texts: I accidentally set an object as camera, how do I undo this?

texts:
I have a problem with rendering in cycles.
In blender render my object is rendering fine, but in cycles when I pushed F12 I got only this:

One more thing: when I click 0 on keyboard I'm not in camera persp, but in object as camera, it looks like invisible layer, I don't know how to undo this, and be in camera persp again.

Does anybody have any idea how to fix this?


texts: Should I open two blenders to render with my GPU/CPU?

texts:
I have a i7-2600 which is currently rendering a scene to .avi and is about 8 hours in and half way.  The CPU is at near 90% usage.

I also have a GTX 460 GPU (which I believe supports CUDA)

Is it a good idea to launch another instance of Blender and configure to render another scene with the GPU instead?  Will this have a negative impact on the other instance of Blender rendering?


texts:
I followed a tutorial Adding Clouds to Blender Cycles' Sky Texture on how to generate a nice sky in Blender with good  results.
Now I want to  export the sky as 6 images for making a skybox in my game engine (Esenthel). I tried with rotating the camera in the six directions needed( front, back, left, right, up and down) and saved the renders, but that didn't work to good as I got visible seams when applied in my engine skybox.

Do anyone have an advice on how to do this export correctly?


texts: Python 2.8 custom texture painting active tool

texts:
I'm working on a addon that has a custom active tool in the viewport. This tool is supposed to allow you to do basic texture painting, while at the same time doing some other stuff.

My problem is, that I'm not aware of a way to make the active tool able to do texture painting. I know that there is some python api for texture painting, but that seems to only work in Texture Paint mode, which I don't want to access because my active tool is in object mode.

So here's the question:
How do I get my custom active tool to allow the user to do texture painting on a selected texture?


texts:
I've just updated to Blender 2.92, and I decided to start again from scratch with all the default settings in place, rather than importing my settings from 2.91.
Hoo boy, that was a mistake. I didn't realise how many things I'd forgotten how to set.
Anyway, one big UI difference is that when I enter Camera View (Numpad 0), I do get the view from the camera, but I'm no longer shown the frame that displays the extents of the rendered image. I don't know if this is intentional in 2.92, or if there's a setting somewhere that I haven't enabled.


texts: particle simulation distribution on a surface using the analytical expression

texts:
Not sure if this is possible with Blender or not.
I have a collection of particles all with the same mass and same charge.
I want to distribute them on a surface which I have the analytical expression for; e.g. $f(x,y,z)=\text{constant}$.

Can I get the optimized distribution of these particles on the given surface in Blender?

Thanks in advance for your reply and comments,
Cheers


texts:
I want to split this top face into two separate (horizontal) faces:

I see that you can do this with the knife tool, but I don't know how to position the cut so that it's exactly in the centre.


texts:
I'm trying to animate a girl dancing. At the beginning when she raises her arm though, her skirt sticks to her arms and follows with them...Here are some shots of what it looks like:

(Frame 28)

(Frame 79)

I've made sure that all of the stickiness and friction settings are turned all the way down to 0 on the collision settings (the body). However, just in case, I'll attach screenshots of the collision and cloth settings:

(Collision settings applied to the body)

(Cloth settings on the skirt)

Did I miss something? Or is there something else I need to modify so that the cloth simulation works properly?

Here is the .blend file (Dropbox): https://www.dropbox.com/s/xhq0qzef5z8j10r/KC_JEWEL%20-%20Copy.blend?dl=0

Thank you in advance!


texts: Accelerated GPU Batch Rendering (Why no boost in speed?)

texts:
Hey there Blender Community,

I have a python script set up that allows me to iteratively render animations with minor adjustments each time I render. Effectively, the script sets up a scene, then renders the scene for a set number of frames before repeating the process again.

I wanted to try and accelerate this process, and have at my disposal a GeForce GTX 1080. I enabled GPU compute, set the Cycles Compute Device option in User Settings to CUDA (ticking the box next to the GTX), and was surprised to see that there wasn't really an increase in rendering speed--that there was, in fact, a decrease.

For 5 animations of 72 frames each on the CPU, the total rendering time was 7 minutes and 12 seconds (an average of ~1 minute 40 seconds per animation).

For 5 animations of 72 frames each on the GPU, the total rendering time was 9 minutes and 17 seconds (an average of ~1 minute 51 seconds per animation).

I reckon I'm probably doing something wrong. I am using Cycles in Blender 2.79, and would be much obliged for any advice. Thanks in advance!

UPDATE I: I have benchmarked the GTX using Mike Pan's BMW Benchmark Scene; the render clocks in at ~ 1 minute 4 seconds. In terms of my own animations, I have discovered that adjusting tile size decreases the rendering time per frame from around 1.51 seconds to approximately 1.15 seconds. I'm still hoping that there are ways to decrease this even further.

UPDATE II: The scene is a very simple scene, with only a few rigid body objects, all diffuse materials and one light source. Even on a slower CPU, the average rendering time per frame is still less than 3 seconds. I am hoping to decrease the rendering time per frame to half a second (.5 seconds) or less.


texts:
I am trying to model a wooden bench with planks.

The origin of the path and cube matches. I have applied the Rotation and Scale to the Cube.

I added a curve modifier and it works till now. But when I add array modifier to it, I don't get the effect. Here is a screenshot:


texts: Is it possible to use cloth sewing springs to make pants?

texts:
I saw a few tutorials on YouTube utilizing the cloth sewing spring method and I'm trying do such a thing with pants.

 All of the examples that I saw, have a piece of cloth going over the character's shoulder.

 Pants however don't  do so unless if they're overalls. I want to know does this method work only if a mesh is over an area of the character?


texts: UV Unwrapping Issue. No visible stretching, but part of the texture appears stretched

texts:
I'm pretty new to UVs, so I imagine I've overlooked something basic. Can someone point out to me (based on the below image) why the texture appears stretched when the UV editor indicates that the face it's being applied to isn't stretched?

Any help is greatly appreciated. Thanks in advance.


texts: How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?


texts: Why is my model see through when I render?

texts: When I render my 3D motion Tracked Scene It is See Through and I can see an outline. Please tell me why this is happening. It would be greatly apprieciated.


texts: My ray cannot detect a sensor object. I can't make the object anything other than a sensor. How can I have a ray detect sensor objects?


texts:
What i have is:

an exported .ply and .obj from MagicaVoxel
.obj has it's texture stored in this way
.ply is just a 1:1 mesh with all its textures stored in vertices

a cleaned up duplicate

What i want is to transfer the texture 1 to 1 from either mesh(.obj or .ply), but the problem i run into is that there is a pretty big margin of error when trying to bake in Blender
The mesh on the left is the cleaned up mesh with a 128x128 texture applied to it
The mesh on the right is the original in the form of .obj
When baked to a higher-res destination texture, the margin is smaller, but still noticeably there.
Baking from vertex colors using this setup yields a similar result with a similar kind of mismatch.

These are my baking settings.

I've tried changing pretty much everything, including baking with a cage, but still can't reach a 1 to 1 transfer. I can't imagine this being impossible to do so it must be something to do with how i approach it.
Any advice would be appreciated.
EDIT: Made some progress by using the "Snap to pixels" function when unwrapping the gun. It's fidgety and i ended up having to unwrap it a couple of times and manually moving it a bit to get the vertices snap to "correct" pixels. Basically fidget with it until you get lucky.

There's still a lot of warping going on, which is i think to do with the fact that it's a 128x128 texture and it's nowhere near being 1 to 1, but it's better.
I think.
EDIT 2: Cleaning up the UV helped a bit. I overlapped some islands and packed it a bit neater, which made for more space for individual islands and better alignment overall. Still not perfect, but with manual adjustment in blender and photoshop, you can get decent results relatively quickly.


texts: under what circumstances will a single vertex split into multiple when UV unwrapping?

texts:
I'm unwrapping a model, and a single vertex on the model is being represented as three (two joining onto one, are you can see in the screenshot) in the unwrapped view.

This is just one of four identical sections, and this is the only one that this happens to. So what could possibly cause this?


texts:
Is there an easier to work with way of moving an object around a scene than with line paths or normal keyframes?

I’ve been having lots of trouble with line paths as I can’t figure out how to make objects continue on doing other animation once they’ve completed the line paths.

Also regular keyframes are hard to nail the proper speed and is also difficult making a curved turn.

Any suggestions?


texts: How to make part of rigged mesh stationary?

texts:
How can I make a few specific vertices stay in place and not be affected by the rigging? I've messed around with weight painting and no matter how blue I make it for all the bones it still moves. It actually moves even more when I make it bluer which doesn't make sense to me. Thanks for your time.
I've uploaded my file so you can see what I'm working with. I need the base of the tentacle to stay put. Just the first layer of vertices that are moving a little bit.

I'm using Blender 2.8


texts: Texture showing up in render preview, but not in final render

texts:
Recenty, I was making a plasma-like forcefield, and I found this material, which is almost what I wanted. So I copied the node setup, and I tried a test render, but it looked nothing like the render preview.

Render preview with correct material:

Final render, but the material is wrong:

I am using Cycles BTW.


texts: Sculpted Object Doesnt Show in Edit Mode?

texts:
I sculpted a shark in sculpt mode, I then click preview on the Multi-res modifier and it just appears as a sausage shape thing with no fins or mouth etc that i added. How do i solve this?

Screen-shot from sculpt-mode:

Screen-shot from edit-mode:

Multires settings:

Thanks for any help you can give, Rob


texts: How can I import a set of OBJ files that represent animation frames for a mesh?

texts:
We need to convert a 4D (multi frame volumetric data) medical scan to an animated 3D mesh, for use in realtime 3D rendering.

Some 3rd party medical software we use can extract polygonal meshes for each frame but it has no animation support - if the input file has 10 frames it will export 10 OBJ files describing the mesh in each frame.

It can guarantee the meshes are topologically identical i.e. it creates the mesh then deforms copies for each frame, so the 10 OBJ files are deformations of the same mesh, not 10 separate meshes which could be different structure.

This is really inefficient for our rendering purposes (WebGL) where we'd rather load a keyframe animation in format like FBX or glTF than have to load 10 meshes and toggle between them.

Is this something Blender can do? It's akin to creating a video from a bunch of image files representing each frame.


texts: Turret Tracking with Polygon-Aligned sets of Objects in Animation Nodes 2.1

texts:
I'm attempting to add gun turret style tracking to objects that have been placed onto the polygons of another object using Animation Nodes 2.1. I'm currently attempting this with blender's built in constraints system, but that has not worked, which I'll detail later.

My setup consists of 5 objects, 1 object which has its polygons & polygon normals used to place the 3 next objects; the 2nd object is the static "base" of the turret; the 3rd object is the yaw aspect of the turret, which should only rotate around its local z axis, with the other 2 axes being locked; the the 4th object is the pitch aspect of the turret (the barrel, in this case a scaled cube), which should only rotate along its y axis (between -180° and 0°) and have the same z rotation as the yaw aspect, with only the x axis locked; the 5th object is an empty, to be tracked.

The pitch and yaw objects both have constraints set so that they'll track the empty with their appropriate axes locked, as described above. On their own, before animation nodes is involved, they track the empty as expected.

When I instantiate the appropriate number of objects, and place them on the polygons with Animation Nodes however, each instantiated object seems to lose the rotation of the polygon they're on. They do track the empty, but will rotate rotate around these incorrect local axes. I suspect that this may be because the constraints' transformations may apply before animation nodes' transformations apply.

Is there any way to work around this issue, or would it be possible to altogether avoid using blender's built in constraints system and instead simulate the effect entirely in animation nodes? The latter option seems that it'd be more flexible, however I do not know how to replicate the effect of blender's constraints in animation nodes while also maintaining the position on the objects on their polygons.

Here's a sample blend file:


texts: Texture paint showing a random old render on my model

texts:
See the following screenshot.
I am trying to paint my model but some random artifacts are showing up on my model and makes it hard to see what I'm painting exactly.

Deleting my models texture, UV map and material does NOT solve it.

I also tried restarting it obviously but without luck.


texts: Adding edge wear to (relatively) low-poly mesh

texts: I'm working on modeling some objects, and I would like to add edge wear procedurally in cycles without being forced to use the pointiness node and messing around with subsurf issues (not using subsurf would help me worry more about the art, instead of just topology).  Is there any alternative to the pointiness node or manually painting in the edge mask in this situation?


texts: How to disable the face overlay in the UV editor?

texts:
Is it possible to disable the transparent face overlay in the UV editor?

Since the opacity of each face is added to the collective opacity of all the face under it, sometimes with many faces in the same location the overlay becomes completely opaque, making it difficult to see what is going on.

Is it possible to disable this so only the outline is visible, or limit the opacity to a fixed amount?


texts: Bowls who must work like gears floating on a large scale ocean with Animation node

texts:
I made these bowls with many ears around them like a sprocket. The idea is to make an animation with many of these bowls (something like 30) floating in an large scale ocean (200m) and let them rotate like gears. The best thing would be if the waves creates the rotations.

What is the best way to do this? I think the solution is in animation or geometry nodes with instancing, otherwise i think it's very hard to render for my computer.
I am not that experienced in Animation nodes nor in geometry nodes.
The problems and needs that i am facing:

How can i instance the bowls with animation nodes  and let them work as gears (rotate the next the other way around).
boolean for the inside of the bowls so that ocean flows not through the bowl.
Let the bowls and especially the ears collide with eachother. (Not overlap!)
I am using for the ocean the ocean modifier. How can i let the bowls float and wiggle a bit on the ocean. I think with the shrinkwrap modifier?! The best way i think is to instance the bowls along a spline and let that spline shrinkwrap on the ocean. Then I can also animate the curve over the y or x-axes. So that it looks more like it's floating.
Using dynamic paint so that the bowls creates little waves in the ocean.
The distance between the bowls may vary a little. So that it looks more like it's floating.

Here is the blenderfile of the bowl.  https://drive.google.com/file/d/1wfpxEpIzACRYvVCHag1JyqbYq26vcFE8/view?usp=sharing
Excuse me for my bad english. I am a forreign speaker.


texts: I can't seem to find a place to undo an automatic weight I applied to my mesh. Is it possible to undo this?


texts: How do I select a bone in a downloaded Blender skeleton and edit it?

texts: I have downloaded a blender skeleton that I would like to make more realistic, e.g. separate the two pelvic bones that he has, into the 6 real bones.  Brand new to Blender, any help is appreciated.


texts: Why will Blender render the transparent area with shadow catcher on?

texts:
One thing that puzzled me a lot is when I add shadow catcher to the ground floor, and render it, Blender will treat that transparent area as opaque one and render it as well, this causes extra render time waste, especially in the situation when batch rendering.

Here is the image demo:

Does any one know how to avoid that extra render?

Or is this a Blender bug?


texts: This object seems not to have a correct normal arranging of the handle; the light-grey parts of the handle are supposed to be just like the wooden parts. Anyway I can correct them? I tried using different UV mapping options, but to no avail.


texts: How to correctly LOCK motion tracking points so they don't move after reloading movie clip?

texts:
I was trying to stabilize some movie clip and met quite annoying issue in Blender 2.79b, although I recall this was happening in earlier versions too.

The following image shows an example of certain feature (a detail in the guardrail) which I was trying to track but the feature itself does not matter - this is a generic problem with any tracking point.

So... let's assume I reached the point where I am satisfied with tracking results. The matching was done to previous frame not the key frame, nevertheless the preview image was steady over all frames of interest (not counting minor changes due to perspective and noise). To prevent accidental editing I always click on the lock in the right top corner.

Now I can either restart Blender (after saving project of course) or just click Reload in the Clip section and all my tracking points are affected by little offsets in random frames, even if I have locked them. The image below is an example of such offset - the frame 11 is clearly shifted when compared to frame 10 and 12.

So any ideas what is happening here? Is it possible that tracking points are OK, but movie clip is different each time I reload it? (e.g. shifted/duplicated frames or something...). The movie is in MP4 format directly from my Lumia 640.

Edit: further notes

Just noticed that for certain frames it's even worse - the tracking information is completely lost! I don't need to actually Reload the clip - if I move forward the prefetched frames are removed from RAM (in the Movie Clip Editor there is such violet bar indicating which frames are cached in RAM). If I return to these frames, the tracking points are modified again.


texts:
I've imported a few hundred images as 2d planes (using Import Image as Planes), but they all imported with an extension mode of 'Clip' rather than 'Repeat'. How can I change them all to Repeat?
I've found how to change metallic and roughness by using this information, but I don't know enough about Python to modify it to change the extension mode of the Image Texture.

I'm doing this as a way of navigating and finding material assets, the idea being I'd copy the materials I'd want to use into my main Blender project and use this as an asset browser.
If there's a better way of doing this, I'm all for knowing about it.


texts: Scientific visualization - How to replicate instances around a sphere?

texts:
I want to replicate a protein structure around an icosahedron. Basically a vesicle of protein structure is what we want:

When I am instancing the protein structure using each vertex of the icosahedron it looks like:

However, the tails are supposed to be directed towards the center. How can I make that work?


texts: process of combining 2 meshes into one not in object mode but in edit mode?

texts: I made a mistake of creating another mesh in edit mode so when I use ctrl + J to combine mesh it doesn't work. What would be a good way to combine 2 meshes together in edit mode since they are already considered as one mesh object? As you can see I would like to merge both the cone and the cylinder together into one single mesh. The cylinder is just a extrusion of the ball object. For now I'm going to re-add the cone in object mode then ctrl + j to merge.


texts: Whenever I render, the cube appears over the model but everything looks fine on the view port render

texts: The cube appears in if I render the model


texts: Blender crash when try to render with AMD GPU

texts:
I'm fairly new to Blender and I've been trying to speed up my rendering time by using my GPU, but every time I go to render my project, Blender closes without any warning or error message. I'm only trying to render a picture at the moment, and my PC should be able to handle it, so I can't figure out why it keeps crashing.
Here are some specs of my PC:

Edition - Windows 10 Pro

Processor - AMD FX(tm)-8350 Eight-Core Processor 4.00 GHz

Graphics Card - AMD Radeon RX 460

Ram- 16GB

I'm using Blender 64-bit version 2.78


texts: How do I merge/delete overlapping edges/faces on a mesh?

texts:
I've just started using Blender to UV unwrap some of the buildings and roads I'm importing into Unreal Engine. My goal is to build replicas of multiple cities/areas and I will need proper textures for these structures. The buildings have worked beautifully but the road meshes unfortunately didn't turn out the same.
The issue lies within the fact that each of the edges/faces overlap one another and creates a weird "flashing" effect in my world. I would like to eliminate this effect but I don't know how to stop the meshing from overlapping from one another.
File I'm using (.blend):
https://blend-exchange.giantcowfilms.com/b/6MSebnmg


texts: How to update the dependencies of a driver via python script?

texts:
i need to be able to update the dependencies of my drivers via script, does anyone knows how to? thank you very much in advance!
my script works on changing the values of the drivers , but sometimes i may need to update

import bpy
import random # Random floating point number between lo and hi
def randf(lo, hi):
    return random.uniform(lo, hi)
bpy.app.driver_namespace["randf"] = randf


texts: Get all materials inside an object for controlling mapping nodes with single var

texts:
For now i can control mapping by name of material but the problem is , all in this object material use mapping , exist a way to get all mapping node inside at material and controll all with my rot_var?
this object can 1 to multiple materials slots

i think but not work:

ob = context.object
rot_var = ###my variable(0 to 360)
   for s in ob.material_slots:
       if s.material.use_nodes:
           for n in s.material.node_tree.nodes:

                    mapping = n.get("Mapping")
                    mapping.rotation[2] = radians(rot_var)

Edit: i find solution for Mapping:

for slots in ob.material_slots:
    for nodes in slots.material.node_tree.nodes:

        if nodes.type == 'MAPPING':

            nodes.rotation[2] = radians(rot_var)

but inside i have 2 nodes "MixRGB" i not have idea to get  because same name of nodes and not have idea about name of MixRgb


texts: The preview windows in the Blender VSE does not have sound and a blank screen

texts:
First of all, I know this has been asked before, however, none of the answers from those post fixed my issue.  So I need this answered, so please respond and don't flag this.

When I preview my project in the Blender VSE, there is no sound or video.  The files are still where the path is.  What should I do.  I opened it a few times and it always does this.


texts:
I have created my own logo. I want to have the blender icon as eyes in my logo. As a tribute and to show that I'm using Blender as my main 3D software.

Wondering if this violates the copyright with blender.

I read through Q & A here: https://www.blender.org/about/logo/
But I'm still unsure if I can use it in my logo.

I also could not find other tags that match "Tradermark, logos, copyright etc". Perhaps somone with access could make a tag for it?


texts:
I have these characters but I want to go to cycles but when I do the characters goes grey and purple. (Essentially The textures get removed from the character(s). Is there a way to switch to cycles without losing the textures?

I will leave one of the characters as a example. So can I go to cycles and keep textures?
https://www.dropbox.com/sh/mb2by9y7d91q2t2/AACvhUDp_MZ7ZKHchibT9tlYa?dl=0

-Thanks!


texts: How can I make creases and hole on the mesh with subdivision surface modifier?

texts:
I'm copying this for practice and I make this.

But I don't know how to make creases and holes with a subdivision modifier.
I tried but it's weird.
Can anyone give me some tips?
w/ displace modifier


texts: Make Blender recalculate non-faceweighted normals?

texts:
Seems like a silly question but I've been trying to have blender generate normals without weighting the faces into it, in order to then extrude along normals. At the moment, it seems like Blender is grabbing the normals of all faces around the vertex and multiplying with face size to get the vertex normal. I'd like a simple average, to result in a 45 angle at a 90 face junction. Can I do that automatically?

Should be pretty clear what I mean from the image - the normals closer to the camera are tilted more towards the normal of the face that goes off-screen, which is larger. I'd like them to be a simple average, which would be bisecting the angle between the faces.


texts: How do I get a driver variable to taper down to 0 once the variable is doubled?

texts: I have a driver that is expressed as "var if var<=0.26666 else needsomethinghere". when var reaches 0.26666 in the local space x axis, I would like for else to taper my variable down to 0 once my object reaches .57 on the x axis. If i need to add another variable im fine with it. Just want my object to follow until .26666 and then .26667 all the way up to .57 brings my object back to 0.0 on the xaxis. currently ive placed 0 for else, which jumps it down to 0.0 past .26666. changing i the direction of my driver in the negative x past .26666 is the desired result.


texts: Suddenly created meshes are invisible (even though they are checked as visible), cannot create any new objects now

texts: as the title states I am suddenly unable to create any new objects, when i select a mesh from the "create" bar nothing noticeably happens, other than the object name appearing in the list in the top right hand corner of the screen, i cannot edit the object, view the object, or do anything at all to it, this happened suddenly part way through a project and has caused me to be unable to continue, it's driving me nuts and I cannot for the life of me see why this has suddenly happened, im sure i must have accidentally pressed a keyboard shortcut for something, but i do not know what, any ideas?


texts: How to create a face when only one vertex is selected?

texts:
I was watching a video on retopology and saw the uploader extrude a mesh face in a way that I've not seen before.  He's in edit-vertex mode and has a partly completed mesh with an L-shaped bend along its edge.  He then selects the vertex on the inside corner of the L and then appears to click somewhere further out - and this causes an entire face to be created:

YouTube clip:
https://youtu.be/KNjCaizeal0?t=8m29s

I've been reading through the docs, but can't figure out what key I need to press to do this.  Does anyone know how to do this?


texts: so i recently switched to pop os, and i imported my keymap the problem is, the view3d.zoom is mapped to wheel in/out, but i also have view3d.view_pan mapped to ctrl/shift + wheel up/down on windows i never had any issues, but on pop os both commands get activated, maybe this is a 2.80 thing but the last build that i had worked (on windows), that was in july or so, this is a major problem for be because i rely on the panning for  moving in the viewport, since im not using blender often im not going to relearn it.


texts: Objects pass through their moving container's walls during rigid body physics

texts:
I want to create an animation using rigid body physics, but I encounter this problem..., the objects pass trough the wall...
What settings should I apply?

I checked the normals, the scale, object weight, I tried to increased Steps per seconds and solver iterations, but still have same problem.


texts: Rigid Body Simulation Problem Ball Is Not Entering The Bowl, stopping In Air

texts: I am trying to make this ball enter the bowl but it is stopping midway, like there is an invisible surface.


texts: F12 does not work correctly. When I press the button, Blender shows me the last render (maybe older) result every time. I removed and add again the camera and there is no another camera. I rebooted the computer, downgraded to 2.82 from 2.9 but I cannot view any new result when I press F12. How can I fix that? If u necessary I can upload .blend file anywhere.


texts:
Context: I'm using the blender python api to create meshes.

So I have sets of three points, and a face, which can be at any angle, for example:

points = [[0.0, 1.28, 0.64], [1.28, 1.28, 0.64], [1.28, 0.0, 0.64]]
faces = [(0, 1, 2)]

Unfortunately, the custom file format I'm trying to parse does not provide an explicit sister face definition.

I would like to calculate a fourth point that is the second point mirrored over the first and last points in 3-space.

I would like to straight up calculate that point; but I am open to using a workaround that leverages the blender api, like centering the cursor between the first and third point, selecting and duplicating the face, and rotating it 180 degrees relative to the face's normal, or some such.

The code I've produced to date is here: Github Permalink


texts: Can I send the BGE image, with alpha layer to other SW like openCV or OBS studio?

texts:
I would like to overlay 3D video with tranparency generated by the BGE over a real-time video.

So, I supposed that I have to access to the images buffer(with RGBA pixel) and send it to openCV or OBS. But is it possible?

Thank you in advance,
Arnaud


texts: Does CPU matter when rendering with GPU?

texts: A bit of context: I've got two graphics cards (not in the same build, my motherboard cannot support that), a GTX 1060 and a GTX 960. I use the 1060 for most rendering and gaming and such, but the 960 is just collecting dust. I'm gonna get a PC from my school that I want to install the 960 into and use it as a rendering machine, but of course since it's a school PC the processor will be pretty bad. Will this low-end processor bottleneck my 960's rendering significantly? Or will the difference be minimal?


texts:
I'm thinking of using blender to create a 3D animation where one piece starts off small, grows over time and as it grows the new parts are of a progressively different shade.  See images enclosed.

I'm new and can't see how to do this after watching lots of YouTube intro videos.

Thanks for any help.


texts: Blender cycles with alpha texture and glass shader

texts:
I'm trying to set a nice material for the leaves.

This is my node setup:

And this is the problem (just 10 samples):

Leaves are simply planes generated by sapling plugin, and the texture is a leaf with alpha channel.
On top you can see green dots around the invisible plane.

Any suggestions?

Blender 2.69


texts: Easy way to format mathutils.Matrix Vector as tuple (or list) for json?

texts:
Hi I am currently making simple pose preset system with json for specific Armatures. It just discribe non driven bone matrix as json (export), then import and apply for pose bones when there is same name bone in context armature.
Then is there good format function which convert blender Matrix or Vector as tupul for json?
when I get Matrix of bones, bpy return like this
'''Matrix(((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.0, 0.0, 1.0, 0.0),
(0.0, 0.0, 0.0, 1.0)))'''
then,,  mat_z[0] rerturn Vector
Vector((1.0, 0.0, 0.0, 0.0))
I know, I can divide each component, then compose as tupul, for each 4*4 element, (or make function which convert matrix avlue as tupul,) But I think if I miss easy step which bpy or python already offered?
or python json module auto format them without convert tupul? (Though I do not suppose so)


texts: How do I create this material in cycles (2.79)?

texts:
This question is a repost: I wanted to know how I could make the material shown on the characters shown here:

Now let me explain:

I am trying to make a fan game with similar aesthetics to the ones in this game, FNAF: Sister Location, where the character screenshots were taken from. For months now, I've been trying to recreate the materials on the characters. What materials, you ask? Basically, all of them that you can see. You may be thinking that I should limit this question to one material, but the thing is, all of them are the same, despite different colors and/or normal maps. Now, you might also want more information on these materials. From my analysis, they're super reflective and metallic in little to no light. However, their specular in the brighter light makes it seem almost like a leathery material. For example, if you view the image with the snouted white-and-pink character gripping a disco ball looking microphone, you can see what I'm talking about. Around the bottom of his lower jaw, it is super reflective, but where the specular is, there is little to no reflection at all.

Keep in mind that I have researched all the videos that are relevant to this, but none provided an accurate node setup. How do I create this in cycles?


texts: Particles (hair) size and random size in blender 2.79a not available in advanced

texts:
After many years on C4D, I started to learn Blender and follow the beginner tutorial series of Andrew Price.

On part 7 about particles, he changes the size and the random size of the particles group that needed to create sprinkles on a donut.
He uses this menu, as shown in the doc blender doc

But for me, in Blender 2.79a the size / random size is available in the "render" tab while Advanced is unchecked. When Advanced is checked it disappears from the render tab and I can't find it anymore.

So if I want to tweak and randomize my particles, I have to check/uncheck.

Is it normal or am I missing a thing on 2.79 ?

edit : confirmed that in Advanced those settings are available in Blender 2.79.


texts: drop with a specific shape into a quiet liquid water surface with mantaflow

texts:
I'd like to realize something like this
https://www.youtube.com/watch?v=RLn1ErhxOPo

With the previous fluid simulator in Blender I was able to set a shape as a quiet basin of liquid, and another shape as a falling drop of the same liquid, and when the two meshes touched they interacted accordingly.

Is there a way to do that with mantaflow?

I'm very new to this simulator and I can not find proper documentation online yet. Any hint is well accepted!

Thank you, Riccardo.


texts: why is my rigid body object not falling correctly?

texts:
I have a model of a cup that I want to fall on the ground. The issue is that once it hits the ground it doesn't rotate or anything so only the rim of the cup is making contact with my passive object. video
Here's the blender file


texts: Edit an object's material in Blender using python

texts:
I wish to edit a component of an object, say a cube, using python script.

For example if I need to change the material or color of just one face of the cube/object, can I do that using python?


texts:
I am new to Blender. I am taking a class, and in the class the professor was demonstrating how one might start to model a Tie Fighter from Star Wars. So, using the reference images that he showed in class, I decided to see if I could make some headway. So, I start with a sphere (I believe it was a UV-sphere if that makes a difference). I scaled it so that it roughly fit the size of  the reference photo. I'm looking at the reference photo, and I see that the line edge loop at the top of the sphere is not quite close enough to where I would like. So, I try to scale, transform, move, and rotate the edge loop. However, all of those options seem to deform the shape of the sphere.
I want to move the edge loop along the shape of the sphere, in order to maintain the sphere shape, but allow me to start matching the image in the reference photo more closely. In the image, the black arrow points to the edge loop, and the red arrow points to where I want the edge loop to move along the sphere.
Now, I understand that I could painstakingly manipulate each line, or vertex. And I thought of creating a new Loop Cut in that position, but I would still need to move all the other current edge loops in to the positions I want them to be. Another thing I have tried is selecting the edge loop moving it, and then scaling it accordingly. This takes about three to four iterations, and I will still have to go back and make sure that each vertex on the edge is in the right spot.
The second image is what I would like to approximate without having to move each line or vertex manually. As I hope you can see that it more closely matches the reference photo.
I am not currently trying to get into the programming aspect of Blender.


texts: Subdivision surface creating face where it shouldn't

texts: So the thing is i'm modelling or trying to model a toilet, but when I'm going to use the subdivision surface modifier it kind of tries to close up the toilet, well, entrance, openning, whole... How can I fix that?


texts: How do I apply the texture paint to a specific object?

texts: I am new to Blender and I am using Blender 2.8. I want the texture paint that I created to apply only to the character's jacket but it's applying to the entire body. How do I fix that?


texts:
Using Ray Length I can make the center of a cube hollow. But what I actually want is the inverse - for the outline to be transparent and the inside solid. At a glance it seems this would be a matter of inverting the color, but since Ray Length uses the transparency to calculate this to begin with, inverting it short-circuits the signal flow and all transparency is removed.

Things I've tried that didn't work:

Normal node
Ray Depth
OSL edge shader (very cool, but doesn't leave the center hollow)
Cycles Matcap technique
Each output of the Camera Data node
All of the above run through various combinations of Color Ramp, RGB Curves, etc.

I would really like for this to work as a Cycles material, rather than relying on compositing. I also would like to avoid solutions that involve Freestyle lines. Those approaches are good for some cases, but in this case I'd like a material that can be brought into any .blend and "just work" on its own.

Any ideas? Thanks.

2016 Feb. Edit:

Since it seems this question is still getting some attention, and because I hadn't explained what the desired end result was, I thought I should add a little more info here.

My hope with this was to achieve an effect that can be used on textures such as brick walls, so that a wall's corners have transparency in the areas between the bricks. With a bump map you can generate shading that makes the bricks appear pushed out, but when it comes to corners the lack of transparency between bricks is a dead giveaway that there is no real geometry.

I have since switched to using particle systems for bricks and I think this is a more effective approach:

While this is a solution for bricks, it is not a universal solution for getting around-corners transparency from displaced textures. Also, geometry-based solutions tend to be more computationally heavy. Subdividing the wall a million times and then throwing a displace Modifier on is not usually practical.

So what is the solution that will work for all textures? I believe RenderMan's displacement, which creates raised geometry from a shader... is the solution.

See an example of RenderMan's displacement here.

Anyway, this is the sort of effect I was after, and hoping I could fake something close by first creating a shader with transparent borders. At the time I posted this question I was not aware of RenderMan's displacement feature. And of course, it would be nice to have this in Cycles too... we will see what the future holds.


texts: How to place texture across multiple edges?

texts:
So I created this 3d model of a room in blender and everything went fine,
as I placed my initial texture which was the floor and it was perfect. and second texture was a wall texture which you can see below, and it was very much fine.

The texture was evenly placed as I wanted it to be.
but when I placed the same exact wall texture on the part of the mesh with the multiple edges... the texture appears distorted and messy all of a sudden and looks nothing like the first wall I just textured.

what is going on here ? How do I fix this. Im an intermediate blender user and not that much of a pro yet. I know someone might know the answer to this .


texts: Collision sensor triggering when property is near?

texts:
After trying to figure out this problem, and being told to turn on physics visualization, I noticed the issue with the old problem. When a property is near my object, the sensor gets triggered. If it collides with it, it works as expected. When near (, with physics visualization on), I could see a yellow cylinder shape connecting the two objects and the sensor triggers. I was originally looking to make this work by collision and only collision, but it also triggers when near the property, but it still doesn't touch! How can I keep the sensor triggering only when the property on another object touches the original object, but not when it is near? Thanks!

EDIT: Ah! I went in to the .blend when I've had time, I've figured out that the problem is the collision type! The "sensor" physics type collides with other materials/proprties not when they collide, but when they are near. Here, take a look! I have a .gif here.


texts:
Modeling question - twist/bend part of a mesh

Is there a way to twist/bend part of a mesh like this? I tried the Simple Deform modifier, but didn't really get a good result. Any suggestions?


texts: Vertices on new objects arent aligned to axis properly

texts:
When I add a new object into blender, for some reason there are a few vertices that arent aligning properly to the axis. For example when I add a cylinder, the far left vertex that is supposed to be at 0" on the Y but is showing .000004" off and the bottom vertex is supposed to be at 0" but is showing .000001" off.
I noticed it was doing this about halfway through a project yesterday when I noticed it was affecting several other things like the armatures. Is this a setting Ive changed or something? I cant find anything online and I cant rig anything correctly with it doing this.


texts:
So I have a giant object that is completely uv unwrapped. I would like to make areas of the object with a specific area of texture emit light.

The problem is that this object (and it is only one object) only has one material. I would like the lava to emit light, but I cannot move it to a separate material without breaking something.

I'd like to find a method where I can select a part of the texture and tell blender that whatever has that part of the texture emits light.

Is this possible?

Thanks.


texts: How do I grab the active texture on a face in python?

texts:
So I'm pretty much done with designing a script to export meshes I (or others within my group) make in Blender for use in another piece of software (VoxelStudio).

Everything has been slow going due to a serious lack of documentation/examples, but I have to say these forums have been a god send, thank you people.

The one last part that's really stopping me from actually finishing the script is working out how to get the ID number of the Texture that's applied to a given material on a given Face.

I can get the active material easily enough.... though that took trawling everywhere to work out how. How do I get the active materials active texture for the current face?

For example:

for i in context.selected_objects:
        i.update_from_editmode( )
        tempmesh = bmesh.new( )
        tempmesh.from_mesh( i.data )
        for f in tempmesh.faces:
            mat = i.material_slots[f.material_index].material
            writeString ( file, '%i\r\n' % ( f.material_index ) )
        tempmesh.free

You can see that I've got the material index easily enough, and the material itself is held in 'mat' within the 'for f' loop. However, the method of working out what the texture index of the current face is still eludes me.

The model is set up with different Materials having multiple textures assigned, each for different purposes. Just no idea how to ask, what texture is showing on this material on that face.


texts:
I have downloaded Blender, and I have created the donut of Blender guru, but when I started rendering the scene, my GPU doesn't work. I have already selected my GPU in edit/preferences/system/Cycle Render Device:

But still, it doesn't work. I have verified that I have downloaded the latest drives. The problem is when I render my model, blender doesn't use my GPU, but it use the CPU, and the rendering is very long.
P.S. I have a Zotac GeForce GTX 1060gb AMP.


texts:
How to make blender listen to a commandport so other apps can send code to it?
I wanted to ask if there's a simple script or code to tell blender to listen to any code sent by a other app by listening to a commandport simmlar to maya's method.
In maya the only code I need is

import maya.cmds as cmds
cmds.commandPort(name=":7002", sourceType="python")
cmds.commandPort(name=":7001", sourceType="mel")

At this point In maya I can send any code with what ever app I want in python by sending it through port 7002, simple and easy.
I want to know if I can do something similar with blender
I tried SublimeBlender but it only worked with sublime when I tried using other apps to send code to port 8006 nothing happens, I need a less complex way to make blender listen to a port to take incoming code from any app not just Sublime.


texts: I wanted to turn the selected mesh in the image into a spiral. Is there any way I could do this? I couldn't do it with the screw modifier. Thanks! :)


texts: Can I import animations into other blender files?

texts: I want to know if I can create an animation in a separate Blender file, and put it into another file so I don't have to worry about the scenery in my Animation. Thanks!


texts:
I'm incredibly new to Blender, so I apologise if this question has a simple answer.

I'm trying to select vertices and fill them in, but when I do the filled faces seem to overlap with another face.

Here's a screenshot of the problem.

Any idea where I'm going wrong? Any help is appreciated.


texts: Liquid inside a cup is being Transparent

texts: I added a new material for the liquid.Its IOR is set to 1. But the liquid can be seen through...


texts:
Both cylinders have almost the same topology, and are unwrapped the same way, the distorted one has longer polygons. I tried different approaches but could only make it better by inserting a loop. Is there a better way to solve this?
This was an answer I got in polycount: Select the offending face and Ctrl+T. Once it is broken down into triangles Shift+right-click neighbouring PAIRS then Ctrl+J to join them together into a Quad. You might have a few stray triangles (which is ok), but unwrapping should then work as expected.
What does he mean by ''Ctrl+J to join them together into quads''? in the blender manual to convert tris to quads the keyboard shortcut is Alt-J, and Ctrl+J is to join objects, I'm confused.
Fbx:https://mega.nz/#!l3hy1KIS!6OViRzkx-...ByL8zZ2BKDwsLk


texts: Export to format .3ds and .x Blender 2.9

texts:
I'm new to the forum here, so at the beginning I wanted to give all users a warm welcome. I am very new to using blender software. Until now, I have only used this software to overlay UV maps on simple objects made in an external program. Since Blender 2.8 / 2.9 came out, I started learning tutorials on how to model and apply materials and textures. I need them for use in external software. This is where the problem arose, because I need the files in the .3ds format and the directx .x format. These programs do not accept other formats (MALighting 3D, Christie Pandoras Box (Coolux)).
Is an addon planned for these formats? Maybe there are more people who need these formats and they will join the request for them?
And at this point, to which format added to 2.9 is it best to export the created projects containing the object, its UV map, material and possibly texture so that it can be opened in 2.79 without major data loss, and then exported to the above formats? I will be grateful for any answer. Best regards.


texts: Color with falloff | Animation nodes 2.1 in blender 2.81a

texts:
I have these squares that spin 90 degrees when the falloff passes over them, I want them to change color from blue to magenta at the same time, I've made this array to clone one and got the color to work but it's only effecting the first one since they are all using the same material. How do I do this?

I either want to color the emission node using the falloff
OR
Change color along with the 90 degrees of rotation

Rendered in cycles

I would love some help with this! :)


texts: Is this possible, scaling the width, height & angle of a diagram via html5 and blender?

texts:
Hey there I have a upcoming project where the client would like to have a diagram of a river where it's width, height and angle can be adjusted by the end user on a html5 website.

Here's an example of what I mean changing the angle, ie it makes the river have a steeper incline, thus the rate of water flows faster.

Would I use Blender's game engine for this?

Thanks in advance.


texts: Python: display a string from childprocess in blender interface

texts:
I am making an addon to launch background rendering in GUI. I want to use subprocess.Popen to execute blender with -b. And here is my code:

import bpy
import subprocess
import multiprocessing

FILE = "test.blend"

class Background_Render(bpy.types.Operator):
    """call blender in background"""
    bl_idname = "render.back_render"
    bl_label = "Render in Background"

    def execute(self, context):
        #render_task()
        task = multiprocessing.Process(target=self.render_task, args=(context, ))
        task.start()
        return {"FINISHED"}

    def render_task(self, context):
        argument = ['blender', '-b', FILE, '-f', '1']
        process_handle = subprocess.Popen(
            argument,
            stdout = subprocess.PIPE,
            stderr=subprocess.STDOUT
        )
        for line in iter(process_handle.stdout.readline, b''):
            print(line.rstrip().decode()) # print for debug
            # both below not work
            context.area.header_text_set(line.rstrip().decode()) # show info in GUI
        context.area.header_text_set() # set empty after finish

My first approach is run Popen or say render_task directly, however blender will freeze when I start the job. So I commented it away. And I added the call to a multiprocessing.Process. It not get freezed. Unfortunately, string can be print into terminal but not into GUI with context.area.header_text_set or Operator.report.

What is the best practice to show data in multiprocess? And why they are not showing?


texts: Creating a Specular using two color channels?

texts:
I've been attempting to recreate a game's cel shading and am currently stuck on making speculars function.
The main issue is that the speculars are done manually using both the red and blue channels of a specific texture, and that the Red channels determines "Intensity of Specular Highlight" and the Blue Channel determines "Ease of entering highlights".
Here's how it looks in the game in question with a model reference and the texture used for lighting:
https://imgur.com/a/vItyeBX
https://imgur.com/a/R933kYX
https://imgur.com/a/b9UPEJ8

Not really sure how to go about this now, considering the lighting is not natural and actually tracks the camera in-game, though I thought I should plug the camera in last after the actual calculations are done first.
How should I go about this? Can I somehow "factor" the Blue with the Red somehow like a Mix RGB node?


texts: How can I render a depth map that contains one depth value per pixel?

texts:
I need to get a depth map from blender, that stores depths linearly independent from the slope of the object. I currently use a z pass with cycles, here's the settings of the node:

What I get when I plot one pixel line of the values of this depth map with linear distances in x is something like this:
[EDIT: The object does not have curves, only straight lines]

You can clearly see how the lines are bent, and I believe this is due to the fact that blender does not store the points in a linear step perpendicular to the viewing direction, but it rather takes points that have a certain absolute distance from each other, meaning that the difference in x-direction gets smaller the higher the difference in z-direction is.
Is there any way to render the depth map containing the correct depth for each pixel?
(And no, using orthographic camera is no solution, since the software I use to reconstruct the depths from the albedo images assumes a perspective camera and this cannot be changed)
Thanks,
Marius


texts:
I am doing a mesh edit, when I am done in edit mode and go to object mode
my mesh badly deforms , then back to object mode and it returns to normal,
and it does the same if I try to import another object , anyone that can tell me how to fix this would be greatly appreciated .

FBX File:
https://drive.google.com/open?id=1jlzfRadiKp3RQBkh59MVxvUZgUvgzFPl

blend file:
https://drive.google.com/open?id=1mdg8hQXY8JnlS4Xo7m16yT3aHqwOfb-M


texts: How do i toggle off this weird cursor tracer when in texture paint mode? (Blender 2.8 LS)

texts: i got this weird cursor thingy after messing around with my keyboard when blender crashed. This only shows up whenever I left click.


texts: Mantaflow simulation is baking the fluid in the wrong place and at the wrong scale

texts: As you  can see from the provided picture, when I start baking fluid in this scene, the fluid flows from the wrong place and at the wrong scale (changing the size of the real inflow also changes the size of the "fake" inflow), it is also flipped in velocity direction. I have tried clearing the fluid cache as well as checking normals and surface thicknesses. No other inflow objects exists, only the collision effectors of which there are 4. Does anyone have any idea what might be causing this? I have had no issues in the past working with the new simulator and this is the first time I have run into this issue. I am happy to answer any further questions as well. Thank you!


texts:
How to setup material with a texture on the sphere which will look like this

I have draw in Paint straight line but I don't know how to bend it spirally around the sphere with material nodes. Also, I don't know how to make transparent background with this line.


texts: Rotate HDR picture from background with Blender Render/Internal, not Cycles

texts:
I tried to rotate it with cycles and nodes, it works, but I am not yet an experienced in making materials with nodes in cycles, so I would prefer to stay in blender render, and if possible rotate the HDR background image as it is done with nodes in cycles, but with the Blender Render. I cant find a way to do it.
thanks in advance guys.
sorry my bad english.


texts:
I am modeling Koenigsegg One and want to texture it like shown below:

Right now I am clueless on how I should approach this. Should I model the carbon fiber parts separately and stick it on top of the base mesh? Or should I UV Unwrap those parts and assign the carbon material to it?

What is the ideal way to texture something like this?


texts: How to use dynamic paint with constrained objects

texts:
I need to apply dynamic paint to an object (say OB1) that is constrained to another (OB2)! The problem is that although OB1 is moving by changing OB2 location, its "real" position is fixed and thus, the waves do not appear (i.e. if I initialize OB1 location on my canvas plane the waves I want to achieve are in its fixed position). What am I doing wrong?
In the first image you can see that OB1 is attached to OB2 with a location contraint, but its location is (0,0,0). Note that OB1 is a brush, and a hole appears in location 0,0,0.

In the second image I displace OB2 and thus OB1. But nothing happens and the hole remains at location 0,0,0. As you can see "Plane" is the Canvas.

In this second image
I hope my explanation is clear :)


texts: Smoke emit from particle initial velocity not working

texts:
I have been following this tutorial on making explosion effects. But the initial velocity does not work at all for some reason
.blend


texts:
This is my first question! :D I'm ultra noob! but I'm getting better and better.

So: I want to change the angle of the pivot of this object.

Is like this now.

But when I want make a scale in X axis, this is happend.

So I belive that is one solution is change the axis like this for the scale thing... right?

How I can do that!

Thanks!


texts: Blender Weight Painting problem (bone effects places it shouldnt)

texts:
I've been trying to learn Weight Painting lately, but im having this problem where my bone effects places it shouldnt be effecting. I have went into weight painting mode to see if there is any power there but nope, all blue. Help would be very, very appreciated.
Example Gif: https://gyazo.com/5d19b72eeca2e0bcdd1262f9a4d20aa4


texts: Problems with scaling meshes. Unwrapping transforms the scale back to normal

texts:
I've been stuck the past hours by trying to scale my mesh. In object mode the mesh i use is perfectly scaled but once i go into the editor it seems that the mesh won't really scale. I have attached two pictures illustrating my problem:

As shown in picture 2, the mesh is scaling but once i unwrap it, the mesh is scaled back to its normal (as shown in picture 1).
Does anyone of you know how my mesh can be scaled as intended after the unwrapping has been made?
Help would be much appreciated :-)!


texts: Can't seem to get bridge edge loops to work properly in blender. I'm completely new to blender. this is a shot of what I get. Please help.


texts: Why does applying smoothness to a mesh reduce the number of vertices?

texts:
I was playing around with Blender meshes and importing them into Unity when I made an interesting discovery. In the tool shelf, under "Shading", there is a Smooth button and a Flat button. Now I already knew about these buttons. What I didn't know is that when I apply Smooth to an object and import the object into Unity, the object has less vertices than it would have had if it was set to Flat (which is the default).

I was always under the impression that applying smoothness to an object would increase the number of vertices. But it seems to be doing the opposite. This is great because I can now replace many of the objects in my game with their smoother counterparts from Blender, which should significantly reduce the number of vertices in my scene and that would be good for optimizing.


texts:
There is one problem, it seems that text won't appear on my program. The three images show the errors and also my laptop specs (I believe I just have very small amount of laptop power that makes Blender glitch).

Everything else works fine (zooming, panning, rotating, etc.) and the buttons are still there and do what they're supposed to do, but the text just won't appear.

Might anybody know how to fix this?

The drive update didn't help either. I know a way around it though, does anybody know a page which shows screenshots of more or less the buttons on blender


texts: Keyframes in Dope Sheet Less Than Second

texts:
I would like to know if it's possible to save bone structure how the figure should be between seconds. That green line only locks to seconds like 1, 2, 3 and so on.. but the character moves the head faster, how can I save it between the seconds if it's even possible.

Is it possible to do at 3.5 or even more accurate, like 3.12 or something like that?

Thanks in advance.


texts: how to move or copy all the viewport visibility keyframes to render-visibility channels?

texts:
I am working with a blender3d animation where I need some objects appear/hide at specific frames. I made all the work using the eye icon (visibility view-port) instead of camera icon (render-visibility) before discovering that they are not the same :(

Aside from animating everything again and hitting my head on the wall for not reading the whole manual, is there some python script or something to move the existing animation keyframes from one channel to the other?


texts: How to get the max and min value of a certain NodeSocket's slider?

texts:
I'm rather new to scripting in Blender and have stumbled upon a problem I can't find a solution to. I'm trying to find the max and min value of an input of a Node.  I manage to find the input object (they're subclasses of NodeSocket) but I can't find any way to extract its max or min value. I reckon that many of them doesn't have it set, but how come then that the slider to control them seem to have a min and max? Can I extract this?

To clarify, for a Nodes input X, a slider might be restricted to values between 0 and 10 by default. If i force it to, say -10 then the slider will adapt and range between -10 and 10. Can I extract this first range somehow? Is it manually set or somehow automatically calculated in Blender?

In the below image, Blender restricts the slider to 0.1 - 20.0.

UPDATE
The node in question is a custom Group Node node and comes from this Blende-file, maybe that has something to do with it?


texts: How can I instantly add a control rig to a character?

texts: Can Blender take a rig with a skeleton like what comes out of Maximo and add a control rig and IK controls for the hands and feet?


texts:
In my scene, I have an image plane with a picture of some kitchen tiles. I also have a cube which has been UV unwrapped and has the same texture as the image plane, but positioned so that the front face of the cube fits to one of the tiles.

I want to have the front face which has also been separated by selection so that I can open it like a lid and 'see' inside the cube.

The problem is that the image plane cuts into the cube. How do I mask the area where I want to see through to the cube behind?

Image plane

Scene

Please also look at my BLEND FILE if you can help.


texts: Is it possible to convert game hair cards into hair particle systems?

texts: I ask this question because I am trying to find a way to convert a collection of hair cards from a game into a particle hair system. I tried using the hairnet addon, but It wasn't working for me. I want the hair particles to grow from the hair cap. Below are pictures of the hair cards as a whole and a single one of the hair cards in edit mode if it helps.


texts: Donut Icing doesn't seem to clip correctly

texts: I've been following the Blender Beginner Tutorial, but when I've reached the donut icing, there are weird darker pixels on it. Putting the Clip Start lower as he did in the tutorial only seems to make it worse, putting it higher only makes it limitedly better.


texts: In 2.81, particles aren't rendering with their materials (object mode in cycles)

texts:
I'm trying to render some cool wallpaper for a new phone I'll be getting in a few weeks.  I have an object generating particles that are falling from it.  These particles are rendered in "Object" mode based from another object.  In Eevee and Cycles, the particles render (and look pretty good) but don't use the material I've created.  In workbench, I can get really good looking renders, however I can't use a material with nodes, which I need because I'm trying to achieve a metallic look.  I'm new to 2.81 (coming from 2.79) so there may be an obvious solution to this that I can't find because of the way a lot of menus got rearranged.  Thanks in advance for your help!

This image is a render using Cycles.  The objects/particles look great, but the material aren't being used.
There is also a screenshot of my blender window.  If there are particular settings that you need to know about, let me know in the comments and I will provide that info too.

Blend file:


texts: How to write custom volume attributes using python?

texts: I was wondering how I could write a custom attribute just like density and flame using python. My intention is to use it for volume rendering so if there's a strict data structure I have to follow it's okay.


texts: What is this extra face that is appearing after extruding?

texts:
I am following the blender guru youtube tutorial modeling a chair and I'm having this extra face appear even thought it isn't a face or it isn't acting like a face.
Is this normal or is it my settings that make the face appear?
It happens everytime I extrude the vertices and always get this fake face on it.
I'm new to blender and I am barely starting out.


texts:
hey guys so i love using the proportional edit when moving vertices around on a project that i have already sub divided. that way everything still keeps , you know.. the proportional shape that i am looking for. I have recently come across a problem in blender 2.8 its not a bug as far as i know.. something in the settings just isnt allowing the prop.editing to do anything ..

I.E: I select one vertex, move it hoping that the surrounding vertices will follow proportionally. what happens though is that no proportional editing takes place what so ever. the only vertex that move is the selected vertex.

I read in a previous post that the mouse wheel adjusts the proportional radius, but mouse wheel is just for zoom in/out as far as i know.

if anyone has a solution i will be for ever grateful.

DB4L


texts: I was messing around with effect and when I went to start a brand new scene to render something that doesn't use effects nothing shows up until I switch render with CPU?


texts: Trying to dissolve edge, but sometimes blender brings the origin to a face instead and doesn't dissolve the face. REALLY annoying!

texts: I'm trying to dissolve faces, but half the time it doesn't dissolve them but instead moves the origin to the middle of a face on my object. The same face every time. Why??


texts: How to I transfer a video from Node editor to the 3D View?

texts:
(I'm new to blender)
So I've erased the green-screen off of a video in Node Editor.
Now I just need to use the actual video and animate it in the 3D View. But I don't know how to transfer it from the node editor to the 3d view.


texts: Animation node - How to change the shading (smooth or flat) of a series of splines?

texts: I managed to create an animation with concentric circles in animation nodes, made from points in a circle that I duplicated inside an object output. I want to change the shading of the splines (normally in the active spline pane, the smooth toggle) to flat. I can't find a way to do this inside of animation nodes. It's not in the properties of the spline from points node, neither in the Object output. Is there a way ?


texts: Respawn camera relative to character location

texts:
I have a side scrolling platform game. I am animating the camera from point A to B and my character has to keep up with the camera's FOV to reach the level's objective. I would like my character to die if he slows down to a point where the player falls outside the FOV of the camera.

Respawn
However, during respawn the character should the camera re-aligned to his spawn position (also the "death wall" object which creates the collision, off screen must also realign to the camera).

Please could I have some advice on the correct process. I am assuming it would require some Python code, but I have no experience with programming! Thank you in advance.


texts:
I need to connect 2 bones together for a game im making.
I only know how to parent them together but dont know how to conect them :/
Any help will be appreciated!


texts: Is it possible to give a custom description to a native Blender property in my UIPanel?

texts:
Trying to figure out if some dirty trick to add an input description of unconnected sockets in the UI panel.
I can access both the socket input properties, but obviously these have the description "Input value used for unconnected socket"
I know I could make a custom property that update this property with a callback, and then add a description = "" but I don't like it, it's slow and doesn't update during animations. So I discarded the idea.
Anyone know anything about it?

    import bpy
    class HelloWorldPanel(bpy.types.Panel):
        """Creates a Panel in the Object properties window"""
        bl_label = "Hello World Panel"
        bl_idname = "OBJECT_PT_hello"
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "object"

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

            scn = context.scene
            node = scn.world.node_tree.nodes.get('My Group')

            ### Trivial example:
            descriptions = {0:"This is a FloatVectorProperty",
                            1:"This is a FloatProperty"}
            ###

            if node:
                for idx, input in enumerate(node.inputs):
                    tip = descriptions.get(idx)
                    layout.prop(input,'default_value',text=input.name)

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

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

if __name__ == "__main__":
    register()


texts: Pivot point at cetner when importing .stl from Solidworks

texts:
)

When I am importing the many part of an assembly from solid works to blender, I get the pivot point for the assembly at the cetner of the scene! Then I am not able (with my current poor skills) to properly scale the individual parts of it.

I would imagine there is a way of doing this so that the pivot point is at the center of the assembly/individual objects I import?

Have a good one!


texts: Is there a way to do absolute measurements in edit mode?

texts:
What I'm trying to accomplish is something as simple as grabbing a line or two verts (maybe more complex objects if possible) within edit mode and then setting their scale to an absolute measurement.

In my example I'm building a wall and want to cut out a window. Say I have a simple plane for a wall and I cut some slices through it so I have a square of verts in the middle. I could technically grab say the two top verts of the window frame and just hit S then move the mouse to where I want it, but that would never be 100% accurate. I just want to be able to hit S then type 2 to make it 2 units between the two verts instead of double the space between them. Is there a way to use absolute numbers instead of relative ones inside edit mode?

I know it's possible to do this in object mode, but in my example that would mean cutting the square out, duplicating the object, deleting all but the window frame, resizing, applying scale, combining the objects again, then welding. And that would only work if the window was completely axis aligned. Then doing that for every time I need a specific measurement for a whole scene.

There has to be a better way to model things to specific measurements. Any ideas?


texts:
I have two questions:

1) I need to time remap one single action (from 24 f/s to 8). Is there any way I can do it without time remapping the entire scene (which is already set to 8 f/s)?

2) I noticed that when I do the time remapping of an already animated scene, it doesn't affect the timeline's display. What's annoying about this is that key-framing is almost impossible. Is there any way to change timeline's display?


texts: working with 1m faces mesh. how to uv map/unwrap?

texts:
im new to blender and dindt get into uv mapping jet. what im trying to do is uv map an landscape that has 1million faces. apart from uv mapping, just assigning my image wont work cause it is the wrong size (a bit too big). as far as i understand uv mapping helps me assign my image and cutting off what i dont need. so i want to ask: is it even possible to uv map/unwrap such a big mesh? and if so how to? or are there better ways to do that?

thanks for all answers.
-laurin

edit: i tried mesh>cleanup>limited dissolve in edit mode to reduce myface amount. i think my pc cant handle that. blender goes unresponsive (for 10 min now)


texts: After updating to Blender 2.68 Driver Scripts are no longer automatically excecuted

texts:
When loading a .blend file the console window shows error messages like:

skipping driver 'x1*(1-x2)', automatic scripts are disabled
skipping driver 'x1*(1-x2*x3)', automatic scripts are disabled
skipping driver 'x1*(1-x2)', automatic scripts are disabled
skipping driver 'x1*(1-x2*x3)', automatic scripts are disabled

In the file browser the option Trusted Source can be set but isn't remembered when using File: Open Recent

Can the new security features switched off?


texts: What would be the easiest way to UV map a complex object?

texts: I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?


texts: How to use the XML file (which contains the tracking informations) produced by Faceware Analyzer with Blender,better if 2.8

texts:
I'm playing with FaceWare Analyzer. I have imported a little video which contains the facial (eyes,mouth,eyebrows) movements of a guy,I have tracked them and I have exported the XML file which contains their Landmark positions.

Now,I would like to use this XML file for making the retargeting with the poses. Faceware gives three tools for creating poses and generating animation,for Maya,for 3D studio max and for Motionbuilder,BUT not for Blender. So,the question is easy : which kind of tools,workflows can I use to do that in Blender (try to consider the new 2.8 build) ? As I said at this point I have only one XML file,which contains all the coordinates of the eyes,mouth and eyebrows movements of the guy on the video,that you can check here.

This is how it looks like :

<?xml version="1.0" encoding="utf-8"?>
<Analyzer_Feature_File majorVersion="1" minorVersion="1">
  <meta>
    <video filePath="C:\Users\virtu\OneDrive\Documenti\Desktop\FaceWareTech\render00050364.mov" width="1272" height="720" frameRate="23,9760" videoStart="00:00:00:00" videoEnd="00:00:01:21" rangeStart="00:34:58:12" rangeEnd="00:35:00:09" />
  </meta>
  <frames>
    <frame value="0" valid="true" filePath="C:\Users\virtu\OneDrive\Documenti\Desktop\FaceWareTech\render00050364_fwt\video\render00050364_full\render00050364.00.jpg">
      <markup_groups>
        <markup_group name="Mouth">
          <landmarks>
            <landmark name="MOUTH_LIP_OUTER_VEE_RIGHT" label="MOUTH_LIP_OUTER_VEE_RIGHT" active="true">
              <texCoord u="0,4656" v="0,6235" />
              <position x="0" y="0" z="0" />
            </landmark>
            <landmark name="MOUTH_LIP_OUTER_VEE_RIGHT-MOUTH_LIP_OUTER_CORNER_RIGHT-0.33333" label="MOUTH_LIP_OUTER_VEE_RIGHT-MOUTH_LIP_OUTER_CORNER_RIGHT-0.33333" active="true">
              <texCoord u="0,4581" v="0,6221" />
              <position x="0" y="0" z="0" />
            </landmark>
            <landmark name="MOUTH_LIP_OUTER_VEE_RIGHT-MOUTH_LIP_OUTER_CORNER_RIGHT-0.66667" label="MOUTH_LIP_OUTER_VEE_RIGHT-MOUTH_LIP_OUTER_CORNER_RIGHT-0.66667" active="true">
              <texCoord u="0,4458" v="0,6208" />
              <position x="0" y="0" z="0" />
            </landmark>
            <landmark name="MOUTH_LIP_OUTER_CORNER_RIGHT" label="MOUTH_LIP_OUTER_CORNER_RIGHT" active="true">
              <texCoord u="0,4391" v="0,6185" />
              <position x="0" y="0" z="0" />
            </landmark>


texts:
Assuming I have a model with several n-gonal faces, out of which some might not be convex polygons, what can I do to make blender split those that are concave to make sure all polygons are convex?

I know about the "Triangulate" tool, but is there something that only splits the faces if they're convex?

Edit:

Added screenshot clarifying what I need:

So again: I need a tool that lets me select it all, and then subdivides the concave polugons into only convex ones.


texts: How do I solve "Color management: using fallback mode for management"

texts:
When I do

import bpy

I get the following message in my console

Color management: using fallback mode for management

It happens everytime I start Python and import bpy, see the shot below

Prior compilation I disabled Cycles, OSL, OpenColorIO, and LLVM from makefile.

However, multiple import bpy statement does not show this error/warning message multiple times. See image below.

Is this normal? Is there a way to get rid of it?


texts: Subdivision Surface shrinking / not displaying as following UV sphere properly

texts:
Following eyeball tutorial https://www.youtube.com/watch?v=n0r0UnaIK_Y

When I create a UV sphere and apply subdivision surface it shrinks the sphere slightly. In the tutorial it looks like his subdivided sphere is not shrunk and he can position/edit his sphere to match the reference image precisely.

The difference makes it hard to follow what he is doing.

Everything seems the same, how do I either make my subdiv modifier behave like his or if this is just to do with the display of the sphere make that the same so I can follow his steps?


texts: UV mapping node in the compositor. Why can't I subtract some pixels from the alpha channel with a mask?

texts:
On trying to  answer this question, I can't subtract information from the alpha channel without running into borders that persist from the UV mapping node. Those borders come from the original image's alpha channel.
When I map a mask using the UV mapping node, I would have expected to get only the information from the mask in the image (meaning the mask on a black background), but the image gets some alpha information from the render layer as well. That information I cannot subtract from the alpha channel.
This is the setup I'm after, that shows the error:

and the result of the subtract operation:

If you look at the mask going through the UV map, there are some edges that are not part of the mask at all, but are the edges of the original alpha channel of the image used in the texture.
The object in the scene is just an EXR image imported as plane, mapped to a principled bsdf, that uses the Alpha channel of the image as Alpha on the shader.

Here's the blend file

EDIT:
If I ignore the alpha channel on the original image, the mask shows correctly, but now the edges of the UV map show.


texts:
I'm currently learning how to sculpt in Blender, and my course instructor has had me make a skin modifier basemesh. Unfortunately, he told me to use the shortcut "ctrl-a" to scale up the thickness of certain vertices/edges of my basemesh—an operation I cannot complete because I assigned (edit mode) ctrl+a to do a different operation.

Is there another way to complete this operation, and if not, how do I get my hotkey back to the default?


texts: When I open my camera everything disappears

texts:
I opened up the camera via FN 0 (because I am using a laptop), and the entire set disappears from sight but when ever I exit it, it is all still there.

I am new to the software so please excuse my mistake


texts:
Probably this is a very newbie question, but I am having issues trying to access the value of a FloatProperty.

I have something like:

    float_property = bpy.props.FloatProperty(
        name='Test float property',
        description='This is an example of a FloatProperty used by a UserExtension.',
        default=0.0
        )

    def export(self, blender_object, export_settings) -> Extension:
        print("Example extension")

        print(self.float_property)
        print("Float value", self.float_property[0]())
        return None

Printing the float_property directly shows the following

(<built-in function FloatProperty>, {'name': 'Test float property', 'description': 'This is an example of a FloatProperty used by a UserExtension.', 'default': 0.0, 'attr': 'export_ExampleExtension_float'})

and printing the self.float_property[0]() shows this

Float value (<built-in function FloatProperty>, {})

For a BoolProperty I can simply do

if aBoolProperty:
   print("bool property is true")

so the question is: How am I supposed to read the float value of the property?


texts:
I have build a huge tower of blocks and floors with the array modifier about 20.000 blocks.However i need to separate them.When i separate them from loose parts the pc does ages and i think that it will never stop separating (i let it all night open, and nothink happened).
Is there an other way that will make me able to separate my cubes?

Please help i want to finish my physics simulation D:


texts: How do I setup an emission map for blender internal?

texts:
What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to glow based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: http://youtu.be/crMxJ6Ge1jE.

What I am getting:
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up instead of what is on my emission map.

What I have tried:
I took a cube, created a material and a texture slot and textured it with a blue color like this:

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
Color unchecked
Emit checked with value of 1
RGB to Intensity checked
RGB 0,0,0 (Black)

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
Blend mode set to Divide
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip


texts: Why do I get a solve error above 100+ in MovieClipEditor while following the MatchTrackBlend DVD tutorial?

texts:
I'm continuing to work my way through the original Match, Track, Blend(MTB) DVD, but I've smacked into a baffling problem in Chapter 16: Creating a Clean Plate.

As you can see in the image above, I've tried to replicate as closely as I can the markers that Sebastian Koenig chooses for his tutorial (I've also tried to copy his camera settings).

However - my camera solution is often crazy, varying between 8 and 240. Not changing any variables and just clicking on Solve Camera Motion will usually return a new, often very high value.

Shortly after 6.40 in the video, Sebastian sets the solver to refine K1 & K2 and while I've tried the same, it only seems to restrict the average error within 16 units or so.

Obviously MTB was made for an earlier version of Blender - but could there be settings from an older version which are more effective than the current Tracker defaults? And if so - what are they!? I've certainly experimented with affine, etc.

Help and advice, very much appreciated. The DVD has been mostly fantastic, and I've learnt tons... just a shame to hit a brick wall on this useful lesson!

--Rev

PS: Bonus question! Obviously I haven't finished the Clean Plate tutorial, but I took a look at this vid - https://www.youtube.com/watch?v=s_MXkTP73CI Is there a chance the plate cleaning / clone painting tech has made it into Blender yet?


texts: How do you do offset on a text object without overlapping geometry

texts:
I want to make text with an expanded piece of text behind it, like the Hearthstone logo:

Setting a positive offset value expands the characters in a text object, but the geometry gets messed up once they start to overlap. How do I expand text and union the geometry?


texts: Different number of samples for different parts of a render

texts: Is there any way to use different number of samples in different parts of the scene? I'd like to have higher number of samples only where the glass material is but lower on the rest because I dont need that much to get rid of the noise:


texts: Node Wrangler Viewer node's Emission Strength defaults to 16.667

texts:
Is there a way to change back the Viewer node's Emission Strength to 1 by default?
Every time I ctrl+click on a node it creates a viewer node with the strength of 16.667 and I have to turn it down to 1 manually.
It only affects a single project, but I really want to avoid creating a new one just because of this problem.
Tried disabling the add-on, quitting, then reopening the project and enabling the add-on again.
Here's a stripped version of the blend file that shows the problem:
https://pasteall.org/media/b/7/b7f4473742b80110d3447d86bad9ed5b.blend


texts: Some sites of the models won't illuminate properly

texts:
I'm trying to render cars, but it seems as if they are not really affected by anything I do with the lighting. There seems to be a lightsource coming from the bottom right, but even if I put a Sun above them their roofs don't get illuminated properly. For comparision I added a cube without materials, as you can see it is already quite bright.

I tried:

Scaling the model
Different lights and lightsources (also objects with emission)
Changing the exposure and gamma in the scene colour management
Changing the background color

I attached the .blend too: Scene


texts: Enlarge / rotate / move parts of a mesh without distorting the rest of the mesh?

texts:
I want to sculpt a head bust. I would do the manual work in sculpting mode (of course), based on reference images.
I thought I wouldn't start from scratch, but instead take an existing head bust and modify it, as this will give me an initial "accurate" base. My problem is that right from the start, I see, for example that the ears on the bust are smaller than what I need (They should also turn slightly forwards). Also, the mouth should be lowered a bit.
Any recommendation on how to make initial adjustments like enlarging the ears and moving the mouse down? This would really help and speed up the process.
Any other tips on sculpting a head bust? (For a novice to medium-level Belnder sculptor). Thanks.


texts: Blender Donut, icing got displaced, won't save position when I close out bender and open back up

texts:
I am almost done with the donut tutorial from blender guru, and came across a problem where every time I close and open up blender the icing seems to be misplaced on the donut by about an inch or so off to the side.
I move the icing again and line it up so it is correctly placed on the donut again, save, and when I open blender back up it does the same thing and misplaces the icing. Seems like I am moving the object and it is not saving the movement.


texts:
I've got two machines: my developer-notebook for active working, and my standalone tower with a much better GPU. I'm simply using the tower for standalone tasks so I'm just working on it via RDP or other network-connections.

I'm now wondering how to speed up my rendering processes for my Blender processes using this secondary PC. I've already tried to use the Blender network-renderer, but since this add-on cannot use the GPU, I thing it's not the best way. I know there is also a old fork that is not in active development anymore that brings the ability to use the GPU via network, but neither seems like the best way. My next bet was to connect the secondary (tower) PC via shared folders where I push my Blender project into when ready to render, then load it by hand on the machine to start the render process. This seems to be very complicated and not very automatic, so for a lot of rendering tasks, it feels like a very slow workflow.

I've just heard about "sheep it" rendering farms, but I don't know if this is something interesting.

Both machines are using Nvidia-cards and running Windows 10.

How can I really speed up my rendering-process via network resources like described above?


texts: joining multi objects in blender to make one object

texts:
I saw a post asking this same basic question. My situation is this. I have a body that I brought into blender as a collida, three pieces being head, upper body and lower body. The previous answers I see for something like this say to use ctrl J to join. I even see a button to do this. But when I do it the body parts compress horizontally and become even further apart. Also no one mentions what mode to be in such as object or edit mode.
Any ideas let me know please . thank you.


texts: How to render gease pencil in cycles in blender 2.8

texts: How can I render grease pencil lines in cycles? Other stack exchange questions explain that you need to bevel the lines, but that option seems to have disappeared. I have markings on some objects that I made with the grease pencil, and they don't show up in the final render, though they do show up in the preview render (when you press z, and select uv, rendered, lookdev, solid). Thanks.


texts: How to make a file "non local-specific" for sheep-it render farm?

texts: What does making a blender file non local-specific mean when using sheep it render farm? AND How do I in convention make this happen?


texts:
I’m doing the blender donut tutorial and I’m on part 7, level 1 at about the 15:00 mark. My issue is that I zoom in to the donut so I can see the details of it.
I select the camera mode, then F12 to render, I go into compositing and it’s zoomed super far out, the donut looks like a tiny speck. How do I fix this so it’s the close up version I origami wanted to see?
here is my issue


texts: Setting parent to armature with automatic weights deforms the mesh

texts:
I'm following this rigging tutorial. Everything worked perfectly until 10:40, where the uploader asks to set parent with automatic weights. This completely deforms the mesh, as shown below.

aa http://dl.dropboxusercontent.com/u/62862049/Screenshots/023.png

bb http://dl.dropboxusercontent.com/u/62862049/Screenshots/024.png

What is wrong?

Link for the .blend


texts: Is there a way to memorize properties that refer to the project and not to the scene?

texts:
I have properties pi like bpy.props.PointerProperty, this is very useful to me, I often use them to refer to the scene in use, but I'm having to create new scenes and all references to other scenes when I add a new scene return to the default value (rightly) I was wondering if there was a way to avoid having to create a function that copies these values (since they are many) The current example is the one I have, that is properties that refer to bpy.context.scene:

class MySceneProperty(bpy.types.PropertyGroup):

    my_bool: BoolProperty(default=false)
    my_int: IntProperty(default=0)
    my_float: FloatProperty(default=0.0)

def register():

    bpy.types.Scene.scene_prop = bpy.props.PointerProperty(type=MySceneProperty)

This is usually very convenient, but currently I am dealing with the creation of new scenes and it creates the problem that these values return to the default state, there is something above bpy.types.Scene?

Edit:
I was trying to copy the properties from one scene to another but I realize I can't, this should happen when bpy.data.scenes.new is created


texts: Baked Texture Not UV Mapping When Exported to Unity

texts:
I have my object in blender that I UV mapped and baked. When I Apply the baked texture to that object in Unity it is not properly mapped.

.BlendFile


texts: Plane-object displayed in background while beeing in front (Eevee Viewport)

texts:
Some plane-objects are being displayed in the background while being in front. Is this a bug or am i missing something Eevee-specific?

All the plane objects were joined while uv-projecting from top-ortho view with bounds, so they have overlapping uvs. Maybe this has something to do with it, because i never had this behavior in any other case.
edit: It has something to do with all the parts having the same material. With different materials the error doesn't occur, but i would prefer to not manually create different materials for all the parts in this workflow.
edit2: I recognized that the AddOn "import image as plane" by default sets the material to "alpha blend", what was the reason for the "overlapping".
(Is there a possibility to remove the overlapping while keeping alpha blend, just in case?)
Win7, Blender 2.81


texts: Features that cannot be exported to other 3D software

texts: I heard that crease is unable to export to other softwares. What features can't be exported related to modeling and animating?


texts: Separate alpha from color in Shader Editor

texts:
In the Shader Editor, I can create an RGB node and in there, I can set an alpha value as displayed in this screenshot:

However, no color separation node in blender supports extracting that value and no combine node accepts it as input either.

Is there any way to separate an alpha value from a color, or to combine it into a color using only nodes in the Shader Editor?


texts:
I am wondering if i could get some tips from the wonderful people of this group. Does anybody have any experience working with CMU Mocap animation?
I am currently working with bvh files.

I have a rig already setup(rig assembled by a add-on called auto-rig pro) to which i am trying match the bones of my rig to the bvh. Auto rig pro has a remapping function for bvhs which I'm using but i get errors with this. The most common is twisted limbs and jittery animation.

I'm confused about the rotation of these bones and how to fix them of if i should use ik or fk when remapping.

Also I am researching how to fix the rest pose of the bvh armature, so that the mapping of the bones would result in a better animation but that lead to errors.

I tried using @batFINGER's script for resetting poses and all the post he did so far but I'm getting nowhere or at least i don' think I'm following it right.

Can anybody help? Thank you.


texts: How to create die line from shape for printing purposes

texts:
There's a serious problem im dealing with for over few last years. I'm not a "pro" blender user, i don't need to be. I'm using blender mainly for creating less or more simple POS materials.

But i always have a problem like below.

I need to create something like on white background from the shape seen above it. Unwrapped both sides of this "altar".

How to do it? Standard unwrapping doesn't work for me (or i don't know how to do it).


texts: Cycles Displacement Socket performance considerations

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Preface -- I'm not a skilled C-language coder at all, just a hobbyist-artist. This is an absolute newbie question involving Cycles code, and I was referred here by staff at CGCookie.

Question: In the Cycles material node setup, the only displacement socket is the input socket in the final output node. I can see a use for intermediate nodes (separate from the material output node) to incorporate their own displacement "output" and "input" sockets, for things such as generating derived normals, the way various deform/generate modifiers appear to. [In other words, chaining several render-time displacements together as if they were modifiers in the mesh modifier stack, which is more accurate than linear adding of texture maps.]

If even a more skilled coder attempted such a thing -- would it be certain to introduce significant performance impacts; would the existing code structure even allow for it? Could it be done at the Python scripting level instead of hitting the C-level code?

This is my first time on any Stack Exchange site. If my question is poorly formed or if this is the incorrect venue for it, I can take advice on improving my approach for any future questions. Thank you to any and all who have read this far. [EDIT] (The intended output is the micropolygon dicer, not an image file.)


texts: How Can I Make Clothes for a .VRM Model in Blender?

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I want to make some outfits and costumes for my VRoid Studio Model in Blender, but there aren't that many good tutorials on YouTube on how to make Anime/VTuber style clothes and I don't want to use the boring default clothes templates in VRoid Studio.
I don't know much about Blender, but! I am willing to look up some general tutorials and learn from them to get an idea of what to do. I prefer to learn from video tutorials, than text-based ones.
But since I don't have a lot of options in the video department, I don't know what else to do but ask for help here. I'm more of a 2D Artist than a 3D one, so any kind of help is much appreciated.
Thank You!


texts: GPU rendering but task manager shows it is barely being used

texts: The task manager shows I am barely using my GPU. In the render properties I've selected GPU convert. In the preferences>system I've selected CUDA and my GTX1080 is checked. The drivers on the GPU are up to date as well. Is this working correctly?