dust plum formed by the thrust


texts: How can I make an object invisible when I render in Cycles?

texts:
Using the Cycles Render Engine
How can I make an object invisible when I render?


texts: Blender is rendering another project, and sequencer/compositing is un-checked under Post Processing. Why?

texts:
when I go to Properties editor > Render > and click "Animate", it's rendering another scene... from a separate .blend file... that isn't open. I tried closing all instances of Blender, I tried searching online (most resulting in references to the "Blender is rendering an older version my project" thread on this site) and I tried playing around with the settings. There is nothing that I can see in the Video Sequence Editor. I have un-checked Compositing & Sequencer under Properties editor > Post Processing. I have tinkered around with settings and I just have no clue what's causing this issue. I'm still very new to Blender so this is something obvious, please forgive me.

Here is a link to the .blend file: https://drive.google.com/file/d/1wIZ96s0juEdrQXfOimYC1dTM_Jmg8VE3/view?usp=sharing.

If you're curious, here is a comparison of what the scene should look like, and the scene from the other file that it's rendering (for some reason). Note that when I click "Render" it renders individual frames fine. It's just when I click "Animation" that it does this:


texts:
I wrote a script that is attached to a button in the addon. Works perfectly, up to the code line, where is bpy.ops.object.origin_set (type = 'ORIGIN_CENTER_OF_VOLUME'). The previous command works without problems, but here the transfer of origin to the center don't work, the object switches to edit mode. The previous command that moves the cursor to the center works without a problem.
How to solve this problem ?
I would be very grateful for your help.

class ImportSTL(bpy.types.Operator):
    """Import STL"""
    bl_idname = "object.import_stl"
    bl_label = "Import STL"

    def execute(self, context):
        stl_path = bpy.path.abspath(bpy.context.scene.stl_path)
        bpy.ops.import_mesh.stl(filepath=stl_path)
        try:
            ob_new = bpy.context.selected_objects[0]
            for f in ob_new.data.polygons:
                f.use_smooth = True
            for b in ob_new.data.polygons:
                bpy.ops.object.editmode_toggle()
                bpy.ops.mesh.select_all(action='TOGGLE')
                bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
                bpy.ops.mesh.select_all(action='TOGGLE')
                bpy.ops.mesh.tris_convert_to_quads()
                bpy.ops.view3d.snap_cursor_to_selected()
                bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_VOLUME')

Greets


texts: How to deactivate a UI element in an add-on?

texts: In an add-on I would like to have a property adjustable via its UI element, but when I have a second elements enabled I want my first element to be disabled : only show the information without being editable. It there a way to make a UI element read-only ? (grayed out / disabled / visible but un-editable).


texts: When I import a model form 3D builder , its wireframe looks weird

texts:
How can I solve it automatically? I import this in Obj format;
and I only get blender file , so it must be solved inside blender.
this

to this

[![enter image description here][3]][3]


texts: Where is the character in physics option of blender 2.7?

texts:
Following these two tutorials, I can't figure out where is the character option in blender 2.7:
https://www.youtube.com/watch?v=jxaHT_AFt_w

https://www.youtube.com/watch?v=187knmhldR4


texts: Problems when rigging; only some of the object moves with rig even when automatically weighted?

texts:
I have this character I am trying to rig. I created the rig, and did not apply automatic weight yet. I have his hair in a separate object, so I joined the character and his hair with Ctrl+J. I then added automatic weight to the armature, but some of his hair does not move with him.

How can I fix this? Ctrl+P Keep Offset gives a similar issue.

Here is the blender file:

(The normal blender upload site doesnt seem to be working... heres a Mediafire)

https://www.mediafire.com/?kab867zkkh6snb4


texts: I've just began using the branched path tracing mode in the Cycles rendering engine and as far as I can tell, I've been getting good results in it.  But I've been confused by one particular sample type that is listed: Ambient Occlusion.  I think that I understand what Ambient Occlusion is as an effect but as far as I know, it's more of a hack to fake Global Illumination then a realistic simulation of light.  So is there something going on behind the scenes that I'm not understanding?


texts: I have a very large satellite airport photo that I used as a background and drew the runway taking it as reference and UV Unwrapped the runway. Now I want to use that background image as my texture source for the polygons I drew. How do I do that? Is there a more or less automatic way to set the background image in its current scale as texture source for baking? :) Thanks.


texts: How to avoid subsurf distortions on cylindrical objects?

texts:
I made a cylindrical object which transitions to a squarish block. However there is some distortion at the transition:

If I add a loopcut to get a nicer surface there, it gives the cylinder a not-very-round edge:

What are some topological tricks for getting smooth subsurf without interfering with other parts of the model?


texts: How to create a pattern like this using Python script or Modifiers

texts:
Is is possible to create a pattern something like this using Python scripting in Blender?

I marked 4 different patterns inside the image above. I want to create such a pattern using Python script and/or Modifiers.

Any suggestions and tricks will be appreciated.


texts: How to get location and rotation of light instances with python?

texts:
I am trying to collect information about lights existing in the scene with python. For now I have color, strength, type and so on but now I need to store also location and rotation of the instances. How should I approach it?
For now this is how it looks like:
import bpy
import math

def get_lights():

    lights_list = []

    for light in bpy.data.lights:

        light_dict = {}

        light_dict['type'] = light.type

        light_dict['name'] = light.name

        if light.type == 'SPOT':
            light_dict['angle'] = int(light.spot_size*180/math.pi)

        if light.type == 'SPOT' or light.type == 'POINT':
            light_dict['size'] = light.shadow_soft_size

        light_dict['strength'] = light.energy

        light_color = []
        light_color.append(round(light.color.r, 2))
        light_color.append(round(light.color.g, 2))
        light_color.append(round(light.color.b, 2))
        light_dict['color'] = light_color

        lights_list.append(light_dict)

    return lights_list

l = get_lights()
print(l)
```


texts: high tris but not smooth surface after subsurface

texts:
You can see two different models with high vert count good surface on the other hand i have vw model with low quality surface with hight vert count. I need to push subsurface 6.level to good surface but vertex count goes 6million.

whats the issue

3sub x 2 sub after


texts:
When I render using my r9 390 graphics card, weird lines are appearing over the render. This problem has just started happening recently, as a few days ago I was rendering the same scene without the lines appearing. I don't believe I've changed any settings in Blender and the below scene is from a new file, so render settings should be default.

Rendering using my CPU is fine:

The only thing I can think that has changed is I recently updated my card to the latest drivers. Playing games with it is still fine and the card is quite new so I wouldn't think it's a problem with the card itself.


texts:
I have a simple animation that I have made and I cannot seem to get clear videos out of at 300px x 300px fpr smartphones, either its the encoding in ffmpeg or the render.  At this point I am unsure. I am confident that when I look at it on the smartphone it doesn't look good.  I am using JPEG format to write from blender to, and webm out of ffmpeg.

Thought:

I am wondering if there is something like a lower limit to rendered frames or compressed video which causes this to be blurry.

I can post a link to the video but not now.

The ffmpeg command line (have tried many things) generally has these components in it.  I have seen that with JPEG in ffmpeg maybe '-qscale 1' is used for better quality, om vfx section of the ffmpeg wiki.  I have tried -pix_fmt yuv420p also which was recommended on another occasion on the ffmpeg mailing list.  This seemed to work at the time but not in this case.

  When generating a Photo JPEG movie clip there is really only one
  setting which is relevant - qscale and it should be set to 1. The
  command line for generating a Photo JPEG movie is as follows:

ffmpeg -i image-file0%3d.jpg -vb 1M output-file.webm

These are settings for the render.

this is the render at 300x300

And as I mentioned the video is on the net, although I have to edit that link, will do.


texts:
When i try to bake multiple textures
blender dont merge all texutres


texts:
I´m trying to generate a rig for this Cat, when I click on generate rig it doesn´t do anything... it just "loads" something but it doesn´t generate anything, also, it doesn´t send me any errors

It should look something like this


texts:
Been working on this fire simulation.  I'm new to the simulation but have done a ton of fiddling around with settings and looked at some questions.  Why is the domain not rendering correctly?  It's rendering as a solid cube (bottom picture) instead of the simulation.  Also, I am in Cycles Render.  Thanks in advance,

Tyler


texts: How to create an equilateral triangle base prism

texts: I'm trying to make a triangular prism in blender, my first idea was to select the top 4 verticys of a cube and merge them at the center but this made a single point on the top instead of a edge. I have tried a few other methods but couldn't get a perfect even triangular prism. What would be the best way to do this


texts:
I'm trying to rotate a masked area in sculpting mode, but the pivot is right at the center of the world(scene). Is there a way to move the pivot in sculpting mode? What I'm trying to do is to move the pivot to the center of the unmasked area.
I've been trying to find info on this in the manuals and watching Pablo's twitter videos but I still can't find the solution.


texts:
Ive used rigid body physics to generate balls falling into a basket (which works fine) and want to export the balls into a voxel-wise form (i.e a HDF5 file).
I can export each individual ball using blender just fine (currently as an stl, but it could be any other file type), but not to my desired format.
I understand that this might not be possible in blender, and may require further work to convert in python, any help on how to go about this problem is greatly appreciated.


texts: Tank track deformation rigging for Unity. Worked well before, fixed a problem and created more

texts:
Here is the first tank model I made. It uses the array and curve modifier for the track shape and I purposely left a gap which I stitched together with the F key function to create a solid shape in Blender. When I placed it in Unity the stitch I made came out as a partial void but the track suspension worked:

Notice the void in the track links where I tried to stitch them together.

And the tracks deform perfectly.
After this I tried to fix this issue by making the number in the array just a bit too small and then I edited the bezier curve to make it just small enough to made the track almost connect. I did not edit this after applying the array and curve modifier.

And the later model looks like this, notice that the track comes out perfectly without any gaps or voids.
But when I try to deform the bone it ends up very broken

As you can see the track does not deform properly. In a newer version, I tried arranging the bones better so that the automatic weight painting would look better.

But the issue is still persistent in Unity:

The model and armature/bones:

I have tried creating these tracks several times. Any help would be greatly appreciated.


texts: Blender 2.8 slow render under mesa-18.3.2 and xvfb

texts:
How I can profile timings in Blender 2.8 Eevee engine rendering process?

I have blender 2.8 (nightly build) running inside docker container, with mesa-18.3.2 (build from sources) and gallium driver set to llvmpipe. OS: Ubuntu 18.10.

Under same docker container I test 2.79 and 2.8
Times differs 10x.
2.79: Time: 00:07.76 (Saving: 00:01.57)
2.80: Time: 01:12.40 (Saving: 00:02.29)

Too big difference here. Any ideas what should I check?

Thank you!


texts:
I have a tree of which I took images from all six side (namely topview, bottom, X positive, X negative, Y positive, Y negative) and thus I have six images (square aspect).
I also projected the UVs from these 6 sides using 'project from view'.
Now I want to merge them (all 6 images) back onto the tree so that it matches the original texturemap perfectly. Its like re-wrapping a previously unwrapped box/cube.
Note this is more complex then just doing 1-2 sides, as done in case of decals, nor like skybox creation .. where destination mesh is a primitive like cube or sphere.
Please see this image:


texts: Object dimensions changing but not changing

texts:
I am having a simple problem with Blender 2.76b using Python 3.4.2.

I'm trying to change the dimensions (not scale) of a mesh, and then put another object next to it, depending on the new size.   However, after changing the dimensions (which works fine, the actual size in the animation changes) it still gives me the original dimensions when called.

Code:

add_cube  = bpy.ops.mesh.primitive_cube_add
add_cube(location=(0,0,0))
actor_name = bpy.context.scene.objects.active.name

#randomized size to check if post resize call is working:
sizex = random.randint(3,10)
sizey = random.randint(3,10)
sizez = random.randint(3,10)
bpy.data.objects[actor_name].dimensions = (sizex, sizey, sizez)
#end of random resize test

objdim = bpy.data.objects[actor_name].dimensions
print('Actor Dimensions: ', objdim)

A standard cube is (2,2,2) big.  When the code runs it changes the object size, but then prints "Vector((2.0, 2.0, 2.0))" when it should be bigger.  Putting in static values instead of random numbers produces the same problem.

Running this in the python command line in the scripts window works fine, running from script does not.  Am I missing some refresh thing?

Anyone come across this?  It's like it's not refreshing the actual dimensions when I call them.


texts:
I am trying to combine some layer in the compositor with Z-Combine but in the last step the reflection is loosing its color.

In the top of the first picture you can see the part of compositing that is causing the Problem.
In The lower right is the result of combining all Layers. The reflection there has still the right saturation.
In the lower left ist the final Image. After i did the last Z-Combine. The reflection is almost grey.

Here i saved the image from the viewer node to manually add the background in a third party program (paint.net). The saturation of the reflection here is ok.

Here is the complete compositing.
I rendered 4 Layers:

Objects
Shadows
reflection
alphachannel for reflection

Am i using the Z-Combine in a wrong way?

Maybe there is a better node to add the background color.

I Guess it has something to do with the alpha channel, but why is everything alright till i add the white color with the last Z-Combine?


texts:
Alright so I've seen some postings about loop cuts and done some research. I am very new to blender and modeling overall. I am trying to loop cut this concrete barrier. Now I'm following a tutorial and kind of did my own thing in some areas. I cleaned it up following some instructions in another answer here on stack exchange.

I can't for the life of me figure out why I can loop cut around the whole bottom:

...but not the whole middle:

I see this marked as answered by another question. That question refers to ngons and inside faces. Now once again I'm totally new to this. I looked on the inside. I don't believe I have inside faces or any ngons by the terms I've read online in my research.

Here is a wireframe picture and the inside view:

Maybe I'm missing something the answers on other posts are saying. If so and you know what it is I'd be very appreciative of what it is.


texts:
How can I rotate Vector/Point with python? Could you help me guys?
Here is screenshot:

On the left - normalized vectors. I need to rotate according to UpVectopr.
On the right - non-normalized UpVector and a point. I need to rotate a point with UpVector.

How can this be done?


texts: Edit Mode buttons for selecting vertices and edges vanished

texts:
When I am in Edit Mode for my project, the Mesh Select Mode buttons have disappeared!

I loaded the default project and the buttons are where they are supposed to be; the issue is only in my project.


texts: Python: similar mathutils.Matrix producing different translations


texts:
Watching this reference video @ 2.50
After creating the profile shape. When he switch from 3d to 2d the face get fill. I created a simple triangle shape and trying to switch from 3d to 2d why my curve get flat and not get fill.

Any suggestion whats going wrong or why i cant fill the face switching to 2d. Thanks


texts: Is there a function to fix edge length in Blender?

texts:
I hope this question is clear enough. I am trying to create a 3D model of a tesselated origami model. What I want to do is translate a vertex and have the surrounding vertices translate such that edges connecting them to the translated vertex keep their original length.

Here is an image of the origami model:

Here is an image of the 3D model of the flat tesselated pattern:

I hope you can see here that I would like to translate the centre points of the concave hexagons (the vertices currently selected) and have the connected edges keep their length as if it was made of a rigid material.


texts: OS freezes while using Blender (in edit mode)

texts: I am very new to Blender and ramping up my learning. But I am constantly facing a problem in Blender. Whenever I am modelling a cylinder (with just 8 vertices and mirror+subdivision surface+smoothed) the OS freezes I cant move the mouse at all. I am running Blender in my Dell Vostro 3350 with 6GB RAM along with AMD+intel Graphics. The OS I am using is Ubuntu 17.04. Please let me know your thoughts on how I can solve this.


texts: How big should i make my assets for a game

texts: So, i am trying to make a small game level to test some stuff and I made a tree that is 4.7 million tris, is this way too much and do i need to reduce the size, or is this ok


texts: Beveling a plane that has been extrude 90 degrees

texts:
I followed a tutorial for setting up a scene with light but got stucked at first point.
I first create a plane and then I extrude it 90 degrees. Then I want to bevel the sharp edge to be round. I select the edge in edit mode and apply bevel. But i only works on one of the two planes. The tutorial was using 2.79 and I am using 2.8. Is there any reason why this not working?

My projectfile:


texts: how to move an edge along it's normal but snap in world space?

texts:
Here's my example.   I have a vertical plane and above it a plane angled at 30 degrees.  I want to move the horizontal edge of the sloping plane along it's normal, keeping the 30 degree slope intact, but I need it to snap to the X or Y world co-ordinate of the vertical wall.

What actually happens is it snaps so the z-axis of the edge normal aligns to the vertical wall.

I'm trying to align it with the red dots, but it aligns with the blue. Is there a way to do this?

cheers


texts: How can I create a smooth looping animation for cloth simulation?

texts:
I have created a waving flag simulation by pinning a set of points, adding cloth physics, and setting up wind forcefields. The result is just fine when I render the scene except that I want the resulting png files to be a continuously looping animation.
The resulting animation is currently jumping when the loop transitions from the last frame to the first frame.

I have tried exporting to lightwave format, importing it back in and inserting appropriate shapekeys to get an interpolation between the last and first frame, (as described here), but it seems the export-import step messes up both the orientation and the basis for the shape keys.
I tried exporting-importing twice
and I also tried using a custom plug-in that fixes the orientation issue,
but my shape keys at 1.0 value are always stretched out and rotated compared to the same shape key at 0.0.
The result is that after interpolation, the flag not only waves, but also rotates and stretches.

I am thinking about trying one of the following routes:

Somehow edit the necessary shapekeys at value 1.0 so that it matches the orientation and rotation at 0.0.
Look into the export-orientation problem and see if I can fix it myself.
Try to morph from last frame to first frame of the rendered result using some other tool.

What do you think is the easiest and best way to go to get a nice loop transition?

Edit:

After trying sambler's suggestion using two modifiers with varying influence in the transition between last and first frame, the mesh seems to be rotated and scaled in the frames where the modifier influence is interpolated.


texts: How can I higlight an object so that it won`t affect other nearby objects?

texts: I tried all types of lights and tweaks but they spill too much on other objects thus making those overexposed. What could I do? I work in Eevee


texts: How to run blender python script with args?

texts:
I have a python script that takes command-line args. I'm using it to create some blender objects. I'll run it from the command line (actually from a script on a server). I run it like this:

$BLENDER -b --python my-script.py -arg1 file1.in file2.in file3.out

... and the script runs fine, but I get a message saying "Error: File format is not supported in file file1.in" because presumably Blender is trying to read that file as a blend file.

So how can I prevent that? I just want blender to run my script. (Note that I'd be happy to just run it with python directly, but it seems to be difficult to load the bpy module without being in a running blender.)

This is on Blender 2.81 prerelease on Windows, btw. But I'll want it to run on Linux eventually.


texts: How do I evenly emit particles from a surface?

texts:
Check out the image below:

Notice how the particles are emitted in distinct streams. What I need is for the particles to be emitted in the shape of the mesh they're coming from. I've tried all the options I can think of to get an even distribution but nothing seems to work. In particular, I was hoping that increasing the amount of subdivisions on the emitter would help, but no dice.


texts: Particle system: How to place random objects with children?

texts:
I'm trying to place a group of trees that include an armature and leaves in a separate mesh scattered over a land. The problem is that only the tree's base is placed by the particle system, even though the leaves are a direct child of the base (see screenshot):

The first 3 trees in the middle are placed manually, the other ones are being placed by a particle system, as you can see, without leaves.

I found this answer, but it uses 'whole group' to tie objects together. The problem I then have is that I can't create a 'list' of trees to place at random. I wanted to comment on said answer instead of making my own question but I didn't have enough reputation to do so.

What would be the best way to use the particle system to place random objects such that I can still use objects with children? Thanks!

Other reasons for using Particle System:

I can use a mask to distribute trees manually (like this guy)


texts: Reacting to changes to a Python defined RNA Property

texts:
Hey I have a questions

I have a prop_search which is filled with names. Is there some kind of callback when I change the selection of the prop_search?
like I have this:

def draw(self, context):
    col = layout.column()
    col.prop_search(context.scene, "hdri", context.scene, "coll", icon='OBJECT_DATA')

can I somehow define a function that is triggered whenever I change the prop_search?

I'm pretty new to Python for Blender.


texts: Automatic UV scaling like in level editors? For white boxing game levels

texts:
I want to design and white box my game levels in Blender, but I can't figure out how to automatically scale my UVs when scaling/extruding geometry.
I want the UVs to automatically adjust to cover a fixed distance regardless of the size of the geometry, like this:

I'm guessing it is kind of like triplanar mapping, except I need to actually adjust the UVs, and not just be a shader effect.
Is there anyway to do this, so I can make Blender easier to use when white boxing my game levels?
EDIT
The Magic UV add-on works perfectly for my needs.


texts: Using GPU outside of rendering in background mode

texts:
Is there any way to use your GPU outside of rendering? I'm using blender to generate and change objects with python in background mode. The resulting scene is never actually rendered, just exported to a new .obj file.

def create_plane(radius, location, rotation, name):
    bpy.ops.mesh.primitive_plane_add(radius = radius, location = location, rotation = rotation)
    new_mesh = bpy.context.active_object
    new_mesh.name = name
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

for i in range(0, 1000):
    create_plane(1, (i, i, i), (i, i, i), "test_plane")

Executing this script either in background or in the blender GUI will result in no GPU usage whatsoever.

Is there a way to utilize both my GPU and CPU for this use-case or have I been wasting my time the last couple of days trying to figure it out?

I'm pretty sure that CPU is actually better for the loop above, but I need to enhance performance so I'm just trying to investigate every possible solution. I'm obviously also doing way more than just generating a bunch of planes. I also know I can make use of copying one plane to improve performance in the code above. This code is purely there as an example.


texts: Fill Gaps between Meshes with smooth surface

texts:
I've been trying to attempt modeling on my own for my 3D Designs after going through tutorials, but I am having an issue smoothing the gaps between meshes. In the image below I have added to UV Spheres and molded them as I would like, but I am having issues smoothing the gaps between the two to appear to have one smooth mesh:

I have been adding vertices and faces manually, but the effect comes out very patchy. Is there a tool to help smooth this?

NOTE: For those not familiar with the character in the background, I will include it below for reference:


texts:
Simple driver:

15+(15*(sin(frame)))

Should return between 0 and 30 but forces 180 most of the time.
I've tried both:

15+(15*(sin(degrees(frame))))

15+(15*(degrees(sin(frame))))

Neither work and yes I have changed to degrees in units. Does nothing.
Is there any fix?

I would be able to do more intricate animations if I could control the numbers effectively,
otherwise I have to keyframe or settle on something looking horrible.

Thanks.


texts: How do I make a face swap animated character in Blender?

texts:
I don't really know what to call this post but basically, I saw this cool kind of animation style where the animators used premade faces and then swapped them out in order to make an animated face. The style looks really cute and I would really like to replicate it. Here is an example from True And The Rainbow Kingdom:

As you can see, the face is animated with multiple premade models that seem to be switched out every few frames when a new sound is made from the mouth. Is there any easy way to do this in Blender?

This is what my character looks like:


texts:
I'm a new for blender
i'm watching on youtube about adjust major segment but i find not found this menu on blender 2.90.1
Where is major segment in blender 2.9x


texts: Changing current frame without updating depsgraph

texts:
Sometimes I set a keyframe and then start posing the next keyframe while forgetting to actually go to a new frame, so that when I realise my error my work is lost because on frame change everything snaps back to the last keyframe. Is there a way to circumvent this?

Thanks!

Repost from: http://blenderartists.org/forum/showthread.php?350703-Changing-current-frame-without-updating-depsgraph


texts: How should I setup this polygon hair node material in blender?

texts: This was made by Sieng JeongHo,   as a tutorial on how to texture polygon hair in marmoset toolbag. But I was wondering how could I recreate this in blender cycles? How should I setup the nodes and which ones should I use?


texts:
In my render as seen is lots of noise in the background. But I only am using emission and transparent shaders (transparent at pure white). The noise only is visible in the final render, not if render in the viewport. The Sample count is the same for both viewport and render: 1. All bounces exept for Transparency are set to 0, since there would be nothing to bounce of.

I do not understand where the noise could be coming from.
I provided the Blend-File below.


texts: What techniques are used to begin creating new models?

texts: What are the different methods for modeling something in blender? I know a few like mesh modeling and sculpting, but am interested in other methods to create shapes.


texts:
I want to make these small extruding craters illustrated in the image, but I never ever touched sculpting section so I have no idea where to start with.
Could you suggest how to make those craters on sculpting mode, or any alternative ways to get the same result?


texts: How to place the right seams for the UV mapping of a curvy object like this?

texts:
In the pic is my object, it's basically half a deformed sphere cut in two.

I'm placing seams on an object in order to UV map it and add texture, but I don't understand how to do it properly. I chose the profile where the sphere has been cut, and two diagonals as the seams (you can see them in the pic). But when I use "Unwrap", I have no visible result in the UV/Image editor. I think it may be because I'm not placing the right seams, do you have any ideas on how to do that properly?

Thanks in advance!


texts: I have a tunnel, like in the picture and I want to flatten it within an animation. What I want to say is, I'd like to make a transition where the tunnel sort of flattens into a chessboard like pattern. The hole would also fill itself. If you don't really understand what I am saying, please let me know. Thanks!


texts: Subsurf and mirror modifier creating a split in mesh

texts:
I was practicing with modeling a leaf using a image reference. Everything went fine and I finished modeling my leaf, but I wanted to make it more realistic (I'll add textures later), I saw lots of people using the Subdivision Surface modifier but it doesn't work for me.

My model:

My model when I add the Subdivision Surface modifier


texts: Projecting and blending multiple images onto an object with UV Project modifiers

texts:
My question is similar to "projecting multiple images onto an object" and it seems to me the answer "Projecting multiple images onto an object with UV project modifiers" is close to the solution. An improvement in this part of the script (if possible) would be required :
    #Assign polygon to its corresponding camera considering faces most aligned to camera view
for p in obj.data.polygons:
    normalInWorld = Vector( p.normal )
    normalInWorld.rotate( rotation_world )
    camSetting, maxDot = max( ((c, normalInWorld.dot( c.zInWorld)) for c in camSettingList), key=itemgetter(1) )
    camSetting.polygons.add( p.index )

Instead of selecting the best oriented face face, the improvement would, for example, create an new UV-map that would blend images from different cameras projection with an influence according to face orientation relative to camera.
For example, if two orthographic cameras have a 45° angle relative to the face, the UV map would be assigned a blend with 50% of first camera projection and 50% of second camera projection.
A thresold on the scalar product normalInWorld . c.zInWorld would be needed to discard too badly oriented face.
Does it seem feasible ?


texts: How to connect 2 meshes without messing up the textures?

texts: So, when I try to combine 2 different meshes by adding a Boolean modifier and then filling in the gaps by selecting vertices and pressing F, the textures get really messed up. There are a bunch of lines that cut through the rest of the texture that connect the 2 merged objects. How do I prevent this? I am using the old version of blender, by the way.


texts: Do Custom normals work in Animation Nodes?

texts: Generally I want to direct polygons along custom split normals, or at least get them work in AN. Can it be done?


texts: Does 'apply camera image' not work for OpenEXR camera background images?

texts:
I Recently started using Meshroom to photoscan buildings. While  the raw Meshroom output is hardly ever usable directly (with my cheap camera anyway), does provide an extremely nice basis for modeling the building.
You can import the camera-reconstruction and the resulting pointcloud into  blender and use that as as base for your model.
The nice thing is, you can even project the original photo's back onto your handcrafted low-poly model and you can get very nice results that way.
Meshroom outputs it's remapped images (with camera distortion compensation) in OpenExr format. I can open these and use them as camera backgrounmd images in Blender, and they show up just fine.
When I select 'apply camera image' when texture Painting nothing happens, the camera background images does not get projected on the model.
The strange thing is: if I convert the OpenExr image to JPG or PNG and use that as a camera background image it suddenly does work.
Does anybody know if this is a bug? Or is there something extra I need to tweak somwhere to get this to work? I'd very much like to  skip the extra conversion step as all those images are taking a lot of HD space.
I did try various color space settings for the camere background image, but none have any affect on the projection (but the background images does get rendered differently depending on the colorspace).
I  understand this is a highly specific question, but I hoped maybe someone else happens to use the same Meshroom->Blender workflow.
regards...


texts:
I'm having problems with texturing a model in cycles (blender 2.72b). I downloaded the model and it comes with 3 tga files per section. see image below for the hair for example

I render in cycles. I search the forums, but i still can't get the transparency right. How do I set this up with nodes?

Many thanks in advance!


texts: how to render volume as image with alpha background?

texts:
I have a problem when I render this (using f12 ) node tree on my object in blender cycle I get nothing I tried to render another things and I get a results but with this node tree in my screen shot I get nothing
in render mode

when i click f12

my node tree and my transparent option


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Watching a tutorial, the artist used a brush to increase the geometry (faces/polygons) by turning the brush strength to zero and moving it over the mesh.
I can not locate this part. Help would be appreciated.


texts: Selecting a different object hides all keyframes in timeline?

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There are two objects in my 3D-view:

A red object
A white object

Both are overlapping each other.

I have added several keyframes of animation to the red object.
When I select the white object, all keyframes disappear from timeline.
They reappear if I select the red object again.

Why do keyframes disappear from the timeline?
What am I missing?


texts: I've tried to render a complex scen for my first time. The reported time was 23 hours but after some 14+ hours the computer restarted for unknown reason. In case I'll face a similar situation in the future, is there any way to save a checkpoint image of an ongoing render? Or even better, is it possible to create checkpoints of the entire rendering for crash recovery?


texts: Can Blender be used to render 80s style wireframe graphics and animations?

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I was considering buying AfterEffects before I realised that Blender also does animations, but before I start learning (and please excuse my ignorance) can I create graphics and animations in this 80s wireframe style? Here's a few examples of what I'd like to achieve.

Is this possible with Blender? And if so can anyone point me to some specific tutorials?


texts: How to importing all active hosting servers as server list into blender game engine?

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Hello I have a simple favor to ask that how can I import all active hosting servers IP address and Port address as a server list into blender game engine like multiplayer fps games like Call of Duty, Halo, Battlefield etc. There is no haste I can wait about till a month or more.
Please It will be a great favor for me for my small game project that I am currently working on. Thank you.


texts: I have created clothing in Marvellous Designer and imported it into Blender however they are intersecting as you can see in the screenshot. However they were not intersecting like this in Marvellous Designer. How do I prevent this?


texts: Is there a secret setting that keeps me from painting textures

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I am sorry if there is already a post like this but the only things I've seen are tutorials and explanations on how to set-up the start file or something similar for texture painting.
My problem is that i can't bring it to work no matter what. I've made sure that I am on the right paint slot, UV-Map and object. It all doesn't work. The weird thing is that this only occurs on my project so I believe there is a hidden setting or something that I must've clicked by accident that keeps me from progressing further. Is there a way to reset only the project settings? Without messing with my global preferences?

I have uploaded a video on Youtube which shows what I mean.
Youtube Video


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after a boolean operation I was trying to bevel some edges, the result is completely random, any idea how deal with this?
My ideal result would be something like this

link to the file

Thank you!


texts: How do I export non-face edges with Blender's Python API?

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So I have an exporter, where I export the meshes as faces. But if I try to also export the lines that does not have faces, I get all lines including the ones surrounding faces.

So if I do:

Object.data.edges

I get all edges, not only the edges that is not part of faces.

So, how do I ask Blender to get me all the lines, except those around faces?


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Blender Wiki notes the following about bl_idname convention.
BlenderWikiAddon
"For headers, menus and panels, the bl_idname is expected to match the class name (automatic if none is specified).
Valid Examples:
class OBJECT_OT_fancy_tool (and bl_idname = "object.fancy_tool")
class MyFancyTool (and bl_idname = "MYADDON_MT_MyFancyTool")

"
In other Blender Python documentation I noted also:
PythonDocumentationPanel
class HelloWorldPanel(bpy.types.Panel):
bl_idname = "OBJECT_PT_hello_world"
and
class PanelOne(View3DPanel, bpy.types.Panel):
bl_idname = "VIEW3D_PT_test_1"
I struggle to grasp how all these are valid as the demand is "expected to match the class name".
Can you shade light on the convention or refer me to the right source, so I know how and when to use Upper, Lower, Mix case?


texts: How is a texture map (based on a UV-Map) made

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I would like to know how the texture is mapped onto a UV-Map. What calculations do a program like substance painter (in my example)? I am asking because I got some problems with the texture and want to understand the underlying workflow of UV-Mapping and texture-mapping.

My Problem:

Eventhough the UV-Map looks fine, the texture is not correctly applied onto the mesh.

EDIT: After I found out that he UV-Map is the problem I tried to figure out where to set the seams. The Smart-UV project helped but of course the result is not that well. In order to understand the UV-Mapping I made another project with the same mesh. Now the Smart-UV project throws an error and I still won't get it unwrapped. It's just impossible.


texts: Resuming rendering image sequence after blender crash

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I usually render my animation into image sequence format, It usually takes a lot of time, so I turn off my monitor and come back later to check the rendered result then find that blender crashed before rendering all the frames.

Since rendering can be done from the command prompt I thought about writing a script (running in my OS) to automatically restart rendering from the last successful rendered frame until all frames are finished*.

But I believe this problem is facing a lot of people out there, is there a way to deal with it? instead of reinventing the wheel?

for example if the total render time is 8 hours I don't want come back to check my computer every 20 minutes (some times this is not available I'm asleep or away from my PC)


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I imported a DFX file and wanted to make a curved road but with elevation (a curved ramp basically). How can I do it?

This is what I want to do.

Thanks!