texts: I want to duplicate particle system(shift D), and make different Render objects. But after i change Object, it makes the same change in both particle systems ( original and duplicated). Somehow it's still linked.. ?


texts: How to extrude a face parallel to another?

texts: I'm wondering if there is a fonction to extrude down the faces selected to put them on the red dotted line, while maintening them parallel to the vertical edge?


texts: How to connect specific vertices from different objects in order to simulate as one?

texts:
This is a tough nut to crack, I´ve been trying to simulate a cloth which in every corner has a circular cut with a "metal clamp" in order for the cloth to be connected to a static fixture. However when trying to simulate, what happens is the cloth disconnects from the metal clamp and falls to the floor. Now, the metal clamp itself gives perfect physics with the static fixture. All that is missing would be the cloth being connected to the metal clamp "as one".

Let me add that the cloth and the metal clamp were once connected but were disconnected due to wanting the clamp to have more solid properties.

I really want to get this to work be it connected by vertices or going in with an alternate approach. It´s been a really daunting task to try and figure this thing out, I hope you guys can give me some insight.

I think the image will give you a better idea.

This screenshot is just a few seconds into the falling simulation, so that you can better see the separated parts.


texts: How can I get my EEVEE render to match my viewport lighting?

texts:
In my animation I have a large rectangular object hidden behind a set of panels that I have keyframed to shift positions. In my viewport the rectangle appears to be affecting the face of these panels in a way that I like

Top image is the render animation - bottom image shows my viewport and the lighting I want as final.

When I render the animation that sort of ambient lighting is not present. Any ideas on why and how to get this to work properly?

I also tried rending as a PNG sequence and when I did that all frames rendered in black and white even though my setting were in RGB (standard PNG export settings)

I am using Blender 2.8 - EEVEE - Bloom effect is on with standard settings.


texts: How to get Blender to stop recognizing my keyboard in Pop! OS Linux?

texts:
I just upgraded Pop! OS to 20.04 a week ago. Everything has been good except for Blender :(
Now just seconds after I open any blender file the keyboard stops. I can continue using the mouse but not the keyboard. I have unplugged and replugged the kbd, restarted the computer, to no avail. I have also changed the keyboard to a different one. There’s nothing wrong with the keyboard, its lights do show, and I can use it if I go to another program.
In Windows this won’t happen.

Any ideas?

Thanks guys


texts: When moving a control bone, some vertices of my mesh twist, but only at certain positions

texts:
I used riggify, applied automatic weights, used weight painting and everything was perfect.

But one day, something wrong I should have done, and some vertices move in a weird way when moving a bone.

https://media.giphy.com/media/Zaij8rB01N2COG4iGl/giphy.gif

I have checked vertex weights and it seems to be right.


texts: Blender 2.79b Grease pencil brush hotkeys not working (Windows7 ,64bit)

texts:
So,while using Blender 2.79b Grease pencil brushes  (on Windows7 ,64bit) , I tried using the number (1,2,3....)default hotkeys assigned to them  and found they were not working.Then I changed the hotkeys to other unique keys so that they didn't match with other operators  still the brush hotkeys where not working.
Any solution?


texts:
When I download this LOMAR TOON MATLIB
I open my project and go to file -> append and select the material I want to append. However, after doing so the material renders fine on the right in the preview pane. When I view the object in object mode it is just the base color, none of the texture of the material is present. I have done it a bunch of different times following different suggestions I have found here on stackexchange but nothing seems to work. Any ideas?
Oh and I am running blender 2.78


texts: Extrude inward without leaving faces in blender 2.82?

texts: I want to extrude inwards without leaving faces


texts:
I try to bake a normal map usin cycles render but have a strange artifacts. It's look like a stairs on output image.
How can i fix it ?


texts: Blender not responding when I play animation

texts:
This is my animation, just about 285 frames, 78 keyframes

When I play animation, Blender is not responding

And here is Blender status in Task Manager. I think it isn't so strong

What's the problem? What should I do?

Please answer soon. I need to finish it as soon as possible


texts: How to use same asset multiple times in a shot

texts:
I am a beginner in blender, i am making a pipeline for blender projects at my studio and i am running down with a problem .
The issue is with linking the same asset file multiple times.(eg: Ch_A in a scene multiple times)
A brief or example of the situation:-
I have a rig asset (Ch_A) which i need to use in my shot multiple times.
Now what i am doing is linking it in my shot and making a proxy of it, Now when i move the char controller then all the Ch_A are moving with that controller.
The same thing in maya was like i was making a reference of the asset multiple times and i was getting a namespace which was unique, and then it had all unique controllers with it.
But here since i dont know if blender has this namespace things or not.
I would really like to know if i am doing it the correct way or there is another way to do this kind of things.
Please let me know what should be the best way to bring in same asset(deforming asset) multiple times.
Any help is appreciated.
Thanks
Santosh Das
.


texts: Parent-Child object relationship disappears after exporting Wavefront(obj) format

texts:
I have 2 objects in Blender named A and B.

I set A as a parent of B by ctrl+p command after choosing both objects.

After I exported it as a wavefront (.obj) format , when I try to import it in a new Blender, the parent-child relationship disappears and 2 objects seems independent of each other. Is there an export option that I missed in order to preserve child-parent relationship ?


texts: Animation problem when open the scene from other pc

texts: I have a scene with character animation (rigged with "Blenrig") done by my friend , all works fine on his pc , but when I open the scene on my pc , the eyes main control animation is wrong , and the constrained objects is wrong , (Iam using  "dynamic parent" addon ) , we have a diffrent file path , so I have to fix the external file paths after I open his scene , could this path change break the animation in blender ? Thank you all.


texts: How to build and submit Mac builds to Graphicall?

texts:
I've used a few of the custom builds on Graphicall, and I'd like to give back by helping contribute some back. I've got a Mac, which is a bit of an underdog in terms of building submitted, and I've got decent experience with Subversion and other version control systems, but haven't seen a "how to" on compiling builds for others.

How do I set up a build environment on my Mac for compiling and bundling build packages to Graphicall?


texts: Weird rigging issues (mismatch in scale and movements)

texts:
I am trying to complete a rig for my first character and faced with a few problems. I believe that solution is simple but I can not find it in search:/
The first problem appears after Automatic Weights applied: mismatch between the mesh and rig in sizes

it was corrected with a "keep transform" checkbox, however movements in pose mode do not match:

REMARK: the figure was scaled before to avoid "bone heat weighting: failed to find solution..." error

blender file: link


texts:
I have created a dragon mesh. Eventually, it will fly.

Right now, I am trying to add a bone to the mesh (near the "elbow" of the wing), but it is a huge piece of mesh and the armature bone becomes huge, too i.e. it doesn't fit inside the wing. Please see what I am trying to do below and how it currently looks. Note that I am new to Blender.

Maybe it isn't a problem if the bone sticks out; I don't know. In the end, when animating, can I hide the bones and only see the mesh? If so, there would be no problem for the bone size, I guess. Tried to look this up on the internet, but could not find exactly this issue addressed. Thank you in advance.


texts: Can you assign a Masked area (in the Sculpt mode) as a Vertex group?

texts:
Watching a ZBrush tute, a guy uses a mask to block in an area and then deletes the rest of the mesh (keeping only Front faces of the Masked area)..

https://youtu.be/7wjK4axInhc?t=8m25s

That would be an amazing workflow for Blender... do you think it is possible? Maybe if I could assign the Masked area as a Vertex group?

Cheers for checking...


texts:
I copy one object in Blender with python。but when I change the old object's color , the new object's color also change. I know that because the new object and the old object have the same material。my way is that：

obj = bpy.data.objects[old_object_name]
mesh = obj.data
new_obj = bpy.data.objects.new(name, mesh)
bpy.context.scene.objects.link(new_obj)
bpy.ops.object.make_single_user(object = True, obdata = True, material = True,texture = True )

I want to Separate the new object's material and the old object's material.when I change one object's color ,another object's color doesn't change. but my way doesn't work.


texts: How do I make a face (or other model) extrude out of a plane like The Frighteners poster?

texts:
Example02

I've tried doing this with a subdivided plane and shrinkwrapping it to a model, then applying it as a shape-key. Unfortunately, I tend to get a lot of jagged edges and spikes in the plane when the face is extending out - and often, the resemblance to the original model is quite faint.

Does anybody have any tips or suggestions for making this look good? Could really do with the advice, have been hacking at this for some time now. =/

Best regards,

--Rev


texts: Is there a simple way to highlight a selected node line connection?

texts:
I am working on a slightly complex node group, and I'm having trouble distinguishing various connections. Is there a way to select and highlight a node connection so it's easy to see where its inputs an outputs are connected?
Here's a quick mockup of what I'd like:

Open to add-ons as well if this isn't doable in vanilla!


texts: I have a icosphere and in that there are 3 types of 6side star shapes. Large medium and small. In the stars there are edges and i want to remove that edges. I have remove the large star edge selected a single large star edge and shift+g and length and delete all the edges. The same process not working with the small and medium star. I can select manually and delete but i dont want to do it. How can select the edges at few clicks. blend file


texts:
I have made a high poly hammer model, added sculpting details into it . created a normal map after baking, the sculpting details are missing in normal map of handle while the sculpting details are there in the hammer head normalmap. Have checked the normals of the entire hammer they are fine.
Have applied multires modifier into handle and head of hammer.
Can anyone help


texts: How can I navigate my scene FPS style similar to how Unity does?

texts:
I am aware of ShiftF fly, but it's extremely cumbersome having to use the scroll wheel to change the velocity of flight and moving the mouse from the center to spin.

Is there a way to move the viewport camera (not the scene camera) like Unity lets you right click and fly around with WASD and moving the mouse?


texts: I apply a boolean modifier to cut a hole through a complex shape and it works fine but at the sides there are no faces for some reason, I followed every boolean tutorial so the boolean should work, I even tried decimating the mesh to see if it worked better with less poly. Does anyone know of a way to fill this all in with faces, it is made of two loops one ontop of the other, (im essentially trying to cut an somewhat circular face into my mesh, I also tried using netfabb but instead of filling in the sides it just refills in the entire hole the boolean was meant to make


texts: My material is shown in preview but does not appear in object or render view

texts: When I tried using tutorials to assign randomized color on each polygon, they don't seem to appear in the object mode and render mode. I've tried two methods. one, I used one method found online https://blenderartists.org/t/quick-tip-easy-randomize-face-color-with-cycles/627580 , in a forum someone was kind enough to post (but I suck so it didn't work :P). Two, I started using the method I found on youtube https://www.youtube.com/watch?v=kBrOzCxOWhM but as soon as I started to use the node editor, I didnt see immediate change in my object. For both instances, I could see that the preview mode in the material tab showed the material that I wanted but was not applied into my object. I am fairly new at using blender so I don't really know where I went wrong. If you can help me, that would be great! Thank you.


texts: Is it possible to use filmic and raw in a single video?

texts:
I am currently doing a motion tracking scene where the compositing looks like this :

The problem I am facing at is that I want my foreground layer to be rendered with a View Transform that is Filmic and my movie clip with a raw one.
Here is the difference :

Obviously, the filmic mode for the movie clip is removing all the colors but it's perfect for the rendering of the ball.
If I change the View Transform parameter in the Scene color managment, it's changing it for the whole scene.

How can I do that?


texts: Animation Nodes: How to create splines between a particle system and an object based on distance?

texts: I would first like to mention that I am a beginner to Blender and Animation Nodes. I am trying to create an animation where an icosphere orbits above a plane that emits particles, and if the particles are close enough to the sphere as it passes, will create a spline between the icosphere and the particle. So far in my animation nodes, I am able to find the distances between the icosphere and the particles, but I am unsure how to implement a sort of if statement (like the find close points node) to select only the particles that are a certain distance away, and then use the create spline to create a spline between the icosphere and these particles. Any help would be greatly appreciated.


texts: How to animate a lightbulb going on and off

texts:
how would I apply all ofthis into an animation? I would like to animate a lightbulb switching on and off but it seems some of the properties discussed are not available outside the compositor.

https://www.youtube.com/watch?v=-Ya-7olrPyc


texts:
I downloaded a free 3D model, it is a Blender file.
https://free3d.com/3d-model/house-10c2-71388.html

There is a strange problem - the model is pink, which usually means that the texture is missing, but in material mode I can see the textures. And also in the node editor a see a big list of textures.

Why is it happening and how can it be fixed?
Thank you!


texts: textures are not loaded with collada files

texts: I'm using Noesis to export Collada files and then import them into Blender 2.82 but the textures are not loaded at all. Is there a way to force the system to load textures?


texts: How would I create new edges around an opening

texts: What method would you use to create new edges around this doorway maintaining it's shape? (desired outcome in red)


texts: Locking a vertex group from modification

texts:
In a mesh there is a group of vertices which should not move after being positioned once. I would like to find a way to lock them in place for the whole duration of the project.

Currently I 'lock' them by hiding them and then sculpting. I imagine it is possible also to create shape keys for the vertices. Or I could write a script which would save position of the vertices.

Is there a better way to do it?


texts: Keep bone rotated in-between two other bones?

texts:
I would like to keep a bone rotated in-between Bone 1 and Bone 2, shown in the screenshot. What types of constraints do I need to add to the bone to accomplish this? What about the parenting?
I have tried numerous combinations and cannot figure out how to accomplish this.


texts: I'm getting black borders on all the reference images I add and it's making things difficult to work with. Anyone know how I can get rid of them?


texts:
How can i store a array/list of Pointer Properties?!
I want every pointer to point to a object and get a specific pointer with an index or key.

import bpy

class customPropertiesGroup(bpy.types.PropertyGroup):
    objects = bpy.props.PointerProperty(type=bpy.types.Object)
bpy.utils.register_class(customPropertiesGroup)

bpy.types.Object.customList = bpy.props.CollectionProperty(type=customPropertiesGroup)

ob = bpy.context.active_object.customList.add().name = 'ob_01'
ob = bpy.context.selected_objects[1].copy()

is how can i access ob_01 and does ob_01 actually store a copy of selected object [1]?


texts:
I'm having some problems with the knife tool, sometimes it works and sometimes doesn't.
I would like to cut the shape of the lingerie texture at the body but the knife tool works at some places and doesn't work at others
I've already removed the doubles and verified if has a face.
20s video of what happens
Blend file


texts:
I'm trying to measure a corner to see if it measures larger than 45° for 3D printing. I use the measure tool to recreate the corner of my object but the degrees seem off. A 90° angle is displayed as a 22° angle. Is this a bug in 2.8 or do I need to adjust a setting?

Thanks


texts:
Everytime I exit fly mode the viewport offsets a little and it is pretty annoying when working closely to a model.
Below are two photos showing where the viewport is in fly mode and where it offsets when exiting the fly mode.

What is the cause of this problem and how it can be solved ?
Thank you.

Edit : I don't know what causes this issue but using the mouse middle button to rotate seems to reduce the offset.


texts: Parenting with automatic weights fails with an error?

texts:
I've worked on this character mesh and when I parent the rig to the mesh, I get a "bone heat weighting" error and nothing happens. Can anyone fix this?
Here is the link to the .blend file.

Here is a picture, just to let you know what the setup looks like:


texts: While rendering, after a few seconds my screen glitches out, then my computer BSOD's

texts:
My PC is custom built, it has a Ryzen 5 1600 14nm and an AMD rx 570 with 16 GB of ram on a gigabyte b450m ds3h motherboard. Nothing is overclocked and I can run games just fine and with blender it seems to have the same power draw so I don't think its a power issue. In games, I have not experienced anything like this, even with max power draw. https://youtu.be/B6w_vKzFH6Q that is a video of the issue. I have tried limiting the power draw of my GPU and that doesn't help. My drivers are up to date, I'm using open cl with my CPU and GPU checked and under cycles settings, I have my GPU as my compute device. Even if I render with CPU as my device, it still happens. Didn't used to happen. Temperatures are just fine usually around 60-70 while under load.
This is a link to the project I am trying to render https://drive.google.com/drive/folders/1pgYE_1C1TcLQLkrghEq8Nac6qNlHIWAD?usp=sharing
the images were rendered on a different computer.


texts: How can I subdivide an edge at a specific point on an axis?

texts:
Let's say I have a scenario like this, viewed from orthographic X perspective (num3):

Both objects are the same length, but the top line is a single, angled edge while the bottom line is flat and divided into six sections. I want to subdivide the top line by inserting a point at the same Y coordinate as the highlighted vertex of the bottom line, without disrupting the angle of the top line.
Subdividing the top edge will insert a new vertex, but only at the midpoint of the edge. With vertex snapping, I can drag the new vertex to the appropriate Y axis coordinate, but this disrupts the angle of the line because it does not affect the vertex's Z axis coordinates.

Edge slide is pretty much what I want, but I can't edge slide a single vertex. How can I make this work?


texts: UV Mapping External Texture Changes to a Black Diffuse in Texture Paint mode

texts:
Okay, so I've seen the other answers to this here in Blender Exchange. However, as far as I can figure out those textures were not saved when created in texture paint mode.
I added an external texture to my object:

...then I switched to texture paint mode and the texture changes to a complete black texture:

However if I switch back the texture while in texture paint mode it still keeps my object black:

Is this a lighting problem? Or am I not importing the external image correctly? I have tried packing/saving the image after importing it and putting it on my UV Map and then switching to texture paint mode, but it still occurs.


texts: Edge Bevel Weight tool seems to have permanent effect

texts: Is there a way to remove the effects of the Ctrl+E Edge Bevel Weight tool? I can't find the option or hotkey for this.


texts: creating more randomness in texture image

texts: Lack of better wording so im creating like a red clay roof that i made by creating a root object to apply to a particle system. Now i applied a texture image to the root object which in turn applied to the rest of the shingles. The issue i dont know how to get passed is how can i work it so i can create randomness within the texture so that every shingle doesnt look exactly the same?


texts: Adding a 'SUN' via lamp_add() actually adds a 'HEMI'. Bug?

texts:
If I fire the operator afterwards from a button, it doesn't work properly. I've other operators with other lamp types and those are working quite well as expected. But this one stole me a hour or two. Before I open a bug report I would like to check with more experienced developers (I'm quite new to Python) if I'm doing it wrong. Details are given in the following code:

class RfB_OT_OBJECT_AddLightDay(bpy.types.Operator):
bl_idname = "rfb.object_add_light_day"
bl_label = "Add DayLight"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

def execute(self, context):
    #
    # FIXME:  Adding the lamp as type 'SUN' here from operator, will add
    #         the lamp as 'HEMI'. Changing C.data.type to 'SUN' direct
    #         afterwards explicitly doesn't work, have to do it a few
    #         lines later. See QUICKFIX.
    # DATE:   2018-01-21
    # AUTHOR: Timm Wimmers
    # STATUS: assigned to self
    # BL_VER: 2.79
    #
    bpy.ops.object.lamp_add(type='SUN')  # BUG?: will be added as 'HEMI'
    _tmp = {'material': None, 'lamp': bpy.context.active_object.data}
    bpy.ops.rfb.node_add_nodetree(_tmp, idtype='lamp')
    bpy.context.object.data.renderman.renderman_type = 'SKY'
    # QUICKFIX: change late explicitly
    bpy.context.object.data.type = 'SUN'
    return {"FINISHED"}

Thank you,

Timm


texts:
Can I slow down the speed at which things happen, without lowering the frame rate?
I want to make this happen slowly without decreasing the fps.


texts: My mirror modifier doesn't mirror on x axis and rotation shows 0°, I applied rotation already

texts:
Hello i have a problem with my miirror midifier it currently looks like this:

I don't know what's the problem on google it says that i have to applyrotation but i already did and doesn't fix this. You can see my rotation is all set to 0. I tried closing and opening blender thought it's a bug or something but it still doesn't apply the correct mirror.

I already did press SHIFT + S and set the cursor to the middle of the grid and then SHIFT + CTRL+ALT+C to change origin to cursor then mirror and it doesn't help.

What else can i do to fix this please? Thank you.


texts: How to deselect origin center/ cursor blender with python?

texts: Is there any method to deselect origin center/yellow dot, or make it inactive?


texts: Can't select vertices, edges or faces in box select mode

texts:
I'm learning Blender and I noticed that I can't drag select any edges, vertices or faces using box selection. I noticed that using lasso selection has the same issue.
I created a gif to show the issue.
Could there be some setting that I accidentally turned off, something else I'm missing?


texts: particle keeps hanging in air when rendering in sheep it

texts:
I'm trying to render my project in sheep it render farm , but seems that when i render , the particle systems seem to keep hanging in the air where it should not stay. It is supposed to come in front of the vehicle as a dust cloud .  I have baked it in "bake all" , and baked it as a single object, but i have now tried 3 to render it in sheep it , and the particles keep hanging in the air.
Is there a possibility to render the particles separately with a render layer later or any other mean to get it to work .


texts:
What is the precision of numbers in Blender? I am using Python scripting to adjust textures on a model, and need to define my own scaling algorithm. What precision?

If I put 0.0000000005 in the UI it ends up to 0.0, see animated GIF below.


texts: Boolean modifier "conflicts" with Bevel modifier

texts:
im new here and i have just a question:Im using blender from not a long time (excuse my bad english too),and while i was modelling a PS2 model,i encountered a problem.

I have a Bevel modifier on the upper part(not applied,just there)and it does his work,but as soon as i try to add a Boolean modifier to cut a hole(the P1 controller port) they just act as if they "conflict": I mean,if one is on,the other one doesnt work.Switching them up and down on the modifiers tab shows that only the first one actually takes effect on the mesh.

I tried even applying Bevel first,then cut the Boolean hole but if i do so the hole just doesnt happen.If i apply the Boolean difference,then the Bevel modifier just doesnt work in any way,even deleting and putting a new one.

I will try to upload some screenshot of the part that im talking about.I hope was not a stupid question,but i really cant figure out if i have to find another way or maybe im missing something.If needed i can try upload the file aswell.Thanks in advance


texts: In what situations would you use a height/bump map?

texts:
I don't see height maps having any advantages over normal maps.  It's just an extra layer that may mess up any existing normal map with details that are already present there.  Are there any advantages to height maps?

I normally use height maps for skin pours on my characters but I find normal map still out classes it.


texts: Move selected vertices to grid with by a specific distance

texts:
I am making a mesh in which all vertices need to be in specific locations. My minimum unit of distance is 0.125m, so that all vertices will be at distances from each other or the point 0 of the map with a value of 0.125 times X (ie:2.125, 0.5, 1.75 etc.).
However I discovered that after using the bevel tool (I may have done something wrong), there are vertices that are not perfectly aligned. Some are 0.0000002 further than another ones on a certain axis for example.
I could realign them by hand but it takes me a long time.
My questions are:
A. Are my doing something wrong?
B. Can I correct this by selecting all the vertices and then using Shift+S and then "Selection to Grid" but with a specific distance, so that they all move to the closest point on the 0.125 units from 0 point on map?
I am sorry I am having trouble explaining the concept, I hope it is understood.


texts: Linking object position to another object

texts:
Let's say I have an model with 3 objects. In this case, the head, body and base of the lamp.

Is it possible to add some kind of constraint to the head object so that the head moves with the top of the body object. For example when I scale the body on the z axis the head moves along the z axis to always stay on top?

Something like copy location constraint but to account for scale of target object.


texts: Calculating position difference in a driver

texts:
Suppose I have an object, that I move from A to B (by pressing the G button) on the XY plane. I want to automatically orient it, so it always faces the direction of the movement. Furthermore, I want it to rotate as if it is a wheel.

Given a linear motion, I want to set the orientation with drivers, so the Y points forward and Z points upward.

As there are no keyframes available, the function that updates the direction and the rotation of the "wheel" must be invoked regularly to capture the current and the previous positions and make the needed updates.

Initial scene:

The wheel has been dragged/is being dragged:

Can it be achieved ONLY with drivers?


texts: The bendy bone is connected by automatic weights but the end of the mesh doesn't curve with the rest of the mesh.


texts: Simple deform > Bend modifier doesn't work as expected

texts:
I thought it would be easy to use the simple deform modifier, just bending a simple flat cube on x - axis. if i try this in the origin, everything works as expected. (left on image)
Unfortunately I want the same deforming a little more far right (right side) on the y - axis....and it didn't work. I tried with empty, with empty moving...ctrl-a ...nothing. it must be pretty easy, but i cannot figure it out...
Here is my blend file to reproduce:


texts:
Is it possible to bevel the point of grease pencil (in edit mode), just like doing bevel to a vertex ?

Thanks


texts: Baking particle systems to objects in blender 2.80

texts:
I'm trying to bake a particle system with location and scaling data to real objects. I tried to use the script from this answer to create real objects an keyframe them according to the particles, but after analyzing why the script didn't work for me I found out that bpy.context.object.particle_systems[0].particles is empty. This is confusing because when printing the name of the particle system it gives the correct name and I have particles in the viewport. Does anyone have an idea what coulb be going wrong?

https://docs.blender.org/api/current/bpy.types.ParticleSystem.html?highlight=particles#bpy.types.ParticleSystem.particles


texts: Finding domain/range of a specific shader node input/output, inside the Blender UI?

texts:
Is there anywhere within the Blender UI that displays the dimensionality & bounding sets (e.g., all floats, floats in [0,1], floats in [0,255], etc) of arbitrary shader node inputs & outputs?

I consistently find myself digging through stackexchange/the Blender docs/experimenting with less-than-equal-to to try to figure out what I need to divide by to normalize shader nodes' input/output values to within a specific range, or to center them at 0, etc. This seems like functionality that Blender's very rich UI might already have built into it, though, so I am wondering if I am just overlooking it somewhere.

As an example, I can do something like this, varying the threshold between 0, 0.5, and 1, and observing that in rendered view my sphere switches from all black to mixed black/white to all white, to convince myself that Blender's (Perlin) Noise Texture's Fac output naturally outputs floats in [0,1]:

But it seems odd that I should have to experiment, or search through docs or stackexchanges, to discover something like this. Is this information maybe already neatly displayed somewhere inside the Blender UI, and I just don't know where to look?


texts: How do i connect two meshes together without ruining the topology

texts:
I am having a lot of trouble connecting the hands and head to the body. They always have more edges than the body meaning I can't connect them through quads.

Is there some technique to make them connect to the body while still using quads?


texts: Rigging a ball type character for a game

texts:
I built a very simple character that will be used in a game i am trying out. What is the best way to rig this so that it is playable in Unity? Below is a list of what I am trying to achieve.

The base of the ball needs to move in all directions. Forwards, backwards, left and right.
The Head needs to rotate left and right
The Canons Up and Down.


texts: Anyone have any idea why facesets and box hide wouldn't work in sculpt?

texts:
IF i start a new file or any other file they work, But i must have done something with this one because face sets and box hide won't do anything. Face sets from mask doesn't work either... any idea what i clicked?
https://drive.google.com/file/d/1khA9OiUGTT-rj8wonL94VHqXPuNilPc0/view?usp=sharing


texts: duplicate mesh error in blender animation nodes2.1

texts:
i tried to duplicate mesh using "transform mesh "node,but i faced a issue as the below:

i don't know how to fix the issue?anyone has an idea,thank you!


texts: Texture Paint: Pixelated after texture paint

texts: When i paint some textures on my UV-Texture, the image is sometimes pixelated. I don't know how i can adjust the best zoom size of the stencil texture. How can i ensure best quality?


texts: Project from view so that the UVs match the background image

texts:
Is there a way to use the "project from view" unwrapping method so that the resulting UVs automatically line up with the image, if the same image is used both for the background image and the texture?

At least for me it's a very common workflow to model something on top of a background image and then unwrap with the "project from view method". But I always end up having to scale and move the UV's to match the image, which feels unnecessary, since I already modeled everything to match the BG image perfectly.

Can Blender do this? If not, would it be difficult to write a a script or addon to do this?


texts: I'm trying to export one of my meshes however the options which I normally would have when exporting my mesh as an FBX are missing. Primarily what I need is to export selected objects only as it's exporting the entire scene.


texts: Windshield Wiper Over An Airplane's Curved Windshield

texts:
so I'm running into a small problem when trying to make the wiper move along the glass, but this one is curved. The windshield is pretty curved and the wiper doesn't really need a lot of detail (picture 1) because it is a big airplane.

But I think it would look nice that the wiper moved along the curved windshield. Also I cannot bend the wiper because the curvature of the glass is uneven, so the wiper gets stuck inside the glass in some parts.

Is there a way I can achieve this movement without modifying the wiper too much? Thanks :)


texts: QuickSmoke fire effect not appearing in render

texts:
I'm trying to add fire and smoke to my scene. I decided to use QuickEffects > QuickSmoke, and then change the flow type to Fire + Smoke on my emitter. It seems that both the fire and smoke appear in the scene view, however only the smoke appears in the render. (using Cycles)

Scene view:

Render:

(the smoke is a bit hard to see on the black background)

If required, I can share the settings of the smoke emitter and the smoke domain.

Thanks in advance.


texts: Issue with boolean modifier with self intersecting array

texts:
I'm trying to intersect an object (let's say a cube) with an array of some other object (let's say spheres). This works well as long as the objects of the array are disjoint. But as soon as these objects intersect, the original object disappears. Why does this happen, and what can I do to prevent it?
I show the mentioned toy example below. In my actual problem I use the array modifier to shift and rotate some object that will self intersect with the other copies, and I'd like to still be able to edit the original object from which the copies are made.

To recreate this problem:

Create a shere in addition to the default cube, and make it smaller and shift it to the top surface of the cube.
Add an array-modifier to the sphere such that multiple copies woudl intersect the cube.
Add a boolean-modifier to the cube with the "difference" mode selected, and use the sphere as a target object.
Hide the sphere such that you can see the hollowed out parts on the cube.
Increase/Decrease the offset in the array modifier until the spheres intersect.


texts: How to use shape cut in particle edit mode?

texts:
I added a plane to the scene and want to cut hair in places where this panel touches them. But when I select this plane as shape object and click "cut", all the hair is just removed.
How do I use this tool correctly?


texts:
I am sorry if someone already asked for this question, I wasn't able to find it anywhere..I googled lots of things and didn't satisfied my needs so I hope you can help me out :) :P.
When I try to hand texture my model, some parts are being unable to be textured.
I hope you understand what I mean, here is a screenshot so I can explain you.

The blue line is showing where I can't texture it as you can see it's white.
I had to "Fill" to get the white color even though some places got still black as on the picture you can see black texture on the fore-end/near barrel.


texts: Why are these color patches/rings coming in the blender video output while the image rendering is very clean

texts:
I am making a simple material from an image. Attached below is my node settings. I am mixing one BSDF color on top of the image texture (this is just to create an illusion of some haze/atmospheric effect - kindly do not suggest to change this basic design itself since it is linked to other things in the project, not in my control).

I have used the Layer Weight node to gradually increase the mix towards the edges, and very light/ almost nil in front of the camera. The mixing is good in image render. Attached below is the image after the render. It looks ok to me. This is in png format.

I have then rendered the image sequence for the scene. Then I made the video in blender itself, from the image sequences. But the quality is very poor in the final video. Attached below is one screenshot for the same frame above. See how some circular rings appear in this video output. If we inspect minutely, those rings are present even in the image render. But it is hardly noticeable in the image, it is almost ok. After the video is made, the rings are easily visible and it is not within any acceptable range. Can someone help me to get rid of these rings in the video output ? Anything close to the above image quality is acceptable to me.

Just so that you can compare, I have attached below the output without the Mix node. This is just the plain image alone.

Things that I have tried so far (without any result):

First obvious thought is to try different settings in the video output. I have used ffmpeg option, x264 encoder, Lossless output, 1920x1080 resolution above. I tried changing these options, without any luck. For example, changing the encoder to HuffYUV or MPEG-4 resulted in no better quality in the video. Also changing the framerate had no impact.

I have used the command line input for ffmpeg to directly convert the image sequence into a video without using blender. It resulted into the same video quality irrespective of what bitrate or what encoder I use. I went up as high as 20M bitrate, resulting in much bigger file size, but the output quality remained where it is. Finally I tried to directly mux the png output files in a video container using ffmpeg without any encoding. This gave little better result, but the output file size is 100 times bigger. Obviously that cannot be accepted since a video of one minute will cross 4-5 GB in size. Moreover, the output video was only little better, still not close to the png image quality.

I have opened the png image in MS Paint and simply saved it as a jpeg file. The png file is 5 MB while the jpg was just 200-300 kb. Still, the quality did not degrade (at least to the viewer's eyes). This means, there has to be a way to compress the png files and create a video without compromising too much on the quality. It technically seems possible as the jpeg was equally good, with much lesser size. But I could not figure out any possible way to actually achieve that in the video.

Any suggestion to overcome this hurdle either in the blender node settings, blender render or in video codec/compression, will be highly appreciated. Spent 3 full days/nights without any sleep and still struggling. Help me guys!


texts: How to override all multiple keyframes at once?

texts:
Hello. Is there anyway you can override multiple keyframes at once? I need to apply rotation of just one bone in all the frames.

I could click each frame and pasted its rotations value. But I assume theres a better way to do this.

Thank you.


texts: How to display a image texture only on the outside of a object (cylinder)?

texts:
I am currently trying to texture a soda cup, but have some issues with the UV mapping I think, because the alpha image that I add on the cup is also visible on the inside of the cylinder. What I want is that it is only visible on the outside of the object. I modelled the cup only with a cylinder object.
Material details
I've added the texture using nodes and a RGBMixer to get the transparent image. As you can see, the image is also visible inside the cup.
I tried searching for it on the internet, but didn't find anything related. Hope some can help me out!


texts: Create curved meshes without using Paths?

texts: I've been looking at tutorials on how to create a curved object and all they all use paths. I'm trying to create a curved building. How can I create a tangible 3D curved mesh that doesn't involve stacking slightly rotated objects onto one another, Like a path would do?


texts: The tutorial that I am following sets the power of a Area Light object to 500W and even turns down the distance. When I do this, the light barely shows, I have to crank it up to like 5000-50,000 for it to be noticeable. Is there any reason for this? Again, I am a beginner so this might be a bad question. Also I am in render view so the light should show. And I have made sure to apply the texture cause when I really crank it up there is a light.


texts: Converting Vertex color to Material with BDSF Shader

texts:
My initial question is that when I hit shift+a to add a node, shaders don't come up as an option.  How do I add a BSDF shader if none of them are appearing at all/am I in the wrong viewport?

Second, what alterations do I make to the node so that the vertex colors from my model will upload to unity?

Thanks!


texts: Move bone from one armature to another with keyframes included

texts:
Ok, so im trying to merge a single bone into an already existing rig and also merge the keyframes

After I Ctrl+J the two armatures everything goes wrong, also, when I copied the keyframes from the bone before merging and placed them in the rig keyframes after i merged the armatures, nothing happens, they just dont show up

How do i fix?


texts: How to position the origin of an object next to edges of another object with python

texts:
First I import a cone next to a box:

The cone has a good position in the X axis but not in the Y and Z axis.

So I translate it to this position :

Ideally, I want about 1 mm between the edges of the box and the center of the cone. I was wondering how can I translate the cone to that position (which is linked to the box) with a python script ?


texts: Parenting object moves from the location

texts: I have made a quarter shape and made the group and parent to 1 empty. In this way i duplicate and flip and rotate and made the rectangular shape. I have 4 empty with there mesh parenting. Now i want to make a single parent of them. I added a new empty selected all the mesh and then the empty and Press Ctrl+P object and parent them. But the result is all the alignment i have made goes in one direction. How can i make a new parent from the base mesh as seen below. Any suggestion or help.


texts: Problem with creating default cylinders for 3D Printing

texts:
I am learning the basics of 3D printing, and so far the Print3D add on is amazing.
And I have successfully created a model that was printed.

But a problem, that happens all the time, really takes a massive amount of time to repair is this:

When I use the create mesh function to make a cylinder, the Print3D addon always reports that they have intersecting faces.
I can create multiple cylinders, and random faces are always reported intersecting.
If I make a duplicate of the offending mesh, Print3D then will always report different faces other than the problem ones from the original are intersecting.

Once I try to repair all these intersecting faces, every once in a while, there will be some that it is impossible to fix the intersecting face.  I could delete all the problem vertices/edges/faces, create a single new face, divide it just once, and put the new vertices in the exact same coordinates, and the exact intersecting faces shows up again.  When this happens, the only solution I found to this was to delete the entire mesh, and create a new cylinder.

Is there a setting I have off, or maybe a glitch in the program or add on?


texts: Blender 2.9 Mantaflow - fluid weird behavior

texts:
I am receiving very strange results with Blender 2.9 fluid simulation - even though I am only trying to achieve an effect of the cup falling on the side, the fluid flows in the air unnaturally, and too quickly. Can you help me figure out what I am missing? I'm already trying to figure it out second day in the row, have checked all possible guides on Mantaflow, and searched many pages looking for the answer without any success. I'd be really grateful for someone to point out where I am making a mistake.
Please consider I need this exact scale to be applied (as my scene is being created in regards to real dimensions).
Feel free to check the .blend file here.
Thank you for your help!


texts: Python access toolbox's parameters after calling an operator

texts:
I downloaded this add-on to create L-system (https://github.com/ento/blender-lsystem-addon) and wanted to 1/ Create a L-system object from a script 2/ Change its parameters from a script.

The add-on is working as expected --> The user calls the operator "L-system" (Add > Mesh > L-system). Then in the "toolbox panel"(see image), the user can choose the L-system's parameters.

Now, I would like to the same from a script. Calling the L-system operator is straightforward:

import bpy
bpy.ops.mesh.add_lsystem()

The L-system object is automatically created, but empty! Also, the menu in the toolbox panel doesn't appear.

I don't know how to access the menu's parameters and I don't even know if its possible ... So here is my question: By script, how can I access the toolbox's menu parameter after calling the operator? Note that I tried to load a preset after calling the operator (just in case), but I don't know what is the "menu_idname".

presetPath = "C:\\Users\\adrien\\Desktop\\fav\\default1.py"
bpy.ops.script.execute_preset(filepath=presetPath, menu_idname="")

Thanks in advance for you help!


texts: How to calculate the distance between two selected vertices?

texts: Now I have got a new problem. I want to measure the distance between 2 selected vertices but I do not know how to do that in Blender. Can you help me? Thanks a lot.


texts: Is it safe to close the client during a network render while it is rendering?

texts:
I have 3 PCs in my network: my main that I can't bog down with rendering so I made it the client; my laptop which I've made the master because it's not great at rendering; and my old PC which I've made the slave.

My question is that while the master is managing the render job can I close the client program on my main computer and then reconnect to the master later to get all the files it has rendered so far?

Currently I'm using it to render the frames using the cycles engine for an animation I made.

Edit: I'm using the 2.79 version of blender for windows.


texts:
I’m following a tutorial which has got me using images, imported via the use of Empties.

I start with a new project, deleting the default cube and adding an Empty of type ‘Image’.

I open the Empty’s image, and it appears, lying flat in the XY plane. I apply a rotation of 90 degrees about the X axis. The image is now ‘standing up’ in the XZ plane.

I could very happily leave things as they are, but my inner neat-freak wants to apply this rotation.

With the Empty selected, I press CTRL-A and select ‘Apply Rotation’. I’m expecting the Empty to keep displaying the image in the XZ plane, but for its rotation values in the Transform panel to be zeroed out. Its rotation values are, indeed, now all zero, but the image lies back down in the XY plane.

If I add, say, a Cylinder primitive, it’s orientation doesn’t change when I apply its rotation.

There’s clearly something about the logic of Empties and the way they behave which I’m not understanding. What am I missing?

Thank You in advance to anyone who can throw some light on this.


texts: bmesh/python - list directly or indirectly connected verts

texts:
For a single vertex, how can I create a list of all the vertices connected directly or indirectly to it?
Similar to Select Linked but without actually selecting anything.


texts:
when you duplicate an object it will rename it
ie.
Mushroom
Mushroom.001
Is there anyway to override this behaviour so it would be Mushroom_001?


texts: AN - How to get a specific pixel of a texture?

texts: Is it possible to get a specific pixel of a texture using animation nodes and extra nodes add-on?


texts: Why can't I have an inflow with an animated mesh output to local coordinates?

texts: If I check Export Animated Mesh for an Inflow in fluid dynamics, I lose the option of using local coordinates. Why? What can I do about it?


texts:
I would like to export the visible edges of a shape into SVG lines.
At the moment, I am only able to export lines that are made visible by lighting:

But I would like to export all the edges (for example the ones on top of the head here which were not rendered).
I accept answers for both 2.79 and 2.8+ versions of Blender.


texts: The difference between Factor and Image: How can I combine them?

texts:
I do not understand here what is the difference between Fact and Image:

Inputs
Factor
Controls the amount of influence the node exerts on the output image.
Image
The background image. The image size and resolution sets the dimensions of the output image.

How can I combine those two: Image and Fact ?


texts: I'm using a Black and White image texture for my displacement modifier. The trouble is that the displacement is extruding the white bits when I want the black parts displaced instead. I don't have an app to reverse the colors. Can the values be flipped on Blender?


texts: How do I apply a procedural generated scratch overlay across multiple mesh

texts:
What is going on

100% procedural texturing is part of the goal
Each board is an individual mesh
Exact same material is used on each mesh
Material's nodes add a random value to Object Texture Coordinates to the z coordinates to generate the variations in the wood grain

Goal

Procedural scratch across multiple mesh
Image texture is not an option


texts: Why do I get a "can't edit this property from a linked data block" message when trying to edit an appended object?

texts:
I'm trying to append a model from one file to the other but every time I try it's acting like it's linked but I cant even move it or scale it.

If I try to I get the message "can't edit this property from a linked data block"

What's going on?


texts:
Is it possible to store different types (with a shared base class) in a CollectionProperty?

I want each object to have a set of "Components". Each of these components will have its own PropertyGroup that contains various different settings.

e.g. something like the following:

class Property_Component(bpy.types.PropertyGroup):
    type = bpy.props.EnumProperty(items=component_types_array)

class Property_ComponentList(bpy.types.PropertyGroup):
    components = bpy.props.CollectionProperty(type=Property_Component)

class Property_Component_Water(Property_Component):
    wave_height = bpy.props.StringProperty(...)
    color = bpy.props.FloatProperty(...)

class Property_Component_Terrain(Property_Component):
    max_height = bpy.props.FloatProperty(...)

# other component types...

However, I'm having trouble actually creating the different types. I know what type to add to the collection, but calling component_list.components.add() just creates an object of type Property_Component, instead of the derived type, and I don't seem to be able to assign an object of the correct type afterwards.

Is there a way to do this? or some way to work around this?

Something magical with PointerProperty's? Or maybe just give each object an instance of every component (ick), with a boolean to show if it's actually used or not?


texts: Why do creases appear at the joints of my rigged models?

texts:
Here's what I do.

Assign bone weight via auto-weight, then take the gradient brush and smooth out the joints to try to get smoother rotations.
I also use average and paint brushes to ease the transitions.
But the results are not good.

How can I improve my weight painting? What can I learn to make the results perform better?


texts: How do you select the inside vertices of an object faster?

texts: I've been seeing some tutorials and they all make two mouse clicks and somehow manage to get a clean selection of the inside vertices with no use of Alt or the B key which is what I usually have to do...asking for a friend.


texts: Armature doesn't animate despite being keyframe'd (video)

texts:
To help illustrate my problem, I have uploaded a video demonstrating the issue alongside this post:

Youtube video

I first create a path, following which I set two of its odd vertices to an empty handler (select verts, control-h). Thus, when I rotate the empty, the vertices move also.

The last bone in the armature has a SplineIK modifier applied to it, so it deforms depending on the shape of the path.

I first animate the empty, which causes the path to deform, which in turn causes the armature to animate as I would like it to. However, the animation itself is currently defined in terms of the rotation of the empty, which is confusing; I'd rather have the animation be in terms of armature keyframes (as per usual).

So, I go back through the animation, and insert keyframes of the bones at each point that there is a keyframe of the empty. However, Blender does not seem to think that the bones have moved at all, despite clearly being manipulated by the current empty.

I also noted that when I mute the empty channel in the Dope Sheet editor, the animation gets 'stuck' on whatever frame was current just before the channel was muted. When I un-mute the channel and seek with the cursor, the animation becomes 'un-stuck', and remembers what form it should assume.

What I'm ultimately trying to do, is to initially animate the swimming animation using the path, only to then insert the bone keyframes and delete the path and all helper objects.


texts: (sfm) How can I resize bones in 3 axises of models when editing .smd files in blender

texts: I've tried to resize limbs on some models from sfm but so far i could only resize whole model. i can easily do what i want in pose mode but when i export it into .smd, there are no changes. in editing mode this seem to be complicated as i need to work with meshes and bones positions. barely started using blender and i dont want to go deep, only wanted to resize some bones. sfm offers scaling but only in x,y,z at same time.


texts: Using Add-on packages in Blender scripts

texts:
I was wondering how I could import (if possible) modules from installed add-on packages.
The enabled add-on I am currently using includes these classes, which I want to import into my script:
https://github.com/rdb/blender-egg-importer/blob/master/importer.py
importer.py is part of this add-on package called blender-egg-importer, which is already loaded in.

How can I call these classes from this add-on package using a script in the text editor?


texts: Compositor : export output node when we want ?

texts:
is there a way to save output file , after the "F12" render is done

for example , i created an output node for my passes ,and the way it work is that the passes are automatically saved when the "F12" directly after render is done , no way for me to control when it happend , the only way ai can export thoses files to my desktop is by doing the render ...

what if ive done a 5hours render and forgot to plug in the compositor "use nodes" , the only way to get my passes back is to redo an entire render ? really ? can we choose to export when we want our output ? how ?

thanks


texts: Hotkey for selecting transform manipulator type

texts:
Is there a hotkey or shortcut to change the type of the active transform manipulator?

This site lists

CtrlAltG for translate
CtrlAltR for rotation
CtrlAltS for scale

none of which work for me. Are these the correct current shortcuts?


texts: how to enable GPU option in user preferences

texts:
i was searching online tips to speed up the time of rendering, and i've found one screenshot which is like this

but in my case there is no option of GPU in the compute device section, have a look at my screenshot

am i missing any hardware ?


texts: I am trying to create a model, but there is something that says there is "no such file or directory". What do I do?


texts: Final object rendered image is white, during render and in pose mode is normal

texts:
I've only used Blender to pose objects in Blender files I have found online. I received this file from an artist who is more knowledgeable about shading and customizing. I posed it and added another object and camera but when I try to render the image with Cycles everything looks fine until the last second, the final image comes out white!

Here is the example:

While rendering:

Final product:

Any idea what could be fixed? I know he added an HDRI and did a lot with the shading.

Any way I could get this to render how it looks during the render? Here are some screenshots of what the file looks like:


texts:
I used to stream blender via Steam or TeamViewer, until recently. I tried to use it, and it only showed blank screen. I tried turning hardware encoding on and off, didn't solve anything.

Is there anyone who is pulling this off ? If so, how ? Or anyone knows what might be the problem ?

(Windows 10 on both machines, main righ - Amd ryzen 5 2600, gtx 1070, 16 gb ram)


texts: UV's not on top of texture in UV Editor - How to repeat texture?

texts: I would like to change a UV map of a model. The problem is that only the texture of the head is on top of the texture. Is there a way to repeat the texture so that I can work on other parts as well?


texts:
In the image below you can see a switch button selected and its modifier set to 0.001 (1 mm) of bevel.
As you can see, the scale of the object is 1,1,1.
Right below the button is the plaque, also with the same exact bevel modifier. All the values are the same, and also the plaque is scaled 1,1,1.
Yet the bevel size is totally different.
Wasted half an hour already to try to understand what can be wrong here, but I really can't get it.


texts: Cycles Render CUDA cores usage 0 to 100% spikes slow down render

texts:
I spend a huge amount of time rendering and if this is fixable, I would love it. My machine has dual RTX 2070 supers. In the task manager, on the GPU pages, when I set it to show CUDA usage, the behavior is a bit odd. Sometimes it will show CUDA at 100% or near 100%. In these times it renders each square quickly. However, sometimes I get spikes - where much of the time it shows 0% and then will spike to 100%. When it does this it renders slowly (same scene and it just changes throughout the render).

First part rendering slowly, second speeding up.

Beginning and end rendering very quickly, middle slowly.

Good speed throughout.

This is the image I was rendering during the above screen captures. It is a large image - over 5000 pixels wide at 1500 samples.
The speed of each square rendering is directly correspondent to the CUDA usage, so I am curious what is the relationship here? Why does it sit at 0% so much? Can I get it to run at 100% constantly? I use Optix to render, not regular CUDA in the blender settings. I am using Blender E-cycles 2.90.1 because I have stability issues with later versions.


texts: Why do i get a strange black shadow when i smooth my mesh?

texts:
I finished the mesh but went i try to smooth it i got a rare black shadow :

3D viewport - no smooth

3D viewport -  smooth

Render - smooth

Render - no smooth


texts: How to make the object I'm exporting as fbx to be in the middle of the scene when I import it?

texts:
So I am exporting a lot of characters from one single file. The characters are on a line, so when I export them, they are not in the middle of the scene. How do I export the the character to fbx while the character is not in the middle, but when I import it, it is in the middle? How do I achieve that? It is a little bit hard to explain but here is a better explanation with screenshots.

When I export the character:

When I import the character:

What I want it to look like when importing the character (without having to move it to the middle when exporting, because I am going to export so many characters it would be too much of a hassle):


texts: How do I copy children of an object using copy() method, without messing up their positions?

texts:
I am making a scene procedurally with python, and recently switched to the copy() method instead of duplicate_move(). With duplicate_move, all the children of the object reproduced faithfully and their positions relative to the parent were correct. However, with copy(), the children did not get included, so I had to make a series of nested loops going to the depth I needed for my model (four layers) and manually copy, assign parent, and link to scene with each child. This worked, with the exception that the positions of many of the children were wrong, they appeared to be offset vertically by some amount, but their transform data in the inspector panel appears to be the same.

Before we get into what I may have done wrong in my nested loops, is there any way to automatically do a deep copy of the entire hierarchy of an object using the copy() method?

EDIT: Sorry, forgot to include code. Here is the core of what I am currently doing.

actor_copy = actor.copy()
actor_copy.name = str(ID)
scene.objects.link(actor_copy)
if len(actor.particle_systems)>0:
    ps = actor.particle_systems[0].settings.copy()
    actor_copy.particle_systems[0].settings = ps
for child in actor.children:
    child_copy = child.copy()
    child_copy.parent = actor_copy
    scene.objects.link(child_copy)
    if len(child.particle_systems)>0:
        ps = child.particle_systems[0].settings.copy()
        child_copy.particle_systems[0].settings = ps
    for subchild in child.children:
        subchild_copy = subchild.copy()
        subchild_copy.parent = child_copy
        scene.objects.link(subchild_copy)
        if len(subchild.particle_systems)>0:
            ps = subchild.particle_systems[0].settings.copy()
            subchild_copy.particle_systems[0].settings = ps
        for sub2child in subchild.children:
            sub2child_copy = sub2child.copy()
            sub2child_copy.parent = subchild_copy
            scene.objects.link(sub2child_copy)
            if len(sub2child.particle_systems)>0:
                ps = sub2child.particle_systems[0].settings.copy()
                sub2child_copy.particle_systems[0].settings = ps
            for sub3child in sub2child.children:
                sub3child_copy = sub3child.copy()
                sub3child_copy.parent = sub2child_copy
                scene.objects.link(sub3child_copy)
                if len(sub3child.particle_systems)>0:
                    ps = sub3child.particle_systems[0].settings.copy()
                    sub3child_copy.particle_systems[0].settings = ps

Apologies for the hack job, time was short and I'm still hoping this can all be thrown away in favor of the right pre-existing function call. But no, I did not know about matrix_parent_inverse, that sounds very promising, thank you!


texts: Viewport Artifacts when working with big scales

texts:
Has anyone encountered those lines which look like z-fighting already?
They only occur when the scale that is being worked on is relatively big.
When switching to orthographic this problem does not occur.

My island is 320x320m in size with metric as Unit and 1 as Unit Scale.
Any ideas how to fix this?


texts: Blender for iOS without using sidecar or duet?

texts: I'd like to use blender on my iPad. Is there any direct download link for iOS?


texts:
Can anyone tell me how this surface looks like 3d which covers red sphere and blue cylinders.

see the blend file here
https://blend-exchange.giantcowfilms.com/b/3570/


texts:
I have a cup that I made and I'm trying to move the bottom part along the z axis. I click on the edges using alt + click and press g and then z to move it, but when I do that, the bottom is able to move up and down but it ends up moving it in a really weird way (it moves toward my direction and up/down). What setting do I change so that I can fix this?
The object has a solidify and subdivision surface modifier attaches but removing them doesn't change anything so I don't think that has to do with this.
This is what happens when I try to move the bottom along the z axis while facing the cup


texts: Blender Cycles quickly renders animation just black

texts:
After making some improvements to a project that I have not previously had any problems with I proceeded to set up my render settings.

I then realised that I had been working in blender render instead of cycles. I don't know what the difference is between them really apart from I was able to do a lot more in blender render than in cycles.

So I made the changes I needed to make now that I was in cycles render and tried to render the animation. And this happened!!!!


texts:
I have a driver on a keyshape which is controlled by an object moving in the scene.
I would like to add a 5 frame delay so the keyshape changes are delayed by X frames.

I am using scripted expression currently it has
(var+2.73)*.1

so if its possible to add what ever is required to make a delay.

cheers
Shaun


texts: "save as image" no confirmation when overwriting

texts: Earlier when saving a render with "Save as image" I miss clicked and saved over another render. Is there a way to enable a confirmation dialog for this action?  I will be much more cautious moving forward, but it would be nice to have that extra layer of protection.


texts: How can I associate collections with different view layers?

texts:
Can I have collections separated into different view layers and combine them in the compositor? If so, how do you assign a collection to a view layer? I see the option to enable/disable a view layer for a collection, but the selection applies to all collections.
For example, I have BG, Mask and Objects collections and View layers BG, Mask and Objects. If I select the BG view layer and enable the view collection and disable the others, only the BG collection remains included.
If I select the Mask view layer, and do the same with only Mask being included, only Mask is included.
But then, if select the BG layer, the Mask collection is included, not the BG layer. How do I make BG include BG, Mask incude Mask and Objects include Objects?


texts:
For my master thesis, I need to have a formal definition of a mesh (if several definitions, the one used in Blender), in a mathemathical point of view. So "geometric model described by vertices, edges and faces, ..." is not enough. And I can't seem to find good literature giving the definition.

Sorry if my request seems stupid.


texts: Set up tracking scene makes my environment texture go black. Wha?

texts: I set up my scene with an exr. But then I import a movie, track a ton of points, solve then hit the "set up tracking scene" button and my background turns black. The exr is still displaying in my world tab, but my scene just renders a black background. What could I be missing? Thanks to anyone who can help.


texts: How to get rid of black edges from XYZ function mesh?

texts: Blender newbie here. I used XYZ function in the add-ons to generate several meshes. Right now, the meshes are dense with black edges. How do I get these edges to be invisible when the object is not selected? For example, the UV sphere at the bottom looks lovely.


texts:
I'm working on a model of a cat, I've made the textures and I've applied fur.
I just have no idea how to apply the texture to the fur.

So how do I do that?


texts:
I would like to know if there is a way (native or addon) to create a cube exactly like you can in 3D Studio Max?
What I mean by that is click once to define one of the corners, then again to declare a rectangle, and then once more to bevel it. I believe it's a really useful feature and I would be glad to see in Blender.

Thank you in advance.


texts:
I have different cloths but in the animation they are getting inside themselves.
I want to see red, yellow and purple on blue in every frame. I have tried colliding options but it didnt work. Which options should i change?

Best.


texts: Is there a way to do a J-Cut or L-Cut in the video editor?

texts: I'm in the process of trimming down a video in Blender and I was wondering if there was a way make an L-Cut or a J-Cut. Is it possible?


texts:
I'm working on 2.8 and noticed I could not pop open the window on the right side of the screen. Usually that had a "plus" sign, it only has a "less than" V and won't let me open. Is that a bug? or a feature change? Doesn't matter whether I'm in Object Mode, Edit Mode, Layout screen, modeling screen, etc.

Also have a project that has "Lasso Select" stuck on, can't get it to turn off


texts:
I have this scene with a green screen in it but when i try to use compositing something goes wrong. what can i do so that only the green screen is affected with an image of my choice. here is my setup:

Thanks in advance :)


texts:
Simple addon template :
import bpy

bl_info = {
    "name": "test",
    "author": "me",
    "version": (1, 0),
    "blender" : (2, 80, 0),
    "location": "",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": ""
}

class OBJECT_OT_CustomOp(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.test"
    bl_label = "test"

    def execute(self, context):

        None

        return {'FINISHED'}

addon_keymaps = []

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

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

if __name__ == "__main__":
    register()

My question is about that class name (-> OBECT_OT_CustomOp). I just want to know : Whatever name it is , can i really re-use it for other customop/addon ? since i've tried to use that same class name for different op and it doesn't conflict. Everything works fine, because that customop is unregistered when i exit the tool ? But will it break at some point ?


texts: How to add raised text to an imported STL file for 3D printing

texts:
I'm new to modeling and 3D printing and have a long way to go... but 1 of the reasons I got a 3D printer was practical/functional use at my family farm.  What really caught my eye was the ability to print cattle ear tags.  I found a design
https://www.thingiverse.com/thing:2950135
and all I have to do is edit and update the name and number on it, but struggling with that part. From the online help, I thought it was under
Mode
Edit Mode.
Menu
3D Viewport ‣ Text
but I can't find the 3D Viewport - Text part.
Can someone help give me a little nudge on this, please?
Thanks
Jim


texts: Viewport rendered with some objects display in solid mode

texts:
I am trying to find out if it is possible to display some objects in object mode when we are in rendered display mode.
I have created a studio spot with settings on viewport display, and i want keep the color (viewport display material) when i am on rendered display mode.

I can't use emission material for it because they will influate lighting of my scene.
Anyone have a solution, or some other idea?
Thx community !


texts: Importing FBX from UE - Armature Scale and pose problem

texts:
I need to change some animal meshes from UE 4.25 and put them back in there.
The problem I have is that Armature gets deformed and scaled when importing (see screenshots)

I figured out for to fix the bone rotation issue. But what I am left with is still messed up: scale is wrong and bone positions too, just compare left and right legs. What do I do to fix this? My current import setting are the same as default with "Automatic Bone Orientation" turned on.
Also! I need to be able to get these meshes back into Unreal and put them back on the original Skeleton to use the original animation. How do I do that? No matter what I try, it doesn't seem to be compatible either.


texts: I want my emission material to also be the colour green, but I'm not sure how to do it, here is a copy of my node layout at the moment.


texts: Is it possible to make the 'Pick Random' not repeat an object from a Collection twice in a row under Particles<Hair<Collection?

texts:
I'm using Render > Collection > Pick_Random under 'Particle Settings'. Even with different Seeds (Particle Settings<Emission<Seed) I'm getting repeats.
Is there a way to have more control over the 'Pick Random' option?
The 'Use Count' and "Extra' options under Particle_Settings< > Render > Collection do not help either.
Thank you.


texts: I have found that in particle mode when I'm combing the hair the vertices become loose. How do I prevent this?


texts: Why does parenting handle bones differently than the Child of constraint?

texts:
When an object is parented to an armature's bone it's center is originated at the bones tip, which for some reason is called tail... (that part is never gonna make sense to me but whatever)

But when you use the Child of constraint it will be originated at the bone's root.

Here's an image showing one bone, 2 icospheres, neither has been moved at all.

Icosphere.001 is parented to the bone, the panel on the right shows it's info.

Icosphere is Child of constrained to the same bone, shown on the left and in the center.
The only thing they share is the rotation and scale, but the location is obviously different, for whatever reason.

Why is this like that?


texts:
I am fairly new to blender and am wondering how does one scale the objects in blender via python script.

Currently I am simply changing the scale of the object via bpy.data.objects[NAME].scale
however, this is not what I want to do as it only visually shrink the object.

I also tried to change the length of each bone individually, however, even though the length of the bone changed, the head and tail of the bone did not change. Also something worth mentioning, I am working with a hand. This ended up giving me a hand with tiny bones but not connected due to the bone's head remaining the same.

I would like the bones in the armature object to actually shrink/grow as well, since I am exporting this object later as BVH and would like to preserve the scaling.

Thanks


texts: How can I change the Render Regions background display mode?

texts:
I regularly use the handy Render Regions feature of Blender, but I have noticed that no matter what mode you are in before entering Render mode, the background mode for the parts of the scene outside the lines is always solid. I want to know if there is a way to change that to Textured mode.

Here is an example of what I mean. I am in Texture mode, with a render region set up.

However, when I enter rendered mode the plane on the right loses it's texture, and is now completely solid, obviously being displayed in Solid mode.

Is there a way to change this behavior? And if not, what workarounds are there?


texts: Adding a driver to a Cycles node via Python

texts:
I'm trying to add a driver to a Cycles Value node using Python. So far my code is:

node = material.node_tree.nodes.new("ShaderNodeValue")
node.driver_add("default_value")

However, this just gives me a 'property "default_value" not found' error. I've also tried:

node.driver_add("value")
node.driver_add("outputs", 0)
node.driver_add("outputs[0].default_value")
node.driver_add("nodes['Value'].outputs[0].default_value")

None of these work either. So my question is: how do I exactly add a driver to a Cycles Value node? It can be done via the UI right-click menu, but I can't find a data path that driver_add() will accept.


texts: Create nor equal side of cube with fixed width of bavel?

texts:
I am creating a simple 3d model like a brick.
I want to add bavel for rounded corner and edge with same width.
But I did it failed, each face with different rounded curve.
Can anyone teach me how to did it well.

my 3d model:

https://www.dropbox.com/s/q7njgz161u2trof/untitled.dae?dl=0

my model width x height x depth = 2.1 x 6 x 1

Thanks!


texts: Mesh is not moving with bone even with correct weights

texts: The bones are moving outside the mesh during deformation. I have manually painted each bone in the leg, yet the mesh still does not conform to the bones. Also, I did paint the underside of the foot.


texts: Some bones wont move when I'm in pose mode. For example the head, the neck and the upper spike move without a problem. But when I try to move the eyes and the other spikes only the bones move not the mech. I've parented them all to the head. And did the weight painting myself. Does anyone know what may be wrong?


texts: Emission light creates grainy and blurry shadow

texts:
I encountered a problem with emission light and shadow I get after rendering. Namely, I create the cell light as you can see in screenshot, and gave them emission material as light source. Also, I create reflection background plate.

I tried everything in Cycles mode of rendering...without Denoising (I get really grainy render), with Denoising default setup (grainy effect just get blurred but it's still visible)...increasing the Radius value to max (I get combination of grainy and blurry render).

Any suggestion, what to change to get clear photo realistic image?

Thanks.


texts: Adding dimension with specified value: Is it currently possible?

texts:
Measureit extension does great in adding dimensions to models.
But sometimes, as the model becomes complex, it is difficult to design at right dimensions/proportions, so that dimensions are shown correct.

Is there a way to specify the dimension value manually?


texts: will stopping an animation render mid-way still save the progress?

texts: I'm trying to render an animation in blender and midway, I want to stop the animation and I'm wondering if it still renders the frames in the mp4 file and saves?


texts: How can I increase resolution of texture on a huge terrain? (For painting)

texts:
I have a very large terrain that is a about a mile x mile long, even a 16k texture is way too low res if you put the camera on a human height level.

In order to get good pixel density for painting, I have to have at least some 150-200 pixels density per meter, for example if I have a 10 x 10 meter plane and put a 2048x2048 texture on it, then that is 2048/10m = 204 pixels density per meter. Anything lower than 100 pix is way too low.

There are only 2 "easy" solutions I know:

To make hundreds of 10x10m tiles from the original terrain and put a new 2048x2048 tex on each tile or...
To put a single 320K texture on the entire terrain.

The second one is obviously not going to work unless you have a supercomputer and the first one will take centuries to complete and I am not even sure if Blender could handle that many objects, materials and all that. So is there a smarter way to do this?

Note that I strictly need to paint on the terrain, I don't want to just resize a single seamless UV, that would be easy, but it's not what I am looking for.

Also, I am doing this in order to export it to 3.rd party game engines and maybe sell the models, so I'd prefer a non or very low node based solution, since I am not sure how that would work with other programs.

Maybe related, maybe not, but terrains in GTA V don't look like they are made from just resizing a UV, however if you enter the game files via Open IV, you'll see that terrain sections use seamless 512 or 1024 grass/sand/etc. textures, but don't seem to have a "painted texture" laid on them....but at the same time the terrains look like they were actually painted, so how is this possible?


texts: Locrot with amature isn't moving mesh at all when playing in timeline

texts: I'm doing a school project with a greek solider and I'm getting the last part of creating my model done. My mesh is supposed to simply move his head side to side. When I move his head to one side I press i>LocRot record it to the timeline then move the cursor to frame 40 and repeat the process. But when I play the animation nothing happens at all.


texts:
I recently got this mouse model and want to make an Ad with it.
My Problem is that those two Parts are connected somehow.
I made them 2 Separate Objects in Edit Mode by using P ( Separate Object ) but if I move one, the other Object moves too.
How can I unlink those 2 Objects?


texts: 9 Different material to one texture file

texts: I am trying to bake Different materials to one texture file. I tried a few tutorials on Youtube and followed a few guides here on this forum. How ever none of them are working for me. Everytime when I try to bake it is just black. If somebody could help me I would be very pleased! I am using Blenden 2.92 but I have also tried it on 2.8 and 2.79 Google link for my model I have include my model at my google drive.


texts:
I have experience with Maya and C4D and I’ve become very accustomed to the way view-port navigation works in them. I know that one can set the key-mapping to that of industry standard; however then the orthographic views’ key-maps on the numpad gets changed (which is a no no).

So I’ve set up different key-mapping for camera panning and rotating on the Blender key-maps but I want to add the function to smooth zoom via ALT and RIGHT CLICK and dragging the mouse up and/or down. I know that it is mapped to CTRL and MIDDLE MOUSE on the default Blender key-map.

I realize I can just go into the settings and do it manually but I’m afraid of effing it up too much. So I’m hoping that someone here might have already sorted this out (hopefully).

Thanks a million


texts: 3D manipulator stuck on left side of split viewport

texts: I'm using Blender 2.8. I split my viewport but accidentally moved the 3D manipulator to the right side- I don't know how I moved it nor how to move it back to the left side. The ride side is in rendered view. When I try to use the measure tool,  manipulator and other tools on the left side, I get an alert that says 'gizmo hidden in this view'.


texts: Particles are not dropping down in blender 2.8 beta

texts: I am creating a scene in blender 2.8 and I want raindrops in that scene but when I use a particle system to simulate raindrops, all drops are going in different directions rather than dropping down.


texts:
I am trying to execute a line of code, such as: bpy.ops.object.modifier_add(type='SUBSURF') from a string of text.

My code is:

import bpy
import math

print("~~~Separator~~~")

obj_list = []
task_list = []

class ExportSomeData(bpy.types.Operator):
"""Test exporter which just writes hello world"""
bl_idname = "export.some_data"
bl_label = "Export Some Data"

filepath = bpy.props.StringProperty(subtype="FILE_PATH")

@classmethod
def poll(cls, context):
    if not obj_list:
        return False
    else:
        return True

def callMethod(o, name):
    getattr(o, name)()

def execute(self, context):
    global task_list
    file = open(self.filepath, 'r+')
    for line in file:
        task_list.append(line)
        callMethod("I don't know what to put here", line)
    print(str(task_list))
    file.close()

    return {'FINISHED'}

def invoke(self, context, event):
    context.window_manager.fileselect_add(self)
    return {'RUNNING_MODAL'}

class SelectOperator(bpy.types.Operator):
"""Adds """
bl_idname = "scene.select_option"
bl_label = "Multi Select Operator"

@classmethod
def poll(cls, context):
    if not bpy.context.selected_objects:
        return False
    else:
        return True

def execute(self, context):
    global obj_list
    obj_list = []
    for obj in bpy.context.selected_objects:
        obj_list.append(obj)
        print(str(obj))
    print("Objects in the active list: " + str(obj_list))
    return {'FINISHED'}

class TaskOperator(bpy.types.Operator):
"""Subdivide and scale a mesh."""
bl_idname = "scene.task_option"
bl_label = "Multi Task Operator"

@classmethod
def poll(cls, context):
    global obj_list
    if not obj_list:
        return False
    else:
        return True

def execute(self, context):
    global obj_list

    return {'FINISHED'}

class SelectionPanel(bpy.types.Panel):

bl_label = "Multi Selection Options"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'

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

    row = layout.row()

    split = layout.split()

    col = split.column(align=True)

    'row.operator("mesh.primitive_uv_sphere_add")'

    col.operator("scene.select_option", text = "Set Objects", icon = "MESH_CUBE")

    'row.operator("scene.task_option", text = "Do Task", icon = "LONGDISPLAY")'

    col.operator("export.some_data", text = "Open And Do Task", icon = "FILE")
def register():
bpy.utils.register_class(SelectionPanel)
bpy.utils.register_class(SelectOperator)
bpy.utils.register_class(TaskOperator)
bpy.utils.register_class(ExportSomeData)

def unregister():
bpy.utils.unregister_class(SelectionPanel)
bpy.utils.unregister_class(SelectOperator)
bpy.utils.unregister_class(TaskOperator)
bpy.utils.unregister_class(ExportSomeData)

if __name__ == "__main__":
register()

Below is what is causing me trouble:

def callMethod(o, name):
    getattr(o, name)()

def execute(self, context):
    global task_list
    file = open(self.filepath, 'r+')
    for line in file:
        task_list.append(line)
        callMethod("I don't know what to put here", line)
    print(str(task_list))
    file.close()

    return {'FINISHED'}

line is bpy.ops.object.modifier_add(type='SUBSURF'), but I don't know the object to put for the first parameter. If I am going the wrong direction with this, please correct me.


texts:
I am trying to make a material similar to this unanswered post: Creating a colored translucent material for Plastic/PVC roll

I tried the suggested methods and was unsatisfied with the results. I am most interested in recreating the effect that occurs at the edges of the material.

Below are two screenshots of my current setup that is giving the 'best' results, but is unreal as I use two materials for the one object.

Top left in the image editor is my reference image of the desired material look.
Bottom left is my super basic node set ups for the face material. the other image shows my edge material.
Right is the plastic strip rotated 45º to show the edges backlit by a spot light 50W.
I placed a Suzanne behind to test the material transparency.
I am using a HDRi environment texture and a power 1 sun lamp to also light the scene.

Does anyone have any ideas how to make the material look more like the reference image? Ideally, using one material? I can use either eevee or cycles for this project.


texts: How can I use a single action to trigger animations in multiple objects?

texts:
I have a problem to do with animations in blender, namely that I need to set up two different object's animations within one Action, and then another object separately in another action, so  that when I import my file into Unity there are two separate animations; one of the two parts moving, and the other of one part (which is the parent of the other two parts) rotating.
The problem is that when I try to do this and set up keyframes for one object, if I then add the other object to that action it will just snap to those same keyframes, instead of being able to have its animation edited separately.
So my question is how can I set up an animation with multiple objects holding their own keyframes (like I would normally do with a regular keyframe animation) but with the ability to make a separate unique animation for a different object as well?
I've seen some things in other similar questions to do with the NLA editor I think and merging two separate actions together into one but I can't find any actual information on whether this is what I need to do and if so how to do it.

Sorry if this isn't very well worded, please tell me if you need any clarification.

EDIT: Ok so I have found out how to use the NLA editor to solve my first problem (I instead created two different actions with both parts moving separately and then added them both into the NLA editor) However now when I try to make a new action to rotate another part of my object it is automatically added to the NLA editor as the same animation, but I need it to be completely separate, how can I accomplish this? It seems there is no way to remove it from the NLA editor once it's there it's rather frustrating...


texts: Render stops after 1 frame. "Render error (Permission denied) cannot save: '0001.png'"

texts:
For some reason today I can no longer render more than 1 frame at a time. I was able to just fine yesterday. After successfully rendering the first frame, render stops and I get this error message:

  Render error (Permission denied) cannot save: '0001.png'

I tried saving output to local drive instead of server but no luck.

I am using the "File output" node in the compositing node editor, and NOT using the render settings output path. I just tried putting something in the output path and leaving the composite nodes untouched, and now it renders fine but renders each frame twice (once for the File Output node, and once for the render settings output path.)

Why would I get this error?

I realize I've found a workaround where I just have to delete the extra renders, but I want to get to the bottom of this problem. ;)

Thanks!


texts:
So i try to make a ferris wheel but using rigid body physics. The ferris wheel itself using a motor constraint and it work just great.

But when i try to attach the cab with point constrain, well it won't rotate fully anymore and the cab just rotating wildly.

i'm trying to rotate the axis of the constraint but the result still the same. How to make the constraint work properly?.

i attach the blend file so you can see what's wrong.

Edit : i'm not going to manually animate this using a keyframe. But i want the physics do the work. The problem that i encountered is the cab wont follow rotating the motor constraint


texts: Distort/correct atomic resolution images so the fit into a specific surfice lattice grid

texts:
I was encouraged by a colleague to use blender to fit a surface lattice, which is an atomic structure of a known surface, in this case GaAs(110). Unfortunately, I'm losing my mind trying to do this, I only started using blender a week ago, so I need your help.

I have an example of an AFM (atomic force microscopy) image of single atoms. The image gets distorted and skewed (usually due to thermal drift) so we need to correct this image and distorted the image so the distances are "correct".

An original AFM image, for example, looks like this:

And I want to distort so all the bright orange blobs in the image (the atoms) match the blue balls of this grid:

This is a very poor attempt (made in Inkscape) to fit the image. In this case I modified the grid to fit the image, not the image to fit the grid, which is what I want:

The idea proposed to me is to create a plane mesh where each vertice is an atom and each edge is a bond. Let's call this mesh A. The idea is to modify mesh A (maybe in UV texture?) so I position each vertice on top of the atoms on the AFM image. After moving all vertices of the mesh A into the positions of the original AFM image I (lets called the deformed mesh now mesh B), I would press some magic button which would make my mesh B go back to the size/position/dimensions of mesh A and therefore deform the applied AFM image with it, deforming it and in principle correcting it.

I've created a blender file with the plane mesh (A) which you can see here:
BlenderFile

I can't do the rest on my own though. :-(

So how do I do this!?

PS: I'm using blender 2.8


texts: How to update compositing nodes via script?

texts:
I create some nodes in compositing via python script:

dbl_info = {
   "name": "Tmp Addon",
   "category": "All"
}
import bpy
class tmpAddon(bpy.types.Operator):
   bl_idname = "tmp.tmp_addon"
   bl_label = "tmpAddon"
   bl_options = {"REGISTER", "UNDO"}

def execute(self, context):
    if not bpy.context.scene.use_nodes:
        bpy.context.scene.use_nodes = True
    nodesField = bpy.context.scene.node_tree
    for currentNode in nodesField.nodes:
        nodesField.nodes.remove(currentNode)
    bpy.ops.image.open(filepath="d:/Blender/_TMP/Addon_tmp/p_1.png", directory = "d:/Blender/_TMP/Addon_tmp/")
    currentImageNode = nodesField.nodes.new(type = 'CompositorNodeImage')
    currentImageNode.image = bpy.data.images['p_1.png']
    currentImageNode.location = (0, 0)
    currentImageNode.name = 'p_1.png'
    currentOutputNode = nodesField.nodes.new(type = 'CompositorNodeComposite')
    currentOutputNode.location = (200, 0)
    nodesField.links.new(nodesField.nodes['p_1.png'].outputs['Image'], currentOutputNode.inputs['Image'])
    return {'FINISHED'}

def register():
    bpy.utils.register_class(tmpAddon)
def unregister():
    bpy.utils.unregister_class(tmpAddon)
if __name__ == "__main__":
    register()
    bpy.ops.tmp.tmp_addon()d

It works, but after executions created nodes are inactive:

after any manipulations (for example uncheck "Use Alpha" checkbox on Output node) all of nodes updates and become active

I found that if there is an opened window with compositing nodes during script execution, generated nodes updates, and work fine. But if there is no compositing nodes window during script run, nodes stay not updated after script execution.

How can I update compositing nodes via script and force them to work if there is no active compositing window during script execution?


texts:
I would like to simulate piping of a cream through a piping tip. I modeled the piping tip as you can see.  I added a soft body to the cylinder, and then I set the piping to collision.  But for some reason it doesn't go through instead it stops midway. I would like to render an image of the cream after deformation.

Do you have any idea how to create such an effect?


texts: So i have made a path and i have no idea how to make it thicker, Normally with meshes you scale them with S, but its my first time doing something with paths so i have no idea how to make them thicker. I have tried the Solidify Modifier with no results. I have tried a multiple tutorials but all of them didnt for or were for 2.79 version of Blender. Or can i maybe make a Cylinder follow the path?


texts: Problem importing FBX animation from Daz3d

texts:
So I imported  Daz G3F to blender before. It worked as you can see in the the first model on the left, then I tried again later this month with another model but same G3F, problems occurred.

I tried again with the same file that had been successfully imported but problems continued, either the bone armatures messed up or the model does not attach to the armatures at all ( you can see in the photo from left to right). Could anyone help me to check what is the traceback call means? How come it worked before but now it doesn't? :( I am very new to blender so pardon for my limited knowledge on this. Really appreciate any help right now I have a project to finish this week.


texts: How to scale all key frames in a layer of grease pencil?

texts:
While animating in grease pencil Blender,
I need to scale all key frames in a layer at a time.

I cant find any option to do so.
Is it possible in grease pencil to enlarge all key frames with same percentage?


texts: How to create a material with fading edges effect?

texts:
I am trying to make a fresnel kind of effect that only is visible on the edges of an object. Kind of like a fading outline. So I tried to take the angle between the camera normal and object normal and depending on the size of the angle I want another color. This is how my shader graph looks like

I'm not sure if the vectors are normalized, hence the normalization nodes. Also not sure if the vector transformations from different spaces are correct, but I think so. The result looks like something I'm trying to achieve, but it's not so easy to see. Is there a way to visualize it better or "debug" the shader? And is this a correct setup for what I am trying to achieve?


texts: how do i stop my vertices, lines, and places from sticking to each other while making the mouth?

texts: I am currently trying to work on my mouth, but when I try to move anything into the body, I am unable to do so because the vertices, lines, and faces that I select when moved go behind any other topology, I don't know how or why this is occurring, I can move things find when there in no topology in the view port but when there is, it goes to the top of the topology instead of just moving back in 3D space.


texts:
I've seen a lot of tutorials with fire in Blender Game Engine and how they have particles. They're great and all, but when I go ahead and try to make it this is what it says.

I can't use particles, and there are absolutely no tutorials for fire in Blender Game Engine for 2.79 (my version), and none from 2016 - 2017. I really need help.


texts: Editing colors in Blender for vibrance and saturation

texts:
Is there a way within Blender to edit colors, like Photoshop, using variables such as vibrance and saturation?
For example:

The image below is an photoshopped version of the first image, with vibrance +80 and saturation +2.
Is it possible to boost colors within Blender, without any post processing methods? (Such as those involving external programs, e.g. Photoshop)